Catherine Message Board

Sign-in to post

Posted by Kotaku Apr 23 2013 03:00 GMT
- Like?
There's a fundamental difference between Japanese and Western gaming that starts at the very beginning of the creative process. In the West, at the very onset of preproduction, many games involve teams of artists, sometimes a lot of them, plenty of whom are often contractors (or who move between studios frequently). While this gets the job done, series from Mass Effect to Assassin's Creed are still missing...something. A certain...trademark. In Japan, on the other hand, many studios are smaller. And more importantly, you often have a single artist at the top of the food chain, responsible for overseeing the entire look and feel of a game (or even series). It's why Metal Gear wouldn't be Metal Gear without Yoji Shinkawa. Why Tetsuya Nomura's fingerprints are all over many recent Final Fantasy games. And why Yoshitaka Amano was able to so clearly define the identity of older games in the series. My favourite of these "overseers", though, is a man perhaps less well-known, but whose works are some of the best you'll see in the business, regardless of the market (or continent) you're talking about. That man is Shigenori Soejima, art director at Atlus and the man responsible for the vibrant and distinctive look of not just the Persona series, but Catherine as well. His clean, cartoonish lines and use of strong, bold colours makes his art leap off the screen, and even if you're not a fan of his games, you can spot his trademark style a mile away. What's more, given the genres and platforms Atlus is usually working with, his art is often able to actually transfer directly into the game via dialogue screens and splash images, a luxury most Western artists have to live without. I've included some of my favourite pieces/characters of his below. If you're a fan, and you don't already own it, I can't recommend his art book enough. To see the larger pics in all their glory (or, if they’re big enough, so you can save them as wallpaper), click on the “expand” button in the bottom-right corner. Fine Art is a celebration of the work of video game artists, showcasing the best of both their professional and personal portfolios. If you're in the business and have some concept, environment, promotional or character art you'd like to share, drop us a line!

Posted by IGN Nov 19 2012 20:36 GMT
- Like?
Our mission is to eliminate the known Covenant terrorist Parg Vol and neutralize his force.

Posted by IGN Nov 19 2012 20:20 GMT
- Like?
Our attempt to rescue Mountain Squad has gone awry. We must survive till the situation is reassessed.

Posted by IGN Nov 19 2012 20:00 GMT
- Like?
Catherine Halsey has been brought to Infinity to inspect the artifact and finds something surprising. The artifact has been communicating with Infinity's engine and reveals that they are both forerunner technology. On top of that it seems that the artifact is communicating to the rest of Infinity's systems and relaying it back to Requiem. Meanwhile, Dr. Glassman has been teleported to Covenant hands by the artifact.

Posted by IGN Nov 19 2012 19:37 GMT
- Like?
Our mission is to defend UNSC Science base Galileo from invading Covenant forces.

Posted by IGN Nov 19 2012 19:23 GMT
- Like?
Recent intel confirms a known Sangheili terrorist to be on Requiem, Our mission is to assassinate this Sangheili terrorist, Parg Vol near the Quarry area.

Posted by Kotaku Jul 11 2012 09:00 GMT
- Like?
#japan Back in summer 2011, Japanese figure maker Max Factory showed off one sexy Catherine statue. This summer, it's Art Spirits' turn with a sexy figure of its own. More »

Posted by IGN Feb 10 2012 12:00 GMT
- Like?
It's not what you think it is. Catherine isn't intended to preside as judge and jury over your indiscretions, though the hellish traps and murderous inhabitants of its nightmare stages will frequently fulfil the role of executioner with sadistic glee. Nor is it aiming to provide a scale against ...

Posted by Kotaku Jan 18 2012 12:30 GMT
- Like?
Studio Happy Chicken today revealed it would be shelving <a href="http://kotaku.com/5802512/well-forgive-another-take-on-catherines-scantily+clad-actress-for-not-being-good-at-the-gameAnother Take on Catherine, the live-action pin-up take on the game Catherine, for the time being. More info in the NSFW link. [HCKblog] More »

Posted by Joystiq Dec 07 2011 17:55 GMT
- Like?
Catherine's publisher in Europe, Deep Silver, is hoping for a lucrative intersection between Valentine's Day, nightmarish puzzle scenarios, and indecisive bachelors. The creepy, curious blend of block shoving and relationship anxiety will arrive in PAL territories on February 10th, the Friday closest to that saccharine holiday for sentimental sweethearts.

(NO, we're not bitter. If you called every now and then you'd realize that.)

Catherine will be available on PlayStation 3 and Xbox 360 in a standard edition for £44.99, and less cheaply (£54.99) in the "Stray Sheep Edition." That's the pizza box that comes with a "seductive" poster, a pair of coasters and the "RAVE" shirt that you should never, ever wear.

