Shooters And Shmups – Uncovering The Hybrid

 

Aiming For The Moon

 
On the surface Action Shooters and Shmups might seem to be the gameplay styles which have the most patchy and inconsistent relationship with narrative. Yet when it comes to visual novels they follow a series of relationships in order to allow them to function at their best. While the flexibility of visual novels allows them to form around the Shooter, the gameplay style itself is by its nature extremely fixed and controlled meaning it cannot offer the same ability to change in return. One of the ways this manifests is through each part’s ability to act as an accessory to the other where they can highlight key moments rather than being a primary focus. A visual novel element can adapt to match the rigid nature of the Shooter or push against it to meet the developer’s needs. There is an important feeling of forward momentum to Shooters which can sometimes be uneven in a pure version due to the necessity of downtime but with the addition of visual novel sections this can be more consistently maintained. Let’s fire out bullets and discover how this hybrid comes together.
 

Accessorizing Core Identity

 
A common way visual novels and Shooters merge is through one of them acting as an accessory to the other. What is this often means is one of them is reduced to a minor role where they appear briefly to create an impactful moment the other could not achieve on their own. Their functionality in this situation comes from their ability to be a flexible tool capable of appearing wherever it is needed. When the visual novel sections are the minor element they work to give the otherwise disconnected Shooter levels a sense of cohesive direction. This is made easier due to their simple presentation lending them a fast pace so they can communicate information and tone in the small time frame given in a way a more elaborate narrative style would struggle to do. Being lower cost to produce also plays a role in this since committing a large amount of resources to something which appears infrequently is not something many developer’s want to do and this makes the visual novel an appealing option. On the opposite extreme are the title where the Shooter occupies the position as the minor element. In many ways it is similar to other gameplay styles in that it offers a break from the visual novel and a chance to create a vastly different mood within the game. However, what makes it distinct from other examples of this is the way its action gameplay is such a large departure from the static nature of visual novels it creates a powerful and memorable way to provide a dynamic feeling. It can help support the drama and pace of the story surrounding it through asking the player to act fast just like the characters are doing while not overstaying its welcome. A fast paced gameplay style also allows it to feel natural in the short and aggressive bursts needed to fulfil its role without feeling too simplistic within its limitations. 
Here come the butterflies

Psychedelica of the Black Butterfly is one such visual novel containing Shooter elements in an arcade style where butterflies move towards the screen and the player must shoot them down. These are placed in narrative moments when the cast is in danger and act as a way to provide weight to scenes which can otherwise come across as lacking impact. Actions scenes in Psychedelica lack a proper sense of tension and stakes as it is clear the character drama is the game’s main concern and so the Shooter gameplay has been brought in to compensate for this weakness. Due to that focus on characters and their interpersonal conflicts there are only few Shooter sections in the entire game so they are basic in nature in order to not interrupt the flow. The game does not want the player to be challenged by the arcade shooting and it is difficult to fail them since there is a generous amount of health, enemies move slowly and you have infinite ammo. In terms of how the Shooter is presented within the aesthetics and tone of the title, there has been a lot of thought put into preventing it appearing too out of place on this front. The characters all have guns in the story so it makes sense for them to be able to engaging in shooting gameplay and choosing butterflies as the enemies works within what has been established about their role in the setting alongside creating a common imagery for both side to use.
 

On Rails

 
When talking about Shmups it is rare for visual novels or narrative in general to come up in the conversation and yet when one wants to present a story they always fall back on some kind of visual novel element. This is due to the contrast between the on rails nature of their mechanics and the appearance of the more open and free-form nature presented by visual novels. Obviously visual novels can be just a rigid as Shmups in terms of progression but their human focus allows for a feeling of chaos to be injected into proceedings and create the idea that anything is possible. The result of combining these two is a mixture of complimentary drama and contrasting flexibility. A Shmup level is inherently a roller-coaster ride of particle effects, explosions and moment to moment decision making and this works well as the dramatic core which a visual novel section can build off for its heightened emotional moments which keeps pace with the gameplay. By deliberately creating a friction between the structures of the two parts, the game is able to highlight their individual distinguishing features and draw the player’s attention to aspects of each as they are given new life. Despite there being little in common in terms of mechanics, there is some crossover in terms of presentation which can be used to make it clear what matters on both sides. 
Quick solve the mystery!

Let’s look at a somewhat unconventional example in the form of Yurukill: The Calumniation Games. This is an odd one since it converts parts of its Shooter gameplay into a multiple choice deduction puzzle were the ship must fly through the correct answer. Having such a large departure from the expected gameplay of its genre is an attempt to draw the visual novel half closer to it by placing elements commonly found there into a Shooter context. Rather than reconciling the two halves, it instead seeks to align them in what they represent in terms of narrative direction with everything tying back into the interpersonal conflicts of its cast. There is still a strong contrast between the visual novel and Shooter sections even with their common ground and they push up against each other to create a series of highs and lows depending on where the game places them within its overall structure. The over the top tone which remains constant through the cast’s exploration of Yurukill Land helps these parts from a cohesive feeling whole since there is an underlying expectation from the player for things to not be straightforward and the inclusion of contrasting mechanical elements certainly fits.
 

