Adaptations – An Anatomy Of Visual Novels


Reinventing The Familiar

 
Ever since the beginning of video games there have been adaptations taken from a variety of other media such as movie tie-ins or those based on books. Broadly this trends as died down due to the increasing cost and time of development, yet it still clings on in visual novels. This is helped by their relatively cheap and quick nature when compared to more graphically intense games. Taking on the role of an adaptation results in some interesting and fundamental changes how a visual novel has to engage with its material. Having to transition a story from a more free-form medium into a static one presents a challenge and demands roundabout ways to replicate this motion. If it is a tie-in produced to cash in on the popularity of a recent IP then the game has to tread the line matching the player’s recent memories of the IP while still being its own self contained entity. Beyond the concrete changes to the visual novel format there is the idea of translating the essence of a title into a new space in a way that feels natural for both. Let’s embrace the spin off and find out how adaptation influence visual novels.
 

From Dynamic To Static

 
Reshaping an existing series from another medium into a visual novel often presents a sizeable shift in how motion is shown and scenes composed. This creates an issue of meeting these expectations inherited from the original work which might be difficult to achieve in this restrictive format. Every adaptation tries to tackle it in their own way, yet there are several recurring tricks they all use to smooth over this transition. The first being the way they try to keep the same ratios when it comes to the over all balance of action and downtime found in the original. In creating a similar structure the title hopes to invoke the player’s memories of the series in order to bring the perception of the two closer even if it might not be able to exactly match it. As such titles focused on drama and mystery are favoured by visual novels since they are often fairly static in nature even before their transition to their new format. Looking at Psycho-Pass Mandatory Happiness showcases how this refection of the original work is often handled. Psycho-Pass as a series is inherently a thriller at its core so thrives of long periods of tension punctuated with intense bouts of violence and it is this pattern Mandatory Happiness makes its core method for adapting the feel of the series. It presents this through the sci-fi police investigations, which are the main feature of the original, while slowly ramping up into the use of the dominators and the extreme gore that follows. This structure allows the game to overlap with the elements player’s has come to expect from the series and place itself firmly within the domain of the familiar.
All the important elements of the original have to be here for an adaptation

Another trick often employed relates to original works containing a large amount of action or frequent dynamic movement. Due to the static nature of a visual novel it cannot match the flexibility and range of other mediums so it instead uses the motions it has available in intense bursts. Surrounding these action scenes with the normal ones allows for them to be framed by that contrast and remind the player of the dynamic range of the original work even if these moments are not able to match it. This is important for keeping the player firmly immersed in this new lens on familiar material without expecting unreasonable feats beyond what a visual novel could possibly offer. Angel Beats is a series brimming with expression and motion in its every moment so its visual novel adaptation, 1st Beat, had to translate this into something decidedly more static. This expressiveness is mimicked through a targeted use of larger than life CGs and creative use of character portrait movement. In addition when the dramatic action scenes come around the game pulls out all the tricks to create a sharp increase in the dynamic feelings for each character. Both of these are used to contrast with the more static moments and with each other since they tend to focus on different types of motion. What this achieves is the creation of moments that strongly invoke the motion filled nature of the original work without needed to bend over backwards to try and change the game’s nature as a visual novel.
 

The Tie-In

 
Often a visual novel adaptation is released in or around the same time as the work it is basing itself off in order to capitalise on interest generated by the original. This need to get the title out as soon as possible coupled with the original still being fresh in people’s minds results in these games having their own identity. Perhaps the biggest aspect which influences these ‘tie-ins’ is the way they cannot commit to anything of substance when it comes to narrative progression or character growth. While this is common in most adaptations, it is far more restrictive here due to the need to emulate the specifics of the recent material the tie-in is based off and the way it acts as a sort of heavily disposable media. An extremely fine line has to be walked with these titles where they cannot just repeat the original work verbatim yet must hit all of the same notes in a new story. Lacking the ability to offer meaningful consequences to the narrative, the tie-in instead pushes a constant stream of references to immerse the player in their memories in order to distract from the shortcoming it possesses. They also tend to reuse character arcs from the original work and reframe them within the new story so it can give them an injection of life and support the overall familiar nature of the game. Attempting to be both new and old while adhering to a fast development cycle produces a mixed quality for these tie-ins and they tend to have a rather negative reputation among consumers. 
When the new is old

Let’s look at one example of this type of adaptation in the tie-in game for My Next Life as a Villainess: All Routes Lead to Doom! callled Pirates of the Disturbance. This title is not a recreation of the original plot and is instead its own story which follows the original’s ideas closely in a slightly altered setting. Throughout there is a definite sense that it is trying its best to not step beyond the player’s expectations coming in and it only leans into its own narrative beats as a means of emphasising those familiar elements. Even its own original characters are more reflections of existing personalities than they are their own people and it is clear the old characters are the ones the game has focused on to carry the experience. Their appearances and actions all follow what they have previously done and this often involves repeating some, if not all, of their character arcs or remaining static. By doing this Pirates of the Disturbance can offer a game which preserves the original within a new setting and yet never committing to the changes for fear of alienating its audience.
 

