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.
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.
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.
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.
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.
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.
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.
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.