Constant Momentum

 
On the opposite end to the use of two as contrasting elements are the titles which push both into the role of perpetuation the game’s momentum. Presenting the title through only one lens leads to a degree of predictability as the player becomes comfortable with the limits of what they can expect for it. For a game relying on its action and drama as its core hooks this is not a desirable state since they want to keep the high moments coming and that is difficult when the tension has been drained out of the gameplay. The answer is into lean into the Shooter’s nature as an experience with a lot of forward momentum and combine with it with the personal tension of a visual novel narrative to create an experience which bounces between the two in order to never lose steam. This is not to say that these games do not have any downtime but instead they emphasise their high points through a back and forth along narrative and mechanical lines. It does not completely remove the familiarity since if the title wants complex gameplay or plot it needs to slowly build it up and so tries to space the swaps far enough apart that they can still hold some impact but not so much that it undermines the player’s ability to engage with the mechanics or narrative. 
Mecha combat has quite an impact

One set of titles which likes to play this angle are the BALDR SKY games. Its mecha Shooter gameplay is cleverly weaved into the narrative to keep it moving forwards with a noticeable briskness during sections of escalating conflict. This way its momentum does not get in the way of the downtime and character interactions which shape the direction of the plot. Sharing a common focus on the destructive battles of the mecha contributes to a feeling of the player’s actions within the Shooter sections having weight and smoothly leads into and out of the visual novel’s presentation. Without these mecha piloting sections these massive machines would lack a proper sense of place within the narrative as the act of pushing through enemy resistance provides a momentum and physicality to this hulking metal humanoid. BALDR SKY does highlight how this use of the hybrid prefers titles with an easy to communicate source of fighting which a Shooters can systemise in order to create a coherent mechanical identity. Something too simple or non combative would not suit the kind of gameplay favoured by Shooters hence why BALDR SKY’s mecha are perfect for this purpose.
 

Conclusion

 
Heart pumping Shooters and edge of the seat visual novels are a surprisingly good match for each other despite their vastly different natures. One can act in a minor role inside the other where they offer a short break from the established identity of the work to present an idea or tone which would not be easy to otherwise convey. Their union can also bring out their respective strong presentation of forward momentum while keeping the player from becoming too overly familiar with either side. Above all the contrast between the two is the most powerful tool they leverage to play on the rigidity and flexibility of their respective content and communicate ideas and themes on a more subtle level than could be achieved in isolation. This hybrid is one all developers should keep in the back of their mind when looking for a way to blend action and a strong narrative.
 
 

Distinctive Routes – An Anatomy Of Visual Novels


Writing Alternative History

 
Due to the character centric nature of visual novels, their structures and narratives tend to focus around individuals and do not deviate too much from a set organisation of events common to all routes. Routes which each offer a drastically different series of events demand are less present in the medium and tend not to be used in populous genres like romance and slice of life. This is due to complex nature of having to prevent the divergent paths from openly contradicting each other while supplying the routes with interesting plots that are different yet believably come from the same source. One approach these titles take is to divide the experience between various factions and ask the player to choose one since their competing ideologies will naturally lead to engaging conflicts. Evil routes are a recurring way visual novels choose to create memorable sections as it gives the player the chance to see a darker side to the characters. Framing these as alternative futures for the protagonist or even having them influence some kind of greater plot does a lot to alleviate any tension between them. Let’s dramatically change our fate and find out how all these elements come together in practice.
 

Choosing A Faction

 
A clean and easy way to have drastically different routes in a visual novel is to divide them among the setting's factions. This is a far more common approach to narrative choices in the wider gaming space through titles like Fallout and other western RPGs since it nicely slots into their actions have consequences style of storytelling. Since a visual novel has to rely solely on its narrative it cannot be as free-form as these games and its extremely character driven nature compounds this issue. As such the faction based routes have to tread a delicate line around these limitations and it does so by framing the factions through the characters who make them up. Instead of simply being manifestations of competing ideologies, they are messy groups of individuals who are all vaguely going in the same direction even if they see their ultimate goal slightly differently. This makes the transition into a route feel like a natural shift within the conflict of the narrative due to the overall focus being similar to a standard route structure. However, once inside these factional routes the visual novel has a lot more room to make dramatic changes to the progression of events since the competing factions will naturally clash with one another and act upon their ideologies. They may not quite get the ending they envision but the characters' destinations will be completely divergent in each faction's route. It is a much larger picture style of narrative than is normal for visual novels which can accommodate a larger cast of diverse perspectives, but the trade off is the loss of some of the powerful intimacy often utilised by the medium. 
Locking heroines to specific factions makes sense within the context of their conflict

Since there are so few examples of this factional approach we shall focus on one notable title utilising it, Soukoku no Arterial. The player is offered three factions too choose from at the end of the common route, side with the angels, demons or remain independent, and all these result in vastly different narrative directions. There is an effort to make none of these options appear more desirable than the others with every faction having their own positives and negatives. In particular the player is offered personal perspectives from each side through the members of those groups they fight with and against which does a lot to bring the mythical angels and demons down to a human level despite their magical powers. An interesting thing to note about Arterial’s use of faction routes is it still includes a heroine focus in the form of unique endings for them with each faction being given their own handful. They have almost no effect on the greater plot and exist as a series of self contained events where the heroine gets more time for character development. This is clearly an attempt to reconcile the expectation for character based content with the grander faction narratives and they succeeds in being a condensation of a heroine route but lack the proper impact of a more focused experience. Depending on how long the player takes in other parts of the game they can go for extended periods of time without experiencing any heroine events, so they were never going to feel impactful and instead existing as a sideshow to the main plot.
 