Posted by IGN Dec 07 2011 14:30 GMT
- Like?
Deep Silver has announced that Catherine will be released in Europe on February 10, 2012...

Posted by Joystiq Dec 02 2011 01:00 GMT
- Like?
After waiting months to get their hands on Atlus's bizarre Catherine, it looks like Europeans will get a little something extra for their trouble. Publisher Deep Silver will release a special "Stray Sheep Edition" of the game for its European launch next year. Like North America's "Love Is Over" edition, the Stray Sheep edition comes packaged in a pizza box, though the rest of the contents differ significantly (no boxers, for one).

Inside the box, the set includes coasters from the in-game bar, Stray Sheep, an exclusive and "seductive" Catherine poster and a T-shirt designed after that of protagonist Vincent. The Stray Sheep edition will be available for £54.99 when Catherine launches in Europe this coming February.

Posted by Joystiq Nov 24 2011 21:00 GMT
- Like?
Catherine, the game that can be described feebly as a romantic nightmare puzzle sim type thing, is heading to Europe in February 2012. Deep Silver is taking care of Atlus' curious cargo over there, and announced the release window today alongside a double-sided cover for first-edition copies.

The flip cover shows Catherine, a mysterious and illicit temptation for the protagonist. Reverse it and you'll find Katherine, his long-term girlfriend that's making a move toward marriage. "This way consumers will get the opportunity to select their personal preference," Deep Silver says, "as to which of the women in his life the game's main character, Vincent, should choose." If your game cases are proudly displayed in the living room, we suggest you go with the K-lady.

YouTube
Posted by Kotaku Nov 02 2011 10:20 GMT
- Like?
#catherine Starring a pin-up named CoCo, Another Take on Catherine is, well, another take on the popular game Catherine. More »

Posted by Kotaku Oct 28 2011 12:00 GMT
- Like?
#catherine Last March, Kotaku posted cosplaying superstar Omi Gibson's take on Catherine, noting that it was a "masterclass". But now it's better. More »

Posted by Giant Bomb Oct 20 2011 19:56 GMT
- Like?
You spend almost as much time talking to people as you do pushin' blocks in Catherine.

Catherine proved a little divisive here in the office. I ended up liking it quite a bit more than Jeff, despite sharing some of the same grievances.

The rest of the world seemed to like it alright, too, with the offbeat adventure selling more than 500,000 copies worldwide, reports Andriasang.

The sales split was basically down the middle, with Atlus revealing 260,000 units were sold in Japan and 230,000 sold elsewhere. The company didn’t break down which platform moved more copies.

Whatever you thought of Catherine, the industry could use more games like it. Few games touch upon sex, love and relationships, let alone base an entire game around it, and for all of Catherine’s missteps in paying with that idea, it’s really admirable Atlus even tried.


Posted by IGN Oct 20 2011 00:35 GMT
- Like?
Earlier this year, Atlus revealed that Catherine was the biggest launch game in the publisher's history. A new earnings report reveals that sales for the title have continued to thrive...

Posted by Joystiq Oct 19 2011 16:00 GMT
- Like?
Relationship-infused puzzler Catherine has definitely shipped (and maybe sold) 500,000 copies globally, according to financial results published by Atlus parent company Index. Andriasang also points out strong brand performance by Atlus' Persona series during its latest fiscal year, ended August 31, 2011.

Atlus had a slight communications snafu in early August when its cake (above) reported the game sold 200,000 copies -- given our experience with the truthfulness of cake, this should have been immediately suspect. Turns out, Catherine shipped 200K copies, but still sold a respectable 78K during July in North America.

We've followed up with Atlus to confirm the shipped vs. sold conundrum and will update when we hear back. Either way, not bad for a niche Japanese game -- and it should teach Shadows of the Damned to put a tantalizing picture of a woman undressing on the cover next time.

(Oh, who are we kidding? There won't be a next time.)

Posted by IGN Aug 26 2011 00:14 GMT
- Like?
Catherine has been rated MA15+ by the Australian Classification Board ahead of its recently confirmed Australian release...

Posted by Otakuthon5408 Aug 10 2011 15:01 GMT
- Like?

Katherine from Catherine
pretty good.

Slim
get pregnant
MM

I need rule 34 of Katherine x Bayonetta. This must be done.


Posted by Joystiq Aug 12 2011 00:50 GMT
- Like?
No, the cake isn't quite a lie, but it did omit a key slice of information. Last week, Atlus trumpeted strong first-week sales for its eccentric puzzle game, Catherine, via a celebratory cake: "200,000 sold in the first week," it exclaimed. Try: 200,000 sold-in the first week (meaning shipped).

