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The friends of Ringo Ishikawa

Xbox One, Nintendo Switch, PC (Microsoft Windows), Mac • 2018

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Quick resume

A highschool gang leader Ringo Ishikawa trying to live through his last autumn before graduation. With his best friends.

Global score

89/100

Genres

Action, Adventure, Indie, Role-playing (RPG), Fighting

Pros

  • Deep, existential story and atmosphere
  • Open world with freedom of choice
  • Well-written characters and dialogue
  • Engaging combat with skill progression
  • Excellent chill lo-fi soundtrack

Cons

  • Lack of tutorials or guidance
  • Some cryptic or vague mechanics
  • Single ending with abrupt conclusion
  • Minor bugs and control quirks
  • No map or navigation aid

Motivations

  • Autonomy
    5

    "Players have full freedom to choose daily activities, explore the open world, and decide how to spend time without handholding or forced objectives."

  • Competence
    3

    "Combat requires skill and progression through training; players improve stats and learn moves, though some aspects are cryptic and challenging."

  • Competition
    -3

    "Focus is on personal progression and story rather than competing against others; no ranked modes or leaderboards."

  • Continuation
    3

    "Players often engage in repeated playthroughs to discover new events and explore the world; some find it addictive and immersive."

  • Cooperation
    2

    "Players can recruit and fight alongside gang members, encouraging some teamwork, but much gameplay is solo."

  • Creativity
    1

    "Limited customization or creation; players can choose activities and approach but mostly use predefined structures."

  • Domination
    -4

    "Interactions emphasize equal relationships and mutual respect; no evidence of exerting control or superiority over others."

  • Escapism
    4

    "Players use the game as a meditative escape from real life, appreciating its atmosphere and existential themes."

  • Expectation
    -4

    "Players engage voluntarily out of personal interest and intrinsic motivation rather than obligation or pressure."

  • Experimenting
    3

    "Players explore mechanics, discover hidden events, and experiment with different playstyles and routines."

  • Exploration
    4

    "Open world encourages discovering new areas, secrets, and events; exploration is a key part of the experience."

  • Expression
    -2

    "Minimal character customization; expression mainly through choices and interactions rather than visual personalization."

  • Fantasy
    -3

    "Grounded in realistic, slice-of-life scenarios and Japanese delinquent culture; no fantastical or improbable elements."

  • Fellowship
    3

    "Strong sense of community and friendship among characters; players experience group dynamics and social bonds."

  • Growth
    4

    "Focus on learning new moves, improving stats, studying, and personal development throughout the game."

  • Health
    -3

    "Sedentary gameplay with smoking and fighting; no physical activity beyond in-game training simulations."

  • Idle
    3

    "Some activities involve waiting or slow progression, such as reading or studying, allowing for relaxed play sessions."

  • Intimacy
    3

    "Players form close relationships with friends and NPCs through meaningful dialogue and shared experiences."

  • Leadership
    3

    "Player leads a gang and makes decisions affecting group dynamics, though leadership is informal and collaborative."

  • Progression
    4

    "Players accumulate stats, learn new combat moves, gain money, and improve academic performance over time."

  • Relaxation
    4

    "Calm, lo-fi music and atmospheric environments promote relaxation and contemplative flow states."

  • Sensation
    3

    "Enjoyable pixel art visuals and chill soundtrack provide sensory pleasure and emotional engagement."

  • Status
    -2

    "Recognition is limited to in-game social circles; no broader social status or visibility systems."

  • Story
    5

    "Strong narrative immersion with well-written characters and existential themes driving player engagement."

  • Strategy
    2

    "Combat and time management require planning and tactical thinking, though not highly complex."

  • Thrill
    1

    "Some tension in combat and story, but overall experience is more contemplative than suspenseful."

  • Value
    4

    "Players report high emotional and experiential value, with many hours of meaningful engagement."

  • Violence
    2

    "Combat and fighting are central mechanics, though violence is stylized and contextualized within story."

  • Survival
    1

    "Some resource management (hunger, health) and avoiding defeat in fights, but low-risk overall."

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    Last update: 06/03/2026