Doing An Evil Deed

 
It is common in visual novels and games in general for the protagonist to act in an unquestionably moral good manner so an easy way to create a memorable route is to have them do the opposite to the normal. So was born the evil route where the player leads the cast down a dark path as everything established in the good paths is torn up and remade in the chaos caused by this shift in priorities. There is an element of catharsis in being evil in a virtual space hence why RPG’s of all stripes from Mass Effect to Fable  have such elements and this is made more meaningful through the presence of a good path. It is in the choosing that the impact is created, in the turning away from traditional moral good and embracing darker actions, which is absolutely perfect for a visual novel looking to make distinct routes. Of course what constitutes ‘evil’ in these routes varies wildly from title to title based on the kind of experience they are aiming for and how believable the switch to an evil course is for the cast. The main common thread between them is how they frame the characters’ fall within the same context and language as their good route to balance the different tones of the two parts through presenting them as how choices have a large impact on a character’s perception of events. 
Sometime what defines evil can be very subjective

Due to the variety of ways to implement an evil route it is difficult to find a single game to encapsulate it so let’s cover a wider range to properly showcase it. On the fringes there are titles like Daiteikoku and OZMAFIA!! who have evil routes in the loosest sense where the questionable actions of the protagonist are justifiable within the context of the story or otherwise only vaguely considering the moral implications of their actions. This type are using the evil element as a kind of extra spice rather than entirely committing to it and as such the player will not think too much about it outside of key dramatic moments. However, it is still enough to leave a distinctive impact when compared to more ‘good’ routes and so expands the identity of the works. Sitting on the opposite extreme to this games like Himegari Dungeon Meister where the protagonist is already aligned with what would be normally considered the villains and having an evil route is less of a surprising feature. In many ways the good route is the part of these titles which brings in greatest contrast since it is against what a player would expect from an amoral character. Yet the evil route remains the more memorable section since a good route cannot help but lean heavily into standard and conventional right actions so becomes predictable by comparison. There is a certain glee to be gained from watching someone evil doing evil things in the fictional context as they get to indulge the darker parts of our nature.
 

Another Time, Another Face

 
Beyond the more clearly defined types of distinctive routes exist those which can be broadly classified as alternative timeline based. This is routes where each of them diverge noticeably from the others but clearly exist as a cohesive part of an overarching narrative identity while treading a line between being new and exciting and a part of that vision. In general these are far less immediately memorable when compared to the faction and evil types but gain a degree of coherency needed for a game wanting to present wider themes and ideas. Approaching the design of routes from this angle does limit just how out there they can make the plots of each route so they have to get inventive in order to achieve their distinctive feel. This often leads to them being more creative in the small details than other types of routes such as recognising or twisting character arcs or key details from other routes within a new context. In their totality they come together as a kind of patchwork of differences which rewards the player for noticing the important details about how and why events play out the way they do. The result is an overall work where the actions of all its characters appear to be driving force of the narrative rather than an overarching plot or threat compelling them to act. 
A common starting point for three very different routes

Fate Stay Night is one title following this principle for its routes and it slow escalates the differences over its playtime. The Fate route exists as a baseline for future routes to build on and as such it never shakes the boat too much in order to make the later contrast more powerful. Unlimited Blade Works is a noticeable departure from Fate in the characters and events it chooses to focus on. It takes previously minor characters and fleshes them out as well as bringing conflicts where were present in Fate to their boiling point to give a dramatic high greater than Fate’s own climax. Then Heaven’s Feel comes along and completely rips up the foundations of Fate and rewrites them into a story interested in the shadowy nature of the Holy Grail War itself. It strips away the pillars which UBW and Fate had in common in order to place Sakura and her conflict front and centre with familiar elements remade around this new core. However, it is still very much Fate Stay Night even with its deviations and does not move too far away from this identity and is instead the natural conclusion of the procession of the narrative as it explores what drives its characters.
 

Conclusion

 
Everyone wants their visual novel to stand out and be a memorable experience for the player so developers try their hand at distinctive routes to achieve this effect. Some frame the routes through the lens of choosing a faction to support and create drastically different narratives based on their competing values and internal conflicts. Others present the routes as alternative possibilities and rely on a slow expansion of the narrative space through interlocking small and shifting details. Then on the extreme end a developer can lean into the catharsis of being evil to create a vastly different take on their characters where their darker side can be explored. Overall distinctive routes are a powerful tool for a visual novel developer but require them to be able to engage with their material in a flexible manner and may not be appropriate for every genre or style of story.
 
 

Fan Fiction – Genre Deep Dive


Beyond The Original

 
As long as creative works have existed there has always been Fan Fiction from the expansions to ancient myths up to contemporary books and films, so it should come as no surprise that visual novels share in this tradition. It is a strange genre to talk about since its only unifying characteristic is the people who produce it not being in any way endorsed by the original creator. Yet underneath this myriad of stories are some powerful undercurrents which the visual novel medium makes for the perfect place to explore. The simplest of these is the expression and engagement of a fandom in a creative act which makes them part of that community and its identity. Next to this is the expansion of ideas left unexplored by the original title and these are a prime space for new stories to be woven. Of course there is no requirement for Fan Fiction to adhere to the original’s themes and tone and there are many which craft their own vision of what they wanted from the title. Let’s nerd out over our favourite series and find out why visual novel Fan Fiction has such a wide scope.
 