Translating Its Essence 

 
Sometimes an adaptation wants to play around with the concepts of the original in a way favourable to the nature of visual novels and this means moving further away from the original’s form. This makes it important for the game to be able to translate the essence of what made the work so special into its new ideas. To accomplish this nebulous feat these titles pick out a recurring theme or motif which can be effectively integrated into the new narrative and place the player in the same mindset without spelling it out for them. A common form this takes is the invoking of specific character or story moments that hold a lot of weight in order to play off them as a source of tension for the new content. Sometimes structural elements are also used such as multiple perspectives or styles of scene framing and they operate on a more understated level while being easier for a visual novel to utilise. Another even more abstract feature brought into the adaptation is a simulation of the tone found in the original. This hopes to capture the fundamentals of the title through the game in its totality and create something memorable over the long term. 
Some worls lend themselves better to visual novels than others

The Date A Live games can showcase these elements of translating the essence. Its original material places repeated importance on the idea of dating spirits through the framing of a dating simulation so the adaptations bring this into their structure through similar elements like the map selection screen to create a nod to the title’s origins. Alongside this there is a lot of effort put into presenting the new material with the same tone as the original work which means emphasising comedy in the slice of life sections and smoothly transitioning into superpowered drama when the spirit of the day starts to use their magic. Major events that occurred recently in the cannon timeline are also brought up in where they can sell the current state of a relationship matching the original work without needing to spend too much time retreading ground. In combination these create an experience that bring in the key features of Date A Live into a visual novel format and not getting in the way of the new story the games want to tell.
 

Conclusion

 
Creating a convincing adaptation is not an easy task especially due to the nature of transitioning from one medium to another and for visual novels this creates some interesting challenges and benefits. The move from a dynamic to a static medium requires some clever tricks to invoke the same sense of motion which includes matching the original’s pacing and creating contrast between action and downtime. With this out of the way the game can focus on translating the essence of the work into its new form through tone, structure and important existing narrative moments. A tie-in release has to adhere to an even stricter set of guidelines due to its reliance on a recently released work and this being fresh in their memory it has to repeat much of that work in a slightly altered form. The creation of an adaptation is an odd process at the best of times and will always struggle to copy the defining elements which are specific to its original medium, but as shown the visual novel has developed way to move around these issues as best it can manage.
 
 

Cyberpunk – Genre Deep Dive


Neon Drenched Streets

 
Nothing quite speaks to the human condition in the way the Cyberpunk genre does with its dynamic mix of cybernetics, AI, corporations and the breakdown of society. Yet it never focuses on those things in isolation and ensures they are always placed on the personal level of the characters. It is this choice of perspective which makes it a prime candidate for a visual novel. Taking an intimate look a people’s lives is something both do exceptionally well and together they are able to capture a more even impression of the far future cities in their good moments and when things go wrong. Leaning into the common first person perspective of visual novels gives the genre an ability to build atmosphere through an intense exposure to life and soul of the setting to give it a sense of place. Beyond this core parts of the genre’s identity, a visual novel can use the more exaggerated nature of its anime styling to play up certain over the top elements in order to push into territory not normally covered by the genre. Let’s jack into cyberspace and find out how these all work in practice.
 

In Light and Darkness

 
One of the features of visual novel Cyberpunk which makes it distinct from many other stories in this genre is the way it presented a more balanced look at its world. There is a greater willingness to show the good that can be found alongside the various issues faced by the characters and generally paints the positives in brighter colours than would normally be expected for the genre. Darker aspects still maintain a strong presence and often act as the core thematic or plot driving forces in the way one would traditionally expect. The two halves often intertwine with each other to create a patchwork of interactions that speak to the complex nature of humanity and how people cannot be classified as a blanket good or evil. Such a perspective has long been the strength of the Cyberpunk genre and visual novels take this further through having their characters act out their daily lives right next to danger. It pushes the perseverance of humanity into focus and show the existence and happiness people can create even in the face of a tide that threatens to wash it away at any point. The intimacy with the characters common to the medium does a lot to make sure the player gets to experience first hand the emotions and conditions involved in living in this world. So when the plot does come to tear it down there is a sense not only of danger to the people, but also what they have built and the lives which sit on a knifes edge. 
There is a sense of the lives found among this jungle of technology

This playing with duality and divides can be seen in a variety of titles such a I/O with its real and cyberspace worlds. It establishes early on a clear distinction between the two spaces with the real world being a relatively normal sci-fi setting where the characters are seemly safe and live as best they can in face of the looming presence of the other world. By contrast cyberspace is a fantastical domain filled with strange events and all the hidden problems of the world and is where the majority of the danger originates from making it manifest in a way that challenges the player’s understand of it. Over time the boundary between the two is shown to not be a clear cut as it initially seems and I/O uses this to draw the characters into the mire of intertwining motivations as roles get shifted around to reveal truths about all involved. Not all uses of this type of contrast are quite as direct with games like Read Only Memories positioning the two halves within touching distance of each other. This is helped by the distinctly grounded nature of how the title addresses its setting as everything is framed through the everyday lives of its inhabitants. While their appearance and jobs might be alien to the player, their struggles are all relatable and personal to them in a way helps make them believable and this contrast well against the danger and mystery being uncovered. It also allows for the set up of what needs to be protected and valued in the face of what is going on in the shadows which communicates the themes of the game in a clear manner with the contrast.
 

