Futamata Ren'ai: Two Times the Trouble Review – And Make It Double


 Genre – Romantic Comedy, Slice of Life    Play Time – 20 hours    Developer - ASa Project    Steam    VNDB

 

Balancing Act Comedy

 
Becoming a two timer after being forced into a relationship with a girl due to a misunderstanding and then being asked out by your crush is suitably absurd premise perfect for a romcom. Pushing the boundary of believability for comic effect is something Asa Project have made their signature and Futamata Ren’ai continues this steady output. It uses the drama generated by the two timing to create entertaining situations for the player to laugh at while still maintaining a sense of the stakes and providing meaningful consequences. The characters and their banter are the heart and soul of the game and they are its greatest strength as the majority of the moment to moment comedy comes from their interactions and how the play off each other. Fun and unusual character portraits, such as those involving vomiting, give a life and humanity to its cast even if the rest of the visuals and audio are fairly standard. If there is one thing which brings the experience down it is way the routes feel weak and devoid of the drama which defines the rest of the title. However, is this undermining of one of the visual novel pillars enough to stifle the laughter? Let’s juggle relationships and find out.
 

Two Times The Drama – Narrative And Themes

 
The core of Futamata’s appeal lies in the way it plays up the drama of its core premise to tread a line between comedy, sincerity and satisfying resolutions. It leans into all the expected beats of this kind of narrative from the accidental double dates to the discovery of the infidelity and amps them up to their extremes. The use of drama here is craft a wild ride for the protagonist, Koga Nao, as they fumble their way through their relationships with the heroines while the player gets watches this slow motion car crash. By putting the player in the passenger seat Futamata is free to leverage Nao’s self inflicted suffering as an avenue for comedy within the framework of its over the top events and allows the player to not feel responsible for his actions. These various pathways for the delivery of its comedy are all brought together with the character banter which operates as the main means of communicating and playing off the comic situations. From the moment it starts the game is clear how the Nao’s two timing will end so the focus shifts onto how it will all come crashing down and what this will mean for those involved. As such the moments of sincerity on the part of the cast where they are frank with their emotions and the comedy is allowed to take a backseat have a powerful impact and bring them closer to the player as they move beyond being simple vessels for humour. There is also a forward momentum provided by this drama via the developing web of lies and the way relationships based on this lie start to bloom into something meaningful. This does a lot to help connect what might otherwise come across as series of unconnected comedy sketches and keep the player invested for the long term. When it comes to the resolution of the car crash, Futamata makes sure to offer a satisfying conclusion to the conflict for both the route heroine and the rest of the cast. It is shown how what has happened resulted in growth for their character where the become more assertive, reconcile with those they were in conflict with or find love. Doing this helps ease the sting of the wrong done to the heroines through the two timing and keeps the tone light rather than having the consequences being completely negative. The game gets to end on a satisfying note where the characters the player has grown the care about get the conclusions they deserve to round out the experience.
Not sleeping is bad for you kids

Marks against the game come from elements of somewhat messy execution which are peppered throughout. Broadly these come in the form of weak routes stemming from the drama stopping the moment one starts and the uneven treatment of its characters. The overall structure of Futamata places all of the drama in the common route and almost all of it is resolved before the game enters its routes. Since the mixture of drama and comedy is one of the game’s strongest points its absence in character routes is keenly felt because its ends up being a series of romantic and comedy scenes with very little connective tissue. They feel more like long epilogues than substantial additions or explorations of their respective characters. Due to how suddenly the drama disappears it feels as if there is a hole in the narrative which is never filled even if the quality of the banter and character moments remains the same throughout to help mitigate the void. It is a strange choice since it would have been easy to mix in a few moments of drama to spice things up without it weakening the romantic atmosphere since they manage to keep the character banter comedy in without any issues of clashing tones. 
Hmmm I wonder why

The uneven treatment of characters is something born out of a collection of small oddities when they compound together and it may be something you never notice during your own play time. Let’s go over a few example to showcase what type of oddities there are in the text. Perhaps the most immediately noticeable is the presentation of the male cast as “assholes”. Nao is an interesting case for this since he is not exactly the best person, hence the two timing, so him being labelled as an “asshole” is somewhat his own fault. The issue arises when comparing his treatment to that of the female cast who are not all that much better than he is. At one point Nao and a heroine are found to be equally guilty but their punishments are not equivalent, he gets tossed into the sea and while she just gets a light slap. Then there is a moment where the player is offered a choice whether to sleep with a character or not and regardless of what they choose Nao is always treated as being in the wrong. If he does sleep with her then he is irresponsible despite the other party consenting and if he turns her down than he was not man enough to do the deed. There is a running undertone in Futamata of men having all the responsibility and women being less culpable for their actions, despite the majority of the major characters in the game being woman and each one having an important role in how events conclude. Then there is the strange case of Oikawa You who the player is told is an “asshole” but during the game he is nothing more than a bit grumpy and his pursuit of a stable job and thoughts towards the future seem to suggest the opposite. Beyond the strange male presentation, the women also suffer for similar issues. For example Rui is a supportive person who tries her best to be their for her friends, even for Nao in this two timing, but this is contaminated by the later revelation that she is a masochist and the game drawing a direct line between it and the help she offered. Thus the conclusion to be draw for this connection is that the only reason she was supportive is she enjoyed the suffering due to her masochism rather than her being a good person. Obvious Futamata intends this as a joke rather than a serious comment on her character, but things like this happen often enough to be distracting and it feels like the game is beating these characters over the head with a club and asking you to laugh. It spends most of its time asking the player to laugh with the characters so swapping to asking them to laugh at the cast is more than a bit jarring since they are people you will have grown attached to.
 

