SKIP Ltd.
Finally, Kenichi Nishi's next venture after Lovedelic was Skip, and with him came Keita Eto, Hiroshi Suzuki and Hirofumi Taniguchi (as previously mentioned, Taniguchi has worked for both Punchline and Vanpool at various points as well, but is officially an employee of Skip).
Skip would be the best known of all the companies we've covered so far, due to the fact that both Chibi Robo games were quite widely released (that's not to say they sold a whole lot though). And though it never made it outside of Japan, you may have heard of their first effort....
GiFTPiA (Gamecube, 2003)


Incidentally, Tao the dog (2nd from right) is based on Kenichi Nishi's real life dog, and as well as GiFTPiA appears in moon, Chibi Robo and the upcoming Captain Rainbow.
GiFTPiA was a game I was very interested in when I first heard about it, and my first point of contact with anything Lovedelic-related. Previews on the net back in 2002/03 describing it as an "alternative RPG" by "some guys who worked on Chrono Trigger" (and who doesn't love Chrono Trigger?), combined with the first screens of it's vibrant cel-shaded graphics and quirky, colourful cast (courtesy of Skip's awesome new character designer hikarin) had a lot of people's interest piqued, my own very much so. Nintendo announced a tentative US release, and at E3 in 2003, shortly after the Japanese release, displayed a playable version of the game translated into English.
After this, though, Nintendo were never forthcoming when asked about an exact release date, and statements about the game became more and more vague, until after almost 2 years of beating around the bush, they finally came clean: an English release of GiFTPiA would not be forthcoming; the game had been cancelled.
Odd, don't you think? The game was reportedly translated IN IT'S ENTIRETY, and a patent filed for it in the United States (see
http://lovedelicgames.wordpress.com/2008/03/14/patently-ridiculous/ ).... so what gives?
GiFTPiA was rather well-received in Japan, with gaming bible
Weekly Famitsu giving the game a Gold Award (a score of 34 - two 8s and two 9s out of a possible four 10s), among other accolades. But it didn't sell a whole lot. A factor in Nintendo's decision not to port it, perhaps?
Content-wise, the game has some "adult themes" of the type that are usually unwelcome in video games in the US. While it seems like beating prostitutes to death in Grand Theft Auto is just fine, GiFTPiA features characters taking "magic mushrooms" and 2 ancillary male characters in a romantic relationship - could THIS have contributed to GiFTPiA's non-appearance?
Shigeru Miyamoto himself was reportedly also a little disappointed in GiFTPiA - because it wasn't weird enough, compared to Kenichi Nishi's earlier works. What?! Could THIS have.... nah. But he did actually say that in an interview once.
Speculation aside, you might be wondering at this point if the English-speaking world is actually missing out on anything worthwhile? Simple answer: yes. GiFTPiA is brilliant.
Touted by Skip, or rather Nishi himself, as the "spiritual sequel" to moon (though really, about half the games on this page would fit the bill), GiFTPiA plays out similarly. Our protagonist Pokkle awakes from a freaky dream to discover he has slept late and missed his coming-of-age ceremony, a Nanashi Island tradition for boys his age. Furthermore, most of the town's money has been spent on this special event, and for the grievous crime of sleeping in and wasting everyone's time and money, Pokkle is thrown in prison and later forced to work off his debt and raise enough money for ANOTHER ceremony so he can finally become a man.
This is where the player comes in, taking control of Pokkle as he performs his duties, such as catching frogs, fishing, digging for treasure and so on - these are the aspects of the game that drew comparisons to
Animal Crossing you may have seen bandied about - but to there's more to it than that. To truly grow as a man, Pokkle will have to accept certain social responsibilities, and the only way to truly grow is to help out others on the island. Indeed, there are multiple endings, one achieved by just going ahead and raising all the money, and the
GOOD ending, achieved by helping everyone and playing through the game's weird and wonderful storyline in it's entirety.
Though Nanashi is a pretty small Island, it rarely feels that way as in the beginning Pokkle is quite restricted in what he's able to do. A meter displays how long Pokkle is able to stay awake, which in turn limits how far away from his house he is able to wander - stay out too long after bedtime and Pokkle will be attacked by ghosts, causing him to fall asleep on the spot and lose half his money - so it will be a while until you'll be able to explore the furthest reaches of the island.
The game is laid out in chapter form, with each chapter having a certain number of tasks you must complete for the townsfolk to progress the story and reach a level one step closer to adulthood, thereby earning a later "bedtime" and being able to wander for longer periods without needing to rest. Among the tasks you'll be completing for the villagers include guarding a herd of goats against a mysterious "creature" that's stalking them, restocking shelves in a convenience store and finding a way to return to town Shaman Ziggy to human form after he's turned into a chicken from eating the wrong kind of mushrooms, all usually achieved with a bit of basic puzzle solving or participating in some sort of mini-game. Good fun.
The world of GiFTPiA and it's inhabitants are all extremely colourful and bursting with character and charm, and the whole experience is joyous and warm and in it's quieter moments, evocative of the idyllic, laid-back island life it depicts. Sealing the deal is another excellent soundtrack, courtesy of the island's radio station Nanashi FM, playing a wide variety of tunes put together specifically for the game and again, like moon, featuring a bunch of original tracks by Japanese indie artists. You can check the whole thing out below. Very much worth your while.
One of the great tragedies in gaming is that amongst all the mediocre crap that does get released in the Western world, sometimes games as creative and different and amazing as GiFTPiA (and moon, and Lack Of Love, and... so on) never do. If you can handle playing Japanese games with a walkthrough, then you'd do well to snap GiFTPiA up while you can.
Full walkthrough in English!
http://www.ntsc-uk.com/feature.php?featuretype=tra&fea=GiftpiaWalkthroughJapanese site with a walkthrough & hints:
http://www5.ocn.ne.jp/~hamaden/gift/This in Japanese obviously, but I had the game before there was an English walkthough and had to blunder through it by babelfishing this. One thing it has that the English version doesn't is hints on where to catch all 100 frogs. If you can be bothered :P
The brilliant soundtrack,
in it's entirety (streaming):
http://n-europe.com/news.php?nid=4185IGN "Lost Games" feature:
http://au.cube.ign.com/articles/505/505660p1.html Title screen, featuring the insane, genius theme song (seriously probably the coolest single piece of videogame music ever). The language they're singing in, by the way, is called Hanamogeran, and was invented specifically for the game:
A pair of TV commercials:
Screens:



The author's copy of the official Famitsu guide, replete with hilarious broken English comic strips in between chapters:

Next up, bit Generations