Building Atmosphere

 
Immersing the player in the mood of a game is something visual novels do well and leaning into the quality had produced some of its most popular titles. For Cyberpunk stories this is especially important due to the way they tend to lean into atmosphere in order to communicate emotions and the overall message of the work without having to be direct. Since the terms ‘mood’ and ‘atmosphere’ are nebulous at best, let us look at a few examples to analyse what this actually means. Synergia opens focused squarely on the brooding thoughts of its protagonist and the equally broody city with its sharp use of black and red contrast to highlight the dim streets making for a striking image. It furthers this mood with its ambient soundscape and synth music as it drags the player deeper into the claustrophobic mental space brought about by a nation of restrictions and isolation. The narrow perspective works to create singular and intense emotional moments that speak to key parts of the overall mood while reinforcing its all consuming nature to keep the player in suspense about how the characters will interact and move beyond the seemly bleak set up. 
What you do not see is just as important as what you do

Another example is The Silver Case which leans even deeper into the mood building qualities through its use of framing. Given the relatively static nature of visual novels, it is easy to control the specific framing of any single moment without it feeling unnatural. This is something The Silver Case understands as it conceal or reveals parts of a scene in order to shape the player’s engagement with what is on screen and create a curated mood for them to experience. It likes to show only a section of a CG at a time and build anticipation for the full image with these small fragments forming a vague emotional state and preventing the player from latching onto anything concrete. Presenting the narrative in this way serves the purpose of underlining its mystery centric nature as the drip feeding of information mirrors that of the characters’ own journeys.
 

Pushing Beyond Reality

 
Unlike in other mediums, a Cyberpunk story in a visual novel is not bound to any sense of grounded reality due to the often exaggerated forms of its artwork and content. This freedom to be more outlandish is granted through the player’s expectations for a visual novel being vastly different from those from more reserved types of games. Various forms have emerged from this availability of exaggeration as it has no singular interpretation and offers a blank slate onto which the developer can create whatever tale they see fit. As such the main features they have in common are related to their overall use of the ideas of Cyberpunk. They tend to push the Cyberpunk stories further into the distinctive elements of the genre so as to allow them to be the focus even through all the other elements surrounding them. Take ALPHA-NIGHTHAWK as an example, this title pushes the technology angle of the Cyberpunk genre as its core exaggerated element. It host of over the top mecha and mechanical forms which constantly introduce new types to draw the player’s attention back to this core idea. From this focus, the game is able to angle itself to have the technology reflect its core thematic goals while also acting as a source of entertainment via its elaborate designs being a feast for the eyes. It load nature ensures there is no possibility of the player missing it or any of the ideas it is presenting since it is constantly and vibrantly pushed in front of them. 
Dark colours define the metal and tech around the characters

On the flip side there is Kikokugai – The Cyber Slayer and its leanings into the grimy and violent undertones of the Cyberpunk genre. Throughout the game there is constant sense that the world is an unclean place that the brilliant technology cannot conceal and the contrast use of dark colours for the metallic aspects of the world is beyond absurd, but it effectually communicates this message constantly. When the action begins it is direct and violent which compliments the grimy world they battle in and their common over the top nature. This is all right next door the neon lights normally associated with Cyberpunk and it contrast with them to create an extremes of perception through which the game can work its plot and themes through so they are clearly visible. 
 

Conclusion

 
The interactions between the Cyberpunk genre and visual novels are distinctive from those of other mediums due to its unique features and player expectations. It creates a balanced picture of the world it visits and points out the light and dark to the high-tech cities and the people in them to create contrast alongside the value to be found in the lives there. Pushing into the absurd is something the medium can easily do and when Cyberpunk runs with it the result is a narrative where its distinctive features are made more intense. The intimate nature of a visual novel works to help the genre build the mood which is so key to the effectiveness of its themes and it is flexible in how this is executed to accommodate a variety of the genre’s styles. Together these elements ensure Cyberpunk has a special place in the medium’s repertoire as a genre able to fully take advantage of its unique qualities.
 

The Shadows of Pygmalion Review – Puppets On Strings


Genre - Action, Mystery, Supernatural     Play Time - 20 hours    Developer - propeller    Steam    VNDB   


In A Not So Normal World

 
The idea of supernatural battles happening behind the everyday world just out of view is one which has an enduring popularity in the urban fantasy genre. It is this sentiment The Shadows of Pygmalion taps into with its normal school setting giving way to its true supernatural face. The main element which distinguishes this game from others in its genre is the Puppets, beings who have been quietly manipulating the course of history, and how their hidden nature keeps a balance between the normal world and the hidden one as the cast try to track them down. Throughout its opening hours it establishes a series of strong mysteries and a likeable cast carefully crafted to invest the player in the action and put them on the edge of their seats when danger strikes. Everything is geared towards helping the combat and drama standout in a way that expresses the line each character trends between these clashing realities. Things become messier as the game moves into its later half as the big reveals are somewhat weak and the vaguely romantic interactions do not lead to meaning growth in the cast’s bonds. Let’s assemble a doll and find out if this visual novel can stick the landing.
 