Two Times The Banter – Characters

 
Fun characters and their banter are the life blood of Futamata without which the drama and comedy would not function and they underlie much of the developer’s design choices. Having a protagonist like Nao who is not the normal good guy archetype opens the door for a lot more engaging interactions and satisfying arcs since he has room to grow and can surprise the player in fun ways. It is from his character that much of the game’s drama stems with his two timing and the comedy loves to play with his less desirable traits to create banter specific to the character he is interacting with. As the main POV character, this variety is especially important since most jokes and emotional moments will in some way relate to him so he needs to keep the player on their toes lest he become dry and familiar, the death nails of comedy. The heroines all have their own memorable quirks from the biting wit of “final boss” Nobuta Yua to the laid back cat-like Umino Miyako. Each one interacts with Nao’s two timing in their own way as they dance around the problem lending the comdey a good variety of situations where Nao has to deal with their antics. There is a concerted effort to make the heroines exist independent of Nao as they form their own friendships and have their own lives unknown to him. By doing this the game establishes their ability to act in surprising ways so when those actions are suddenly sprung on Nao they do not come across as unnatural and instead help make the heroines endearing for how they push back against him. Banter is how much of the narrative is delivered outside of climatic moments and Futamata is notable for how consistent the quality of it is and how it ties nicely into the cast. Their conversations always find a new way to take their established traits and shine new comedy lights on them throughout the entire play time which is no small feat given how much of the game is banter.
Even the minor character get their own distinctive traits

 

Two Times The Spectacle – Visual, Audio And Technical

 
Presentation is one of the game’s few mediocre elements. There is nothing particularly wrong with it rather it is a standard visual identity common to titles in the slice of life/ romance genre making it blend into the memory alongside all the other similar looking visual novels. The one exception to this is the fun unique character portraits used for more over the top comedy moments. From vomiting rainbows to shooting lasers out their eyes, these extra portraits are used when to indicate a character’s drunken state and the wild behaviour they engage in. Since this cast get drunk a lot over the course of the story, the portraits see a good deal of use as a means of selling just how out of control the alcohol has made them and results in some truly outstanding comedy moments. Outside of this one exception, the visuals and audio are the cookie cutter bright colours and upbeat tunes where the aim was clearly to craft something familiar to the player’s sensibilities. In this they succeeded as it does feel like slipping into a kind of game the player is comfortable with just with a greater leaning into comedy than normal. However, in a world with so many titles of this genre competing for the player’s attention is being so hard to recognise at a glance truly a good thing? Ultimately it is inoffensive enough that it is not really a strike against the game in a way which would undermine what it has set out to do, make people laugh.
Vomit is a strangely consistent part of the story...

Conclusion


Making the most out of an outlandish core premise is what Futamata excels at and it knows exactly how to push all the right emotional buttons while doing it. The drama is played up to a deliberately comic extreme to facilitate this brand of comedy yet still being capable of using it for genuine moments of sincerity. Character sprite are expressive in fun ways and make it easier to form a connection with the cast even if the rest of the visuals and audio are fairly standard. Interactions between the cast form the backbone of the comedy and their banter is of exceptionally high quality with a large variety on offer depending on who is talking to whom. The game does stumble a bit when it comes to the weak heroine routes and uneven presentation of its cast, but these are not major enough issues to undermine its strong core foundation.

Verdict – 

Two timing leads to double the fun in this dramatic romcom which knows how to balance laughter and a loveable cast. It achieves this despite its weak heroine routes and some odd choice in character presentation.

Pros -


+ Good mix of comedy, drama and sincere moments which mesh together to create a roller-coaster of laughter.

+ Fun characters with good banter who bounce off each other in exciting and hilarious ways.

+ A variety of unique portraits for each character sell their personalities in their wilder comedy moments.

Cons -


- Heroine routes feel weak due to the lack of the drama present everywhere else.

- Uneven treatment of characters can make it feel like the game wants the player to laugh at, rather than with, the characters they have grown to care out.

- Visuals and audio are mostly uninspired and standard for the genre so it blends into the soap of other similar titles.

Best Visual Novel Releases – August 2025


With summer winding down and autumn beginning to show its hand, now is the perfect moment to see what the world of visual novels has produced while you were relaxing in the heat. It has been a strong month from both official and fan sources as they output some stunning titles and translations from much loved classics to memorable new ones in a good variety of genres. Let’s dive in and see exactly what visual novels you should be playing.
 

