Science Fantasy – Genre Deep Dive


Of Robots And Sorcerers

 
At first glance sci-fi and fantasy might seem incompatible with one another since the first focuses on extrapolations of concepts from our scientific present while the other deals with impossible events and powers. However, behind these differences they share a common desire to explore the nature of humanity through situations as distant as possible from our everyday lives. When combined with this angle in mind their union forms the Science Fantasy genre. For visual novels this marriage is formed of several different approaches which characterise their similar material in distinctive lights. Maybe it is an exaggerated reflection of our own world, often it is the rule of cool which decides how things go and sometimes it is just an extremely tight and interconnection web of concepts that brings the package together. Let’s find our wand and phaser as we look at what this hybrid genre brings to visual novels.
 

Reflecting The World

 
A common trend among Science Fantasy visual novels is their tendency to have present day settings. Here the sci-fi element founded in an exaggerated version of modern science and used to justify many of the common elements of Urban Fantasy through which the narrative tells its more dramatic elements. This union focuses on sticking to the familiar parts of a present day setting and using them to create a bond of empathy with the characters as they go through the mundane realities of life. Yet at the same time the fantastical events give a framing to those mundane actions which draws out their artificial nature and the absurdity when placed alongside a life and death struggle. The sci-fi half keeps the fantasy from causing the player to disassociate from events on screen by tickling their sense of vague familiarity with modern science and keeping the magic and superpowers firmly in a grounding of the known world. By adhering to all of these elements the Science Fantasy can present ideas about the present day through a lens detached enough to allow for a proper consideration of them without being so far away as to prevent them from having the emotional resonance necessary for its desired impact. 
Superpowers and psychology are an interesting mix

Take Chaos;Head for example, here a scientific conspiracy is mixed with teenagers possessing superpowers in order to take a look at what the modern world does the a person’s psychological state. The sci-fi elements here focus around the human psyche and how the conspiracy seeks to take advantage of it for their own gain. It includes a lot of familiar scientific and pseudo-scientific terms the player is likely heard about even if just in passing and so registers as vaguely realistic which allows it to serve as a basis for the fantasy half to bounce off of in order to better serve its core ideas. On the other side, the superpowers work to enhance the sense of being detached from the real world which alongside the protagonist’s unreliability questions the effects of the modern social features, such as internet forums, introduced through the sci-fi side.
 

The Rule Of Cool

 
Sometimes the choice of Science Fantasy as a genre in visual novels is not in service of some grand presentation of themes and is instead due to the developer thinking it was cool. This originates from the way the genre takes the familiar trapping of each of its parts and puts them through a new lens in order to make them fresh again. Having a strong sense of novelty provides a means of keep the player engaged over the course of the game and creating a visual and narrative style completely owned by the title. This brand of Science Fantasy tends to lean into a specific aspect of one half while the majority of the rest of the experience is focused around the other. For example of one extreme there is Deus Machine Demonbane. Here is a game leaning heavily into its fantasy elements with magic and lovecraftian powers shaping events and forming the bulk of the reoccurring elements. With one large exception being the titular Deus Machine which is a giant mech, something generally found in a more sci-fi setting. Obviously this is passed through the fantasy filter in order to justify its existence, but its out of place nature makes it memorable and this in turn creates a unique texture to the game that remains in the minds of many even to this day. 
Contrast is a powerful tool

On the other hand there are titles like BlazBlue where the rule of cool aspect of the Science Fantasy is more spread out and attached to a general world building. This manifests through the technology the characters interact with and the way it exists to compliment their magical powers while keeping up the character's sense of appeal with little regard for practicality. There weapons are the most common example of this over the entire cast, but it is worth pointing out there are characters who are machines and thus fall firmly on the side sci-fi and yet no effort is really made to explain their actual workings with the focus instead being on how cool there are to look at.
 

Stronger Together

 
So far the uses of the Science Fantasy genre shown have placed various kinds of clear divides between the two halves or put an overwhelming emphasis on one over the other. However, there are a group of games under this genre which use it precisely because the challenge of balancing these distinctive parts results in a potent and memorable experience through how they link to one another. For this union to succeed the two parts need to hold a similar thematic purpose within the narrative while also justifying their place within the wider world, so their existence does stand out too much and disrupt the player’s sense of immersion. In return for this delicate work the game can provide a unique sense of place for its setting which serves a directed purpose of pushing the core themes and ideas of the story in a way simultaneously in the player’s face and also subtle enough to seep into their minds through continual exposure. An approach like this is only effective for visual novels where there are complex or emotional elements to explore rather than something aiming for clean and clear messaging for common themes which need no introduction and where the game not expecting them to be considered deeply. 
A muddy dividing line can do wonders

This can be seen in seen in the fault series where the technology level of the world is both higher and lower than our own to organically integrate it into the areas of people’s lives which magic is not used in order to sell them as complimenting elements. It is through their subtlety that the power of drawing the player’s attention to them originates since being made aware of something previously in the background reshapes the understanding of the whole surrounding it and lends to a clarity of messaging. Utawarerumono takes this approach to its logical extreme by using the presence and absence of each half of the genre to highlight key narrative beats through the divide between the world of the ancient past and the one of the present.
 