Doll Obsession – Narrative and Themes

 
Putting the best foot forward early is key for a game’s ability to produce long term engagement and the best way to do so it through a strong opening act. The Shadows of Pygmalion leans heavily into this idea as it keeps up a good pace throughout its beginning. The contrast between the normal world and the supernatural one beneath is quickly established. It does not dwell too long on the standard school life setting the player is familiar with before the big turn point event ups the stakes. Instead the normality is weaved into the escalating drama to act as a break from the action in order to prevent it from becoming overwhelming while also being a form of contrast with violence the cast experiences. The primary antagonist force, the Puppets, are made appropriately threatening from their first appearance due to the destruction they can cause and the way they blend into the normal world, a space the player assumed to be safe. Soon after additional layers of characterisation are added for the Puppets as the ambiguity of their intent and even willingness to participate in the danger they bring are called into question. They are lent a humanity which stands out against their artificial appearance and helps muddy the cast’s emotions by making them question the mysterious origins of the Puppets. All of this is backed up with action and combat scenes that finds a balance between tension and excitement. With swords clashing and magic flying the battles gain a lot from the way each blow is framed within the back and forth flow between combatants where the cast are always on the back foot so their eventually victory seems well earned. Variety is also a major part of the appeal of the action scenes since a lot of effort has been put into making each one distinct from previous ones and making the most out of the limited pool of abilities the cast has with them being forced to use the creatively. In combination these elements craft a story filled with mystery, emotion and battles which do a good job of hooking the player into this world and setting up what they can expect from the rest of the game.
Everything comes back to dolls

When it comes to building on that strong opening, The Shadows of Pygmalion struggles to make the most of the opportunity it has set up. Rather than one large and glaring problem this weakness stems from a series of smaller choices which in their totality undermine the game. First among these are the answers to the various mysteries established throughout the game. These revelations are not bad per se, but rather they are too predictable and safe in terms of their content. Having this repeated pattern undermines the player interest in how the events will play out as they will feel able to easily foresee the outcome of each twist and turn. Compounding this issue is the weaker later sections of the narrative where the game meanders towards its conclusion with a lack of the earlier strong pacing. Once again this is not a deal breaker itself since everything does wrap up in a suitable manner but it lacks the impact needed to truly make those moments stick in the memory and contains a lot of bloat that could have been cut for a more focused experience. Part of this odd pacing stems from the vaguely romantic elements which occupy the later half of the title. They feel strangely vacuous due to the way the game does not seem to want to commit to them in a way that is emotionally meaningful to either party in the relationship. It is almost as if the developers added this element in as a form of yuri baiting to appeal to the audience without any consideration for the actual impact or value this dynamic it could have for the plot and characters. Since it is so empty it is easy to ignore, yet it adds to the already large pile of small issues which bring weaken the player’s enjoyment.
 

Unfortunate Heroes – Characters

 
For the cast there is a tight focus on the key characters immediately surrounding Hajiro Mina, our protagonist, and the ways they deal with the duality of their lives. They are introduced on the opposite side of the world to Mina’s everyday life and serve to underline how she has now strayed from that path. Over time it becomes clear that these heroines are not quite as detached from the everyday spaces Mina occupies and they are shown in a more vulnerable state where their humanity can be on full display. This is a line all the main cast members tread where they know the truth about the existence of Puppets and yet have to live among people who do not recognise this truth. Some have taken to this balance better than others and it through their interactions with the more innocent Mina that the game explores what led each of them down this path. Here is where a lot of the drama comes from as the heroines insincerely reveal what drives them while the stakes of the conflict with the Puppets rise and the revelations undermine their place in this world. Putting their interactions front and centre of the narrative helps The Shadows of Pygmalion to ensure the player gets to spend the most time with the characters it needs them to like in order for the later story moments to work properly. Even more than many other visual novels, this is a game incredibly reliant on this liability that the entire experience is twisted around it and so the intense focus it places on them works wonders to enable this method of presentation.
The vaguely romantic moments feel so strange

The secondary characters do not fair quite as well with a mixed bag of presentation and arcs which muddies the water and leaves the greater world feeling flat. Many of the minor cast members exist for a specific plot or narrative purpose and do not demonstrate anything beyond that one purpose. This leads to them appearing somewhat mechanical in nature as if they are props on the stage rather than actual people with their own lives outside of this one moment. It also creates an unflattering contrast with the well rounded main characters who highlight the weak characterisation of these extra cast members. It is difficult to stay invested when the game decides it wants to make one of its weaker characters take the spotlight as the focus on them reveals their shallow nature. Not all secondary characters are like this with a few standout ones that gives some much needed substance to the world. For example Aizawa Makoto has one of the strongest arcs and narrative involvement in the game and her resolution is the high point in the game’s story. This difference in quality from a lot of the other cast members is due to a combination of a closer personal connection to a main character leading to a greater screen presence and showcasing of their personality and a direction to their arc which reflects well into the overall theming of the game. Each of these gives her a flexibility of expression lacking in much of the secondary characters due to their rigid and functional nature and it allows for her humanity to be self-evident without having to be spelt out.
 