Official Releases

 

Fate/hollow ataraxia Remastered

Steam     VNDB     Genre – Action, Urban Fantasy, Mystery, Fandisc     Play Time – 40 hours

After the success of Fate/Stay Night’s official release last year, it seems that Type-Moon are continuing the process of localising all their big hits and next on the list is Fate/hollow ataraxia. Just like Stay Night, hollow ataraxia has received the remaster treatment to update it to modern screen resolutions rather than the 4:3 of the original with the art assets being adapted for the new dimensions. While this game is technically a sequel to Stay Night it is not a direct continuation of any specific ending and combined with its assortment of side content place it firmly into the camp of fandisc. There has been a definite increase in the character focused slice of life scenes and the player is given a chance to get to know the cast members who were previously just antagonist’s in a personable manner rather than in combat. In terms of world building and new conflicts hollow ataraxia adds enough of its own flare to meet the expectations set by Stay Night, but it is clear this is a secondary concern to just creating a lighter tone. Another strong title from Type-Moon which will appeal to those drawn into their stories.
 

Okayunyumu

Steam     VNDB    Genre – Slice of Life, Vtuber     Play Time – 6 hours

Basing a visual novel around a popular vtuber has been a recurring trend in recent times, especially with Hololive talents. The vtubers who are the focus of this title are Nekomata Okayu and to a lesser extent Inugami Korone and they are presented as characters within this setting rather than avatars for streams. Here Okayu is mysterious cat girl who suddenly appears in the protagonist’s life turning it upside down and the pair’s interactions form the backbone of the game’s appeal. The bright colours and simple premise should be a dead giveaway to this being in the slice of life genre and throughout its playtime it more or less sticks to this definition. Capturing the essence of the vtuber’s personalities and replicating them was the developer’s main aim and in that they were broadly successful. They behave more or less as you would expect if you are familiar with their output and it does genuinely feel like getting to spend time with them on a more personal level. However, your interest in Okayunyumu is wholly dependant on how much you like the vtubers in question and offers nothing to anyone who does not know them.
 

Sunrider Legends Tactics

Steam    VNDB    Genre – Navel, Turn Based Strategy, Fantasy

Trading space ships for those of a more traditional kind, Sunrider moves into the fantasy genre with the spin off Legends Tactics. This tale of sail and sorcery is a reimagining of the main series story line with many opportunities for the player to deviate from that original narrative and a few fun twists unique to Legends Tactics. In terms of gameplay mechanics it is an evolution of Sunrider 4’s battles where the ryders are replaced with various sizes of ships. However, it does inherit some of that game’s jank and regular loading screens so expect some mild inconvenience at times. The lack of reliance on the original games inherent in a complete retelling does make this one of the more accessible titles for player new to the franchise and its fantasy setting might appeal to people who were turned off by its sci-fi version. Another solid title from Love In Space and one which is worth picking up if it strikes your fancy.
 

The Aquarium does not dance

Steam     VNDB    Genre – RPG Maker, Horror, Mystery Play Time – 5 hours

While this is more of an RPG Maker horror game than a visual novel, it is a high quality example of its genre and if you squint during the dialogue scenes it does sort of look like a visual novel. Trapped inside a strange Bianca Aquarium after visiting it with her friend, Suze must navigate its dangerous halls in order to escape and discover the identity of the mysterious traitor. It is a very character centric title and talking with the various girls Suze meets along the way provides much of the intrigue and tension for the moment to moment gameplay. There is a good understanding throughout of build up and pay off in terms of level design and story beats as they merge seemlessly into the natural curves of gameplay. It is a strong reminder of what an RPG Maker horror game can achieve and what this genre is still capable of producing.
 

Iwakura Aria

Steam    VNDB    Genre – 60s, Mystery, Gothic, Thriller    Play Time – 10 hours

As a work of historical fiction, Iwakura Aria sells its 60s setting during Japan’s period of rapid economic growth and the changes its characters are experiencing. It forms the backdrop to a suspense filled tale of lies and contradictory emotions which stir up dire consequences. The story follows Ichiko a young maid who joins the Iwakura mansion and soon finds herself intertwined with the Iwakura’s daughter. She must uncover the secrets hidden within the mansion as she gets ensnared in a web of lies and conflicting aims. There is something striking about the way it blends watercolour art with gentle music which gives the mansion a sense of place and identity just as strong as the people who inhabit it. Overall, this is perfect for someone looking for a period thriller coated in powerful imagery.
 

Fan Translations

 

Senmomo: A Billowing Bladestorm, A Persica Princess

Fan Translation     VNDB    Genre – Politics, Action    Play Time – 30 hours

The first of the translated August titles this month, Senmomo is a game focused around the struggles of its cast after their nation is invaded and they are swept in the chaos it causes. It is a story about a young warrior, Tokita Soujin, and the final heir to the imperial throne, Miyaguni Akari, and how they navigate the political situation in an attempt to reclaim the empire they lost. Over the course of their journey they will meet people from both side of the conflict as they fight and cooperate with them in equal measure. It is very much a tale of rebellion in the hope of a better tomorrow but frames that quest through how its cast deal with the realities of a complex and interconnected battle in which there is no clear or easy resolution. A fun ride where the tension of the political machinations and the characters own flaws make for an entertaining spectacle.
 

