
A mysterious global pandemic is making people disappear into thin air. A mysterious glass object carried by a girl found adrift at sea. Two stories that set two pairs of protagonists off on separate journeys around the world. What does it mean to live, make mistakes, and live again?
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Languages: English, Japanese*, Simplified Chinese, Traditional Chinese*languages with full audio support
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Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
解散前のねこねこソフトのうち、銀色や朱が好きだった方は絶対にプレイすべきです。コットンソフトで終わるバや双パラが好きだった方も多分イケる。 当時銀色でねこねこソフトにハマって、Scarlettが一番好きな私にはどストライクでした。 ラムネやみずいろも人気があるし良作です。 でも個人的に、片岡ともさんはこういったシナリオが一番読み応えがあり、のめりこめると思います。 クリア約2時間と短いですが、今年プレイした作品では(ボリュームに目を瞑れば)指折りです。 ノイズ?バグ?気にすんな。ねこねこソフトは同人だろうがそんなもんだ。色々消さないだけマシ。
Narcissu was my first and one of the best visual novels I read years ago. I was amazed at how much content and heart-wrenching the story was for it being free. Speed up to the current day. I got to say this is personally my favorite work Stage-Nana has done up to this point.I look forward to any future works they have in the future, and they have come to be one of my favorite developers and highly recommend this to anyone who loves a sweet, sad adventure.
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Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
大丈夫です。steamでノベルゲーを買おうとしている貴方ならきっと本作を楽しめます。 Winter PolarisとSweeper Swimmer。2つをどう進めればええねん!!!ってなっている人へ。 Winter Polarisを一話読んだらSweeper Swimmerを一話読むといった風に交互に読んでいけば概ね問題無いかと。 どちらかだけを先に進めてしまう消費の仕方は勿体ないなと感じました。 あと無限煉姦好きなら多分これも好きです(役に立たない情報)
很好很好,虽然有不少老游戏的缺陷,但终究是个好游戏。
Winter PolarisとSweeper Swimmer、それぞれ2人のペアで物語が進み最終的に交差していきます。 両方とも主人公の過去編があり、そこでいろいろな秘密が明かされる構成でした。この過去編でいろいろな時代、場所を転々としていくのでロードムービー的な面白さがありました。 不死者の話は輪廻転生的な要素がありこれも好みでした。 不死者自体の設定はDLCのボイスドラマを聞くとわかりますが、まさか雨のマージナルと繋がっていたとは...
7.6/10 “值得一读的具有鲜明片冈智风格的实验作” 在完成Sumire作品为 《水仙》全系列画上句号之后,片冈再次执笔创作了《冬季北极星》这部”实验作“ 继《水仙》以”旁观者“的视角 通过系列作品隐约”传承“的主线给出离开的人与留下的人如何看待彼此的生命之问,而本作则以”不死者与人类的消失“在两个看似割裂的故事当中给出人与人之间紧密联系的记忆和记忆之于生命的意义这两个庞大的议题 本作的”实验性“在我看来,不止在于离奇的世界观与宏大的历史时空叙事以及交错的叙事风格,因为有前二者设定的作品很多且多弄巧成拙,而交错叙事则是片冈鲜明的风格。更在于两篇《冬季北极星》和《海洋清洁工》两个故事的互动性,本作看似没有任何选项,但实际上,玩家在《冬季北极星》与《海洋清洁工》的前三章完成后,可以自由地切换阅读两篇故事的章节,而不同的阅读顺序给予的不同”信息差"通过“星图”/“玻璃瓶”/“保险”/“星之间的文字”等意象延宕出不同的意义,同时两片故事的“割裂感”也给予了玩家理解“不死者”在割裂的记忆下生存的一种方式,最后在“后悔的船"与”终章"当中两篇故事以"星之间"为地点交汇,玛丽,艾蕾娜,椿相遇,以解开原本不明的四个字再次点明了本作的立意。 纵观本作 不同的角色展现出他们不同的记忆生命观 Hieronymus与椿(《冬季北极星》)既代表着"生命的意义在于为彼此保留记忆",又代表着“为了自己的记忆活下去”,这两种截然不同的生命观在本作当中不断纠缠,椿(<海洋清洁工》)玛丽与艾蕾娜(《海洋清洁工》)代表着“记忆与生命就像内容物之于玻璃瓶的观念",所以椿向着大海散去象征着她记忆的玻璃瓶,她并不在意它的去向,而是将它看作"生命本身意义”的一部分,玛丽以她纯真的追寻玻璃瓶足迹的梦想感化了艾蕾娜,踏上了“充实玻璃瓶”的迈向大海的旅程。艾蕾娜(《冬季北极星》),又与Hieronymus与椿(《冬季北极星》)的观点相反,她反感继续作为不死者不断在星之间记录记忆,而是成为了隐士,选择了在当下活着。被Hieronymus斩下头颅的伯爵则是彻底放弃了有记忆的生命本身。 而这几种记忆生命观并无所谓正确与错误,这就是片冈智从《水仙》乃至最初的《银色》那里继承的风格,以“旁观者”讲故事,以其独特的清新、不加额外修饰的简单文风,对设定的简单描写和前文提到的"割裂感"故意去防止玩家"移情”。艾蕾娜虽然选择了"活在当下“,但也还了椿的人情,尊重她的记忆生命观,Hieronymus希望椿能够”为了自己的记忆活下去“,但在北方,他们又回到了那片星之间。可以感受到,片冈在《水仙》贯穿全文的”死亡“探讨了死的意义之后又以《冬季北极星》的”不死“,换了一种方式探讨”活的意义“。 本作的画面十分贫乏,采用NYL旧引擎,没有人物立绘,插画更是寥寥无几。然而音乐与配音表现不错,尤其是椿的CV美玲的表演十分用心,而片冈的文字还是一如既往的清新,仅凭这点作为片冈的忠实读者这部作品就非常值得一读。 小众佳作,感谢阅读,希望你也能找到自己的”冬季北极星“