Conclusion

 
As with many hybrid genres, it how the union of the two halves manifests and interacts with the visual novel format which makes them an engaging experience. Science Fantasy succeeds on multiple fronts due to how well sci-fi and fantasy play into each other’s strengths. It can mix the fantastical with the mundane to offer a frank representation of the modern world and its issues. The unity can be so coherent and well thought out that the themes and ideas are communicated without needing to say a word or through clever highlighting of key elements. On the other hand, sometimes it just about the rule of cool and the strength comes from impressing the player with spectacle and keeping them amused. There is no denying the flexibility and narrative power found in the Science Fantasy and it is a genre more titles should consider branching out into.
 

Irotoridori No Sekai – The Colorful World Review – Beyond The Other Rainbow


Genre – Romance, Fantasy, Mystery    Play Time – 35 hours     Developer – FAVORITE    Steam   VNDB

 

Coming To Know Love

 
Everyone has a wish they want fulfilled before they die, this can be anything from unrequited love to becoming rich to seeing the world. However, the world is a harsh place and many of these wishes go unanswered as people pass from the moral coil. It is the value of these wishes that forms the core of Irotoridori No Sekai’s themes and how they intertwine with the idea of learning to love is key to their lasting appeal. There is a delicate balance struck between the procession of the story and the journey of its characters. This is a game concerned with the dramatic emotions of its characters. The other worlds being brought in to provide additional stakes or push home a key narrative beat. The issue of this approach appears when the title cannot properly pay off the tension it has built up and resorts to deus ex machina in order to get it out of the corner it has written itself into. Do these inconsistencies undermine the core message of the game? Let’s set the basement clock and find out.
 

Answering Your Wishes – Narrative and Themes

 
Other worlds are by far Irotoridori No Sekai’s most immediately distinct element and how they play into the narrative build up burns them into the player’s mind. Each one is representation of the vastly different wishes of humanity and how the circumstances surrounding them can dramatically alter what they desire. Sometimes these places are never shown but is it quite clear what effect their unique environments have had on the characters from them. These in turn reflect the heroines who are associated with them and allow a view of their actions or wishes through the unique factors which shaped them. Having the ability to lean into fantastical elements provides room for the exploration of the individual heroines in varied fashions to keep things feeling fresh. At the same time most of the actual otherworldly events happened before the game even begans so they game can play with them without losing the grounded setting it has established as the place where the characters can be themselves. Take Toumine Tsukasa’s route, it invokes certain elements from her original world in order to sell the danger while being firmly planted in the town and its community where the people she works with are a large part of her life. Striking this balance is key to holding the player in suspense without losing sight of the reason they are invested in the character’s journey in the first place.
Even what might seem normal always has some otherworldly connection

Hanging over the entire game are the duel mysteries of the recurring dream and the ghostly Shinku. These act as a constant throughout each route and do a good job of making the title feel like it is a cohesive experience which is building towards a greater ending. Their intimate relation to the protagonist, Kanoue Yuuma, means they have an impactful screen presence where they shape how he see the world and people around him and by extension the key heroines. Such an approach gives the small bread crumbs of truth a greater sense of importance while not taking the limelight away from the stars of the route. It also helps that the pay off from all of the build up is and exceptionally strong final route where the themes and ideas the game has being presenting are tied up in a nice bow. The characters are provided a similar resolution within this revelation as each one has a victory lap where we get to see the traits we fell in love with on full display. Altogether this route is excellent to the point at which it is worth playing the entire title just to experience it which is a testament to how effective the mysteries are at capturing and holding interest. 
Oh boy, I cannot wait for your extensive flashback...

When it comes to how this story is presented to the player there are noticeable cracks in its implementation. Chief among these is the game’s tendency to have the characters explain their past through narrated flashbacks using Yuuma’s magical powers rather than through organic reveals or by being placed in the character’s shoes. It leads to extended dry sequences where the character in question tell the protagonist the feeling and events of the past in a way which lacks impact and instead comes across as if they are talking about someone else. If this was done sparingly it would not be an issue, but the flashbacks occur in every route and sometimes multiple times in a route which massively disrupts the flow that the route had before. Being told about events is a quick way for the player to lose interest, especially in a game so focused around the emotions of its characters where it would make more sense to keep the player in the current tide of feelings rather than taking a sudden turn into telling them about the past. On some level Irotoridori No Sekai realises this is an issue as it has intermissions in the middle of these flashbacks where the characters in the present briefly stop the telling their story and share a few words. This is a clear indication of the developers' concern that the player might become bored with their narrative. Flashbacks are not inherently a bad thing as there is an example of how to do one properly within the game’s final route where the player gets to experience the events of the past first hand rather than simply being told them. It is strange then that the Irotoridori No Sekai choses to deliberately damage itself in every other instance of flashbacks.
Kana is someone with the a greater weight hanging over them which never has a proper pay off