Aiyoku no Eustia

Fan Translation    VNDB     Genre – Medieval Fantasy, Mystery   Play Time – 40 hours

Our second August title this month leans into a far more fantastical setting with city of Novus Aether floating in the sky above an inhospitable surface held up by the daily prays of its saint. Despite this grand sense of place, the majority of the game focuses around the lowest districts of the city and the lives of the people residing there. The story itself is driven by the outbreak of a strange disease which makes those who are afflicted with it grow wings and the changes it has brought in its wake. Its cast cover the whole spectrum of this world from the saint herself to the those who have to scrape in the dirt to survive and it helps make the city a more nuanced place. A well regarded visual for a reason and one you should pick up if you are looking for something particularly memorable.
 
 

Voice Acting – An Anatomy Of Visual Novels


Giving Words Life

 
How a character is presented is key to a player’s impression of them and what they sound like is a major component of it. Voice Acting is an important element in most styles of games and visual novels are no exception. Just like background music and sound effects, it plays into the texture of each scene and helps add some much needed life to the walls of text. It gives the characters a way to appear more personable to the player and so help bridge the divide between their worlds. Beyond simple character voices, Voice Acting has other facets from spoken narration to voicing protagonists and they provide a wide range of avenues through which visual novels can adapt to the needs of developers. The elephant in the room is that not every title can afford to hire voice actors or even wants voices in the first place. Smaller indie visual novels are the main proponents of this choice/limitation and the results are creative ways around the issue or deliberately leaning into it for a distinctive effect. Let’s listen to some talking and uncover the power of Voice Acting.
 

Speaking To The Player

 
Hearing a character talking is a powerful tool in shaping how they are perceived and their place within a title’s overall presentational space. It moves characters out from just being purely visual entities of portraits and text and gives them an auditory angle through which they can communicate their identity to the player. We naturally have a natural predisposition as humans to pay attention to the voices of others when we can clearly make them out, hence why you can sometimes find yourself accidentally eavesdropping on a conversation happening nearby. So when we hear a fictional character speak there is an immediate connection made in our mind to this instinct that makes them appear more human. There is also a spatial element to the audible voices since they sound close to the player and so the game gains the sense of the events on screen happening right in front of the player rather than in some fantastical distant world. As such when a visual novel is utilising Voice Acting, these changes in perception have to be kept in mind when constructing the other presentational elements. Other audio needs to mixed to not overpower the voices while key sound effects or changes in music which the game wants attention drawn to need to not be drowned out by characters talking over them. The Voice Acting can pull some of the narrative weight since the way something is said can convey the emotions and intent of a character and this frees the story from the need to explain details that could bog down the pace of a scene. 
Given how much of Clannad is just talking, its Voice Acting gains additional importance

Given the sheer number of visual novels with Voice Acting among the mid to high budget titles, any of which could demonstrate the effect of voices, it is best to look at a few key examples to best capture the broader picture. Fate Stay Night heavily leans into the immediacy offered by Voice Acting as a means to sell the danger and violence of its actions scenes. It not only has its characters shouting at each other with emotion deeply ingrained in every line, but also has a lot of grunts of exertion and howls of pain to craft the feeling of the harm which is befalling them. Those noises are ones we make subconsciously and work as a means of grounded the heightened emotions of the conflicts. On the opposite end of the spectrum sit titles like Clannad where the Voice Acting is a means to sell character banter and interactions. This is especially important for Clannad since it is these engagements between characters which form the majority of its content so the extra layer provided by voices helps add variety to their conversation while keeping player engaged. Visual novels with a greater focus on character interactions naturally have more dialogue to voice than those focused other on aspects like action, mystery or horror and as such Voice Acting is most impactful on them than on those interested in other aspects.
 

Differing Styles

 
Not every visual novels implements Voice Acting in the same way and the choices in what to include and exclude from it offers a lot of flexibility for a developer. The most common of these is the choice to not give the protagonist a voice despite the rest of the cast being given one. At first glance this might seem like a decision which would be distracting from the player’s immersion in the story since the silence will stand out. However, for titles in genres like romance or slice of life, the game wants the player to insert themselves into the role of the protagonist and this void allows them to do so they can create their own internal voice for the character rather than having it dictated to them. Take Minazuki Kashou from NekoPara, everything about his personality is set up in a way for a player self-insert so giving him Voice Acting would harm this direction by providing mixed signals and so his silence is the space needed to experience his intended purpose. Another implementation of voices is the use of binaural audio. The goal of this feature is to create a sense of 3D space where the speaker sounds close to the player’s ear and it allows for a feeling of intimacy with them. How this intimacy is used can be split into two camps, affection and fear. Affection is straight forward, it aims to utilise the intimacy of binaural audio to reinforce the romance element of the speakers relationship with the protagonist. A Sky Full of Stars makes full use of it to set the mood with the heroines and sell the fantasy of the relationship in a very direct manner. Fear is the domain of horror and intimacy here is used to establish the close proximity of the threat and make the player directly feel the danger. Perhaps the most notable example of this style of binaural audio is in Corpse Party: Book of Shadows which makes use of it sparingly for moments so it never becomes familiar and to ensure it always coincides with something dangerous being uncomfortable close. 
Sharnoth's narration is made clear through a picture of the speaker's face in the text box