本作「冬のポラリス」は、Steam版の「narcissu」をプレイ中に、なんとな~くnarcissuを調べていたら見つけました。 narcissuと同じくナリオライターの片岡ともさんのゲーム。 片岡ともさんのゲームは何本かプレイ済。 積みゲーも多く、さらに何年も片岡ともさんのゲームをプレイしていなかったので、本作も期待せずにウィッシュリストに登録して温めていたら、セールで希望額よりも安くなったのでGet & Play! コンプリートまで5時間ぐらいでしたが、定価で買っても価格以上と思えるぐらい良いノベルゲーでした。 本作は、片岡ともさんのゲームの特徴である、すらすらと読めるけど、哀しく、切なく、でもどこか温かい、そんな雰囲気のゲームでした。 また、切ない雰囲気を醸し出してくれるBGMが本当に良いです。 今作は2ルート、二人のライターさんが描いたシナリオとのこと。 「Winter Polaris」と「Sweeper Swimmer」の2ルートがそれぞれ10個程度の小さなシナリオに分かれており、テンポも区切りもよく話が進んでいきます。 登場人物も雰囲気も異なる感じではじまった2ルートも、小さな伏線が少しずつ明かされていき「こういう展開できたのか~」と思わせてくれました。 とはいえ、ルート間の繋がりは明示されずに匂わせる程度のものも多く、考察のしがいもあります。 どちらのルートも綺麗な終わり方をしていました。 ルートの1つである「Winter Polaris」は、声優さんの話し方、BGM、雰囲気など、片岡ともさんの過去作のあるゲームを彷彿とさせてくれました。 また、2つのルートを交互に進めていくギミックは、別の過去作ゲームを彷彿とさせてくれました。 シナリオの繋がりは全くないので過去作を知らなくても問題はないんだけど、過去作を知っているからこそ感慨深い面もありますね。 片岡ともさんのゲームを何本もプレイすると、聞いたことのあるBGMが多いなーと思うゲームによくあたるけど、マンネリとか使いまわしとかネガティブな印象とはならず、「それが良い!」て感じで、本作もまさにそれでした! 雰囲気は全く違うゲームのBGMの話だけど、ドラクエシリーズを何本もプレイしてからドラクエ11をプレイした時に感じる「この過去作のBGMをふんだんに使っているのが良いんだよ!」っていうのと、よく似た感想ですかね。 名曲は古くても、何度聞いても良い。そんなBGMですね。 欠点があるとしたら、ゲームパッドの初期設定が提供されていないマウスやキーボード主体のシステムだったこと。 まぁ、Steamのゲームパッドのカスタマイズ機能を使ってゲームパットでプレイしたけど…。 途中からはPC+ゲームパットではなく、タブレット端末にインストールしたSteam Linkを経由して寝っ転がりながらプレイしたので、マウス主体のゲームでも問題は少なかったけど…。 てか、Steam Linkで寝っ転がりながらプレイできるPCゲームは意外と貴重。 片岡ともさんのゲームの既存ファンで、本作が未プレイな方は是非! 片岡ともさんのゲームをプレイしたことがなくても、「低価格」「数時間でコンプ」「雰囲気のあるゲームが好き」という人ならお勧めできるゲームでした。 発売後から日が経っている割にSteam上の総評価数が少なめな本作だけど、もう少し評価されてもいいゲームだと思うなぁ~。
算是无愧于片岡智之名的作品吧。 虽然一开始椿的声音演出非常非——常灾难,但听完全程之后发现倒也意外地合适。不如说有点上头了。 主角直到最后一章才给声音演出[strike]不好意思剧透了[/strike],很明显是希望读者在前面的穿插叙述中暂时被蒙在鼓里,最终揭秘的时候再回过头来品味最开始椿对主角的种种表现和语言。说实话这其实是挺不错的人物塑造方式,但前期椿的声音过于劝退加上没有灵动的立绘,可能读起来真的会有点失去动力。 不过从最终结果来说,我还是很庆幸自己读完了这部作品。 要探讨的东西游戏里已经表达得很清楚了,两个故事都是围绕着这个主题展开,我也没什么高见。 希望有缘人能将这部作品读下去吧。
Winter Polaris is a quiet, melancholy visual novel built around loneliness, immortality, human connection, and the question of what makes a finite life meaningful. Rather than treating its unusual science-fiction premise as an excuse for action or elaborate world-building, it keeps the focus firmly on its characters and their emotional journeys. Developed by stage-nana and published by Sekai Project, it follows the storytelling tradition of the creators behind Narcissu and Ame no Marginal, favoring reflective conversations and atmosphere over conventional gameplay. Its deliberately restrained presentation will not suit everyone, but readers who enjoy contemplative visual novels should find plenty to appreciate. The narrative is divided into two distinct stories that initially seem largely unrelated. The first takes place in Tokyo after a mysterious global phenomenon begins causing people to disappear without explanation. Civilization gradually collapses, and the protagonist retreats into the mountains in an attempt to escape whatever is