I cannot recommend Touhou Shoujo Tale of Beautiful Memories (or Super Touhou RPG as its subtitle states the intent) for two and only two significant reasons. For the first, it exists in the branch of fan derivative work that makes no attempt to contextualize or bridge the gaps for people who aren't already fully invested in the material; it draws readily from official material across the entirety of the series up to the point when it originally released in 2017, down to the illustrative prose databooks, soundtrack release writings and tie-in comics. It's impenetrable to those who don't already share in its lingua franca, and a comprehensively stunning delight in trainspotting just how much is incorporated into its portrayal of the setting, at a scope rarely seen in fan efforts or pulled off as holistically--even the oft-forgotten PC-98 cast are represented in it.
The second and more immediately discernible reason is that it encompasses probably the most hypersexualized depiction of the series cast this side of legitimate pornography, something which the game's portrait artist must surely pursue as a hobby or professional venture on their own time judging from the stylistic showcase here. The ways in which this treatment particularly chafes is because it is an aspect of the game solely restricted to said portrait art; none of the written narrative, characterization or otherwise humorous bent are reliant or even gesture towards sex humour and titillation, so what you're left with it is a legitimately impressive selection of 100+ illustrated character portraits where every one of them breasts boobily through their screentime, with no bearing on the game's larger ethos or internal voice. It's arbitrary, literally gratuitous and a tremendous detriment as it by necessity casts every compliment the game might otherwise receive and earn as a "yes but" apologia that needs to be prefaced with disclaimers, as here.
Usually the above would be enough to repel me from a work; there is no shortage of interesting and well-made Touhou derivatives available after all, with more compelling aesthetic key aspects. Super Touhou RPG is additionally a pastiche of 1996's Super Mario RPG, a game that has never "clicked" with me. It's for that aversion that I did eventually try this mutation of it, because my issues with Mario RPG are really external to the game in specific and more influenced by my wider antipathy and disinterest toward the Mario series and setting as a whole; substituting in an analogue that I actually care about allows me the opportunity to enjoy in the shared design concepts that are being paid tribute to through the entirety of this fan work, which it fully and gleefully commits to. Setpieces and scenarios are often sourced directly from SMRPG, and they are accomplished in their efforts to serve both ends of overlapping fandom as all of them are adapted and interpreted in such a way that they naturally integrate into Gensokyo's larger world and speak true to the voices of the inhabitants who indulge in the re-dramatizations. The versatility and diversity of Touhou when used as a springboard for further creative work is at full display here, as what could've read as a forced and referential-for-the-sake-of-it mess of incongruences instead appears as a thoughtful extrapolation of an established classic under an affectionate lens.
That kind of syncretic adaptation of the source material is what ultimately comes to carry the game and elevate it from its suspect first blush. When Touhou is adapted, any derived work must fundamentally decide how the series's niche genre roots as a shooter are treated in the process: will they be integrated into the result, downplayed or swept under the rug? Super Touhou RPG is not a shooter, but it is an RPG that patterns itself after another genre work that similarly had to wrest a convincingly characteristic formula out of a collision of at-odds genres in its day. The immediacy of a platformer and the resulting audience expectations informed Mario RPG's form, and it's something Touhou RPG remains highly observant of--a do-all, superboss defeated leisurely playthrough took no more than a lean 20 hours. Despite its effected vastness in how the world is presented through an overworld map of many tangenting branches, this is a game that has no concept of filling for time or making engage repetitively with the genre mechanics if they don't wish to. Most rewards come in bulk from the game's dozens of boss battles with its expansive cast, and the way standard battles exist in the environments are more as live obstacles to weave, leap and shoot through. It's an use of the symbol encounter format that extrapolates the natural opportunity for avoidance and extends it to a playstyle and mentality that both highlights the strengths of a timing-based RPG system in reserving the attention for the major battles, and complements the game's parallel bent as an isometric platformer.
Though deliberately simplistic and literally gridded as a visual basis, the game's environmental work nonetheless props up the necessary elements in what's needed to make the adventure exploratorily compelling. The very emphasis placed on highly conspicuously delineated tileset grids is indicative that platforming is a significant part of what the game considers its core identity, and thus visual tools for parsing perspective are always accounted for. As the battles grow in challenge and complexity, so does the jumping, and the two are rarely if ever separate. In the wider scale, the game's overall structure encompasses a MacGuffin hunt that allows for a degree of player-directed exploration and charting of the world in self-determined order, though grand non-linearity is not as far as it's taken. Regardless, it's through the poking and prodding of one's boundaries that makes it evident how carefully constructed the world at large is: despite a break into an overworld map, all environments naturally (or supernaturally) connect to one another and sometimes intersect in surprising ways, with some corners of the world remaining hidden and optional if not thoroughly scoped out. The process is further interlayered by the existence of several exploratory tools that facilitate and encourage backtracking of old environments aided by their new abilities, which are just plain fun to utilize to boot, from screen-clearing super jumps to magnetically attracting grapple ofuda; usage of these wrinkles is further channeled into locating the many hidden goodies littered around practically every screen the game has. Many RPGs live and die by what they consider their defining, foremost aspects--typically the responsibility falls on battle mechanics or narrative. Super Touhou RPG does not ignore either, but it's a game in which spatial navigation and applying oneself to its sheer movement feel can often be its most jubilant aspect.
What strangely came to crystallize everything I enjoyed about the game was its utilization of mini-games. The sheer concept of a mini-game in the genre has been a traditionally divisive subject, for a myriad of reasons that I can only conjecture toward. My impression has long been that people are suspect and repelled by being torn from a "what they bought a game to do" baseline of mechanical interaction--the learning of new rulesets with no chance of applying them toward anything except their isolated context is the breakpoint of player engagement as far as I've witnessed the sentiment. Final Fantasy VII, as in so many other ways, became emblematic of the approach in its multimedia fervor to dazzle with its literal theme park design, and defined or tainted the genre for many from then on in what to expect or dread from it. Under that context, Super Touhou RPG might have the "best" mini-game array of all time because they are all derived from the fundamentals of movement, jumping and shooting. All of them twist and remix the exact balance and expression of these core concepts, but they never stray from the baseline, allowing one to utilize the skills and headspace of what they've indeed been doing all game long, only now framed under a particular narrative or supplementary concession. I'm not particularly averse to mini-games in the distinct sideshow mold, but I was taken aback by how much I came to genuinely look forward to how the game would adapt itself for the next round of intermissions, and it knocked it out of the park on every occasion. That it rationalizes and contextualizes these moments as something the related characters would themselves do is the other lasting testament to how considered the game's design is from nearly any direction one can approach it from.
I don't have particularly insightful remarks to make about Super Mario RPG. I played it the once about a decade ago, and wasn't taken with it despite seeing the appeal. The ways in which I find Super Touhou RPG exceptional may well be shared by that model work, and certainly I could recognize several of the adapted setpieces. Even if my own thinking around media and tastes thereof have greatly changed in the intervening decade, I don't think I would have gone back to Mario RPG to reassess it; the interest simply isn't there from a critical or otherwise curious standpoint. At the same time, I don't want to frame Touhou RPG as a thoughtless copycat, because it's anything but; I came in with a raised eyebrow and left bedazzled by its ability to syncretize works so formally and stylistically askew from one another in ways that highlighted the strengths of both. That's the optimal result of such self-consciously tributary fan works as these, in that they may bestow additional perspective and appreciation for works thought closed to one's personal preferences. I give it the highest non-recommendation possible.