Voice Acting can expand beyond the words of the characters and bleed into the narration as part of its implementation. This generally takes the form of one of the existing cast extending their role and giving their thoughts on events on a higher narrative level then their immediate actions. While this can involve breaking the fourth wall, it is most often just the character reflecting on what is happening in a more detached manner so as to give the player a greater insight into their choices and provide information which would not otherwise make sense for them to give. Voicing these sections is key to helping them be presented as the character’s raw thoughts rather than the filtered and controlled words they use when speaking out load. Sharnoth of the Deepest Black makes liberal use of voiced narration from its POV characters and they all talk in a calm manner as they narrate what is going on even if they are currently in danger. It lends this narration a sense of bluntness as if this is the characters being honest with the player and is used to explore their personal thoughts as they struggle with the emotions and events happening around them.
 

The Power Of Silence

 
It is expensive to have every character voiced and many games can function fine without it, as such many lower budget titles use minimal voices or none at all. This design choice has a profound effect on how the rest of the visual novel deals with presenting character emotion and intent since it cannot rely on the way words are spoken. Partial Voice Acting involves a series of repeated basic words, phrases or emotive noises being played when a character’s dialogue appears on screen and serves as a way to add some extra flare to the text at a lower cost. The Danganronpa games make use of this technique outside of their big story moments in various places from the character bond events to the investigation sections. Having over the top character portraits which clearly express emotion in the most in your face way possible helps smooth over the transition between full and partial voicing by connecting the characters emotion and intent to their appearance rather than simply their voice. 
Having a strong asthetic and wild plot can allow a game to get away with a lot

Going beyond the use of voices and removing them entirely requires the visual novel to step in and state clearly what would be conveyed through speech. This means being more explicit about how a character is feeling or their actions in text while weaving them into each scene in order for them not to feel distracting or unnatural. One way many titles choose to adopt these elements is through merging it into a broader expansion of the character’s inner thoughts. Take Higurashi and Umineko, which were released without Voice Acting, they lean heavily into the internal space of the cast and each one is direct in their presentation of the way they say things, even if they might be engaging in deception or pushed through the lens of an unreliable narrator. Given the limited ability of their portraits to pick up the slack, the text does most of heavy lifting and there are many cleaver ways used to underscore certain words and phrases such as the red truths from Umineko. The lack of voices makes these sudden changes in the text stand out clearly and adding Voice Acting after the fact muddled the messaging of these important moments.
 

Conclusion

 
As with all audio in visual novels, Voice Acting holds a powerful role in immersing the player and selling the story and its characters. It plays off the innate human instinct to pay attention to voices and speech to hold the player’s attention and add a layer of humanity to the speaker. There are various ways to play around with Voice Acting from binaural audio to voiced narration and these expand and reshape how it can be engaged with resulting in vastly different effects. Not having voiced characters is a valid option and requires the title to adopt a more intimate approach while offering new ways to create emphasis. Choosing whether or not to have Voice Acting in your visual novel has such a wide reaching impact it should be carefully considered in order to best utilise its many facets.
 
 

The Otaku – Character And Cliche In Visual Novels


Knowing Your Audience

 
The relationship between visual novels and their Otaku characters is an interesting one due to fact much of their audience are themselves Otaku. As such these players will identify more with characters from this archetype. For this article the definition of Otaku will be limited to those with a strong interest in anime, video games and associated activities rather than other types like the tech Otaku. You would expect then that visual novels would lean into giving them an enlarged importance to try and reel them in, but the reality is quite a mixed picture. A surprising trend is how common it is to have Otaku characters push their negative traits in a self-deprecating manner at their own expense. Of course some titles do present the Otaku as a whole positive being in order to appeal to their audience and these hand wave the negative elements away so they can completely lean into the fantasy. Beyond the extremes of positive and negative traits, there are various Otaku characters for whom this trait is a part of their human experience rather than its sole defining element. It might be an important trait to them yet it never overpowers who they are as a person and it is explored in an even fashion. Let’s obsess over our waifu and uncover how this character archetype manifests in its various forms.
 