Passionate Fandoms

 
Creating Fan Fiction can be a major part of how a fandom defines its identity as a community and the way they communicate their common interest in a work. Through their visual novels they can express core elements from the original work extracted from their context and exaggerated to an extreme while making them the main focus. Alongside this there is a tendency to often miss the point of the original work in favour of presenting common character ships, memes or other aspects created by the fandom. Including things like these helps the creator of the Fan Fiction fit their work within the community's expectations and mark them as one of the group in order for it to be accepted. This is not a paint Fan Fiction as something which entirely exists to pander towards other fans but rather to highlight the underlying changes a creator in this sphere makes to be part of the community. Since there is no money or future creative prospects on the line, the love of the original is main reason for the developer to work on their Fan Fiction and so the larger the fandom surrounding it the more they will have an impact on these works since they will naturally form a common language which the creator will draw from since they are intimately familiar with it. 
Defining one's identity through fiction

Perhaps the most extensive example of this practice are the many fan titles which have sprung up from Doki Doki Literature Club. These chose a single facet of Doki Doki and use it as the basis of the common language they speak with to the player. Doki Doki Literature Club! Purist Mod focuses solely on the earlier slice of life sections of the original as its common ground and transforms the game into a more standard romance visual novel. On the other end of the spectrum we have Monika After Story which is only interested in the just Monika part and playing on the memorable elements of that sequence. What these two share is the attention they place on the distinctive features of the original that the game’s community have made its own through their collective interpretation of it. This ability to be whatever its community wants is one of Doki Doki’s most potent qualities and is responsible for the longevity of its popularity despite it being not having all the bells and whistles of more expensive titles. Its characters and story can be quickly and easily referenced in the form of simple memes and iconic lines so any person who has played it can know exactly what another player is referencing immediately. This leads to Fan Fiction based on it to adopt a similar structure in an attempt to recapture those iconic moments through the lens of its community and their interpretations of the original material.
 

Expanding On Ideas

 
Over the course of a title there is not always space to explain or explore every avenue and possibility due to various issues such as a need for good pacing or it simply not being relevant to the overall title. Fan Fiction is not bound by the same constraints as the original work since it can generally rely on the player having experienced the title it is based off so it free to do its own thing. As such creators in this space often take these left over aspects of the original and expand on them to explore new angles on the story they love. This often leads to an interesting mix of old ideas and those from the creators own mind with everything from new characters to new major events while still sticking close to what came before. It is a fine line to walk for Fan Fiction and is prone to mistakes in continuity and out of character moments but the overall lower expectations from the player make these easier to ignore. Not being a professional or original work saves Fan Fiction from a lot of the criticism that would normally be aimed at it due to its free and amateur nature being on full display. It also frees them to be more creative in how they engage with their material and as a result it ends up being a genuine expression of their passion for the work in a deeply personal way. 
Another day in court

Phoenix Wright: Ace Attorney – The Contempt of Court is an interesting example of how expansions on existing material can be executed. Set after Phoenix Wright Ace Attorney: Trials and Tribulations it uses the space opened up between entries in the series to insert its own take on the characters while adding some of its own to create an excuse why nobody mentions this incident in future cannon titles. It is not afraid to make references to the original material as a method of legitimising its content and creating a sense of it naturally flowing out of the Trails and Tribulations as another chapter of Phoenix Wright’s life. Of course all of this has an amateur quality to it from the overeager love for the series which is constantly on display to the uneven new art assets and their out of place appearance when placed alongside the old ones. This meets the player’s expectations for Fan Fiction and so works in the game’s favour to help focus the player’s attention of the dramatic court battles rather than any wrinkles surrounding them.
 

Going In New Directions

 
At the extreme of Fan Fiction are the works which keep only the core concepts and name of the original and crave their own vision of what those elements mean. These games are in many ways closer to entirely original works rather than derivative ones and walk a fine line between the two where old iconography is made to function for a new purpose. It remains an expression of the creator’s passion for the title at its core but passed through the lens of their own creative vision. For the most part the original’s cast and locations are stripped out and might only make cameo appearances in order for them not to outshine the creator’s new characters and setting. There are also a lack of meaningful connections to the existing timeline with the work being a completely self-contained affair except for other works from the creator. Large ideas are the focus as they are leveraged to capture the essence of the original over the course of its playtime and yet it is never quite the same since it has passed through the creators interpretation of the material. The resulting push and pull of creative intent and the limitations of the original material can produce an uneven experience where the creator’s own vision is rubbing up against the restrictions of Fan Fiction. 
Time to find the killer with a new cast

An example of this can be seen in the Danganronpa fan games by Linuj as they start close to their source material but slowly move away from it. Danganronpa: Another ~Another Despair Academy~ is their first work and it contains a original story with new characters while still keeping most of the elements from the original such as Monokuma. Yet as the title goes on it moves increasingly in its own direction with its own cast completely taking over the space and little of the original’s influence remains. However, it is careful to make the whole thing self-contained so it does not try and make itself important to the cannon as such the result is an even more personal tale than the original games. This is taken even further in its sequel Super Danganronpa Another 2 ~The Sun of Despair and the Moon of Hope~ which is almost entirely distinct from the original Danganronpa. Gone is Monokuma who has been replaced by a similar looking bird named Monokeurou. While there is still an air of familiarity to its, it scrapes so close to just being an entirely new game that it comes across as the creator’s own work rather than a Fan Fiction.
 

