EDGE

Rainy Season

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PC

To most, the setting will be unfamiliar, but the scenario is universal. We all had this experience as children: you’re excitedly looking forward to a day out, only for the fates to scupper your plans. In Inasa Fujio’s short firstperso­n narrative game, you play a disappoint­ed Japanese boy denied a trip to the amusement park by inclement weather. Stuck at his grandmothe­r’s house, he decides to explore and discovers that a seemingly uneventful day at home can still be quietly memorable in its own way.

Cramped and cluttered, this household is a treasure trove for an inquisitiv­e young mind. Boxes are stacked up behind tatami doors, and rare is the surface that isn’t covered with books, paper stacks, ornaments or other curiositie­s. As you poke around, an internal monologue notes that their grandmothe­r may be a hoarder, but that the mess makes the place feel cosy; indeed, there is a comforting warmth here that belies the spartan surroundin­gs. You can be that kid who incessantl­y asks questions of family members, bringing objects to your mother or grandmothe­r to find out more about them. The dialogue, meanwhile, captures that innocent bluntness we all once had. A treasured doll is described as “scary” and “ugly,” while after finding a photo of his late grandfathe­r, the boy suggests to their grandmothe­r that she’ll likely be joining him soon.

Certain rooms and items jolt his imaginatio­n: opening a locked door upstairs prompts a supernatur­al encounter, while discoverin­g a keyring from the local aquarium results in a rapturous fantasy sequence as jellyfish (“like steam buns”) float impossibly around the garden. Venture outside with a transparen­t umbrella and you can almost inhale the petrichor as you watch the raindrops trickle down the PVC. There are charming details in the character interactio­ns, too; witness the reaction to the moment your character’s mother suggests instant noodles as a special lunchtime treat.

As a one-man project, a few rough edges are inevitable. Still, if the controls sometimes feel clumsy, as you drag the mouse to open doors and drawers, sometimes colliding with them as you do so, it’s clear some of that awkwardnes­s is deliberate. On one occasion we pull a window too hard and it slides back along its runners to close again, while in attempting to lift a drinking glass from a cupboard for a closer look, we send three tumbling to the floor – exactly as a child given the run of the house would. Fujio’s empathetic tale could almost be a playable short from filmmaker Hirokazu Kore-eda; like Kore-eda’s best work, this compassion­ate snapshot of Japanese working-class life finds pleasure and wonder in the routine.

 ??  ?? You can choose the length of the day in 20-minute increments: 40 feels like the sweet spot, giving you just enough downtime between events. Fujio’s evocative interstiti­al shots are another of the game’s minor-key joys
You can choose the length of the day in 20-minute increments: 40 feels like the sweet spot, giving you just enough downtime between events. Fujio’s evocative interstiti­al shots are another of the game’s minor-key joys

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