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.
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
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.
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
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
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!
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
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.
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.
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.
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 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.
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.
Neko Para Series Review – A Slice Of Life Paradise?
Genre – Slice of Life, Comedy Play Time – 6 hours per game Developer – NEKO WORKS Steam VNDB
The New Patisserie In Town
For
a series of short visual novels with the fairly simple concept of
running a patisserie assisted by cat girls, Neko Para has left a
surprisingly lasting impression on the medium and remains a talking
point to this day. There is an undeniable appeal in the brightly
coloured fantasy of this light hearted world where cat girls and
humans live side by side. It feeds into a certain brand wish
fulfilment focused around unconditional and mutual affection where
conflicts are never anything more than hiccups for these bonds.
This is hardly unique to Neko Para as there are plenty of other slice
of life visual novels doing exactly the same thing, but here there is
a refined and keen understanding what its audience wants and how to
playing into it to capture their hearts. However, behind all of this
are some of the strangest world building choices in many game which
undermine the atmosphere in seemingly unintentional manner. Is this
strange combination really enough to explain Neko Para’s success?
Let’s bake some cakes and find out.
Cat Girl Paradise? - Narrative And Themes
Knowing
the limits of a game’s narrative and shaping the play time and
content around this pillar helps ensure it will not outlive its
welcome. The episodic nature of the Neko Para titles allows them to
make this concise format its biggest strength through their
relatively self contained nature. Each visual novel has little
connection to the others outside of a vague sense of our protagonist,
Kashou, building up his cat girl harem. A common framework is shared
between them with each focusing on a different pair of cat girls and
their relationships and conflicts as their core narrative which
provides recognisable points of reference between titles. These
elements mean that it is easy to pick up any of the Neko Para games
and be able to understand what is going on while having a good time,
since no individual part of the series influences any other. At first
this might seem to be a double edged sword as without any sort of
overarching hook why would a player complete more than one game?
However, it is very clear that Neko Para is fine with people playing
as much or as little of the titles as they like due to its commitment
to this structure and it more interested in creating a consistent
tone and flow of content for the niche it has found. This choice does
make it a polarising game series since it does nothing to change or invite
new players in over its course and those who bounce off
it will continue to do so while not understanding the success it
experienced despite it not attempting to improve upon it flaws. Such
a deliberate design speaks to a vision about what the titles should
be and gives them the strength to communicate it clearly.
When
it comes down to it the Neko Para games can easily be summed up as a
slice of life set in a patisserie with cat girls and it keeps to this
core identity at all times. Knowing what they wants to be while
maintaining its simplicity gives these titles the means to refine
their atmosphere into the comfortable and fluffy one the genre
thrives on. Take how the games deal with the cat girls Chocola and
Vanilla as an example, they are the focus characters of the first
volume and in here they are involved a selection of daily life events
before leading into a minor conflict at the climax which is quickly
resolved by the protagonist. Throughout there is prevailing sense of
an everyday world without any of the real world worries associated
with it and instead only the good times. After their volume Chocola
and Vanilla are reduced to a supporting role, but future games are
still keen to reinforce the bond between them and the player so they
pop up from time to time so as to remind the player of the good times
they have had together. Blending the stories themes into a continuous
whole is one of the key impacts of this style of intermingled
characters and tone as it paints a picture of nothing having lasting
consequences and instead has the player live in the moment. ‘The
good times will go on forever’ is the alluring promise of Neko Para
and it makes this a powerful motivator for the players continued
progress through the bright games. There is a level of polish to the
atmosphere with its carefully crafted laid back nature which speaks
to a strong understanding of the genre and what people want from it.
It
is strange that Neko Para seems to obsessed with accidentally
undermining its carefully crafted tone and atmosphere at almost every
turn. These issues all stem from the world building introduced over
the course of the series where new revelations about it have
uncomfortable or bizarre implications. Let us look at a few examples
to see how exactly they damage the overall experience of playing Neko
Para. Perhaps chief among the odd choices made is the status of cat
girls as pets. In this one important detail the developers have
dehumanised the majority of their cast especially as it becomes clear
how few rights cat girls actually have in this world. This is made
worse due to high level of mental capabilities demonstrated by cat
girls, they are not animals so it feels uncomfortable to treat them
as such. Then there is specified age of each of the cat girls which
is an issue both in terms of how young they are and how short this
implies cat girls’ live to be. Having an age range from one to
three years old creates an uncomfortable dissonance between their
apparent age and the relative maturity they act with. It also
showcases how rapidly cat girls age with Chocola and Vanilla being
mature enough to mate when they are one year old which implies a
short life expectancy and how the happy times on display will be brief. All this must lead one to ask the simple question, why
were these elements included at all? Does the audience for a slice of
life tale about cat girls really care about the specifics of their
social status or life cycle? The answer is obviously no and if Neko
Para had realised this it could have avoided these strange issues.
The cat girls could simply be another species of human and their
equals instead of pets and the story would not need to change much
and the games could just have omitted the characters’ age as most
other titles do rather than make a point of highlighting it. These
choices are perhaps the single oddest design decision a slice of life
visual novel has made and displays a tone deafness in conflict with the
rest of the well tuned experience.