Self-Deprecation

 
A fairly common outline for depictions of Otaku characters in visual novels is to have them embody some of the negative associations with this type of person. These come in a variety of forms from immediately obvious physical traits to flaws in their personality and all are unappealing in their presentation. However, they are not mutually exclusive with positive traits but rather overwhelm them when brought forward by the characters’ own inability to control themselves and their Otaku interests. The most striking and obvious unflattering trait of Otaku is the correlation between being an Otaku and being overweight. Outside of villain characters, there is a high chance for an overweight character to fall into the Otaku camp, drawing a clear line of causality. Take Hashida Itaru from Steins Gate or Akao Mitsuru from Amanatsu, each one is visibly overweight and it is the first thing the player is going to notice about them before they even open their mouths. It is no coincidence they then quickly establish their Otaku tendencies which naturally leads the player to connect the two. Of course this pair of characters are not bad people but there layer of self-deprecation to their initial depictions. As for the idea of it being an undesirable trait we can look to Cara Olivia’s transformation in Sankaku Ren'ai: Love Triangle Trouble! where she starts out overweight and slims herself down during the story and this is treated as positive transformation and is the version of her the player can romance. This further reinforcing the idea of it being the desirable weight and the previous one as not attractive. 
Media in general is not kind to overweight characters

Not all Otaku characters are overweight and many just look like the rest of the cast, but even here there is often a layer of negative traits originating from their personalities. The idea of an obsession taken to an unhealthy degree is a commonly used element in such characters. Manifestations of this aspect can be unsolicited outburst about their specific interest which made them an Otaku like Matsushita Outa from AI: Somnium Files who often talks at unnecessary length about things like his obsession with A-set. The other characters often react by giving him awkward looks as if not sure how to deal with him or just telling him to shut up which highlights this tendency as a negative breaking of social etiquette. Then there is the largest and most personality distorting trait, anti-social behaviour. From avoiding contact with people to being actively unpleasant to those who attempt to interact with them, the Otaku character can fall anywhere within this spectrum. A particularly extreme example of this is Nishijou Takumi from Chaos Head who has so completely retreated into his Otaku interests as a form of coping mechanism that even well meaning trespassers are met with either hostility or a stone wall. So the question now becomes, why is the Otaku such a negatively presented type of character in visual novel when so much of its audience fall into this group? To find the answer we must look beyond visual novels and realise this depiction is found in many other mediums related to anime. The common line through them is one of self-deprecation for humorous effect where the negative aspects of the audience can be drawn out for a moment of common levity between creator and player. Every negative element from their appearance to their unsolicited outburst is designed to offer a feeling of empathy with the characters even if it is one born of a shared awareness of how society views them and the player’s own experiences of similar things. It is just another path the developers can use to get the player to care about the cast. The elephant in the room here is Nishijou Takumi who is most definitely not meant to be funny and his actions do not invite sympathy. Here Chaos Head uses the negative traits of the Otaku as means of distancing the player from Takumi so they might watch his decent into madness fully aware of the foundations of this decision making. In many ways it is the horror of our own weaknesses writ large and how such things can twist a person.
 

Self-Importance

 
Trying to appeal to an audience can be done through stroking their ego by proxy through the overly positive depiction of certain characters. This enlarged focus on the Otaku character is an interesting contrast with the self-deprecation found elsewhere since it tends to plaster over or downplay any flaws. Yet the two are not mutually exclusive given the humour of the later can be used to distract from the aggressively nature of this wish-fulfilment. One manifestation of this attempt to appeal to its audience is to have the Otaku characters form the majority of the cast and for the events and story to focus around their Otaku activities. For example, Sankaku Ren'ai: Love Triangle Trouble! is formulated in such a way to allow the Otaku characters to shine brighter then any other members of the cast and their interests are demonstrated by proxy to be important and enjoyable as they are at the centre of the cast’s world. Adopting an all-consuming approach favouring the Otaku does come at the cost of limiting the title’s appeal to that specific group given the way it unlikely to resonate with a wider demographic. 
Hard to believe she is important in saving the world

So a less pronounced version of this focus on the Otaku members of the cast can be in the visual novel’s best when not creating sure a narrowly directed title. The result are games like Steins;Gate where the Otaku characters, like Faris Nyannyan and Hashida Itaru, openly display their interests while occupying key roles within the narrative. They are never depicted without some negative traits but the positive ones coupled with their irreplaceable actions in the ultimate resolution of the conflict present an overwhelmingly positive impression. Overall the reasons a developer might choose to pander to a major section of their audience is pretty self explanatory since the Otaku is hardly the only example of this attempt focus a title’s appeal with different mediums and genre’s choosing different character archetypes. What differentiates the Otaku character is way it often sits right next to the self-deprecation as with Hashida Itaru who at once has jabs at his expense while also being an irreplaceable member of the team. Tightrope walking like this is not something other styles of wish-fulfilment tend to engage in.
 