Introducing various other worlds and their supernatural elements requires a narrative to properly commit to them or risk them feeling token and out of place. It is this dilemma which Irotoridori No Sekai spends its entire play time wrestling with and there are often points where it uses ideas only to hand wave them away or focus on the wrong element of the conflict. Over the course of the many routes this issue manifests in different forms. Kana and Tsukasa’s routes introduce serious threats originating from these worlds only to immediately resolved them in the next scene making them feel like a cheap thrill with no substance to them. Mio’s route chooses the wrong part of its otherworldly element since it is afraid of presenting Mio in the slightest negative light, even if it is only by proximity. The ideas present in Kyou’s route feel like an odd choice since there is no reason they could not have just been from our world and this foreign presentation just comes across as strange and distracting. Only the final route really sticks the landing due to it being based around concepts which have been built up over the whole game and so properly established beforehand. None of these weaknesses are last for long enough to undermine the entire route by they do draw the player out of what is otherwise an emotional and intimate ride.
 

Girls Falling From Lighthouses – Characters

 
A colourful cast is something this game always presents front and centre. Each one has a strong and easy to identify personality, from Kana’s constant flirting to Tsukasa’s innocent energy, which helps sell them and make them empathetic. Their wishes are worn on their sleeves, but these desires are never what they first appear, there simple nature is picked away at throughout their routes until a complete picture of them comes out. Doing this gives these characters a sense that they are layered and complex beyond their initially presented personalities and works to keep them player on the edge of their seats as they can never be sure they truly know a character. Backing this up is the interactions between the heroines and Yuuma with each heroine having their own memorable dynamics with him. This is extremely important given how much emphasis the game places of these individual pairings and isolating them from the world around them. Without their strong and varied banter the sections solely dedicated to them might prove dull, but instead they are some of the most vivid scenes in the entire game.
Ah yes as normal people do

By far the strangest choice when it comes to the characters is how they do not really interact with each other or share a group dynamic. They might appear on screen together but they will often talk solely to Yuuma and not really engage with the other people present. The few scenes where characters are allowed to form their own bonds are undermined as they are either completely forgotten about, as in the case of Mio and Kana’s rivalry, or simply used as a plot device to motive one of the characters, as in Kyou’s route with her friendship with Tsukasa. Absent from these is any sense of an organically growing dynamics and it instead feels like they exist purely to serve whatever narrative needs Yuuma has without any proper regard for others. The result is the dorm feeling somewhat mechanical in nature where the characters are pieces in a plot rather than a warm place where friends live together. It is fortune that outside of Kyou’s route the game tries to not emphasises the characters’ relationships and so mostly avoids this making this a large issue through focusing in on their main pairings to compensate.
 

Shattered Moon – Visual, Audio and Technical

 
As you would expect from a game so focused around other worlds, there is a distinctive visual style in play which is backed up by a keen understanding of how to use colour to invoke emotions. The everyday lives of the cast are shown through the standard images of mundanity the player expects from a romance visual novel which are here used as a clever baseline to contrast with the more fantastical angle. Once the characters step through basement doorway the art style takes a noticeable shift into a more abstract and emotive presentation where clear objects give way to vague shapes. It is clear what kind of place each is without having to spend a single word on its background lore and this works well given their role as conduits for characters and narratives rather than as fleshed out spaces. Even the normal world is not without its own eye catching imagery, the shattered moon hanging over the town is a constant reminder that even this world is not quite like our own. Colours not only play a role in creative distinctive feeling worlds, but also using the emotions associated with colour to empower the key dramatic moments. Deep oranges and blues are contrasted with blacks and reds to keep the player in a sense of suspense as they are buffeted by roller-coaster of each heroines’ route.
Powerful colours define many scenes
 

Conclusion

 
Capturing the complicated emotions caught up in wishes and love is what Irotoridori No Sekai is about and through them showcasing just what a colourful world we have within ourselves. It leverages its other worlds as a core driver for the plot and this allows it to more freely explore its themes, even if it can stumble at time while doing so. The strong uses of distinctive art styles and colours for these worlds and key moments also plays into the game’s ability to invoke emotion. An overarching mystery keeps the player hooked through the various routes and offers a great pay off from the ideas which the title has being presenting. Add to this the distinctive characters and excellent dynamics with the protagonist and the result is a well rounded experience that uses the romance visual novel as a means to express greater ideas of the value of wishes and desires.
 
 

Verdict - 

An emotional examination of what it means to wish for something seen through characters who know what it is to have that snatched away. It is only held back by some strange choice in narrative presentation and character interactions.
 
 

Pros

 
+ The other worlds are a strong narrative device which gives the game room to present its ideas with greater freedom.
 
+ Each character sells themselves in a believable way and plays off the protagonist in an engaging fashion.
 
+ Overarching mystery helps maintain interest while providing a suitable send off for the core themes and ideas.
 
