and allowing prolonged time for thought, a trend the staff found annoying. The most basic version was established in the first Sakura Wars, then later expanded into "Double LIPS" with the incorporation of a personality meter which could indicate a character's feelings towards the player. Between Is Paris Burning? and So Long, My Love, a version called "Analog LIPS" was used. This allowed players to alter the intensity of a single response. It also included interacting with the character and environments. So Long, My Love expanded it further with quick time events using the control sticks and buttons. The 2019 Sakura Wars continues this use of the LIPS system, featuring Analog LIPS and new free-roaming elements. Choices made during LIPS sections directly impact character performance in battle. History Origins and development In 1990, Oji Hiroi at Red Entertainment (formally Red Company) decided to create Sakura Wars. Hiroi drew inspiration from Japanese stage shows when creating the project, initially titled . Because of lack of interest from publishers, Hiroi shelved the project until he was approached by Sega vice president Shoichiro Irimajiri to develop a new project for the Saturn. Successfully pitching his project to Irimajiri, the game began production under the title Sakura Wars. While the scenario and gameplay went through multiple redrafts, Sakura Wars always made use of a steampunk setting, a female lead and mecha combat. Development lasted three years, double the original estimate, and was Sega's most expensive project at the time. Many within both Red Company and Sega were sceptical of the game's success, but Hiroi remained confident. Following the critical and commercial success of Sakura Wars, Sega and Red Company expanded the original premise into a franchise, starting with Thou Shalt Not Die. A recurring feature from Thou Shalt Not Die onwards was the use of subtitles drawn from famous poetry or other types of fiction related to a game's location or mood. A recurring poet was Akiko Yosano, whom Hiroi admired. Following Thou Shalt Not Die, the team moved onto the Dreamcast to develop Sakura Wars 3, rebuilding the game engine and utilising the console's functions for gameplay elements. Following the release of Sakura Wars 3, Sega discontinued the Dreamcast because of declining console sales, transitioning to a software developer and publisher. Rather than move their planned next entry to the PlayStation 2, the team created a final Dreamcast entry as a celebratory title