Pets And Their Humans – Characters
At
the centre of the stage are the cat girls and their antics. Each one
of them follows a general archetype that many players will be
familiar with, but pushed through a cat shaped filter. What this
means is a lot of meowing and cat related traits sitting alongside
their expected ones. They stick closely to their templates and
present an immediately recognisable version of these simple character
traits which is design to be pleasing to witness. For example,
Vanilla is a standard Kuudere with her reserved emotions and
seemingly distant disposition hiding a side of her that genuinely cares
about Chocola, the other cat girls and Kashou. At no point does she
every deviate from this core identity and her every action is what is
expected of someone with her personality. That is not to say she
lacks any traits of her own as her close bond with Chocola
demonstrates, but instead that this never treads on the toes of her
archetype. All this is in service of the slice of life fantasy and
assists in wrapping the player in the warm blanket of ideas they are
already familiar with. The standard nature of these focus heroines
reassures the player of the kind of story they are in for and
promises them an experience which will stay firmly within their
expectations. For Neko Para’s audience, this is exactly what they
want and the games play into this desire for certain predictable
characters.
There
are two notable humans, Kashou and his little sister Shigure, and
they could not be more different from each other. Shigure is close
to the cat girls in terms of role and falls into the archetype of the
sister with a brother complex, but, unlike the other heroines, is
never a romance option so instead act the wingman supporting them.
Her over the top actions make for some entertaining scenarios as she
lives vicariously through the cat girls and is not above messing with
Kashou for her own amusement. This added bit of chaos helps alleviate
the potential issue of the character interactions becoming stale due
to the characters’ static natures by throwing in curve balls to
spice things up with new situations for them to react to. On the
opposite end of the scale sits Kashou who is the expected self insert
of the slice of life genre. Aside from this love of western
confectioneries and minor disputes with his family, he is entirely
bland and works perfectly as a suitable vessel for the player to
place themselves into. In that regard he is hardly anything special
with many similar protagonists existing in the medium, but here he
works to fulfil the expectation of familiarity established through
every other aspect of games. He is in many ways the perfect
embodiment of what it is like to experience Neko Para.
Every Twitch Of Their Ears – Visuals, Audio And Technical
Atmosphere
is the connective tissue joining all the elements surrounding the
narrative together. They reflect the light and breezy tone of the
story and turn it into a pervasive sense of place for the games to
relax the player in. The high quality and expressive live 2D supports
this pillar visually through the way it lends life to what would
otherwise be static artwork and sells the idea of the characters as living
people. From the way they bounce around in excitement to the many
expressions they can dynamically adopt, the over the top nature of
these movements invokes the energetic feeling of an anime and helps it match the narrative tone. The existence of a patting mode where
the player can stop the game at any point and touch the on screen
characters to see their reaction further reinforces the reactivity
and energy of the games. Neko Para’s soundtrack is nothing special
from the stand point of a slice of life visual novel, all the classic
tracks are here from the peaceful everyday to the exaggerated joke
and each offers nothing memorable. However, they do work in this
context due to role adhering to the exceptions players have for
this series. The sound scape of a work does a lot to place the player
in the right frame of mind to accept the narrative on an emotional
level. By meeting the genre expectations it wordlessly communicates
what is to come without having to spend valuable play time explaining
it.
Conclusion
Neko
Para is a slice of life visual novel with cat girls. On the surface
that statement might seem obvious, but there is a surprising amount of
effort which goes into ensuring the player does not think twice about
it. Everything about these games focuses on this core identity. The
episodic and separate structure of each title allows players to
experience as much or as little of the series as they want without
missing anything. Couple this with its polished and focused narrative that
places a sense of great importance on a light tone and the result
is form of light entertainment which can be enjoyed at leisure. This
is further reinforced through the use of live 2D and a familiar style
of slice of life soundtrack and they all push the games in the same
direction. Characters also fall into the expected archetypes of the
genre and exist as refined versions of the player’s expectations
for the cast. It is only in the unnecessary world building that Neko
Para stumbles from its all consuming tone and introduces some
uncomfortable and strange elements. Is this enough to ruin the
experience? That will depend on how much the specific genre it is
peddling appeals to you.
Verdict –
Neko Para knows exactly what its audience wants and never
deviates from the path of appealing to them. If that audience includes
you then you are in for a good time. Otherwise expect to be
disappointed by something shallow and standard.
Pros -
+
A series of short and focused titles which know exactly what they
want to be and who they are appealing to.
+
The commitment to the fantasy of this everyday world allows the games
to have a level of narrative polish only possible with a keen
understanding of the genre.
+
Each character falling into a clear role and they interact with each
other in heart-warming and funny ways.
+
Strong visual design and familiar music direction do a lot to help sell the
comfortable feeling of this patisserie.
Cons -
-
Never evolves beyond being a simple slice of life tale so may
disappoint those looking for something more substantial.
-
Strange world building choices distract from the core fantasy and can
make the player feel uncomfortable.
-
Characters are static and there is little in the way of meaningful
development for them.