Sayonara Umihara Kawase + review for PS Vita

Platform: PS Vita
Publisher: Agatsuma Entertainment
Developer: Studio Saizensen
Medium: Digital
Players: 1-2
Online: Leaderboards
ESRB: E

Donโ€™t be fooled by the busty-looking lady featured on Sayonara Umihara Kawase +โ€™s logo on the PlayStation Store: this isnโ€™t yet another pervy Japanese game getting randomly localized on the Vita. In fact, apart from the fact it features a female protagonist, itโ€™s hard to think of anything that Sayonara Umihara Kawase + โ€” which will henceforth be referred to as SUK SUK+ Sayonora, because no way am I repeating that name more than I have to โ€” has in common with the smutty likes of Senran Kagura or Criminal Girls. Itโ€™s just a simple story about a young female sushi chef on a quest for the perfect ingredients.

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Okay, so thatโ€™s also basically the plot of Senran Kagura: Bon Appetit and Sorcery Saga: Curse of the Great Curry God. But still, where those games relied on titilation and weirdness, respectively, Sayonora is all about a girl using her indestructible fishing lure to fight off mutant fish-people as she traverses a land ofโ€ฆuhโ€ฆokay, itโ€™s pretty weird, too, come to think of it.

Hereโ€™s a difference, though, that doesnโ€™t have a โ€œbutโ€ฆโ€ attached: Sayonora is basically a slightly updated SNES platformer that looks and plays like a slightly updated SNES platformer. The graphics look like every stereotype you can think of from the early- to mid-โ€™90s: (literally) blocky terrain, bright colours hailing from all points on the spectrum, and rudimentary 3D models that move in a way thatโ€™ll look familiar to anyone who ever played the very first Donkey Kong Country games. Technically, I know, Sayonora on the Vita has roots that extend as far forward as the first PlayStation and the PSP, but really, itโ€™s basically a straight line from the SNES to this.

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Unfortunately, the same can be said for the gameplay. To quote Wikipedia:

โ€œWhile the controls are simple and responsive, an uncompromising physics model means that graceful control of the gameโ€™s swinging techniques will not come immediately. Out of this, though, comes great scope for advanced techniques through full utilization of the physics. Perfect execution of techniques such as the one- and two-step rocket jump are required both in later fields and for those who intend to improve their field completion times.โ€

Or, translated into simpler, more realistic terms: Sayonoraโ€™s ambition slightly outstrips its reality. It expects you to be able to pull off all kinds of crazy moves, but it doesnโ€™t control fluildly enough for that to happen. While the game has no problem handling the simpler tasks โ€” like firing your lure at enemies, or making simple jumps โ€” when it ups the difficulty to include things like diagonal shots or jumps around ledges that require perfect precision, itโ€™s not really equipped to do that. Admittedly, back when the first game was originally released, those kinds of crazy expectations were par for the course, but today, the limitations โ€” particularly since you have to use the D-pad rather than the thumbstick โ€” are a lot more apparent.

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Of course, in Sayonara Umihara Kawase+โ€™s defense, itโ€™s hard to judge design choices from decades ago by todayโ€™s standards, regardless of how updated this game may be from the SNES/PS1 original. It stays true to its original self, and even if the end results of that are a little spotty, itโ€™s still a solid enough game for anyone in the mood for an old-school platformer.

Grade: B
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