Hiroshima’s role as a military capital expanded and critical army facilities were erected in the city as the conflicts in the Second Sino-Japanese War (1937 to 1945) and the Pacific War (1941 to 1945) intensified.Īccording to the city’s prefectural government, that concentration of military facilities and its “size and layout” made it a testing target for the atomic bomb. When a railroad was connected to Ujina port – found on Hiroshima’s southern coast – the following year, the city became a strategic base to dispatch troops to the Korean Peninsula and Chinese mainland. Hiroshima was among several large castle towns of the Edo period (1603-1867).ĭuring the Meiji Restoration, Japan underwent a period of modernization, and in 1888, the city became the base for the Fifth Division Headquarters of the Imperial Japanese Army. Still, I’d like them to be aware that this city also owed much of its initial development as a military hub,” Hiroshi Ishida, a bar owner and third-generation A-bomb survivor in Hiroshima, told CNN. They have the idea that Hiroshima is a city of peace. “When visitors from overseas come to Hiroshima, they tell me they’re going to the Peace Museum and Park. However, some locals say that though the city promotes a message of peace, its complex relationship with history must also be noted. Indeed, with a population of one million people, Hiroshima embodies resilience against the odds. Meanwhile, Hiroshima has earned itself the title of Japan’s “manufacturing prefecture,” making everything from automobiles and ships to electric machinery and components. In the wake of the pandemic, numbers are quickly going up as tourists return to Japan. Though the city’s backdrop may serve as a symbolic reminder of the atrocities of warfare, tourists and delegates visiting for the G7 Summit between May 19 and 21, would’ve found a modern city teeming with shops, parks and businesses.įrom 2015 to 2019 the annual number of foreign visitors to Hiroshima surpassed 1 million, with the city welcoming 1.8 million overseas visitors in 2019. "But to me it was almost literally a dream coming true.A man relaxes alongside the river on a bench overlooking the Genbaku Dome. "To others it probably just looks like a large bit of wood, spinning," he says. For Whittaker, he knew that the game was on the right track part way through development, when they finally finished building the huge waterwheel, the biggest object in the game. And you'll be able to experience it very soon: the game launches on PC, Mac, and Linux on December 3rd. The tiny details and charming animation lend Lumino City a distinct and wonderful personality whether you're operating an old-school computer with a punchcard, or just watching lights twinkle in the distance, it all feels like a children's book come to life. The resulting experience is a rarity, a video game that's literally handmade. "There’s such a sense of warmth you can give to a story using real materials," Whittaker explains. But it also added an extra, intangible feel to the overall experience. For one thing, using real paper made it much more feasible for a small team to create a realistic-looking world, as opposed to employing dozens of artists and developers to craft a virtual version. But State of Play avoided that route for a few reasons. There are a number of games that use a similar papercraft aesthetic, such as Media Molecule's Tearaway on the PS Vita. Getting the animation and lighting just right so that the paper looked and moved the way you'd expect proved to be an arduous task, one that helped double the expected development time. Building the sets and characters was naturally very time-consuming, but the trickiest part was making it all work and feel natural in a video game world. In addition to Whittaker, who worked on animation, design, and even built some models, staff members included an architect, a director of photography, and a model maker all told, six people worked on the game. When it came to the sequel, building the city involved a somewhat unique team. "There’s such a sense of warmth you can give to a story using real materials." "But we had a hunch, and a small amount of spare time, and so we took the first part of the story we wanted to tell and turned that into Lume," Whittaker. But the team started small both because they didn't have the resources, and because they weren't sure if they could actually pull it off. It was a short experience, one that was always intended to be part of a much bigger world. It tells the story of Lumi, a young girl who follows a series of clues to restore power to her grandfather's house. Lumino City is actually the sequel to Lume, a short puzzle adventure released in 2011 that was similarly built using real-world materials.
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