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Only Speaking Professionally | When You Say Nothing At All



Nintendo has long rooted its company in its family friendly image. It’s happy! For the family! For fun! For everyone! Yay! Let’s all play a lovey dovey technicolour rainbow happiness game!

But that image got dealt a blow last week when details about Tomodachi Life’s English localisation came out.

Tomodachi Life is a life simulation game, where players’ Mii avatars can meet up, get along, and become families. Well, you can become a family if you’re a boy and a girl – if you’re guy guy or girl girl? No dice.

That’s right – Tomodachi Life has no same sex relationships.

Just like in real life, right?

There are a few things at play here. Firstly, there is the way same sex relationships can and do happen in games, and the way it’s inextricably linked to genre. For most games, sexuality is largely irrelevant. Think about Tetris – do the bricks have preference? Or Call of Duty, for that matter – does it matter if Soap or Price like boys or girls? Obviously, in these instances, sexuality is pretty much an extraneous issue.

Let’s move on to something more character and player choice driven. RPGs, like Dragon Age: Origins or Mass Effect, have characters that are completely created by players. In these games, the character is moulded by choices the player makes, and sexual relationships can be guided by the player. And, with the availability of relationships in an environment where players can create their own character, same sex relationships become viable as an option.

Now let’s move on even further. Life simulation games. Tomodachi Life is a game that aims to recreate the world around it, at least in some ways. The entire focus of the game is to let your avatar live the way you choose for them. The character carries out daily activities and socialises in a virtual space, similar to the way life happens. A core part of life is building relationships. And a core part of Tomodachi Life is building relationships.

In a game where player choice is paramount, and reality is the template, what does it say when you leave out something like same sex relationships?

Not having same sex relationships in a life simulation game is effectively saying that same sex relationships don’t and shouldn’t exist in real life.

Sure, the intent behind not letting Miis of the same gender to be in romantic relationships probably isn’t malicious. I doubt Nintendo set out to alienate the (very) roughly 10% of the world’s population who identify as same sex attracted. In this case, I think it’s just an oversight by a development team who are probably not used to thinking about same sex relationships. But the end result is that there are same sex attracted people who will not be able to have a romantic relationship that they can recognise as authentic within Tomodachi Life.

And, to many same sex attracted people who have suffered discrimination and alienation for most of their lives, that’s not really very nice.

Not having same sex relationships within Tomodachi Life is exactly the same as saying gay people don’t exist. And that’s terribly cruel.

In contrast, the Sims 4 will have same sex relationships. That’s right, the Sims. By EA. Electronic “Worst Company In America” Arts. Family friendly Nintendo hates the gays, while evil nasty greedy EA is spreading love and joy for everyone. Think about that for a minute.

(Side note, EA has a long history of supporting same sex attracted individuals and portraying their relationships positively within their games. EA’s company policies are very supportive of LGBT employees. EA officially supported a legal challenge to the Defense of Marriage Act in 2012. They also put together the LGBT Full Spectrum Event in 2013. In fact, by way of big game publishers, EA is probably the most outspokenly progressive when it comes to LGBT issues)

(Side side note, Origin is still complete and utter rubbish)

I am aware that there are specific cultural nuances around homosexuality within Japan. Historically, same sex attraction in Japan has been largely hidden, although things are slowly changing. And Nintendo, as a Japanese company, reflects those wider societal values. But Tomodachi Life is a global product for a global audience, and Nintendo needs to take that into account. And while many countries are still coming to grips with same sex marriage legislation – Australia’s federal government, for example, last year overturned a state’s (territory’s, actually) legislation for same sex marriage – Nintendo could be using this situation to make a positive, inclusive stance.

All by not preventing Miis of the same gender from being in a relationship.

Should Nintendo put same sex relationships in a life simulator? In my (blatantly pro-equality) opinion, yes. Should they HAVE to? No. Should they be judged on their choice whether to do so or not? Definitely.

I think that Nintendo’s statement that future Tomodachi games will be “more inclusive” is a step in the right direction. I don’t believe the rubbish about not being able to change the game in a post-release patch for a second, though. But hey, I don’t make games, I just complain about them on the internet, so what would I know – it might actually not be possible to patch in. I really doubt it, though.

At any rate, Nintendo has heard that there is dissatisfaction regarding the omission of same sex relationships from Tomodachi Life, and has at the very least acknowledged that dissatisfaction. It’s completely up to Nintendo whether they act on that knowledge in the future.

