Kashimashi: Girl Meets Girl The First Summer Story
A visual novel computer game dependent on the arrangement named Kashimashi: Girl Meets Girl The First Summer Story (かしまし ～ガール・ミーツ・ガール～ 初めての夏物語, Kasimasi ~Gāru Mītsu Gāru~ Hajimete no Natsu Monogatari) was first delivered on the PlayStation 2 on March 30, 2006 in Japan.
The game was created by Vridge, distributed by Marvelous Interactive, and delivered in two releases, restricted and normal, on the equivalent day. The restricted release arrived in an exceptionally made box with a unique dramatization CD called “Kashimashi Triangle Letter”, and a music CD including tunes from the game in piano mastermind renditions. The game was later re-delivered in a Best Collection version on November 16, 2006, which sold at not exactly a large portion of the cost of the first game. Kashimashi: Girl Meets Girl The First Summer Story got a complete survey score of 26/40 (out of the four individual audit scores of 7, 6, 7, and 6) from the Japanese gaming magazine Famitsu.
The game’s story starts on the beginning of summer excursion. Hazumu’s homeroom instructor Namiko Tsuki recommends Hazumu and her companions require a one-week outing to a little mountain town with a natural aquifer resort. Hazumu’s grandparents live around here, and are two new characters acquainted with the story. Three other female characters are presented as conceivable love interests for Hazumu; two are a similar age as her, and the third is the more seasoned landowner of the resort. The objective of the game is to match Hazumu up with one of the five female cast of characters. The interactivity’s principle framework comes from Hazumu’s ambivalent character. On the off chance that the player shows more interest in a specific character, the other characters get irritated that Hazumu is overlooking them, which is shown in a strain meter. The more Hazumu disregards a specific character, the higher the strain between that character becomes. This guarantees Hazumu remains old buddies with the conceivable love interests. To see the closure of a specific character, a specific measure of strain should be between the other characters, yet this can’t be too incredible or the completion won’t show.
The interactivity requires little cooperation from the player as the greater part of the term of the game is spent essentially perusing the content that shows up on the game screen which addresses either exchange between the different characters or the inward musings of the protagonist. A significant part of the game (as in virtually every visual novel) are the “choice focuses” which show up sometimes which allow the player the opportunity to look over a set number of options. The time between these choice focuses is variable and can happen anyplace from a moment to any longer. The game stops at such minutes and relying upon which decision the player makes, the plot will advance a particular way. Each plot line can be accomplished through different replays.