Ore no Shikabane o Koete Yuke[b], commonly abbreviated to Oreshika, is a 1999 role-playing video game developed by Alfa System and MARS Corporation and published by Sony Computer Entertainment for the PlayStation.
Gameplay combines role-playing mechanics and a turn-based battle system with continuing the family tree through pairings with different gods.
Designer Shoji Masuda of MARS Corporation created the original concept, inspired by the idea of a story covering multiple generations.
Both the original and the remake saw strong sales, and met with praise from Japanese journalists for the unique gameplay design.
Ore no Shikabane o Koete Yuke is a role-playing video game in which players take on the role of a family in the Heian period in and around the city of Kyoto.
[2][4] During the game, the player party goes into labyrinths around Kyoto, dungeons where they fight enemies to gain strength or progress the narrative.
[5] Married warriors Orin and Genta storm Shutenkaku Castle to defeat the oni lord Shutendoji, who threatens Kyoto and has taken their children hostage.
Shutendoji is revealed to be the cursed physical form of Kitsuto, Hiruko's twin brother born from a union between a human and a goddess.
The family pursues Kitsuto, who has been using the captured Orin's power to birth his demon army and control the local gods.
[9] MARS had collaborated with Alfa System on a number of game projects including Linda Cube; both companies jointly operated a blog website until 2018.
[8][9] Masuda attributed the unusual game premise being greenlit to the optimistic atmosphere in Japanese companies at the time, which were experiencing an economic boom.
[10] Masuda drew inspiration from two simulation video games available at the time; Derby Stallion which focuses on breeding successive racehorse generations, and the baseball series Eikan wa Kimi ni which had the team leader change every three years.
[10] The game was developed for the PlayStation, with Masuda choosing an older 2D design for its art and battles over then-dominant 3D models.
[11] Commenting in 2011 on its similarity to later "social" titles, Masuda said the game was aimed at adults only able to play short sessions.
[3] The dungeon areas were all based on pre-existing locations in Japan, such as the Lake Biwa Canal, the Ōeyama Mountains, and various temples across Honshu.
[9] When choosing an illustrator, Masuda wanted an artist that could appeal to both manga and anime fans, and the general public.
[17] Masuda heard "Hana" being performed at a concert by Kihara early in his planning of the game, and immediately asked for its use.
He further stated the game's overall tone and theme was inspired by the song, and wrote the lyrics to be simple yet "powerful" in meaning.
They were found and brought in to pose for the cover by Kurashina's father, an art designer whom Masuda met by chance.
[30] The gameplay changes include status menus for monitoring the family and allied gods, "techniques" for use in battle, an ad-hoc multiplayer element which allows players to trade their party members for bonuses, and a post-game challenge mode dubbed "Ura Kyoto".