Illuminating Magic – Visuals, Audio and Technical

 

There is nothing particularly special about any aspect of The Shadows of Pygmalion’s presentation on any front, but it does have a firm grasp on how to use what it does have to get invoke the right emotions. From a visual standpoint it is a slightly different take on the expected anime art style common to most visual novels with all the common trappings of the medium. Its liberal use of cut-ins is where the game can effectually use its visuals to convey its identity. This often manifests as either slow reveals of a scene by cut-ins which showcase parts of the scene to build up the tension and drama of events or rapid cut-ins to sell the motion and violence of an action scene. Through the teasing of visuals the title can make them have more impact than they would otherwise have while helping them leave an impact in the player’s mind. The audio is similarly standard, but does not have anything like the cut-ins to spice it up so it ends up being a forgettable affair. In the moment it does its job of creating the right mood and yet when thinking back on the tracks it is difficult to remember a single on of them with any clarity.
Action scenes have a good impact to them through the use of cut-ins

Conclusion

 
There is a lot of like in The Shadows of Pygmalion as the game knows its genre well and provides a memorable combination of supernatural action and drama. It opens incredibly strongly with an excellent hook and engaging world hiding mysteries which are just waiting to be uncovered. The main cast reinforce the strengths of this narrative through the way they play into the dual nature of the setting as the character’s grapple with their everyday lives and their battle against the Puppets. From a presentational standpoint the game is nothing special yet makes the most out what it has available. It is only in the second half where the cracks begin to show as the revelations are dry, the romantic elements feel weak and out of place and a lot of its secondary cast appear shallow. Despite this the title is still an enjoyable experience which taps into what makes action visual novels so distinctive.
 
 

Verdict – 

An urban fantasy action title which leans into the dual nature of its setting to provide strong character moments and flashy drama. Yet it is a flawed package that cannot quite stick the landing.
 
 

Pros -

 
+ A strong opening with well presented mysteries and an engaging world which hook you in.
 
+ The dual nature of the setting is played on through the main cast who have to grapple with what each half means to them.
 
+ Effective use of its visuals to sell the drama or action of a scene.
 

Cons -

 
- After the opening the game never manages to reach the same highs with weak reveals and hollow romantic elements.
 
- Secondary cast is a mixed bag as many of them feel like props for the plot rather than actual people.
 
 

Best Visual Novel Releases – October 2024


As the spooky day fast approaches, it is time to look at the scariest thing imaginable, visual novel releases! Even in this relatively quiet month for new games there are still some standout titles worth your time. There is a little something for everyone with genres ranging from compelling Otome to cute Slice of Life adventures to head scratching Mystery stories. Each offers their own distinct visual and narrative style for the player to sink into and add something memorable to the growing pool of visual novels. Let’s dive in and see what title you should be playing from the past month.
 

Official Releases

 

Master Detective Archives: RAIN CODE Plus

Steam     VNDB     Genre – Murder Mystery, Detective     Play Time – 40 hours

Despite having an English translation available on Switch since last year, the release of an English PC version is something worth highlighting as it gives a wider audience a chance to play this title and at a more stable frame rate. RAIN CODE is a game that advertises itself as being from some of the minds behind Danganronpa and on a surface level this comparison seems appropriate with the same artist providing the character designs alongside a wacky and distinctive presentation. However, unlike Danganronpa it is far more interested in exploring detective work through the angle of its fantasy elements and chief among these is Shinigami-Chan, a death spirit who haunts the protagonist and assists him in the Mystery Labyrinth. It plays with these concepts to form its own atmosphere in the rain drenched Kanai Ward where master detectives run around trying to solve the mysteries plaguing it. If you are looking for an over the top take on the detective genre than RAIN CODE will be a good time.
 

9 R.I.P.

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

Having all of your romanceable characters being either a ghost or a youkai immediately speaks to the sort of tale being told here. When the men in question are either dead or otherworldly, it is hard to have a conventional romance. Rather 9 R.I.P. uses the seeming disconnect between the main heroine and her suitors to craft its tone of mystery and supernatural forces. The game follows Misa Isshiki who apart from her tendency to be unlucky in life is a normal girl who finds herself embroiled in the conflicts of otherworldly men after a strange voice speaks to her about the future which awaits her. From this point onwards the mysteries of the cast come to the front as Misa’s vulnerability in the face of these supernatural beings becomes a core source of tension in order to push the narrative forward. The chosen pairing’s journey is a genuinely heartfelt one where the challenges presented by the different worlds the two belong to is played up to make their eventual resolution all the sweeter. A definite must play for the otome fan who is looking for something a little different to spice up the expected formula of the genre.
 

Tales from Toyotoki: Arrival of the Witch

Steam     VNDB      Genre – Fantasy, Drama     Play Time – 15 hours

Here is another title which has previously been released in English elsewhere but this marks the Steam version being updated to contain English text. It has previously been locked to the Microsoft store version, but with this release it is now more widely accessible for people to experience. This is a deeply character centric game with the focus being on the protagonist Hikaru Nishime and the small band of people around him where it spends a lot of time helping the player understand the casts' emotions and struggles. In particular the duo of Hikaru and the magical Lilun Jaminthida form the backbone of the narrative with their journey being where it gets the majority of its impact from. For those interested in a shorter and more personal tale which explores its characters in more depth Tales From Toyotoki has a lot to offer.
 

Kakenuke★Forward to Our Sparking Youth!

