As a former Japanophile, I've kind of outgrown the whole Japanese aesthetic when I started studying writing and story structure and began working more in the arts. Tons of things that I used to just let go by because of my aesthetic inclination revealed themselves to be glaring flaws in terms of storytelling and I've been turned off since. Some of those things are:
1. A focus on Caricature vs Character.
I hate the fact that Goku and Naruto are the exact same person. I hate that Vegeta and Hie from Yu Yu Hakusho are the exact same guy. They say the exact same things, have the exact same wants, and have the exact same motivations. I'm bored to death of characters who are the exact same but with slightly different coats of paint.
2. A lack of "Form Follows Function" design.
Every detail in a character's design should tell you a story about them and where they've been. Each piece should have a traceable origin who's addition to that character adds a layer and a function. All of Geralt of Rivia's designs follow this design philosophy in spades and it's one of the reasons why I love The Witcher series so much. The design is so thorough that my mind can identify the elements that compose him and real life resonance seeps through, making me feel more engaged. Every strap is made from familiar material. Every buckle has a function. I can almost smell the leather.
This, on the other hand is supposed to be a mechanic. Someone who deals with hot grease, oil, and heavy machinery, but she's dressed like a porn star in a sexy mechanic's costume. The disconnect caused from the lack of any real life resonance is staggering. Only thing left to draw me in is a predisposition to the aesthetic and like I said, I've long outgrown that.
3.Banal dialogue.
One of the rules of writing and dialogue is that if you have two characters that agree in a scene, the scene is worthless and you should scrap it. Narrative evolution is born out of character conflict, no matter how minute.
Notice how each beat of dialogue with Zoltan and Geralt goes back and forth between what one character thinks is the truth vs what the other knows is the truth and through those minute differences, story beats progress. Also, notice how each characters delivery of their dialogue teaches you things about their points of view and personalities without anyone flat out telling you what those points of view and personality traits are. That's how dialogue works in literary storytelling.
This here is the polar opposite of the example above with it's awkward grunts and hamfisted character proclamations *shudder* It's simply painful to listen to. Oh, and grunts and sighs does not dialogue make. Yuck. And scope out those gorgeous "revolutionaries" None of their outfits, not one part about any one characters outfit speaks revolutionary. The disconnect wrenches me right on out of the narrative.
So those are pretty much the things that make a game to "Japanese" to me. I just can't roll with that stuff no more.
1. A focus on Caricature vs Character.
I hate the fact that Goku and Naruto are the exact same person. I hate that Vegeta and Hie from Yu Yu Hakusho are the exact same guy. They say the exact same things, have the exact same wants, and have the exact same motivations. I'm bored to death of characters who are the exact same but with slightly different coats of paint.
2. A lack of "Form Follows Function" design.
Every detail in a character's design should tell you a story about them and where they've been. Each piece should have a traceable origin who's addition to that character adds a layer and a function. All of Geralt of Rivia's designs follow this design philosophy in spades and it's one of the reasons why I love The Witcher series so much. The design is so thorough that my mind can identify the elements that compose him and real life resonance seeps through, making me feel more engaged. Every strap is made from familiar material. Every buckle has a function. I can almost smell the leather.
This, on the other hand is supposed to be a mechanic. Someone who deals with hot grease, oil, and heavy machinery, but she's dressed like a porn star in a sexy mechanic's costume. The disconnect caused from the lack of any real life resonance is staggering. Only thing left to draw me in is a predisposition to the aesthetic and like I said, I've long outgrown that.
3.Banal dialogue.
One of the rules of writing and dialogue is that if you have two characters that agree in a scene, the scene is worthless and you should scrap it. Narrative evolution is born out of character conflict, no matter how minute.
Notice how each beat of dialogue with Zoltan and Geralt goes back and forth between what one character thinks is the truth vs what the other knows is the truth and through those minute differences, story beats progress. Also, notice how each characters delivery of their dialogue teaches you things about their points of view and personalities without anyone flat out telling you what those points of view and personality traits are. That's how dialogue works in literary storytelling.
This here is the polar opposite of the example above with it's awkward grunts and hamfisted character proclamations *shudder* It's simply painful to listen to. Oh, and grunts and sighs does not dialogue make. Yuck. And scope out those gorgeous "revolutionaries" None of their outfits, not one part about any one characters outfit speaks revolutionary. The disconnect wrenches me right on out of the narrative.
So those are pretty much the things that make a game to "Japanese" to me. I just can't roll with that stuff no more.