She also might end up marrying you, but it’s a very difficult ending to attain, so don’t worry about creating something that’s inherently creepy “by accident.” Random events, like the annual harvest festival, give you a chance to attain prominence through battles and beauty pageants, and taking your daughter on a much needed (and sometimes expensive) vacation gives her a chance to bond with you, which strengthens your connection and helps her follow your advice better. Taking a break can help replenish your daughter’s fatigue, but it can also lower her morale with nothing to do, and that can make her become delinquent (which will prevent you from working some jobs and doing some chores).īesides what you must do each month, there’s the optional chats and check ins, where you can try and motivate your daughter with little speeches, find out her reputation in the town, or try to schmooze your way into the castle to start hobnobbing with royalty, because how else can you climb the ladder when you’re a goddamn orphan? Again, building charm allows you to really engage with people, but too much charm and not enough moral guidance turns you into a hooker, which is not how anything really works but blame 90s Japan, not me. Lumberjacking is the best paying job, and also boosts your strength, but it will also drive down your more “feminine” traits and even one trip to the woods can seal off a couple of endings. Education is the fastest way to build up EXP for adventurer builds or charm for princess builds, but both require money. Each month you decide three activities for your daughter to do, and the activities will affect her various stats and her mood. The routine of it all is very simplistic, but rewarding in terms of long-term, micro-scale planning. ![]() From a historic lens, the gaming experience is both interesting and engaging. ![]() There’s really two ways to look at Princess Maker Refine : a modern lens and a historic one. When you look at the age of the game, the ambitions are incredible in terms of how much replayability exists, and it’s easy to imagine this game turning everything on its head when it was released in 1991. Over the course of several years, you make the plans that shape your daughter’s future, conducting her schedule for education, work and interests as you move forward towards one of many, many endings.ĭespite the limited scope of what you can decide, the events of the game and your choices can turn your daughter into a future queen, a mighty warrior, an absolute vagabond, a prostitute (yes, really) or just a person who doesn’t really do anything. Rather than just let her die in the streets, you decide to adopt her and help her find her way. You are a respected and beloved knight, and you found a young girl after a particularly fearsome battle against an evil demon. Anyways, we’re here today to look at Princess Maker Refine, a redux of the first title, and how it lands on the Steam storefront.īrace yourselves: it’s incredibly not great.ĭear God, it’s like a QBasic test prompt.Īs it’s the first game in the series, Princess Maker Refine helps set the tone with a more straightforward approach than future games. I don’t exactly understand the ins and outs of it all, but there appears to be some kind of holdup in terms of who wants the game (it’s more story driven and less open ended than the others). Strangely, Princess Maker 4 still hasn’t gotten a localization, but Princess Maker 3 did get a Nintendo Switch port. The result has been the slow and sometimes erratic release of the Princess Maker games to various platforms, plus some of the more bizarre side games ( Go! Go! Princess is a decent board game). Still, time heals all wounds, and Gainax eventually realized that making money was better than not making money. ![]() It was such an interesting concept that I couldn’t believe it never got an official release. Somehow, a fully translated review copy of Princess Maker 2 had made its way to the Internet, and I, along with a handful of friends, spent many a merry day raising our “daughters” and comparing outcomes. Reading about things like Wonder Project J in Nintendo Power made me jealous, and it all culminated in the late 90s when I discovered abandonware. Yet there was an entire, larger scope of sims that never really made it outside of Japan, and I used to pine for these games. Sure, we can always revisit the classics of Civilization before it took eighty-five days to complete a campaign, or Oregon Trail to really touch upon the fond memories of dysentery. In a time of simulation games that border on uncanny valley in terms of both fine details and nuanced decisions, it’s nostalgic and romantic to look back at the sims of the past.
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