Steam      VNDB     Genre – Slice of Life, Romance     Play Time – 40 hours

Learning to enjoy life is a common theme for the slice of life genre and one that suits its relatively low stakes environment. Kakenuke follows this familiar pattern and rather than innovating it instead seeks to be a solid example of the formula. This is explored through Toono Yuu’s focus on work over his school life and his friends efforts to get him to enjoy the limited time he has to be young. While this contrast between the adult and teen worlds is hardly unique, there is a commitment to it that helps the emotional moments it builds towards as Yuu comes to know the heroines. The inherent drama which come from being a teenager is well represented here as the chaotic feelings of their developing minds rise up and cause them issues. Ultimately this is a light and fairly standard title with just enough of its own flare to appeal to those interested in the genre.
 

Meiji Tokyo Renka Full Moon

Steam     VNDB      Genre – Comedy, Otome, Fantasy    Play Time – 18 hours

When Mei Ayatsuki is transported back to Meiji era Tokyo by the excentric magician Charlie, she could never have known the whirlpool of romance she would become involved in. Here she meets a series of famous men from the period and becomes mixed up in their affairs when it becomes clear she has the rare talent of being able to see Mononoke. Despite this seemly dramatic set up there is a surprising focus on comedy as the driving force for the player’s interaction with the characters and creates a duality between these sections and the dramatic moments which define each route’s conclusion. It plays this to its advantage in order to make the large number of heroes feel distinct in how they interact with Mei and the player. Another strong otome game for fans to experience.
 

3D Graphics – An Anatomy of Visual Novels


Into A New Dimension

 
Video games are often defined by their visual style, from presentation to mechanics, and visual novels are no exception. Many choose to stick to the standard 2D portraits and backgrounds for their reliability. However, some titles want to explore a different dimension of visuals and so step into the world of the 3D. They do not loose the fundamental design elements which define the medium and remain recognisably a visual novel just with tricks which are not available in traditional presentation. Movement is the most immediately obvious of these changes as the 3D models can easily be manipulated and can believably interact with one another. Shifting perspective can be done in smoother ways since there is no longer a need to switch backgrounds when the camera could just rotate the look at the new location. It can also now borrow visual techniques from other types of games in order to enhance important moments. Of course the more it pushes into these new design spaces the less like a visual novel it feels and this is a trade off that is difficult to handle. Are these advantages enough to justify choosing to be 3D? Let’s uncover a new dimension and find out.
 

The Power Of Movement

 
Utilising full 3D character models provides the opportunity for a level of dynamic movement simply not possible when using 2D graphics even with the options available to Live 2D. The extra dimension results in a free-form expressiveness where poses and movements can blend into one another to create a more life like presence than would otherwise be possible. Part of this is due to the way the models have all the joints present in the human body due to their rigging and so their poses feel natural. Exaggerating these expressions is still an option open to a 3D model and they can play into those anime faces for comic or dramatic effect, but their more realistic movements keeps them firmly in a grounded physicality. A side effect of this is these expressions lack some of the emotional power they have on a 2D model due to the 3D form coming across as slightly off from what would be expected of their expressions since they cannot commit to the exaggeration in the way they need to for it to be effective. The ease at which new poses for an existing character model can be created is one of the largest advantages of 3D and a number of them can be developed, experimented and modified in quick succession to see what works within the context of the tone and content of the game. Setting all these individual parts up to allow for this smooth process is not without its own time consuming challenges, but once the pipeline is up and running it gives a large degree of freedom for changes to be made as it becomes clear there is a need for something specific. Transitions between the poses adds some extra development time to the process as their movement from one to another will be more closely examined due to their more realistic nature when compared to 2D. Failing to properly account for this issue can bring the player out of the experience as they are distracted by an out of place animation. 
3D is a distinctive visual choice with its own movement and expressions

A prominent example of what this use of 3D looks like in practice can be seen in Robotic Notes. It departs from the other entries in the Science Adventure Series by not using the standard 2D portraits and embracing 3D character models. It is important to note that other key visual elements like backgrounds and CGs are not rendered in 3D so the characters stand out in contrast to them. This merging of the two styles plays an important role in the framing of the character models through the way their colours, lighting and movement showcase a dynamic expression of the key moments. A focus on AR and robots helps create an environment where the 3D characters do not feel out of place due to the game's sci-fi genre leaning into more pulpy concepts than other titles in the series. Robotic Notes makes sure to milk as much as possible out of the movement and freedom offered with the 3D character models to sell both human and AI as expressive and reactive people who feel physically involved in the events surrounding them. Playing up this physicality is at the core of the reason this game can present the characters as someone who really exists in the mind of the player and it helps them form a bond which the game can exploit to further moments of drama and action.
 