+ Strong art styles and impressive use of colour sell the emotions and otherworldly nature of the story.
 

Cons

 
- Overuse of dry flashback scenes where the player is told rather than shown important information.
 
- Characters have no group dynamic and often feel like a strangers to each other.
 
- Does not commit to the other world concepts completely which leaves them feeling hollow or misplaced.
 

Best Visual Novel Releases – April 2024


As the gentle April showers patter against the window, now is the time to immerse yourself in a visual novel while you wait for the storm to pass. This has been a month of some standout titles with a wide range of appeal from underworld Otome to heart pounding thriller to a mystery laden apocalypse. Let’s find some shelter and see what treasures we can uncover from this month in visual novels.
 

Official Releases

 

Amazing Grace -What color is your attribute?-

Steam     VNDB      Genre – Mystery, Romance, Apocalypse     Play Time – 22 hours

When Shuu wakes up he finds himself in a town sealed off from the outside world and he possesses no memories of who he is or how he got here. Fortunately, the people living there are kind and take him in as one of their own, but this is short lived as the town burns down and he discovers he can travel back in time. So he sets out to save the people who treated him kindly and uncover the cause of the fire. This title is an interesting blend of the standard route based heroine romance visual novels we have all become accustomed to seeing and an overarching mystery where the cast are in genuine danger if it goes unsolved. Its tonal aspects are nicely blended together and there is a real understanding of the value each part provides the other while still offering what people are looking for from each element. Overall, this is an excellent visual novel for those who want something a little more substantial to their romance narratives.
 

Aoi Tori

JAST     VNDB      Genre – Romance, Nakige    Play Time – 25 hours

As Purple Software’s latest title to be localised for an English speaking audience, Aoi Tori looks to continue off the success of its sister game Amatsutsumi and it aims to play on a similar emotional axis. Following the tale of a young priest at an all girls school who has a strange power which has made him a target for demons seeking it, but his life is a relatively peaceful one until an ancient vampire arrives at the school and he get a phone call from the devil. Soon he becomes deeply involved in the lives of the girls he meets as the supernatural begins to stir around him. The strengths brought by a blend of the emotive idea of love and desire taken through a lens of the supernatural are on full display here and allow the game to invest you in the intimacy it offers. For those looking for a visual novel which will get them to cry and feel a connection to the characters then you cannot go wrong with Aoi Tori.
 

The Shell Part II: Purgatorio

Steam    VNDB     Genre – Murder Mystery, Historical    Play Time – 32 hours

Once called Kara no Shoujo – The Second Episode, this marks its second release and its first time coming to Steam. Being available on more platforms will help The Shell Part II have the needed exposure to avoid falling into the cracks like its previous version which never achieved the popularity of the original game. Tokisaka Reiji gets involved in another string of strange murders where the victims were all found with clay doll in their body and soon finds himself deep in a web of deception and desire. For him this is a distraction, he still purses a certain disappearing girl who he cannot let go of even after two year of silence. The Shell Part II is a worthy successor to the first game and if you have ever been curious about it now is the chance to get it on your preferred distribution service.
 

Tengoku Struggle -strayside-

Nintendo Eshop    VNDB    Genre – Otome, Supernatural    Play Time – 60 hours

As a tale of love after death, this Otome divides its time between romance and the pursuit of souls who have escaped hell for a mix of supernatural tension and heartfelt emotions. Following the journey of Enma Rin as she hunts down these souls, this is a game very much focused around her interactions with her male teammates who are all people condemned to hell for their crimes in life. However, it is the why of their actions which holds a lot of the narrative hook for which drives forwards both the player’s and Rin’s interest in them and ultimately makes them more complex characters. Another in a long line of high quality Otome visual novel in recent years and one you should consider picking up if the genre appeals to you.
 

Fan Translations


Sampaguita

Patch Download     VNDB     Genre – Thriller, Romance, Action     Play Time – 7 hours

Of all the things to get a fan translations, an old PSP thriller visual novel was not an expected choice. Yet there is no denying there is a certain charm to Sampaguita’s integrating of action with pure romance leads to short and compelling tale. Using stills in a classical animation style as its main method of visual presentation, it shapes a grimy and grounded atmosphere where the characters’ struggles appear to have them constantly walking on the edge and makes their danger more palpable for the player. If you are looking for a short bit of fun from an older age of visual novels then you will have a good time with Sampaguita.
 

Multiple Title Screens – An Anatomy Of Visual Novels


The Many Faces We Wear

 
Upon booting up a visual novel, the first thing the player will see is the main menu. Over the course of their play time they will pass through it countless times and come to memorise its details. As such altering this key feature will immediately be picked up by the player and the more dramatic the change, the greater this impact will be. A wide variety of visual novels utilise this approach and it has become a staple to underscore some kind of narrative progression in order to signal an upping of the stakes. It can also go a long way to set up a tone shift even before a single word has appeared on screen and helps maintain it for the duration of what remains of the game. Sometimes the change occurs after the entire title has been completed and communicates all that the player has achieved. Let’s transition to a new frame and find out what Multiple Title Screens provide for visual novels.
 

