“one night, hot springs” is a visual novel created by npckc available on Windows, Mac, and mobile devices. The game targets gamers who enjoy narratives and are interested in learning about the lived experience of a Haru, a transwoman. As someone who typically enjoys platformers or escape games, I found the game captivating and thought-provoking. Playing “one night, hot springs” as a feminist means approaching the game openly but analytical about its portrayal of transgender issues, and empathizing with the experiences of Haru and the supporting characters. Despite the little agency given to players and its quick gameplay, the game effectively targets feminist theories of the lack of a climactic conclusion, utilizing the emotional abilities of narratives, and balancing identification and media enjoyment.
As Chess said, “Identification is not a necessary part of media enjoyment”. For people who identify as transgender, this game creates a comforting, seen experience. Given that only about 1% of the world’s population identifies as transgender, for the majority of people playing the game that are not, it offers a glimpse into the challenges and constant judgment that transgender individuals face daily. Walking in Haru’s shoes and experiencing her thoughts and feelings was both beautiful and heartbreaking. The game’s ability to evoke empathy and understanding for Haru’s struggles was amazing.
Although the graphics and soundtrack were wonderful, it was the narrative that truly stood out. The personal nature of Haru’s story, particularly her heart-to-heart conversations with Erika, left a lasting impression. Even though I have never experienced the same struggles as Haru, the emotional weight of her experiences was notable. The game’s dialogue and the dilemmas Haru faced effectively conveyed the internal and external conflicts she navigates daily.
The game’s title highlighted its scope: it was just a single, ordinary night in Haru’s life. There is no dramatic climax that is seen in typical male narratives. Instead, players experience a routine yet significant part of Haru’s reality. This approach emphasizes the fact that for many transgender people, what seems like a mundane activity to others can be a complex, anxiety filled one. This normalcy emphasizes the everyday nature of these challenges.
Comparing “one night, hot springs” to games like “Life is Strange,” I appreciated the multiple endings based on different choices. This game’s endings, ranging from positive to neutral, explored Haru’s relationships with Manami and Erika. While none of the endings were climactic, they emphasized the potential for meaningful conversations and outcomes. However, unlike in “Life is Strange”, players couldn’t change Haru’s life choice. Rather, the player is effectively starting over (easily done through the fast forward mechanic) and experiencing the day for the first time again.
One particularly striking moment was realizing that the “normal” ending occurred when Haru declined the spa invitation. Initially, I assumed this was the bad ending, but it highlighted the reality that transgender people often miss out on experiences due to societal barriers. The alternative plan of visiting an amusement park, suggested by Manami, demonstrated the importance of supportive friends who are willing to accommodate and understand. Similarly, initially I thought there was a “right” answer to achieve a happy ending, such as deciding whether to educate Erika or go back to sleep. It was surprising to find that refusing to engage didn’t lead to a negative outcome. This realization highlighted an important point about the assumption that marginalized individuals owe explanations or education to others is flawed. The game subtly teaches that choosing not to educate others is valid and not inherently negative.
While the game excels in many areas, it falls short in terms of player agency, a critical element in narrative-driven games. Throughout the game, players make fewer than ten decisions, many of which feel insignificant, such as choosing whether to take a nap or shower. This limited interactivity can make players feel like passive observers rather than active participants in Haru’s story. The brevity of the game further emphasizes this issue, as there is little time to develop a deeper connection with the characters or to explore more complex decision-making scenarios. To unlock all seven endings, it took me less than thirty minutes. To improve, the game could introduce more significant choices that meaningfully impact the storyline and character relationships. For example, possibly delving more into the storyline of the staff at the hotel or the gift given to Manami. The storyline consisted of three main characters, but it would have been interesting to see how Haru navigates social interactions with someone who may not be as welcoming, for example when entering the bath for women. Additionally, extending the game’s length to include more narrative arcs would allow players to engage more deeply with Haru’s journey, creating a stronger emotional connection and a more impactful exploration of the narrative.
Discussion Question: How effective are games like “one night, hot springs” at providing educational content, such as educating players on the experiences faced by transgender people in this game?