Changing Perspective

 
Rendering the backgrounds of a visual novel in full 3D shifts how both developers and players interact with each scene. Camera control is single largest advantage of using this style of background and opens up a lot of possibilities for how to present a scene not open in 2D art. The most basic of these benefits being the ability to simply pan the camera to the next location rather than having to load an entirely different background image. In doing this the game can keep the player's focus squarely on the events in front of them and it adds a layer physicality to the space since it shows it as somewhere that can be moved around in. This is especially effective if the game is also using 3D character models given they fit naturally into setting due to their common appearance and reinforce the idea of the backgrounds as actual places these characters are present in. Beyond the simple use of panning there is a lot of room for more arty and interesting camera angles for a scene or event that can frame them in vastly different lights. Depending on the mood a developer is aiming for the flexible camera positions can be easily and quickly experimented with to find the exact one they need in a way the 2D artwork’s production pipelines do not allow. 
Virtue's Last Reward likes to play with its visuals so 3D is an excellent choice for its flexibility

Virtue’s Last Reward heavily leans into this utilisation of 3D for backgrounds alongside its characters for tonal and dramatic effect. The backbone to this integration of 3D is the choice of the Sci-fi genre and the mechanical nature of the setting. Blocky and inorganic shapes are favoured by 3D models and are easier to create convincingly in a 3D setting. They are also something associated with futuristic architecture which allows the game to use the advantages of 3D without having to deal with the potential issues of it appearing out of place. And take advantage of it Virtue’s Last Reward does with everything from dynamic movement to shifting backgrounds. Particularly of note is the way it makes use of a variety of static camera angles where the scene is framed in a recognisably visual novel manner and yet intimately putting on display the key moments. Here the characters or backgrounds are presented on a pseudo 2D plane and within which the 3D can move around or add depth, but they will never leave the confines of that defined space. This allows the game to keep the core design elements of a visual novel while dipping into flexible offerings of the 3D realm.
 

A World Of Possibilities

 
All the prior discussion has assumed that the developer would be sticking close to the expected visual novel format. However, what about those who choose go for a hybrid route with another type of game which normally uses 3D as its means of presentation? Let’s look at a few examples of this mixture to see what it offers. Ace Attorney underwent a transition from 2D to 3D graphics in its later games and this led to a number of interesting quirks with how it handles 3D. Chief among these are the exaggerated expressions of the characters many players know the game for. The new graphics push the expectation beyond what the originals could by creating increasingly exaggerate poses and animations making full use of the 3D models. This is the general trend throughout the game with the 3D graphics trying to embody the identity forged in the 2D games and push it to the next level. Sometimes this can be a problem due to it can interfere with visual clarity as it does where the adventure game elements rub up against the visual novel ones and the exaggeration can make it somewhat unclear what information or objects are important at what point. 
Knowing how to use visual effects is important when getting the most out of 3D

On the opposite end of the spectrum sits Fate/Extra with its purpose built 3D RPG world. Here the visual novel sections take the form of overlays on top of the 3D space of the RPG which it can bring up as needed to tell the story before quickly transitioning back. Since the game has access to a large area in which to present the visuals of these scenes it can use camera tricks and effects available to the RPG side of the game and provide them with a new purpose in the context of each moment. This repurposing of existing parts is a core strength of a 3D hybrid as it creates an efficient system whereby the developer can make visual elements serve multiple functions rather than having to make additional ones for the visual novel. Being a PSP title meant that Fate Extra had to work under a restrictive file size limit and so this ability to reuse graphics was especially important to it.
 

Conclusion

 
Stepping into the 3rd dimension offers many opportunities for visual novels to utilise the qualities unique to this style of presentation. Characters can move and animate in organic ways standard portraits would not allow for and enhance the feeling of them being believable people. Rendering backgrounds in 3D opens up new possibilities for camera tricks and angles which can shape how a player perceives a scene. Of course hybrids are the most influenced by this choice of visual direction as it puts them more into line with many other types of games that use 3D exclusively and they can seamlessly blend together. When creating a visual novel 3D graphics should be a serious consideration, if they met the expectation of your genre and audience, given the flexibility and control they offer a developer.
 

Raising Simulation – Uncovering The VN Hybrid

Shaping A Future

 
Taking responsibility for the life and future of another person as a parent or mentor is specific dynamic which many games struggle with expressing and systematising. Raising Simulation games step into this niche and attempt to express the complex ideas and emotions surrounding the subject in a direct and engaging manner. To communicate the narrative of this journey a visual novel format is often chosen due to how the two favourably interact with each other. The menu based nature of a Raising Simulation alongside the stat based gameplay help complement and contrast the narrative while keeping the focus squarely on the character being raised through the player’s actions. Multiple options and endings are a staple of both styles of game and create an experience defined by actions and their long term consequences. The modular nature of a visual novel system plays a large role in how this entire package can come together in such a cohesive fashion. Let’s assume the role of parenthood and discover how the duty of care can be an evocative narrative.
 

Helping Them Reach Their Potential

 
On a system level a Raising Simulation focuses around planning out the day to day life of the person being mentored. These then play out and stats go up and down depending on the choices made after which the player repeats this cycle. It is in the way the game presents these individual elements of the player’s plan as the first and most repeated interaction with the visual novel sections. Each one is generally given a small pool of short dialogue interactions for each type of activity on the schedule and these play out one after another to create a sense of the character going about their day. They can take many different forms to fit the needs of the specific title with some covering the whole screen in a normal visual novel style to being a small window and chibi art depicting the events. Including these short vignettes helps add some much need character and humanity to what would otherwise be series of cold spreadsheet calculations through their intimate nature while framing them in a light manner. Having a short duration and multiple version helps them not become tedious or interfere with the flow of the game as they blend into the framing of the stat increases and make it feeling like there is always something new to experience during these sections. 
Being a mentor is never easy