Indicating Progress

 
By far the simplest implementation of the multiple title screens is to tie them to key milestones in the forward momentum of the visual novel. This is commonly seen in games with an unlockable true route or other such route and the menu change reflects it becoming available to the player. Here the intended effect is twofold, to communicate to the player that more content is open for them to experience and to sell them a sense of progression as a means of rewarding them. People like to feel that their actions have meaning and the natural forward momentum of games is an easy way to take advantage of this emotional response. The larger the signal of progress the better and there is nothing larger than the menu the player will see every time they load up the game. It shows them that their hard work pushing through the game is being acknowledged and acts as a form of encouragement to keep going into the last section of the title. It has even become an expectation for many of those familiar with the medium and acts as a comfort blanket to reassure them that they are moving in the right direction. 
Changing from blues to oranges is a powerful colour shift

Take Irotoridori no Sekai for example, this game has a main menu change after all of the main routes have been completed and the final route has been unlocked. Initially the main menu shows a brilliant blue sky and transitions into a deep orange evening sky. This communicates two things, firstly that something has changed and the player should investigate to uncover what it is and second that this marks the final section of the game. The evening sky makes the player think of the coming night and since the night is the end of the day so to must this this new content be the end of the game. All of this is conveyed without the need for a single word and provides a good motivation to continue to the end and a sense of how far the player has come through the main routes. It smooths over what might otherwise be an awkward transition between the major acts of the visual novel in a manner which will leave a strong impression on the player even after they put it down.
 

Setting Tone

 
When something mundane is transformed into something novel, there is something which draws the mind away from the past and firmly onto the present moment. We take notice of the change and what it says to us enables a framework from where we can pull how to understand this transition and everything that accompanies it. As such the changing of the main menu can be used to convey a change in tone or ideas without demanding any narrative connection or time consuming scenes. Simply looking at the menu immediately fills the player in of the sort of story they are in for after this transition into the depths of the game. This is important for visual novels as it conserves resources and adheres to their general ethos of high impact uses of limited space and so does not come across as out of place. Setting the tone is most important when the game is seeking to move from a more non-linear route structure onto a single direct pathway where the and acclimatising the player to this shift is key to keeping them engaged. 
Nothing says tone shift like a barren wasteland

Hello Lady! showcases this in practice with its multiple main menu changes in the Complete Edition. As an amalgamation of several different version of the title with shifting tonal needs, there is the possibility this change between these sections might take the player off guard if they are not familiar with the game’s history and so a clear divide needs to be established between the parts. The Multiple Main Menu’s fulfil this need perfectly due to how much Hello Lady! already leans into locations and CG’s with strong colours and imagery in order to add impact to its combat so large changes are within what the player expects. Each changed Menu offers a distinctive tone separate from the others in order to ensure there is never any confusion about what these shifts mean for the tone of the game.
 

A Constant Reminder

 
The final major use of Multiple Main Menus is as a monument to all that the player has achieved and witnessed over the course of the visual novel. This type appear after all the content has been completed and are generally the first thing the player sees after the credits have rolled giving them a greater emotional impact. They also remain present whenever the title is revisited and will remain regardless of what part of the narrative is revisited and so act as a constant reminder of how this is all going to end and a monument to the player’s success. Generally this type of Multiple Title Screens comes in two flavours, a wholesale shift in the imagery being used or the addition of key characters to the existing picture. Fate/Stay Night is an example of the first kind with its menu shifting into something bright and hopeful from its formerly darker or more conflict orientated original. What this larger shift achieves is to communicate the key themes and ideas the title has been building up to in a simple fashion which will inform the player’s future playthroughs and cause them to have a greater sensitivity to them. This is an especially desirable trait for games which lean into plot and themes as it can give something new to unveil in old material rather than feeling as if it is something known by heart. 
Bright colours always make for a strong final impression

For the second kind we can look to VA-11 HALL-A for an example with the menu background being constant, but characters being added to it after the ending. This addition has them side by side and works as a symbol of their bond which is the key thematic pillar of the later narrative. An approach like this is favoured by visual novels where the characters form the main appeal of the story and works as a reminder of why the player fell in love with them. It also helps VA-11 HALL-A as the background is the city and from the player’s perspective the city is the characters as it is through their eyes we experience what is beyond the bar making the link between the clear.
 

Conclusion

 
The effects of Multiple Title Screens cannot be underestimated as the power of such a sudden change and its constant exposure have a profound impact without the player realising it. It is often used to indicate progress within the game’s structure and provides a sense of accomplishment and motivation to continue onwards. Selling a tone plays a large role in the strength of these title screens as it can communicate a shift in the game’s story without having to say a word and helps smooth over any possible confusion. Once it has changed the new title screen acts a constant reminder of all the player has experienced as well as key thematic or character elements that can recontextualise any subsequent playthroughs. Integrating a change in the main menu may be something you want to consider for your visual novel especially if you are planning a longer game with unlockable routes.
 

