we love Anime, not because we are afraid of reality. Anime is just a higher version of reality which only we can understand
Thursday, 20 February 2014
18+ ( ADULT CONTENT)
Origin Of Erotic Games:-
The term eroge (erotic game) literally defines any erotic game, but has become synonymous with video games depicting the artistic styles of anime and manga. The origins of eroge began in the early 1980s, while the computer industry in Japan was struggling to define a computer standard with makers like NEC, Sharp, Fujitsu competing against one another. The PC98 series, despite lacking in processing power, CD drives and limited graphics came to dominate the market, with the popularity of eroge games contributing to their success.
Due to the vague definitions of any erotic game, depending on its classification, the first erotic game is a subjective one. If the definition applies to adult themes, the first game was Softporn Adventure. Released in America in 1981 for the Apple II,So ftporn Adventure was a text-based comedic game from On-Line Systems. If the definition of eroge is defined as the first graphical depictions and/or Japanese adult themes, it would be Koei's 1982 release of Night Life. Sexual intercourse is depicted through simple graphic outlines. Notably, Night Lifewas not intended to be erotic so much as an instructional guide to "to support married life". A series of "undressing" games appeared as early as 1983, such as "Strip Mahjong". The first anime-styled erotic game was Tenshitachi no Gogo, released in 1985 by JAST. In 1988, ASCII released the first erotic role-playing game Chaos Angel. In 1989, Alice Softreleased the turn-based RPG Ranceand ELF released Dragon Knight.
In the late 1980s, eroge began to stagnate under high prices and the majority of games containing uninteresting plots and mindless sex. ELF's 1992 release of Dokyusei came as customer frustration with eroge was mounting and spawned a new genre of games called dating sims. Dokyusei was unique because it no defined plot and requiring the player to build a relationship with different girls in order to advance the story. Each girl had their own story, but the prospect of consummating a relationship required the girl coming to love the player, there was no easy sex.
The term visual novelis vague, with Japanese and English definitions classifying the genre as a type of interactive fiction game driven by narration and limited player interaction. While the term is often retroactively applied to many games, it was Leafthat coined the term with their "Leaf Visual Novel Series" (LVNS) with the 1996 release of Shizukuand Kizuato. The success of these two dark eroge games would be followed by the third and final installment of the LVNS, 1997 romantic eroge To Heart. Eroge visual novels took a new emotional turn with Tactics 1998 release One: Kagayaku Kisetsu e. Key's 1999 release of Kanonproved to be a major success and would go on to have numerous console ports, two manga series and two anime series.