People will be watching.

Former Editor in Chief of OnlySP. A guy who writes things about stuff, apparently. Recovering linguist, blue pencil surgeon, and professional bishie sparkler. In between finding the latest news, reviewing PC games, and generally being a grumpy bossyboots, he likes to watch way too much Judge Judy. He perhaps has too much spare time on his hands. Based in Sydney, Australia. Follow him on twitter @lawksland.


The Maker of 2019’s Must-Have Interstellar RPG Within the Cosmos Talks Gameplay, Lore, and the Future



Within the Cosmos

Some indie games look impressive enough to match anything coming out of the AAA studios. Within the Cosmos fits that bill to a tee. Every screenshot from the project shines with ethereal beauty, and the description makes it sound like a marvellous mash-up of Deus Ex, Mass Effect, and Halo

This RPG casts players as a would-be colonist intended to seed human life away from what seems to be an apocalyptic interstellar war.

To find out more about the promising project, OnlySP reached out to developer Francis Debois, who went into great depth about the gameplay, structure, and the processes involved in production across the last five years. 

OnlySP: I wanted to start by asking about the gameplay. In the marketing you’ve mentioned that objectives can be completed through stealth, combat, or diplomacy, which is always a plus for an RPG. Is that multi-path approach available for every mission, and how free-form are the player’s options?

Debois: The missions in the game generally give you multiple ways to affect how the mission unfolds, whether it’s through dialogue or how the player approaches the mission. Also, the options available to you are governed by the type of character you create. If you have a character that’s high in Intelligence, you might be able to hack a control panel that opens a door to a room that you’d otherwise have to fight through to get to, or if your Charisma isn’t high enough, and you try to convince them to leave the area, they might not listen to what you have to say, and they’ll become hostile, or you can simply avoid all of that and find a way to sneak inside!

OnlySP: From what I understand, the RPG levelling mechanics are tied to modules on the character’s suit. Can you tell us more about how this system works and maybe provide examples of some of those modules and upgrades?

Debois: Modules are essentially “perk points” that you can use to upgrade your character. Every time you level up your character, you will get a module you can use to enhance/alter your character. The perks available to you are tied to your attribute points. So, if your Agility is high enough, you can “spend” a module and get the “Light Steps” perk, which makes your footsteps much lighter, therefore harder for the enemies to hear.

OnlySP: The game also has a stat system, which sounds a little like S.P.E.C.I.A.L. from Fallout. Is that an apt comparison? Will players be able to improve and modify those stats through gameplay and, if so, how?

Debois: Yeah, it’s a similar idea to how S.P.E.C.I.A.L. works in Fallout or similar games. When the player starts the game, they will be given a fixed amount of points that they can assign to their attributes. So, if you decide to max out your Constitution and Agility, you’ll have a character who’s agile, sneaky, and strong, but that would come at the cost of not having much Intelligence, Charisma, or Perception. So, you’re really gonna have to think about what attributes you favour, or you could put a roughly equal amount into all of them and have a character that can do a little bit of everything but not a master of everything. It’s up to you. I feel like that system will really create the desire for players to have multiple playthroughs of the game, and still have each playthrough feel like a different experience.

As far as improving and modifying those stats… I’m still trying to get the balance right. There might be one or two instances where you can upgrade them, or get temporary boosts to them, but whether you can improve or modify them beyond that is still being determined.

OnlySP: While upgrading, will players be able to respec their character’s abilities at all or are they locked into the upgrades they use?

Debois: No, they won’t be able to respec. Once you select an upgrade/perk, that’s what you’re locked into.

OnlySP: If I recall correctly, I’ve read somewhere that Within the Cosmos has a linear structure. Does that mean players won’t be able to revisit previous locations? 

Debois: You WILL be able to revisit previous locations. It’s linear in the sense that you can’t visit a new region, or planet that you have no narrative reason to visit yet. For example, the first planet you go to in the game is Alios, the second planet you visit is Berith II. If you’re right in the beginning of the game and you just got to Alios, you won’t be able to just go straight to Berith II until you’ve reached the point in the story where it makes sense to go there, but once you go there, you can go back and forth between those planets as often as you’d like. Also, I used the term “linear” as a way to get the point across that it’s not a huge open sandbox or anything. The game is very story-driven.

OnlySP: Speaking of locations, the game has the character visiting a number of planets. How many planets are there, and how have you differentiated each of them?