Just Another Part of Humanity

 
Making a character an Otaku does not mean it needs to be their only defining trait and they can have other elements while still being clearly identified with that group. This is an attempt to stop the accidental pigeonholing of these characters by the player who expects a simple cliché so might not properly engage in the subtleties of the character’s emotions. In order to create this diversion of focus, the other aspects of the Otaku cast are established first to frame these as the pillars of their development over the course of the story before moving on to their Otaku elements. Inaba Meguru from Sabbat of the Witch is an encapsulation this approach. She is a gaming Otaku but does not initially present herself as one and instead has a fashion sense and bubbly personality which set the player’s expectations for her and it is only later that the true extent of her Otaku nature becomes obvious. Even then the game is careful to make sure that initial impression is not completely overwritten through making this transition be connected to the protagonist, and by extension the player, becoming more intimate with her. As such it is their romance which becomes the focal point of the player’s perception of her while allowing the Otaku aspect to be part of a textured and well rounded person. 
The way she looks and acts is not what you would expect of an Otaku

Another option is to place the Otaku character in a situation where they interests play second fiddle to the dangers they face and overall story progression. Death end;Request is not a narrative where the characters can indulge their interests and they have to put them to one side in order to face up to life and death situations. Lydia Nolan is pretty open Otaku and has many of the traits associated with the archetype, such as her obsessive level of interest in otome, but outside of a few jokes about it there is little focus given to it. Instead it is a part of her interactions with the rest of the cast and a way to create an endearing impression on the player in a short amount of time so when bad things start happening to her the player has a reason to care. This is a very blunt instrument to gain the player’s sympathy but the tension and relentless march forwards of the plot do a lot to obscure the blatant nature of this manipulation. What links these two approaches is their attempts to push the Otaku as an aspect of what it means to be human rather than a caricature to be mocked or elevated. This is mainly done in titles where the Otaku element might be invasive, such as with genres like horror, action or focused romance, and works to de-emphasize the treatment of a person as a single characteristic in order to make their journey more compelling.
 

Conclusion

 
When characterising a group of people who make up a large section of your audience the general wisdom is to appeal direct to them, but Otaku characters in visual novels lean into far more varied styles of presentation. There is a tendency towards the use of deprecation as means to create empathy with the negative traits of the Otaku from the similarity of their resulting actions and the player’s own experiences through a layer of humour. Forming a textured character in some titles means using the Otaku aspects as a part of a whole picture and the person is not defined only via their Otaku nature but rather showing it to be an element of the human experience. Then there are the games which just follow the common wisdom and make the Otaku the centre of the universe either through focusing on their activities or by having them save the world. It is interesting to see how the knowledge of one’s audience has such a profound effect on the group's depiction within the narrative and how various visual novels have sought to address it.
 
 

Escape Game – Uncovering The Hybrid


Puzzling Your Way Out

 
Locking people up and forcing them to solve various puzzles in order to escape is such a strangely specific scenario that at first glance it might seem to be one with a limited design space. However, the enduring popularity of this subgenre of puzzle game and its ability to reinvent itself have demonstrated the potential it offers developers. Often found alongside the Escape Game is the visual novel as a means of presenting its story since the pairing complement the strengths and weaknesses of each other. There is a large element of spatial awareness inherent to Escape Games due to the small confines they occur in and the need to solve puzzles in this area to progress so these spaces have a strong personality to them. It is also in these places that a lot of people cramped in close proximity and they are all in danger, so paranoia is abound which both sides of the hybrid take full advantage of to push events and mechanics forwards. Helping all this along is the slow boil nature of the threat faced by the characters who are trapped as it is this escalation of narrative and puzzle complexity which blends them together seamlessly. Lets solve some convoluted puzzle rooms and find out how this hybrid keeps the player under lock and key.
 

Spatial Awareness

 
Providing a physicality to its locations through mechanical interactions is the greatest strength of Escape Games. This is achieved by requiring the player to pay attention to the environmental layout and the position of objects within it for clues about how to solve the puzzles. Each space offers various nooks and crannies to investigate and uncover new items, be they those needed for progression or optional collectables. As a result the player will end up possessing an internal map of the rooms in a way which allows them to form attachments to them when they become associated with the fun mysteries and the player’s achievements in overcoming them. This is a beneficial quality in the context of its use of visual novel elements since it is something the internal focused visual novels can struggle with and vice versa. By placing the intimate visual novel narrative within a framework focused on the spaces its characters occupy, the Escape Game can offer a grounded sense of place to what might otherwise be an over the top or character centric story. The main advantage of this merger of external and internal spaces is the way it can balance out the contrivances inherent in both sides of this style of game. On the one side the need for the Escape Game to have restricted spaces to make its gameplay digestible to the player makes for somewhat absurd locations which the visual novel mitigates through its protagonist’s fixation on escape and using it to provide the momentum to move from puzzle to another without delay. In order to justify the situation required for an Escape Game to exist, the visual novel element has to jump through hoops to construct its narrative which is not ideal since it pulls it away from being believable and it is here the physicality of the Escape Games helps ground the story within objects and functions the player sees in their everyday lives. 
Each room will become familiar as it is deeply explored

Perhaps the single most prominent and influential titles using the Escape Game mechanics are the Zero Escape games, so let’s look there for some examples of this relationship in practice. 999 choses to begin with a relatively normal setting of a large ship which offers an easy to understand reference point for the spaces where gameplay will take place and makes them easier to parse when looking at. This helps cushion the more out there aspects of the story as they are placed in a location which keeps them within a real world context so they never stray too far from the believable. In the second entry, Virtues’ Last Reward, the location is now a series of sci-fi rooms and corridors and these lack any features the player will be familiar with so they have to lean more on their physicality to sell themselves. Here the visual novel narrative has to pick up some of the slack with the character’s personalities and internal drama in order to add some relatability to the experience. Of course it still has the same complex and over the top story as 999 but the change in emphasis helps cover it up as the burden of convincing the player of the settings legitimacy is more evenly spread and this makes the issue less pronounced.
 

