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Sayonara o Oshiete さよならを教えて ~Comment te Dire Adieu~ [Craftwork]



Sayonara o Oshiete has a good number of English reviews (1 2 3), plus reddit comments (4), but what strikes me is that all of them are positive despite some noticed flaws. But as a plotge fetishist and pragmatist to the bones, I demand demolition of fake idols. This bastion shall fall today.

Video playthrough:https://www.youtube.com/watch?v=SvPm3uYd90o


1) Sayonara o Oshiete has a synopsis, but does not have a story. Deal with it. Nothing happens, like absolutely. Protagonist just visits three students out of five after school before going home. He sees some delusions involving the students. Getting into heroine route only tells us about each heroine specific theme. Just as theme starts to uncover there's the same abrupt end for each heroine. Credits.

2) Heroines totally lack charm. Sugamo Mutsuki is presented as a pure angel and supposedly main heroine. But pretty much the first H scene almost made me throw up. There's no realism or depth in the heroines, just specific theme and some cleverly written dialogues paired up with actually eminent voicing. 

3) Protagonist is no good. He can be renamed and is an abstract mass of destruction delusions. He's impossible to sympathize with. 

4) H scenes. Roughly only half of them are shocking, but the rest are quite conventional. And that's a huge problem for me. It looks like game bears some idea half of the time, but also wants to appeal to as many players as possible and becomes a plain nukige. From idea point of view For Elise ~Elise no Tame ni~ was perfect. H events in delusions were 100% appalling. Sayonara o Oshiete is basically about same horrible delusions, but with very sexy heroines sprites and often appealing H events. There's not enough real trash in H events.

5) Loli abuse. Can't deny - all loli scenes are drawn in a very traumatic way here. But I just detest any loli H events, especially such hardcore ones.

 I've seen transformation of nukige genres since the 80s. There has been shift to museum type vns, then to training SIMs, then to devil games, and currently I cautiously try to grasp when the shift to corruption visual novels happened. And Sayonara o Oshiete is the first candidate so far to be grandfather of all corruption games. With the half-measures Craftwork actually managed to depict sexy destruction, and that's no way a compliment considered that I detest corruption games the most.

Horrible as it may sound, I'm relieved to see game translation project stalled, because completion  would cause an outrageous reaction and backlash at Japanese developers due to very troubling content involving loli characters.

The only definite strong sides of Sayonara o Oshiete are first-class voicing and great song theme. Visual and textual decisions are questionable. But for me the number of negative elements outweighs it all. The only lingering taste after the game is nausea, and I hope to forget it as a nightmare asap.


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"Sayooshi is garbage, all hail Nijuuei" should become a galaxy brain meme in these forums.

Update: It is definitely overhyped, but i didn't dislike nearly as much as you did. Shion, Aruiwa handled that kind of story in a more exciting way, but Sayooshi makes up for it for some really good directing (between the filters and timing for the effects). H-Scenes were a lot like It's my own invention from SubaHibi in the sense that they were too silly to be taken seriously.

Edited by onorub

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I was semi-content with Mutsuki and Nozomi routes that can be called main heroines routes (angel/devil). Then happened Mahiru route that disgusted me with loli abominable scenes. Miyuki and Koyori routes were just plain unimpressive. I saw all the endings in one day, and the repetitiveness and deteriorating quality with each route grieved me more and more. Koyori as the last route was the worst for the number of visual atrocities. I really wanted to throw up afterwards. Only night's sleep calmed me down. I don't want to belittle directing, text, atmosphere and really immersive voicing, but I try to evaluate any game by the story, the ideas it promotes and the thoughts that it provokes. And looking back at Sayooshi, these aren't its strong points. I'm especially offended by the fact that heroines themes with their core ideas get interrupted at the highest points of their routes. The moment you're really sucked in it's gg, time for ending that has nothing to do with the recently experienced "something" that you started to understand. It's good while it lasts, but it leaves you with nothing afterwards. It's quite the opposite effect from the one that Tsui no Sora produces.

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