An interesting example of this practice can be found in Girlish Grimoire Littlewitch Romanesque with the selection of small events it uses to highlight training sessions. These are light hearted and cover the heroines’ growth as they meet stumbling blocks and success. Over the course of the game they present a convincing picture of effect the player’s training is having on them and provides a sense of progression outside of the main story. Interpersonal conflicts only play a minor role in these events with any friction between the heroines or the protagonist being played up for comic effect in order ensure nothing on consequence happens in them. This helps create a sense of the trio as a sort of family who clash on occasion, but ultimately do care about each other which is in keeping with the themes and tone of the game as a whole. Their position just after a stat focused section means they act to create a space where the player can be remained that they are dealing with people rather a spreadsheet in order to prevent the game accidentally distancing the player from their actions. Having these events be visual novel in nature means they are quick to view and multiple can be produced easily to keep them feeling fresh while still offering the expected character centric experience. The distinctive choice of speech-bubble textboxes reinforces the quick and easy feeling of these scenes where everything is expressed in a concise format.
 

Life’s Many Paths

 
Shaping the eventual fate of the character you are guiding is a core part of the identity of the Raising Simulation. What this means is a series of different narrative paths which change based on the players actions and how they choose to shape the character’s stats or relationships. As such there is a need for a style of story presentation which is flexible enough to allow for this level of alternative outcomes while being able to be produced smoothly in the large quantities this approach demands. Visual novel sections are the obvious choice for this kind of content with their lean production methods and the in build audience expectation for branching narratives. It also offers a consistent framework to express the variety of idea required for these alternative endings while using the same art and sound for vastly different effects without them coming across as clashing due to their relatively simple nature and universal framing. Being able to act as self contained units of story and still being able to reflect the artist and tonal vision of the Raising Simulation mechanics through their common use of assets helps form a sense of continuity between the player’s action in developing the character and what sort of person they become since they share a link in terms of how the player perceive them and their expected behaviour. Of course subverting this expectation is something the flexible elements of the visual novel sections also allow for as the familiar actions of the character you have been raising spiral out of control due to your mistakes and it can be made personal through the intimate nature of the format. 
The indirect nature of player expression makes the Raising Simulation an odd genre

The Princess Maker games showcase how this demand for multiple paths influences the narrative presentation of Raising Simulators. They are titles defined by their flexibility and the means they offer for player expression through the various endings to the princess’s journey. Each outcome is written in such a way as to be believable no matter the path used to reach it while still offering the feeling of being a fitting conclusion to the tale through vague nods it makes to player actions without specifying what they were so the player can fill in the gaps however they desire. Giving the player enough space of insert their own experiences into the narrative is a trick the games uses liberally so the focus on it in the divergent paths does not come across as out of place, but rather they appear to be pulling all those threads into a sense of completeness. Understanding the need to offer a fitting outcome for the player’s actions is a key feature of a good Raising Simulation and Princess Maker places these moments of change at key milestones of the princess’ life to allow their impact to match the journey’s rising stakes.
 

As Much Or As Little 

 
A modular system of narrative storytelling is a fundamental requirement for any title in this genre due to their stop and start structure preventing a more standard linear style from being used. The system of presentation needs to be able to say what needs to be said in both long and short form while not making the jump between them feel jarring. Here is where the visual novel acts as the perfect element to meet the needs of this shifting gameplay style. It has the ability to be concise or verbose depending on the situation and use the same set of tools to do so in order to offer the narrative an instantly recognisable layout so the player immediately knows what is going on. The relatively static nature of what it display on screen helps in merge seamlessly into the menu based nature of the Raising Simulation as the two animate in a similarly rudimentary way, but still posses the ability to convey complex emotional states. Any gaps in story content where the game wants to focus in on the act of raising the character can be accommodated as the visual novel sections act as individual building blocks for the narrative rather than a direct flowing story so it in their totality that the tale is told and any pauses do not matter on this scale. 
The future is a strange thing

We can look to Volcano Princess to see this modular structure in action. Over its entire playtime the game loves to swap between telling its story and the act of raising in order to create its pacing through the contrast of its two halves. It ties these seemly contrasting bodies together through the tight focus they all have on the protagonist’s daughter who is the person the player will be raising. This enables it to invest the player in the person they are raising through the story and the act of raising them with the mechanics focuses on this emotion. Each modular element lets the player see what consequences their choices are having without becoming too invasive or too distant and it aids in selling the daughter as their own person. Keeping the suspense of what is going to happen next to the daughter is also a core motivator offered to the player through the spacing of the visual novel sections.
 

Conclusion

 
Raising Simulations and visual novels are a pairing which works to help the player understand the importance of its primary characters while knowing how to take their hands off to let the flow of events carry them forward. Mixing in short vignettes helps add context to what would otherwise be a series of dry numbers ticking up and reinforces the idea of this character preforming these actions of self improvement. The modular nature of the visual novel sections give the narrative a flexibility to raise and fall around the Raising Simulation mechanics so as to not get in their way and provide them with the space to form a story. All of this is drawn together in the flexible endings which are open enough to allow the player’s path to be reflected back at them and give them a feel of consequence. What visual novels offer here cannot be overstated as they provide the Raising Simulation with the ability to shape itself into whatever form it needs without having to constantly adjust to a more rigid form of narrative presentation.
 

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