Following today's NPD report of video game sales in North America, you may have been curious as to why Catherine didn't appear among July's top ten best sellers. The lowest-ranked game, Mortal Kombat, had sold 85,000 units by month's end. Catherine came in below that, selling 78,000 copies in its first six days (still making it Atlus' biggest launch yet).

Another weird, well-received Japanese game, Shadows of the Damned, sold 14,000 for the month. There shall be no cake in hell.

Posted by Giant Bomb Aug 11 2011 17:00 GMT
- Like?
Vincent Brooks stares down the barrel of some difficult decisions in Catherine. By extension, so did I.

Catherine is flawed, an experience that, with every frustrating stumble, one sighs in response, and each misstep underscoring how close to greatness Catherine was. And how it mostly blew it. And how, despite that, you should probably play it.

Every day of the week, I'd rather spend my time exploring an interesting misfire than the same old thing with a new coat of paint, mulling the lessons we can learn. Catherine is anything but the same old thing brought out for another man-this-feels-familiar trip around the deja vu block. If you're desperate for different, Catherine and Katherine are two gals worth calling up.

Atlus may have turned some off from trying Catherine with its overly sexual marketing.

For the purposes of this slab of writing, I'm going to pretend Catherine ends a few hours before it does. There's a moment, a very specific moment, where the game embraces the worst tendencies of Japanese video game storytelling. Yes, yes, I know Catherine comes from the Persona team, so to encounter supreme weirdness should be expected, and yet, here I am, trying to erase this particular twist from memory, despite acknowledging we're talking about a game whose central metaphor is block puzzles in a dreamscape full of sheep.

So…let's pretend that moment doesn't exist, or else I'm going to stop writing this. Flame away in the comments, if you must.

Still with me? Okay.

I'm 26-years-old and recently engaged, having lived with my girlfriend-now-fiancee for five years...or so. Honestly, you start to lose count, in a good way, after a while. This is what you're supposed to do, right? Find the Girl of Your Dreams, lock it down, and ascend into Adulthood. Vincent, the central protagonist (though one might argue he's really the antagonist, depending on the character's perspective), has zero interest in moving forward on his own. He's the definition of a man child, tapping his shoes like ol' Sonic the Hedgehog, patiently waiting for someone else to take control. By definition, the ball is in Katherine's court--and she passes it over.

Vincent's not paying attention, and if we continue the basketball analogy, stubs his index finger. If you've ever played basketball before, you know how much that shit hurts. Consequently, he can't hold the ball. Every time he tries, his finger surges with pain, stiffened by the injury. It'd be much easier to just sit on the sideline and have everyone else take this, you know? So Vincent takes a timeout, where he meets Catherine, Katherine's opposite: a blonde, happy-go-lucky sex bomb.

Thus begins Vincent's descent into personal madness, forced to confront his hangups about the future, one that probably involves fewer nightly trips to the bar, through block puzzles. The block puzzles are a mess--thank the lord for easy mode. Only a few instances prompted contemplation of YouTubing solutions, but the lack of variety, coupled with their insistence on being there night after night ad nauseum, are probably enough to turn most people off. Are you one of those people? Are you afraid you're one of those people? Then play through the block puzzles with YouTube walkthroughs. Get over your hangups about cheating (on a game), realize that's not the point--everything interesting is happening on the other side.

Katherine's attitude may come across as forward and condescending, but everyone knows someone like her, right?

Catherine proves there are ways to comment on sex, relationships and our complicated, often contradictory, emotions through not-so-elaborately disguised dating simulation. You don't need to have a sex mini-game to address sex. You don't even need to even really show that much sex to make your point. You wouldn't catch me dead booting up a traditional dating simulator; from what I understand, what amounts to simulation in those games is enveloped in fantasy, rather than plausible reality.

As a 26-year-old who's recently set himself on the path to commitment, and someone who very much likes hanging out with their friends at bars, I can sympathize with Vincent's position. It's not to suggest my own life has much in common with Vincent, as I made the decision to get engaged with little pressure outside of "you know, it's about time," and my better half has little problem with me hitting the bar, so long as the dishes are washed on a regular basis. But there's enough commonality between us, the mutual fears over making a A Big, Fat Final Decision, that places me inside Vincent's head.

This isn't a new conversation, but that's exactly why it's interesting.

When Vincent was asked to make a choice--answering or not answering a text, declaring if lover and best friend are mutually exclusive concepts--I put the controller down and puzzled it out. What would I do? Why would I do that? I like to think I'm a better person than Vincent--I know that--but if we're doing this hypothetical situation anyway, let's run with it for a second. Presented this, what would I do? And while the ending borne from my decisions had me cursing the game with disgust, if I'm to look at Catherine The Journey instead of Catherine The Ending, I really did end up learning some important things about myself along the way.

