'Real Sound: Kaze no Regret,' originally a video game designed for the visually impaired on Sega Saturn, transitions into a three-hour audiobook.


Innovative Game for Blind Now An Audiobook

In a touching tribute to both innovation and inclusivity, 'Real Sound: Kaze no Regret', an audio-only video game initially launched for the Sega Saturn in 1997, has been transformed into an audiobook. Originally crafted by the creative Kenji Eno, the game was a pioneering project aimed to provide an engaging entertainment experience for blind or visually impaired individuals. This move to turn it into an audiobook not only preserves its unique essence but also reintroduces it to current audiences.

Kenji Eno, who passed away in 2013, was known for his unconventional approach to video game development. His focus was not just to entertain but to push the boundaries of how games were experienced. 'Real Sound: Kaze no Regret' was a testament to his vision, creating a gameplay environment solely based on auditory cues and responses. The game did not feature any visual graphics, relying entirely on sound to convey its story and interactive elements. Players would make choices based on different sounds they heard, which would then influence the direction of the narrative.

The transition of 'Real Sound: Kaze no Regret' from a game to an audiobook maintains its auditory essence but shifts its platform from a gaming console to more accessible audio formats. The audiobook is approximately three hours and 31 minutes long, and it is available on platforms such as Audiobook.jp and Amazon Audible in Japan for 2,200 Yen. A nostalgic addition to the audiobook is an audio message from Eno himself, recorded during the game’s original release period, which gives listeners a rare insight into the creator’s thoughts and aspirations for the project.

The original game was also ported to the Dreamcast in 1999, but unfortunately, both versions remained exclusive to Japan and did not see a wider international release. This limited dissemination might have restricted its impact and reach at the time. However, the revival of this game as an audiobook presents a new opportunity for global audiences to experience Eno’s innovative work.

One intriguing aspect of the original game was the user's ability to make choices at certain points in the narrative based on auditory cues. It is still unclear how this element of interactivity will be incorporated into the audiobook version, considering the typical linear nature of audiobooks. This transition poses a creative challenge in preserving the interactive quality that was central to the game’s original design.

In addition to this audiobook, Kenji Eno’s legacy continues to be celebrated in other forms. A tribute documentary focusing on his life and work is set to premiere in Tokyo this December. Eno’s approach to game design and his dedication to creating unique gaming experiences have left an indelible mark on the industry.

Furthermore, the broader conversation around video games and accessibility continues to evolve. Eno's work reminds the industry of the importance of designing games that are accessible to people with different disabilities. Projects like ‘Real Sound: Kaze no Regret’ serve as significant examples of how video games can be adapted to meet the needs of a diverse audience and offer meaningful experiences beyond traditional gameplay.

The transformation of ‘Real Sound: Kaze no Regret’ into an audiobook is not just about preserving a unique piece of video game history. It is about continuing the conversation on accessibility and inclusivity in gaming. This audiobook ensures that new generations can experience Kenji Eno’s innovative approach to game design, and perhaps inspire future creators to consider how games can be accessible and enjoyable for everyone, irrespective of their physical abilities.

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John Hope

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