Ore no Shikabane o Koete Yuke

Ore no Shikabane o Koete Yuke

released on Jun 17, 1999

Ore no Shikabane o Koete Yuke

released on Jun 17, 1999

Ore no Shikabane wo Koete Yuke (roughly, "over my dead body,") is a dungeon crawler RPG where the player controls a clan of warriors, cursed to die young, over several generations as they try to defeat the demon that cursed them. Aside from combat, the player must also manage the clans resources, and ensure a new generation is ready to take over when the curse kills their parents. Set in ancient Japan, the game is heavily influenced by traditional Japanese art and mythology.


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https://youtu.be/l-BjBoiMnZU
Son: "What's the last word of old grandfather?"
Father: "'Just get over my corpse and go'...that's what he said It's funny, isn't it?"
Narrator: The RPG of living, dying and leaving to the next generation, Ore no Sikabane wo koeteyuke.
Father: "Well, it just means 'keep living', after all."

Something I think about when the term 'JRPG' is used in a negative context.
"Where do you define the JRPGs you are referring to, and where do you see them coming from?"
In other words, I do not think that there is any clear definition of the term JPRG and that it means nothing more than 'it is a game made in Japan'. AND does that JRPG include Metal Max and this game?

俺の屍を越えてゆけ/OreSika

To summarise Oresika in a cursory way, the game takes place in Kyoto, and the aim is to keep turning Derby Stallion' horses into humans and changing generations, and to defeat oni/鬼 and yōkai/妖怪, which is a different level of psychological darkness from Yokō Taro's.

I mentioned Yokō Taro's name, but I have never played any of his games and have no intention of ever playing them. As well as my lack of interest in his games(Drag-On Dragoon1/Drakengard1 is about the only one I'm slightly interested in), the games that Yokō makes are essentially rooted in a rebellion against DQ and FF. (Refer to this interview.) Furthermore, I would add, I am not interested in his humanity either. Also, I'd tell this f※※kin' guy not to mock udon making! Further abusive language follows, but is omitted.) I congratulated myself at the time that my wild instincts about game were not wrong, as any doubts I had before reading this interview were now confirmed lol. Because I just can't see myself wanting to play a game where I know the answer before I play it. And I recently realised that there is another reason why I avoid Yokō Taro's games: because I know Masuda Shoji/桝田省治. Add it, I pondered what the peculiarity of the man Masuda Shoji was. And then I realised. That while every one of Japan's RPG creators is under the blessing and spell of DQ and FF, this man is almost the only one who ignores them.

Masuda Shoji is the man who created the now-forgotten purely Japanese-sytle RPG series Tengai Makyo/TM (It has also influenced that ninja manga.), supported the very maniacal anti Dragon Quest RPG Metal Max/MM (It was Masuda Shoji who created that provocative advertising message for MM.), and was a trickster and Japan's RPG outsider among outsiders.

After TM and MM, Masuda Shoji went on to create a cult RPG called Linda Cube; LQ is a game in pretty distastefulness. And this Oresika is also a game with a lot of bad taste. At the beginning of the story, the protagonist's father is killed by oni and his mother is taken prisoner. Two curses are then placed on the protagonist by the oni.

One, the curse of short life. This is the curse of always dying within two years. Two, the curse of seedlessness. This is a curse that literally renders them incapable of producing offspring. (You'd think this would be odd, given the curse of dying after two years, but it's also part of the game's very... VERY bad taste!)

The game play starts with the kami/gods taking pity on the protagonist, who have been cursed with these two curses, and offering the protagonist a helping hand. Its salvation lies in having children with kami. (Oh, and just to be clear, this game is for all ages.) They kill oni and yōkai, earn offerings for the kami, and connect with the kami. When a child is born, it is nurtured and passed on to the next generation. Within a few hours at the latest from the start of the game, the first protagonist dies due to the aforementioned curse.

*Male protagonist: "俺の死を悲しむ暇があるなら、一歩でも前へ行け。決して振り向くな。子供たちよ... 俺の屍を越えてゆけッ"
Female protagonist: "いつも前を向いて歩いていくのです。どんな悲しみにも負けちゃダメ。さあ、子供たちよ。私の屍を越えてゆきなさい"*


Even if your favourite child turns up, he or she will surely die within a few hours. The game progresses in one-month increments, with offspring living a minimum of 18 months and a maximum of 24 months, i.e. they always die after two years. BUT they are lucky if they survive for a maximum of two years. If they are injured on an expedition to kill oni and health is compromised, then death will be that much quicker. The clan/一族 then takes on the challenge of overcoming the corpses of the dead protagonist and brothers to further exterminate the oni. The whole game is a repetition of this process. This cycle does not end until the oni who avenged his father's death is vanquished. They have to keep stepping over the countless corpses of their parents or siblings.

Beautiful by each, not for anyone, blooms and blooms and blooms until it falls

I also remember that the worldview is impressive in both good and bad ways, and there is one novelisation, which is also a worldview commentary on Oresika, and unusually for a novelisation of a game, it functions as a supplementary explanation of the game. As with Xenogears, where you can infer the whole story in broad strokes without reading Perfect Works, you can also infer the game on its own, but Oresika is also myth, set in Kyoto. This means that kami is not necessarily morally righteous, nor does they necessarily extend his hand of salvation in good faith. The insidiousness of this Kami is a good description of the japan's politics and japanese nature that would have developed in Kojiki and Nihonshoki, and in ancient Kyoto/Miyako/京. If I were to cite a similar case study recently, I would say that Persona 5 was on a pretty good(dangerous?) track.

For me, too, it's a game I'm at a loss to rate, as if I don't want to play it again, or want to play it again. But I can say this with certainty. Oresika is a game that will always remain in the memories of those who have played it, although it will not remain in the numerical and records like DQ and FF. It's in bad taste, though lol.

It is a game that leaves me with mixed feelings. At the same time, there is no denying that the game evoked unforgettable emotions, which is why I gave it a rating of five stars. (Similarly, ICO that had not been set a star were changed to 5 stars. Also, the long-neglected MGS2 text has been substantially revised.) It will probably never be localised, but if you are interested in the game, if I can add one more word I can say this. I won't make you regret it. ...It's in bad taste, though lol. I have played both the PS1 and PSP versions and would definitely recommend the PSP version.

葉月十八日、士達へ、士魂の日に捧ぐ