No, I won't tell you what they were. It doesn't really matter, either.

The point of this probably-too-personal rambling is to suggest my jumbled emotional response is why you might want to play Catherine one of these days. Maybe not now, maybe not for a few years, but if you can identify with my situation, or at one point in your life once feel like you did, it's like nothing you've ever played.

I've certainly never thought this much about a game all year.


Posted by Kotaku Aug 09 2011 12:00 GMT
- Like?
#catherine PS3 title Catherine is saucy. It inspires saucy cosplay and fan art. And next year, the game is getting a hot figurine. More »
Otakuthon5408
Beautiful! I can't wait to own this.

Posted by Kotaku Aug 01 2011 23:30 GMT
- Like?
#catherine Can't get enough of the titillating title character of Catherine? Now Zippo is releasing Catherine and Katherine-themed lighters to really light your fire. I mean, get you hot. Erm, that is, they light up your night. Sorry, it's too easy to make bad puns with this one. More »
MM

>$121


Posted by Giant Bomb Aug 04 2011 18:45 GMT
- 1 Like?

Whenever I have a conversation with someone about Atlus and the games the notoriously niche publisher puts out, the conversation always devolves into some permutation of, "Yeah, but how do they make money?" For as great as many of Atlus' titles are, the company almost exclusively deals in oddball Japanese role-playing nonsense that treads pretty far off the beaten (mostly beaten by Square Enix) path of games that American audiences acknowledge the existence of, let alone actively want to play.

The elucidating cake in question.

After reading today's news that Catherine, the Q*Bert-meets-anime/mumblecore game Atlus mostly recently brought to American audiences, sold 200,000 units in its first week of retail. Now, to be fair, this information comes from Atlus' Twitter feed, and specifically from a picture of a cake. In celebration of the milestone, this cake had the sales numbers emblazoned in icing for all to see.

Unfortunately, as we all know, cakes are by far the most unreliable of all desert treats, known for providing consistently apocryphal information and constantly double-dealing for the pursuit of their own nefarious gains. Perhaps if this information had come on some manner of pie, or spelled out in chocolate chip cookies, then we could rely upon it. But a cake? They're like the Robert Ford of deserts.

Seriously though, whatever you may have taken away from the experience of Catherine, it's always good to see games outside the mainstream norm of "shoot that guy" and "stab that dude" find success. Given the massive retail disappointments that were Child of Eden and Shadows of the Damned, this does at least give us some hope that Japanese weirdness can still succeed in America. Especially if there's marketing for it.


Posted by Kotaku Aug 04 2011 21:20 GMT
- Like?
#catherine We get game news in some pretty strange ways. Today, Atlus USA's twitter feed posted a picture of a cake, upon which was the news that their groovy/odd sex-puzzler Catherine sold 200,000 copies in its first week. More »

Posted by Joystiq Aug 04 2011 18:00 GMT
- Like?
Yesterday, Atlus released the news that Catherine was its "largest launch" ever, but it didn't reveal the specific sales numbers behind that milestone. Joystiq has received word from a reliable cake that approximately 200,000 copies were sold in the first week. While, as journalists, we are committed to protecting our sources, we don't think there's any way we can prevent this source from being eaten by Atlus staff.

Atlus is now celebrating two happy events within a week: the surprise hit status of the relationship drama/puzzle game, and the arrival of a cake.

Posted by Joystiq Aug 03 2011 15:00 GMT
- Like?
"Catherine can boast the largest launch in the 20-year history of Atlus," Atlas VP of sales and marketing Tim Pivnicny told IGN in a statement this week. Though he did not reveal any sales numbers for the eccentric, adult-oriented puzzle game, he added that "Catherine has exceeded our highest expectations."

The game launched in North America on July 26 for the Xbox 360 and PlayStation 3, apparently garnering enough attention pre-release to post record-breaking sales numbers. Without any numbers provided by Atlus, it's hard to gauge just how well Catherine is doing, but the NPD results should help elucidate the matter within a few weeks.

Posted by IGN Aug 02 2011 19:17 GMT
- Like?
Giving players the option to choose is the new frontier in game design. Players want to decide who to save, what to say, which path to follow. But real choice is not about dumbly following a script. It's about doing what you want to do. Games like Infamous 2, Red Dead Redemption and Mass Effect 2 have all attempted to place player-choice as a cornerstone of the experience, but none of them have succeeded anywhere near as well as Catherine...