Fighting Games – Uncovering The VN Hybrid


Fight Start!

 
As a style of gameplay Fighting Games are at once wonderfully expressive and yet incredibly restrictive and so combining them with visual novels make for an interesting hybrid. The primary feature which binds the two together is their heavy focus on characters and invoking strong emotions through their expressiveness. Visual novels offer the chance for fighting games to expand on those characters in a direct narrative where they can be explored in more depth than in the before battle conversations. This is especially true for Fighting Games which are spin-offs from a normally story heavy game series and want to meet the audience's expectations for storytelling in a way which merges smoothly with the combat on offer. Let’s allow the wheel of fate to turn and see how these two gameplay styles are able to form a harmonious hybrid.
 

Selling The Characters

 
Larger than life personalities define the Fighting Game since they have so few chances to show the player who they are, these games make the most out of each second of it. However, on the flip-side this also makes them feel flat and lacking the depth and range of emotions an actual human experiences. To compensate for this weakness the visual novel can provide a means of expanding on the characters established by the Fighting Game in an environment where their personalities can be shown off while not feel out of place. This is due to how visual novels naturally lean into character centric stories and it allows the conflicts depicted in each to blend together through how they focus on the same key notes of a story with differing levels of details. On the reverse side a Fighting Game can express events in a much more direct and player interactive manner and so it can create a more intimate experience by punctuating key moments with these combat encounters. They act highlights which increase tension and allows the visual novel to focus on the surrounding events without having to spend time depicting complicated fight scenes. 
Characters are the foundation of a Fighting Game

Having the two form a hybrid helps sell the characters which are the main attraction of both in a more holistic manner than either could achieve on their own. UNDER NIGHT IN-BIRTH provides a good example of how this shared focus on characters enhances what each part has to offer. It modern fantasy setting where people possessing unique magical powers clash is a perfect breeding ground for the mechanics of a fighting game and the drama of a visual novel. The powers match the expressiveness of the characters allowing them to maintain a sense of continuity between combat and story through the way they frame the characters and expand on different elements. By jumping backwards and forwards between the two halves and their magical powers, the game can keep the characters fresh and provide a means for the player to feel what it is like to be them from an immediate and an emotional perspective. There is also a level of narrative tension offered by the players direct involvement as they feel a desire to help the characters they have come to love through the story and might choose to continue to play them after it is over.
 

Substitute For Another Style Of Narrative

 
Sometimes the hybrid is born because the game is a spin-off of a series known for its narrative focus. Here the visual novel elements act as a substitute for the storytelling style of the original titles while not being invasive to the Fight Game like a full blown RPG would be. A spin-off aims to offer the fans something new without challenging them or investing too many resources into the game’s creation and so the visual novel is a cost effective and easy to understand stand-in for what their audience expects. This is often a tightly told narrative where the characters get a chance to show the traits the player has come to love without changing over the course of the game so the main series does not have to deal with the events of a spin-off. Battles seek to express the characters in the same expected way by showcasing their unique skills through the combat move they have been given with each one being a nod to their original appearance. Working in tandem, this simulates the titles it is based off and provides a dose of something new for the players to inject life into their love for this world and its characters in an organic manner. Choosing a more complicated system of narrative expression than a visual novel could alienate or confuse the players as they have would to grapple with a disconnect between story and battle mechanics which a visual novel provides a clean and clear method of storytelling designed here to be as modular as possible. 
The spin-off does not have to work as hard to impress an already invested player

Let us take Persona 4 Arena, a spin-off of the successful Persona series, as it shows how the merger of these two halves is flexible and meets player expectations for the story. Coming from a JRPG environment the players expect a certain style of story and character interaction so the visual novel acts a conduit to imitate a Persona narrative. The previous focus on characters allows the game to lean into this synergy between the visual novel and Fighting Game halves to capture the essence of the original cast in a way which will be entertaining across its entire playtime. This is helped by the game being given room to introduce its own characters who exist to have the development that the main cast cannot and this gives the a space where the unique aspects of this hybrid can be put to full use without the limitation of an established personality. In their totality these pieces allow for a smooth transition between the main series and this spin-off while still have enough of its own flair to keep the player engaged.
 