Conclusion

 
For many people Fan Fiction is a genre which offers a flexible creative outlet and it is no different when dealing with visual novels. They can be way for a fandom to express their collective love for a title as well as being a means by which people can signal their membership of it. Sometimes they can take the original work in new directions where only the core identity of the series remains and new elements are brought in to provide their own angle. These can also just be expansions on areas skimmed over by the original work due to time constrains and this can help flesh out the greater world of the franchise. Overall, this is a strange genre of inconsistent quality but if there is one thing they all share it is passion and there is no denying how important that is for the creative pursuits.
 
 

Da Capo III Review – Flowers Blooms For Love Eternal

Genre – Romance, Slice of Life, Magic School    Play Time – 40 hours    Developer – CIRCUS    Steam    VNDB

 

Magical School Life

 
A strange text message from the past and the sudden blooming of sakura in the middle of winter herald a tale of magic and pure love. Da Capo III is a game of two parts the modern day school romance and the 50’s magical school drama and these work to form a contrasting web of delicate emotions and characters. Its nature as a love story remains at the core of the game’s identity from beginning to end no matter what extraordinary events happen, everything always comes back to the pair’s romance. Driving the drama is a cast of memorable and likeable people who are subtly different in the past and present sections. Backing all of this is a presentational style which is clear and bright to match the game’s tone perfectly. Having a divide between two different time periods does have a down side and that is the way the past sections are significantly more interesting than the more standard present day ones to a distracting degree. The Da Capo series is well known for its blend strong emotional moments and heart-warming romances but does its this third entry live up to its legacy? Let’s stand under the blossom and find out.
 

Meshing Past And Present – Narrative and Themes

 
As you would expect from a romance visual novel, the bulk of Da Capo III’s playtime is dedicated to love stories for each heroine and the associated drama. While this might seem to be an obvious feature at first glance, since what else would you expect from this genre, there are numerous small touches, combined with its core messaging, which ensure it always comes back to its core identity and never gets lost in all the surrounding elements. Keeping this focus is most important when it comes to how the game handles its drama since this is where the majority of the narrative’s conflict originates from, but it is also the point where the game could easily become too caught up in making itself as climatic as possible. Da Capo constantly draws a clear connection between the drama and what is it at stake, the couple’s love, and makes sure the player feels the weight of the characters emotional connection as it is strained under this tension. Since the player is by this point intimately familiar and invested with the couple’s affection, it helps provide a context to why they should care about what is going on and this is valuable when the stakes are otherwise low due to the more grounded nature of the conflicts. Another way the focus on the idea of a pure love story works in the game’s favour is through providing a unifying context to the past and present versions of the characters. The exact events surrounding how each version of them fall in love might be different yet the love is the same at its core and reflects the nature of their bond as an eternal and meaningful one. In this way romance becomes the glue which holds the whole experience together in the way any good story of the genre should aim for.
Early on the past sections are presented like a half remembered dream

By far the biggest draw for the title is its two complimentary settings, a present day school and a 50’s magic school. These two share a lot of common slice of life elements recontextualised into the culture and place each offers to invite the player to compare and contrast them. Its present day half is more or less what you would expect of a visual novel from this genre with its clubs and general air of optimistic youthfulness. On the other hand the magic school puts its own spin on these elements as aspects of its magical world and in turn give them new life to keep things feeling fresh. Until the finale the magic side of the story holds a certain distance from the player’s perspective and offers the main source of overarching intrigue since it is obvious what is happening with the peeks into the past versions of the characters, but not why it has started happening now. This prevents it from drawing away attention for the present day romance which remains front and centre for much of the playtime so the emotions of this set of characters can presented clearly and be properly explored. When the past finally does take centre stage it works as an impactful and distinctive way to tie up loose ends in order to engage the player just when the structure of the heroine routes has become predictable and help the title end on a high note.
Love blooms from the smallest things

Leaning so heavily into this present and past divide as its main unique feature results in Da Capo III’s biggest problem in the form of the unflattering contrast it presents. The present day side of the narrative is a fairly standard affair when it comes to its own content and anyone who has played a game in this genre will be familiar with everything it has to offer. By itself this is not necessarily an issue given many other titles follow the same patterns without it being a problem, it is presence of the past sections and their more memorable characteristics which highlight the formulaic nature of much of the present day content. This is made more noticeable due to all the important overarching elements taking place in the past or being directly related to it with nothing going in the opposite direction. Through this lack of broad plot beats, the present feels like it lacks substance and undermines the dramatic tension it aims to create through the feeling of it being ephemeral to the overall game. Further emphasising this is the fact the final route, which wraps up the story, almost exclusively focuses on the past with little interest in the present and it is the pay off for all the build up throughout the entire game. As a result past sections come across as the parts of the game the developers were excited to create and put the most effort into while the present day events feel weaker by contrast even if they are not bad for their genre.
 