happening. After years of isolation, he returns to the remains of the city hoping to discover another survivor. Instead of finding ordinary human companionship, he encounters a strange girl who casually claims that she cannot die. This meeting transforms the story from straightforward post-apocalyptic fiction into something considerably more philosophical. The ruined world is effective precisely because the narrative does not obsess over explaining every practical detail of society's collapse. Empty cities and vanished populations instead create an environment where the protagonist must confront the psychological consequences of surviving when almost everyone else is gone. The immortal girl provides an interesting contrast to this situation. Surviving indefinitely might initially sound desirable in a world dominated by death, yet the story gradually encourages consideration of whether endless existence is truly valuable when relationships, memories, and familiar surroundings inevitably disappear. Mortality becomes less of an enemy and more of an essential part of what gives individual experiences importance. The second narrative, Sweeper Swimmer, moves away from devastated Tokyo and introduces Elena, a courier living on a rustic island. She travels by boat to transport cargo between neighboring islands, giving this section a noticeably different atmosphere. Following a powerful storm, Elena discovers an unconscious girl floating in the sea and rescues her. The stranger possesses a mysterious glass object made using craftsmanship and technology that Elena does not recognize. Questions surrounding the girl's identity and the object's origins provide the motivation for another journey. This change of scenery works surprisingly well. The first story emphasizes emptiness and the unsettling silence left behind by a disappearing civilization, whereas Elena's adventure initially carries a stronger feeling of mystery and exploration. The contrast prevents the experience from becoming emotionally monotonous while allowing similar ideas to be examined from another perspective. Both narratives revolve around chance encounters between people whose circumstances separate them from normal society. Their apparent independence also gives the eventual thematic connections greater significance, rewarding readers who pay attention to recurring ideas rather than expecting immediate explanations. As a visual novel, interaction is minimal. This is primarily an experience about reading dialogue, following the characters, enjoying the soundtrack, and absorbing the artwork rather than making strategic decisions or mastering gameplay mechanics. That simplicity can be either appealing or disappointing depending on expectations. Players looking for branching choices, puzzles, combat, or extensive interactive systems will find little of that here. The advantage is that nothing significantly interrupts the storytelling, allowing its slow and