I know, I know; If you’ve heard of this game, you’ll know that Rule of
Rose has a kink or two.

Or several.
But the fact of the matter is, despite its frustrating shortcomings,
Rule of Rose is a jewel of its time and something we probably won’t see for a
long, long while in the game industry.
Let’s start at the beginning. Rule of Rose is a survival horror title
from 2006, developed by Punchline and published via Sony in Japan and Atlus in
the US.
Why the change in publishers? Well, it was one thing to aim at the
Japanese market, but Sony had so many scruples when it considered the American
release that it backed out altogether. This is because Rule of Rose’s storyline
is a bit, oh how should I put it…controversial.
The story is centered around our nervous but plucky heroine: 19-year-old
Jennifer, who is re-living her horrible childhood memories in a dream that
mixes both the surreal with the mundane. Stuck in a floating airship, poor
Jennifer is captured and forced to play the game of The Rule of Rose, where
once a month she must find an offering for the Red Crayon Aristocrats (an
exclusive club consisting of the most horrible children you have ever had the
displeasure of encountering in a game).

Little shits.
We discover later in the game that its horrifying images and terrifying
teachers are the result of how small, too-imaginative-for-her-own-good Jennifer
viewed them. Think Silent Hill only with gore implied instead of shown.
In the game you must find the aforementioned “offerings” –actually
small, harmless gifts such as butterflies- around the airship with the help of
your faithful sidekick, a cheerful dog creatively named Brown. He sniffs for
clues and leads you not only to your objectives, but also for health items or
“small offerings” like ribbons and
marbles that you can trade for food or new weapons.
Your enemies are the Horrible Imps: as their name implies, not the kind
of company you want in a dark, locked room (and trust me, it’ll happen a LOT).
They are small creatures, suspiciously children-sized, with hollow dark eyes
that grab you whenever they have the chance. Oh, sure, you can kill them; but this
is hindered by the fact that Jennifer is a terrible
fighter. She closes her eyes and tentatively jams her tiny fork around, hoping
to hit something in the process. Also, there are so many enemies in the first
place it’s best to run away than take your chances.
About that running away part? Well, here’s where we get to its technical
problems. Jennifer is horribly, terribly, punishingly
slow. Even when she’s running, it’s a
frustrating slog through corridors as you pray that you won’t get face-to-face
with an Imp. A game should be able to
decide what it wants to be and plan its mechanics accordingly! If fighting is
sluggish and running away is the answer, make
the running not feel like my legs are stuck in tar, underwater, while chained
to an anvil, goddamnit.
I know, I know. This is supposed to be a love letter. But I’m harsh to
the things I love, because I want the best of them. And Rule of Rose really fucked up in the mechanics
aspect, which turned off a lot gamers who play for the action. The creators themselves admit that financial and time constraints made them cut and change the
product short, making them only “80% satisfied”- Shuji Ishikawa, director.
But if you’re a story gamer such as myself, get ready to sit down and take
some notes: while a bit convoluted and containing a bunch of unanswered
questions, Rule of Rose is a dark, fascinating and genius game.
The aim is to have the player figure out what really happened in
Jennifer’s past, and along the way we’re given tantalizing clues. The question
on your mind the whole time is: which events were real, and which ones were
exaggerated through our small heroine’s child-like point of view? The answer
might sound simple but [insert tear-stained maniacal laughter] trust me, it’s
not.
I have spent so many hours on message boards, playing the game myself
and riffling through its contents and in-game texts, but some concepts are
still a mystery to me. I won’t spoil what though! (unless you ask. Then I won’t
shut up, so be warned fair reader).
But why isn’t this game more popular, or at least heard of? Well, that’s
where Sony’s scruples kick in. The game was banned in a lot of European
countries, but ironically for the wrong reasons. The official statement is that
it’s banned because you are forced to kill children in very gory ways. This is
completely untrue, since the only enemies that you have to kill are either surreal
depictions of adults or the Imps, who, while child-like in appearance, are
definitely not real human children (even in-game). There is some cartoon-y blood when you kill
them, but honestly, Rule of Rose’s gore is very invisible, with the most heinous
acts mostly implied.

Like this charming image.
But there is the fact that there is some, ah, questionable content in
Rule of Rose that would definitely make it deserve its R rating: like horrific
bullying, pedophilia, and even –buried deep in the clues- cannibalism. This is,
in no way, a kid’s game.
But where does the genius of Rule of Rose lie? I think it’s the subtle
world-building that catches you completely off-guard. I will exemplify this
with my favorite memory of playing this game:
The enemies are separated completely from the Red Crayon Aristocrats,
including the area where the kids are generally found: the first-class section
of the airship (of course). You could have been slashing at 500 imps near the
generators, but the minute you step into that fancy compartment there isn’t a
single enemy to be found. The children don’t ever see, interact or even seem to
be in the same reality as the supernatural imps. This is so ingrained in you
that you end up associating the Aristocrats and their doings with the “normal”
world, even if there’s an imp in the next room scratching at the door.
One month the Aristocrats say that the offering of the month is a pure
mermaid. Since they always asked for small, mundane things, the fact that
they’re asking for a fish girl seems almost laughable. “What the hell, there’s
no such thing! Where the hell am I going to find a mermaid here?” I thought, as
I decapitated an imp with a rabbit head.

This game is weird ok
After going through the airship’s maze-like corridors, I finally find
the room that supposedly has the mermaid I’m searching for. I open the door
and…
Ok, but do you see how this whole move was absolute genius? The creators
kept your mind in the real world when it came to association with the Aristocrats,
even when you found the mermaid. She’s just a girl with slit arms for gills,
and she’s hanging from a rope that covers her legs that gives the appearance of
a mermaid. Gruesome, yes, but still feasible in the context of reality. I
thought it was so clever!
I’m sorry, I’m raving. I hope I was able to get my point across, because
I still remember how that blew my 14-year-old mind.
Anyway, Rule of Rose is full of those tricks that make it a very
original tale even amongst horror games. It dared tackle very controversial,
scary topics and talk about them through children
(which was ultimately it’s downfall).
I feel that people misinterpret the real horror behind this game. The
message, it seems to me, is that this is a world seen through the eyes of a
terrified child. The adults are creepy and the scenery is dark and
troubling…but what if I told you that these images are not the product of a
dour over -imaginative child? What if I told you that the reality behind these
terrifying images is actually much, much
worse?
Eita, replica de Rule of rose?? vou ver.
como funciona essas replicas? digo em relação a qualidade do cd.