The Saturn version would go on to sell around 110,000 copies by early 1998, becoming a
cult hit like many of Warp's other titles. The game is also known for its inclusion of
feelies, a signature move that Eno had become known for. Every copy contained a set of instructions in
braille, and a packet of seeds. Eno later explained why the seeds were included in the package: The main reason for including seeds was that
Real Sound is a love story, and it's a game that has a totally different concept from my former games, like horror games or the smaller titles, so I wanted people to understand the atmosphere of the game. So I thought that if I included these flower seeds, then that would pass on the image and give the user an idea of what kind of game it is without even explaining the story and all that. That's one of the reasons that I decided to do this. And, also, another reason is that I felt like I wanted the users to grow and support the game. I was also thinking about releasing sequels, so I wanted the users to grow the game, grow the franchise. A version of the game representing only one path through the game aired on
Tokyo FM in 1997. A number of Warp's other games, such as
Enemy Zero and
D2, feature sound-based gameplay elements: most enemies in
Enemy Zero are invisible, with the player needing to rely on sound cues to defeat them.
D2 also drew heavily from the concept of limitations to sensory perceptions, featuring portions of the game where the main character is rendered blind (with only a voice to guide her) and alternately deaf (with only vision to guide her). before getting delayed and eventually cancelled due to issues with sound compression.
Kiri no Orgel was intended to be horror-themed, and a planned third game, , was intended to be a comedy.
Real Sound: Kaze no Regret has since become one of the most popular games for the blind in Japan, due in part to it being one of the few commercially released games specifically designed with the visually impaired in mind. ==Notes==