thoughtful pacing to establish the intended mood. The presentation complements that approach with attractive 2D anime artwork and a subdued aesthetic. It is not among the most visually elaborate examples of the genre, and animation is limited, but the illustrations fit the introspective nature of the narrative. Japanese voice acting strengthens important character moments, while the music contributes substantially to the feeling of solitude and melancholy. The overall experience often feels closer to an illustrated audio drama than a traditional game, which is appropriate considering how heavily it depends on dialogue and narration. Despite its gentle appearance, the subject matter can become quite dark. The narrative contains depictions and discussions involving violence, death, and suicide. These elements are connected to its examination of mortality rather than existing purely for shock value, but they give the story considerably more emotional weight than its colorful character artwork might suggest. The writing is particularly interested in mistakes, regret, loss, survival, and whether someone can find purpose after the world they understood has fundamentally changed. Steam Deck compatibility is officially rated Playable rather than fully Verified. The game runs successfully on SteamOS, its interface text is considered legible, and the default graphics configuration performs well. However, some functions are not conveniently accessible through the standard controller configuration, potentially requiring the touchscreen or a community controller layout. Players may also encounter keyboard, mouse, or non-Steam-Deck button icons. Since this is predominantly a text-driven visual novel, these limitations are relatively manageable, and the handheld format is otherwise naturally suited to relaxed reading sessions. Its biggest weakness is that the subdued pacing and limited interaction demand patience. Readers who are not immediately invested in the philosophical themes may feel that events develop too slowly, while the modest visual presentation leaves much of the experience dependent on the quality of the writing. For its intended audience, however, those same qualities create an intimate and unusually reflective experience. Instead of trying to impress through spectacle, it uses two mysterious journeys to explore the value of companionship, the burden of continuing onward, and the relationship between mortality and meaning. It is a thoughtful visual novel whose emotional ideas remain more memorable than its mechanics, making it particularly worthwhile for players who appreciate short-form, character-driven speculative fiction. Rating: 8/10
7/10可惜 末世二人旅行的公路片我还挺喜欢的,但对此描述太少交互太少,时间线上需要分配很多内容给过去篇来完善,同时又有前中期慢热过头的海洋支线,东西太多了导致每个地方都不够精,可惜。 前中期的预热不够,导致最后四字时感受到了火花却不够温度点燃内心的感情。挺可惜的一部作品,画面音乐还行,剧情立意设定都不算很新鲜,故事看完最后串联起来也多少有点欣慰,但的确没特别打动我。水仙作为个人心中白月光,对片冈大叔的期待也相当高,难免有落差感。
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