Enchanting Humanity – Characters

 
For a game reliant on romance as its core hook, Da Capo made sure to include a wide range of engaging and memorable heroines so the player will be interested in pursuing each one. This is given an additional layer due to the presence of the past versions of these characters who are subtly different from their present day counterparts. At their core they are the same people but have been shaped by their respective lives and it results in changes which reveal more about what makes them both tick. It is a key element in how the game maintains the player’s interest over the long term as it unveils new sides to the cast and gives the player a new appreciation for them. Take for example Morizono Rikka and Ricca Greenwood, they share the same charismatic and intelligent personality with an aspect of mischievousness to them, but it is in how they differ from one another where their hidden sides reveal themselves. Ricca has a deep loneness within her and her teasing and tricks are her way of concealing that pain while Rikka uses her charisma to keep control of what is going on around her so she does not have to get too close to the people she calls her friends. This comparison invites the player to re-examine both girls to find how each uses the techniques of the other and what new aspect of them can be uncovered and spill some new secret. Such an engagement is also present for secondary characters since many of them also have past versions which reveal similar truths about them but these are simpler in nature so as not to distract from the heroines.
These five are a joy to watch as they banter back and forth

Shining And Clear – Visual, Audio and Technical

 
The idea of the bright and pure spring of youth runs through all aspects of Da Capo’s visuals and audio in both the past and present. Blooming sakura is a fairly standard motif to signal spring but here it is the focal point of the visual style and forms an important thematic icon due to the mysterious blooming tree in winter. The resulting art style is one painted in bright colours designed to articulate the nature of the romance they are accompanying and help convey the inexperienced nature of the character's emotions. Being so overwhelmingly colourful also remands the player of the magic of the past sections and the strangeness of the sakura blossom in winter in order to underscore their significance to the overarching story and keep them in back of the player’s mind. Above all of this is the way bright visuals convey the slice of life nature of the game and set exceptions about what the majority of the story will be like. From an audio standpoint the soundtrack is nothing particularly special with no real standout tracks and instead aims to create a singular mood, relaxing romance. On this front it performs admirably with sweet and light tunes to match every kind of everyday scene, even of the magical kind, with a lot of thought clearly having gone into creating such a clear musical palette while maintaining a core identity. With regards to the mechanical elements of the game there are sections where the player will be given a menu of options for how the protagonist will spend their time. Unfortunately there is no complexity to this system and it is instead just a glorified version of the normal choices leading to heroine routes just pushed through a foggy lens to add more confusion which leads to some frustration at times.
Prepare to see screen a lot

Conclusion

 
Emphasising the magical qualities of a pure love story is what Da Capo III does best both literally and metaphorically. It balances its cute romances with the necessary drama needed to give them a sense of weight and genuineness for a rounded experience. The visuals and audio reinforce this consistent tone and maintain a bright and clear quality to push the narrative’s core thematic moments. Helping these elements is the divide between the present and past sections which push the game’s ideas through familiar and magical angles. This goes for the characters as well who are given new ways to appreciate them through how their different versions reaction to the events around them. Weakening this package is the way the past sections are distinctly more interesting then the present and tend to get all of the overarching plot significant moments which makes the present feel hollow. Alongside a weak choice system and the experience can feel uneven at times. Despite these hiccups this is a strong romance visual novel with a good mix of emotional moments and plot progression to keep you engaged for its entire duration.
 
 

Verdict – 

Captures the feelings of bright youthful romance and adds in some magical spice to create a memorable tale spanning across time. Even if it does have an uneven feeling when it comes to its overarching story.
 
 

Pros -

 
+ Strong and pure romances with each heroine are backed up by a good dose of engaging drama.
 
+ Contrasting the present and past makes for an exciting way to keep the player’s interest.
 
+ Having present and past versions of characters offers unique insights into their personalities and motivations.
 
+ A strong and clear visual and audio style helps the game maintain a light and refreshing tone across its entire playtime.
 

Cons -

 
- The past is significantly more interesting then the present due to it being where all the magical elements happen as well as many significant overarching plot beats. This leads to the game feeling uneven.
 
- Mechanics are disappointingly simple and somewhat confusing at time when you are just trying to get to the next route.
 
 

Best Visual Novel Releases – May 2025


As we creepy slowly closer to summer, the temperature has been rising in the world of visual novels with a suite of exciting releases. It has been a month full of a little bit for everyone from those who want a harem of catgirls to the complex relationships of yuri and yaoi to various supernatural tales dripping in danger. Let’s dive in and find out what visual novels from the past month you should be playing.
 

Official Releases

 

NEKOPARA After

Steam     VNDB    Genre – Slice of Life, Harem
It has been five years since the last entry in the NEKOPARA franchise and this seemed to be a series which had reached its natural end. Then along come After to inject life with a game focused around a previously minor catgirl and the protagonist’s sister. Nothing about this game is interested in breaking the formula established in previous titles and it instead doubles down on the familiar characters and setting as its main selling points. This is a victory lap of sorts focused on the only remaining character without meaning exploration, Kashou’s sister Shigure and her odd relationship with her brother. Since the games have generally had a dual heroines, the catgirl of Kashou’s grandmother has been brought in to act as a foil to the antics of Shigure and their dynamic is main selling point of After. If you are a fan of NEKOPARA then After is a must buy, but it will not be converting anyone who never meshed with its brand of humour and slice of life story.
 