Narrative Ambition

 
Not all Fighting Games are satisfied with being just an expressions of their characters where the gameplay is the only attraction. There are a subset of them which have grander narrative ambitions with a desire to utilises its many characters to tell a sprawling tale. Merging with a visual novel is an option to achieve this approach which is at once flexible to their needs and simple and cost effective to implement. Visual novels can present the complex narratives the designers want while keeping the character focus of the Fighting Game front and centre. Compared to other methods of storytelling like and RPG or Cinematic style cutscenes it lacks the more immediate strength of their impactful moments due to its more abstract nature, but in exchange it can easily express intricate ideas and engage in route based stories. So rather than simply being the best option for a merger with Fighting Games, it is instead niche narrative style which offers a specific toolbox that a subset of Fighting Games lean into due to their desire for intimate and complex storytelling. 
Blazblue is nothing if not ambitious

We can see an example of this with the Blazblue series and how it handled its story over the course of multiple games. As the series has developed each entry has tried to push the visual novel element in new direction to fit their extensive use of narrative. Calamity Trigger experimented with an open structure and Continuum Shift offered a wide range of character stories and this variety was enabled by the flexible and inexpensive nature of visual novel presentation. It also allowed the large cast to act towards their own goals while preventing the player from becoming lost in the web of motivations through the clear divisions between sections. The narrative outcomes even stretch into the Fighting Game sections with victory or defeat having different and interesting narrative consequences which encouraged the player to explore and experiment.
 

Conclusion

 
Adding a visual novel element to Fighting Games creates a hybrid where both sides can showcase what makes them special. Their common focus on characters and expressing them in a distinct and memorable manner furthers this connection by presenting the same traits from different angles. Having visual novel sections in a spin-off title can work as a substitute for an expected type of narrative structure while not being invasive or confusing for the players. Then there is the way it allows for a game with narrative ambition to express complex stories and routes in a flexible and smooth manner. Overall, Fighting Games are a good partner for visual novels and taking the two together should definitely be considered when designing a title where the larger than life characters need another avenue to express themselves.
 

Synergia Review – Blurred Lines And Robotic Hearts


Genre – Cyberpunk, Dystopia, Romance    Play Time – 5 hours    Developer – RadiArt    Steam    VNDB

 

Are These Feelings Real?

 
Dealing with romantic emotions can be a difficult and this is doubly so when the entire world seems to reject what you are experiencing. Such is the situation Cila finds herself in when she develops feelings for the mysterious android Mara, but the powers in the shadows will not allow their happiness to last. Synergia is an extended exploration of this pair’s relationship through a mixture of mechanophilia, yuri and dystopia. The result is a case study of their identities which grounds them within a sense of place many longer games can not match. Move outside of this core bubble and the cracks begin to show with the secondary cast lacking proper development and certain plot elements having little substance. However, is this inconsistency enough to undermine the strong foundations of the core relationship and the ideas it explores? Let’s get lost in the neon lights and find out.
 

Mechanical Love – Narrative and Themes

 
No matter how small an element might be, everything returns to being about the romance between the two leads. In making their relationship such a cornerstone of the narrative it forces the player to see the world through the lens of their emotions. Synergia is very much a title which wants people to engage with it on an immediate and visceral level. It puts a lot of effort to place the player into the head space of Cila by placing them into her perspective and dragging out the contradiction between her work and her own feelings. This tension is a core part of the underlying momentum that the story uses to keep the slow pacing from causing players to lose interest through the promise of what will happen when she eventually choose what she values. Prospects for the pairs future together are initially presented as bleak given how their world’s views on romance between human and machines. Here Synergia draws parallels between real world discrimination over who it is correct for a person to be able to love, with the most noticeable being the treatment of homosexuality especially since the pair are both female. Through this the narrative can present grounded themes and ideas about the subject without spelling it out in a way that insults the player’s intelligence and adds something solid to all the emotions they have been immersed in. Drawing these elements into a whole allows the game to offer something for every part of the player’s mind to engage with from its emotional to its intellectual and this ensures even after they put it down they will still think about it.
From their first meeting Cila and Mara's relationship is the core of the narrative

Acting as the backbone supporting this focus around the main romance is a strong sense of place within the decay of this cyberpunk dystopia. While we are never given a complete picture of the state this city is in, there is never any doubt this is a civilisation long past its prime with its ailing emperor and oppressive government. It sits on the edge of collapsing into nothing as it totters along and yet it still have teeth to bear against those who stand to oppose its beliefs. In many ways it is a perfect reflection of Cila’s own internal psyche as she remains trapped in the past and slowly rots away in the life she finds herself consigned to walk. Without Mara’s arrival she would probably have sat forever in that pit and so overcoming and moving on from the city which has constrained her acts as both as a literal and metaphorical escape from her own prison. Beyond this metaphor the world works as means to explain why people act the way they do and create a thick atmosphere of melancholy to contrast with the moments of happiness between the two leads. Leaning into this emotional representation of a lived in place gives an intimate feeling to the player’s time there as it offers an easy to grasp idea of place in a way they can draw parallels with their own experiences.
The setting is a wonderful mix of concrete and vague

When everything is so heavily focused on a single narrative and emotional direction, it makes the parts which go against this route stand out in a distracting manner. For Synergia this takes the form of Cila’s past and in particular her nature as a Daughter of Velta who was created from an artificial womb. This is used to explain Cila’s ability to heal from injuries faster than normal, but does not tie well into the otherwise machine facing narrative nor does it add anything meaningful to her dynamic with Mara since that role is already taken up with Cila’s past love for an android. It is brought up out of nowhere and is dismissed equally as fast creating a sense of whiplash where the smooth tonal flow and pacing of the game is broken abruptly. The only place where is take the spotlight as the core element of the plot is in the second ending where all previously established ideas take a backseat including Mara. However, nothing revealed during this ending is of any real consequence and it mostly just spins its wheels until events beyond Cila’s control allow her move on with the plot. It does not help that Cila has already come to terms with her origins and so lack any character arc related to them leading to an absence of dramatic tension. The absence of Mara or events relating to her means this ending struggles to justify its existence in a visual novel so focused around Cila and Mara’s relationship. This leaves Cila’s creation feel like an odd inclusion which could have been written out and takes up space that could have been better utilised to expand on side characters or other themes.
 