Hotbed Of Emotion 

 
Being confined is not a pleasant experience especially when forced to solve puzzles with your life on the line. As such it is believable that emotions would run high in this situation and cause people to act in an impulsive manner and lash out or grow suspicious of those around them. This broader expectation of what is reasonable for the characters to do in an Escape Game is perfect for the sort of intimate stories visual novels thrive on. It allows for the thoughts of its cast to be presented in a more direct manner where what makes them tick is laid bare to not only the player but also those around them. Leaning into these traits does run the risk of become a bit too on the nose so this is where the pacing of the puzzles and mysteries of the Escape Game is key since they offer a unique means of blending in lighter character moments and banter in off hand comments or instructive clues. Each one is a small window into the less serious side of the cast which adds some much needed levity to take the edge of the relentless drama and reminds the player that they are dealing with normal people in an extraordinary situation. Managing the flow between the highs and lows of emotion while making them varied is the ultimate effect of this splitting of the narrative load. The two sides have the room to do what they do best without having to overly compromise their strengths. 
When things go wrong people tend to not think clearly

ABYSS OF THE SACRIFICE makes for a good presentation of what this emphasis on emotion can result in. The disaster which is occurring around the cast places them in direct danger from the collapse of their underground home and the rapid depletion of their remaining food and water so they are all understandably stressed. This makes them lash out at the other girls or slip up and says something revealing about themselves or the mysteries of the setting. The tone of the overall game is pretty gloomy as the cast struggles to find a way out while solving the puzzles around them. Rather than directly adding levity in the form of commentary, like Virtues Last Reward, the Escape Game mechanical sections instead act as direct breaks for the player to cool down in so the drama does not become overwhelming. There is an awareness of how inherently absurd the whole situation is and the title is more than willing to make jokes at its own expense to break this tension in both gameplay and story through character quirks and out of place items. However, these are used sparingly so as to not break the overall tone so the dire nature of events still remains front and centre.

Nowhere To Run

  
Restricting where the characters and player can go and what they can interact with changes how they perceive events and mechanics. It is a form of segregation which lends itself to an experience where a fine degree of control can be exercised without it coming across as the game being invasive about what the player can and cannot do. This restraint is both a blessing and curse in terms of the type of gameplay and stories it can offer. There is a reason many Escape Games lean into elaborate narratives and it is due to the repetitive nature of the situation weakening interest over the long term so a slowly unveiling complex plot works wonders to counter that drain. On the mechanical end there is the need to make each new puzzle area have its own exclusive gimmick and visual style in order to provide a feeling of progress and avoid the pitfall of familiarity. These design limitations are responsible for much of the memorable favour of Escape Games and their combination with visual novel elements allows for the swapping of emphasis where characters and mechanics share in the player's feelings of uncovering a complex series of truths. A more integrated method of narrative presentation would struggle to create the necessary divide to avoid the sense of repetition since they occupy the same spaces in a direct manner which can unflatteringly highlight this issue. 
Ships, why is it always a ship?

This format is not exclusive to the long-form titles like those of Zero Escape and it can be seen is smaller examples like the 3DS exclusive Parascientific Escape series. These games were short experience with playtimes between five and nine hours so cannot afford to spend the same time on building up plot elements as its longer cousins. Despite this limitation it still captures much of the same style of elaborate narrative beats in miniature forms as it also gives an overview of its fantastical setting. The fact the first game revolves around the protagonist being trapped on a cruise ship makes the influence 999 has had on it clear and it plays out like a more direct take on 999’s story. Its much smaller cast results in its twists being more immediately obvious since there is only so much misdirection it can do so instead the title leans into the drama leading up the reveal to ensure engagement. Escaping the ship is the context provided to the mechanics of puzzle solving and so each new area offers a different part of the vessel to help add new layers to it as the cast struggle against the obstacles in their path. The overarching psychic powers of the protagonist support the variety of the gimmicks since they are decidedly distinct from the standard gameplay of the Escape Game.
 

Conclusion

 
The scenarios baked into the identity of the Escape Game merge well with the presentation and restrictions of visual novels to create a complementary hybrid. By placing emphasis on the spaces the characters occupy, the Escape Game can provide a sense of grounded reality to a narrative while being given the emotional resonance it lacks in return. The inherent restrictions on events and locations necessitated by being confined to a location lead to the hybrid compensating with elaborate stories and a conveyor belt of gimmicks weaving in and out of each other to keep the player engaged. People do not like the claustrophobic feeling of being trapped so feelings naturally run high in an Escape Game and the internal focus of a visual novel can present this tension in an intimate way. This is a hybrid which makes very specific demands of its two parts, but should this meet a developer’s needs then there is no better combination to explore these ideas.
 
 

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