7'scarlet

Nintendo Eshop    VNDB    Genre – Otome, Supernatural Mystery    Play Time – 20 hours
Originally released on the PSVita back in 2018, this Nintendo Switch release opens up the supernatural romance up to a new audience who get to enjoy its imaginative brand of otome. The visual novel is focused around the heroine’s search for her brother who has gone missing after he visited Okunezato. With this as her only clue she sets out with her childhood friend Kagutsuchi Hino to investigate this mysterious town, but what she find is more dangerous than she could have anticipated as the local ‘Legend of the Dead’ turns out to be very real. This supernatural mystery forms the backbone of the narrative as each new route reveals a piece of the puzzle alongside getting to know the various suitors. It does a good job of balancing the love and the danger to create an engaging tension between the leads which helps spice up the typical otome romance. Overall 7'scarlet is a fun otome for those looking to add a little more intrigue to their pursuit of the suitors.

The Town of Nie Iromusubi

Steam    VNDB    Genre – Yaoi/BL, Supernatural, Fandisc    Play Time – 25 hours
Being the fandisc to the original The Town Of Nie puts Iromusubi in an interesting position due to that first game’s darker themes and afterlife centric story. It chooses to tackle these elements by leaning into them as it expands on both the good and bad endings from the original in order to continue the rounded perspective on its characters. There are also the customary extra stories common in fandiscs, here they are all given to side characters so their backstories can be explored in a way they could not be before. As a whole Iromusubi shifts away from the direct sense of danger and mystery into a title examining the few possibilities left from new angles. While not quite offering the same experience as the original it still manages to offer fans something substantial to chew on.
 

Perennial Dusk -Kinsenka- 

Steam     VNDB    Genre – Drama, Supernatural
Frontwing’s newest title has an interesting set up with it following a group of exorcists in training in a world where the living and the dead freely mingle. Everything about this game is set up it makes its intent to create a powerful and resonant emotional journey clear as well as the fact it will not be an entirely happy one. This is a story about the ability of the human spirit to endure hardships and how that shapes people while they keep pushing forwards. However, this is a Frontwing game so this is never going to be a wall to wall bleak affair and instead leans into elements of action and slice of life to break up any darker feelings and make time for the characters to just be themselves. Being a focused and linear version of the developer’s style makes Perennial Dusk an excellent place to dip your toes into their portfolio and offers a compelling experience for existing fans.
 

Clover Reset

Steam     VNDB    Genre – Yuri/GL, Drama
For this month’s yuri game we have Cover Reset, a tale of young love and heightened emotions. This is a title which firmly leans into its teenage cast and school setting to present its romance through a heart-warming coming of age story. It puts a lot of effort into making its cast feel human and with relatable concerns which build upon each other to create an excellent breeding ground for drama. All this results in a very inward looking narrative where the inner journeys of these characters are in many ways more important than their actual actions. Cover Reset is a suitably emotional ride that will appeal to fans of the genre and those looking for something with an introspective nature.


POV Characters – An Anatomy Of Visual Novels


A Window Into The World

 
Every story needs someone to tell it and often this role is given to the tale's protagonists so they can paint an intimate picture of their journey. Visual novels love to play with perspective due to their tendency towards first person narratives where it can help the player better understand events or trick them with smoke and mirrors. This regularly involves entire large sections from the different points of view among its cast, each of which provide new information to help construct a complete picture of what is going on. Not every use of perspectives needs to grand with many titles jumping POV for only small periods of time to create an emphasis on key emotional moments. Of course the simplest use of this technique is the bait and switch protagonist where it looks like one character is going to the protagonist only for something to change and another character to raise up in their place. There is a great deal of expression available for a developer through showcasing multiple perspectives and opening the player up to new experiences. Let’s swap characters and find out how this all works in practice.
 

Differing Perspectives

 
Having multiple POV characters opens a lot a possibilities in how a narrative can present itself and what information the player will be given and by whom. It allows for its characters to show the same events through different eyes in order to slowly reveal the complete picture as the game goes on. Choosing to structure a visual novel in this way means adopting a non-linear formatting to progression either directly within the story flow or in an episodic fashion due to how much jumping back and forth it will be doing. It is also rarely a simple duel protagonist set up and there can instead be as many as five competing perspectives on the same events which can be a challenge for the player to keep track of, so it is key for the game to make it clear who is currently the POV and what they stand for as fast as possible. The main advantage of having so many POV characters is how it offers a natural way to recontextualise what the player believes to be true without stopping the story to do a big plot reveal. What happens instead is the characters just give out what information on what they are seeing and feeling and it is only from the player’s perspective that they have this additional layer of meaning. To someone within the story their world view seems normal and it is only from a higher angle it can be revealed to full of holes. There is an important development cost angle to this use of multiple characters since the repeated revisiting of the same places and times means the assets created for it can be reused with each return. As such there are generally less overall assets to create and this leads to a freeing of resources for the key narrative moments or to keep the project within budget. 
VNs with lots of POVs often have some sort of chart to help track them all

Looking at Wonderful Everyday and 428: Shibuya Scramble as examples of visual novels using this structure we can see the two contrasting visions of how it can be implemented. Wonderful Everyday has an episodic take on the multiple protagonists approach with it swapping to an entirely new perspective at the start of each episode. The events and time period of every episode are mostly the same with a few outliers and showcase how they looked for another angle as well as showing things the other protagonists could not have seen since they were not present. What forms is a slowly expanding picture of these events where the player is constantly having to reevaluate their prior knowledge as people they thought were reliable turn out not to be and vice-versa. Its constant stream of new protagonists helps create a broad and empathetic cast where previously minor characters get a chance to shine and demonstrate how their relevancy to the overarching narrative. This leads to the plot feeling like the natural conclusion of various people’s actions rather than a contrived plot structure. On the opposite side of this embracing multiple perspectives sits 428: Shibuya Scramble and the way it constantly pushes the player between different protagonists. Its structure is decidedly non-linear with it not being possible to complete one perspective without having finished parts of various others in order to progress. Adopting this approach allows the game to lean into the interconnectivity of the characters’ lives and provide the player with different options of what to experience next without giving away control of how and when major plot beats are experienced. Rather than making the player question the reliability of its POV characters, Shibuya Scramble uses this differing perspectives to give each a piece of the picture which only makes sense when placed alongside those from other characters to give the narrative a jigsaw like feeling.
 