Of Man And Machine – Characters

 
Above all other characters stand Cila and Mara, it is their individual characters and the dynamic they share which create the game’s compelling hook. Cila is our protagonist and point of view character and she makes for an interesting choice to narrate this journey. She is at once deeply involved in this world through her job and her past, yet detached as she merely meanders through her life without making any meaningful connections. Despite this she never comes across as cynical, she knows how unfair the world can be but despite this harsh reality she can never quite give up on the feels which have defined her. As such Mara makes for the perfect contrast to Cila. As a bubbling ball of curiosity and smiles, Mara acts as an excuse to have the world explained to the player and to communicate just how sheltered she has been from reality. There is an innocence to her actions which disarms Cila and gets her to open up to Mara, but at the same she without intentions and desires to drive her. For Cila, Mara is a rudder to guide her life towards some kind of future and help her understand her own emotions. This creates an unbalance in their relationship with Mara being the driving force and Cila being dragged along behind and plays into their dynamic for the eventual pay off to their relationship.
Yoko is by far the most developed secondary character

With so much of Synergia’s short duration focused on Cila and Mara, there is a distinct lack of development and engagement with the secondary cast. Each is given just enough time to give them some basic substance and fulfil their plot function before they are cast aside never to change again. As you can imagine this makes them feel quite hollow and this detracts from the concrete sense of place the game sets up by making its inhabitants lack a feeling of humanity. Take Yoko, the most prominent of the side characters and the closest thing Cila has to a friend. Initially she is involved in events quite extensively since she is the person who gives Mara to Cila and know the truth about Mara’s existence. However, after a while she just drops out of existence and only reappears in the climax as means to provide a means of escalating the conflict. Yoko’s motivations are not explored in any detail and end up being boiled down to a simple hatred of the empire which create a flat feeling character. The developers do try to correct this through the later released epilogue Sunrise and this does do a good job of exploring her motives and humanity. It is just a shame that this does not apply to the rest of the secondary cast who never escape their lack of screen time.
 

Our Grimy Dystopia – Visual, Audio and Technical

 
The title’s relatively low budget is clear to see in its lack of the bells and whistles of larger visual novels. However, this is not something the player will notice in the moment as Synergia knows how to milk every drop from what it does have available. Each part of the visuals and audio works to push a specific sense of what this dystopia is like to live in and the emotional mood of the characters. This manifests as stripes of striking colour in an otherwise dark and muted landscape, their beauty a fleeting reminder of the happy moments of people’s lives and the grim reality which surrounds them. Even at its brightest the colours are always muted as if smothered by the smog of the city’s factories and it adds an almost dreamlike quality to the intimate moments between the cast. The music adds to these vague feelings through its synth tones and it conveys a world of technological brilliance coated in a thick layer of soot out of which only glimpses of what came before can be seen. It leans heavily into promoting this atmosphere to the point that even outside of the context of the game the audio sells the experience of playing it and the fragile mix of oppression and hope it represents.
Strong and muted colours define the identity of Synergia

Conclusion

 
Cyberpunk is a genre which has gone relatively unexplored in visual novels, but Synergia provides a compelling case for why more games should make use of it. The wonderfully all consuming romance between Cila and Mara makes for a space where the themes and ideas can be explored freely. Supporting this is a sense of place which paints a bleak picture of the pairs prospects and yet feels alive in its own unique way. It also helps the narrative to have Cila and Mara be such strong personalities with their dynamic being a selling point for the game as a whole. Making sure these parts for a cohesive is the visual and audio which present a vision of this world and its characters without saying a word.
 

Verdict – 

The seamless blending of engaging themes, strong characters and an atmospheric world make for a highly memorable and immersive cyberpunk story.
 

Pros -

 
+ The romance between Cila and Mara wonderfully engages with the game's core themes and ideas.
 
+ The grim reality and decay of this dystopia are palpable at every turn.
 
+ Cila and Mara’s characters and dynamic is endearing and complex.
 
+ Careful and considered use of the strong visual style and soundscape help sell the experience.
 

Cons -

 
- Cila’s past relating to her creation feels out of place with the heavy theming around machines and Mara.
 
- The secondary cast lack development and come across as one dimensional.
 

- Copyright © Towards The End Sky - Hatsune Miku - Powered by Blogger - Designed by Johanes Djogan -