Debois: There are three planets in the game. Each one is aesthetically different, with different fauna, different factions, and the architecture of each planet reflects the dominant faction or factions on that planet. Aside from those locations, there are other places you’ll visit for a mission or a series of missions.

OnlySP: Looking at the Steam Greenlight page, there’s mention of vehicles and survival mechanics, but those seem not to have made it to the final version. Can you maybe explain how the development process has resulted in changes from the game you initially set out to make?

Debois: The direction the game was headed when I created the Greenlight page was completely different to what it ended up being! Initially, I intended to make an FPS with survival mechanics, but as the game progressed, and I started writing more of the story, I realised that survival mechanics didn’t really make sense, and it negatively impacted the experience. There were many things that were added and cut out in the end, so vehicles, and the survival mechanics were just two of the many things that simply didn’t end up feeling right as the game really began to take shape. As I wrote more and more, I felt like an RPG would be the best way for players to experience the game and the story.

OnlySP: You’ve mentioned that the game should take between eight and ten hours to complete. Does that factor in all the content available in the game or just the main missions?

Debois: 8-10 hours is a rough estimate of what I would say an “average” playthrough would be. Which is someone who has completed the main story, and did a few side missions. If you decide to do everything possible in the game, it will certainly take longer than that, but if you decide to strictly follow the main story, it will be shorter than that.

OnlySP: As I’ve been following Within the Cosmos, I’ve felt that it looks a bit like Halo and sounds a lot like Deus Ex. It’s got me wondering what you feel as though it’s most similar to and what sort of inspirations have shaped the look, feel, and overall tone?

Debois: Oh, there have been so many inspirations! I love the FPS RPG genre, so Deus Ex was a massive inspiration, as was Fallout: New Vegas. Those are two top tier FPS RPG games that I absolutely love. Space-based games have had an influence as well, such as Halo and Mass Effect. They helped shape the game in one way or another. I’d say the biggest inspiration behind it all has been Star Trek, I think the story and lore will reflect that to some degree.

OnlySP: Within the Cosmos is set against the backdrop of an interstellar war. How much of that background lore will players be privy to as the experience goes on?

Debois: The interstellar war is the reason that the player, and the factions are there in the first place. You will be exposed to the history of the war by reading some of the logs in the game, and through some characters you meet, etc. The war is what ties everything together. As you play through the game, you will see that even though you’ve escaped to this region of space, which is far away from the war itself, you still feel the effects of it. What you decide to do can really influence how the war plays out.

OnlySP: Meanwhile, the main story follows an individual sent to safety to preserve the human race. We’ve seen similar ideas of species protection and propagation in the likes of Fallout and Mass Effect: Andromeda. How is Within the Cosmos distinct from those earlier games?

Debois: Well, I really don’t like to compare Within the Cosmos to other games, but Fallout is more of a sandbox, and Mass Effect is more of a story-driven action RPG. Within the Cosmos falls somewhere in the middle of that.

OnlySP: As I understand it, Within the Cosmos, is entirely self-funded, self-developed, and self-published. Did you ever consider crowdfunding or partnering with a publisher to help get the game across the line sooner? Why or why not?

Debois: Not really, no. Some people suggested that I should try crowdfunding but that was something I was never interested in for Within the Cosmos. This was really a game that I wanted to make myself, so funding it and publishing it myself felt the most natural to me.

OnlySP: I know there’s still a little while before Within the Cosmos launches, but what’s next for debdev?

Debois: Once Within the Cosmos is out, I’m going to listen to the feedback from the community, and just work on updating the game with more content as time goes on. I really want to give this game all the support I can give it. Anything after that, we’ll have to see what happens! I would love to work on some of the other ideas I have, some more RPGs. There are other games that I really want to make, but after dedicating nearly five years of my life to this game, I’m not sure I will have the financial means to be able to do this again! 

OnlySP: Finally, do you have any final comments that you’d like to leave with our readers?

Debois: I’d really like to thank those who have been giving the game compliments, and those who have been providing feedback! It all really means a lot to me, and proves that all the years of hard work that I have inputted into the game, has been all worth it!

Thank you all for reading this, and for having an interest in Within the Cosmos! I really hope you check it out on Steam, wishlist it, and play it when it releases on 1 August!

For all the latest on the game and much more from the world of single-player gaming, be sure to bookmark OnlySP and follow us on FacebookTwitter, and YouTube. You can also join the discussion in our community Discord server.

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