Creating Emphasis

 
Not all uses of different perspectives need to be extensive and instead they can function as short pacing and information controllers. These manifest in the form of quick switches of POV from the main character into the head of another in order to get their viewpoint of events before returning back to the protagonist. By quickly providing a new angle on the emotions and events of a scene they can highlight these moments as significant in a broader sense and makes them stick out in the player’s mind. Each acts as a widening of the player’s appreciation for their consequences and opens the window to the feelings evolving in characters beyond just the protagonist. Unlike a more extensive multiple POV structure, these small tangents are intense bubbles of emotion which aim to create drama and suspense rather than feed into some greater picture. As you might expect they are somewhat contrived in nature and can be a little nonsensical if the player ever stops to think about them hence why they are so short so there is no time to give them serious consideration before the game moves on to the next plot beat. They are also used sparingly over the course of a visual novel so they do not become invasive and take the player out of the protagonist’s head space which many titles rely heavily on in order to create an impactful experience. The infrequent use of perspective changes does not create this friction while also countering any potential sense that the world revolves completely around the protagonist.
I'm sure she is completely reliable right?

Using multiple perspectives in this manner is most common in various slice of life or romance visual novels where the aim is to use them to underscore the blossoming love between the leads. One developer in this genre who loves to regularly dip into different POV’s is Yuzusoft and they have even experimented with more expansive protagonist swapping. Their short dives into another character’s mind are almost always into the head of the route heroine or story relevant characters close to them. Focusing on the heroine is a way through which the game can communicate the mutual nature of the couple’s affections rather than making the heroine appear to exist just for the protagonist’s desires. This is especially important due to the erotic component in these titles since it could come across as objectifying the heroine or be otherwise uncomfortable for the player if it did not make their common feelings so clear. It also serves a minor role in pushing the plot forward if the conflict is placing the heroine in some kind of direct danger where the protagonist may not be aware of it or simply cannot perceive it due to it being internal in nature. However, Yuzusoft are careful to have everything come back towards the protagonist so the romance can remain front and centre in order to sell their relationship as a seamless experience for the player.
 

Bait And Switch

 
Not every visual novel immediately makes it clear if there are going to be multiple protagonists within their story in order to trick the player into believing they know how things will play out. This is done purely for the sake of a twist reveal that the initial protagonist was in fact not the main character of the story and the role falls to another of the established characters. A bait and switch like this regularly results in the first POV character being removed from the story now they have fulfilled their purpose and all the remaining play time is from the new POV. Narrative techniques of this type are a once and done affair since the player is now aware of the trick and any additional attempts to do the same thing will lack impact. It acts as a means of grabbing the player’s attention in a shocking manner and drawing them into a plot they thought they had all figured out. One the notable risk to this approach is if the player has bonded with the original protagonist they may not like it when this character is taken away and they are forced onto another one. This may leave a bad taste in their mouth and prevent them from properly engaging with the new POV character as they now have a bitter association between this protagonist and these negative feelings. Hence most bait and switches of this type tend to take place in the opening hours of a game to not give the player enough time to get overly attached to the character who is about to be thrown away. 
Danganronpa can get away with a lot other titles cannot

A particularly famous example of this technique can be seen in Danganronpa V3 at the climax of its first trial. Here the first protagonist Akamatsu Kaede is shown to not be a reliable narrator to the events of the chapter and is in fact the murderer they have been attempting to uncover. The POV then swaps to reveal the real protagonist to be Saihara Shuuichi someone who had been a major character beforehand so the transition has a believable passing of the torch quality. Since Kaede dies not long after Danganronpa cleverly makes her existence and absence impactful for Shuuichi so Kaede does not entirely disappear for the narrative the moment the game is done with her, even if it is only in spirit. The reason for the bait and switch is simple, shock value. As a franchise Danganronpa lives on its over the top nature and this big twist fits right in with its existing tone which helps smooth over the transition between the two protagonists. Other visual novels would have struggled to retain the player’s interest in quite the same way after such a dramatic end to a likeable character.
 

Conclusion

 
The eyes through which the player sees the story of a visual novel control a lot about how they engage with it and so shifting between multiple of them opens up a lot of possibilities. Through the use of a wide range of POV characters the narrative takes on a patchwork quality where competing perspectives offer pieces of the big picture for the player to uncover. Performing a bait and switch with the protagonist has the ability to create an impactful early experience which can capture the attention of the player and help keep it for the long term. Even the sprinkling in of infrequent POV swapping can be useful when the story needs specific emotional moments and plot beats to have more emphasis to help underscore their importance. There are few tools available for visual novel developers which can have quite the impact on the game’s overall structure and reception as multiple POV characters so it is worth carefully considering how you use them when making your own titles.
 
 

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