Raising Simulation – Uncovering The VN Hybrid

Shaping A Future

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

Helping Them Reach Their Potential

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

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

Life’s Many Paths

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

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

As Much Or As Little 

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

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

Conclusion

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

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.
So many cat girls!

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 to think these two are only one year old.

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.
Oh no run! Her brain is overheating!

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.
Movement adds a lot to how alive something feels.

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.
 
 

Best Visual Novel Releases – September 2024


With the leaves turning brown it is truly a sign that autumn is finally here and with it another batch of excellent visual novel releases to warm you up as temperatures drop. Both official titles and fan patches are firing on all cylinders as they provide yet another month of thought provoking and emotionally engaging games. The spread of genres on display continues to impress from detective remasters to boys love horror to two denpa visual novels, all bringing their own spin on established and new ideas. Let’s rake over some leaves and see what visual novel you should be playing.
 

Official Releases

 

Ace Attorney Investigations Collection

Steam     VNDB     Genre – Mystery, Detective, Drama, Adventure    Play Time – 40 hours

Capcom continues the process of porting all the Ace Attorney games from the DS systems to modern hardware. This time it is the turn of the spin-offs staring Miles Edgeworth as the player swaps sides to the prosecution. The investigation gameplay changes to match this new protagonist with the act of prosecution being shown as a game of chess where both side take turns breaking down their opponent’s defences. It also trades out the point and click style of clue discovery for sprites of the characters which the player controls talk to witnesses and pick up evidence. Upon its original release these two games received a mixed reception due to these gameplay changes and the plot and mysteries being even more nonsensical than usual, so it was a pleasant surprise to see them announce it was getting a remaster. While this is be no means a game everyone will enjoy, it is nevertheless something a fan of the series should at least check out to see if its unique take on format appeals to them. However, if you are new this is not the Ace Attorney game for you, it assumes prior knowledge and investment in the franchise and there are better titles with which to start your journey into this world.
 

Date A Live: Ren Dystopia

Steam     VNDB     Genre – Romance, Slice of Life    Play Time – 13 hours

As the fourth Date A Live visual novel and releasing after both the light novel and anime have reached their conclusion, Ren Dystopia sits in an odd position. Rather than being set after the end of the concluded story, it instead takes place after the end of the events covered in Date A Live III and focuses on the new additions from that series, namely Natsumi and Origami. Structurally it is more or less identical to Rinne Utopia and Arusu Install where each significant spirit is given a section for the player to send time with them and these all lead into a finale about the newly introduced character. Like those previous two titles, this game feels like a love letter to the spirits who have defined this series. This has the obvious consequence of requiring the player to already have a familiarity with the source material and it does nothing to assist new players in understanding what is going on. One for the fans who will want to spend more time with this colourful cast.
 

The Town of Nie

Steam    VNDB     Genre – Boys Love, Horror, Thriller    Play Time – 25 hours

After pursuing a strange man down a dark alley, Hisora finds himself in the afterlife and with no way back he finds himself staying at an in there alongside its excentric male residents. However, as a living human in the world of the dead his life is a source of danger for him as its population finds his condition enviable. Such is the set up for this boys love tale of self exploration and coming to terms with one’s own feelings. In terms of tone is aims for a kind of light horror with bloody scenes as the backdrop to the romance between the male leads and this mixture aids in keeping the interpersonal tension high and the conflicts engaging. If you are looking for a different take on the genre then The Town Of Nie is for you and offers some excellent thrills and heartfelt moments.
 

HAPPY SAIN† SHEOL

Steam      VNDB     Genre – Horror, Denpa, Mystery, Utsuge    Play Time – 14 hours

Long ago a disaster swept the land corrupting all in its path, leaving it desolate and making life difficult. So those who remained gathered under the religious banner of Saint Sheol in order to claw out an existence. In the present a young boy named Belial arrives at the capital in order to become a trainee priest for Saint Sheol and things seem to be looking up for him. However, this harsh world is not so kind as to let that happiness last and Belial is about to find out the hard way just how ruined this world really is. As a title leaning heavily on the psychological horror and denpa genres to carry the wait of its narrative where its characters are constantly in danger from forces both external and internal they do no understand. It also loves its pseudo Christian imagery and a core element of its visual design comes from introducing and corrupting these symbols of power and purity. For those seeking a haunting horror experience you cannot go wrong with HAPPY SAIN† SHEOL.
 

Fan Translation 

 

Karenai Sekai to Owaru Hana

Patch Download     VNDB     Genre – Drama, Nakige    Play Time – 11 hours

Working at a cafe in a town filled with brilliant blooming flowers sounds idyllic, but all is not quite as happy as it seems. One night our protagonist Shou follows one of the sisters he works with away from town to a hill covered in flowers and there she reveals the cost they pay to continue to live in this world, other people’s lives. Such is the basis of a tale about what it means to live in the face of a world that seems to not care about your efforts. This is a game which makes it clear from the start that it is trying to get you to cry at the plight of its characters and it makes sure every moment is building towards these emotional crescendos. It often feels very episodic in nature with a fair amount of self contained incidents without a core driving force until the later parts of the game. This works as a method of creating an investment in the characters by providing a platform for them to express themselves, but it does lack something for the player to hold onto to motivate them to continue to the end. Even with this issue, it is well worth your time if you want an emotionally charged drama then Karenai will be a good time.
 

Tsui No Sora Remake

Patch Download     VNDB     Genre - Denpa, Psychological Horror, Mystery, Philosophy     Play Time – 20 hours

This remake marks the third version of the Tsui No Sora concept, between the original, Wonderful Everyday and the remake itself. As such it has a lot of baggage to pick through in order to create its own identity. Rather than the complete reimagining of Wonderful Everyday, the remake sticks much closer to the plot and structure of the original while adding in a few new things to expand it into a new understanding of the narrative. The core appeal of its uniquely biting denpa story translates well into this new incarnation and it maintains the tension and visceral thrills many come to these games for. So too does the games love for philosophy continue to shine through as it intelligently handles its themes and ideas with both direction emotion and abstract philosophical debates. Few games can match the narrative strength of the Tsui No Sora Remake and you owe to yourself to play this title.
 

Kinetic Novel – An Anatomy Of Visual Novels


The Only Path Forwards

 
Choices and the routes they lead into are often seen as the defining elements of what it means to be a visual novel, but the reality of the medium paints a far more varied picture in the form of the Kinetic Novel. This entirely linear format goes against the flexible design of other visual novels in favour of a more controlled and curated experience. There is nothing new about the Kinetic Novel with many of oldest titles following this structure. Over time it fell out of favour as the non-linear elements appealed to the tastes of an audience who wanted more player expression. Nevertheless the Kinetic Novel has not disappeared and found its niche in side content or fandiscs where its self contained nature works to keep the focus on the smaller scale narratives. Sometimes a big title does come along utilising it due to the fine level of control allowed through its structure and ability to shape the perception of key moments. Why has this style of visual novel survived the test of time? Let’s be railroaded and find out.
 

A Straight Line

 
What does it mean to be linear? At first glance it might seem to be simpler than its non-linear cousin given its lack of systems surrounded its core narrative. However, it is exactly because of this lack of other distractions that a Kinetic Novel must tread carefully since all eyes are focused on a single path of progression and people are more likely to see any issues with its story. This pressure is not unique to Kinetic Novels and many different types of games using linear structures run into the same issue. Keeping the player engaged in the narrative without anyway for them to influence it means crafting a directed experience where the pacing is a roller-coaster ride with enough ups and downs to create texture. There is also a greater emphasis on making the characters universally interesting as they have a uniform importance rather than the specific focus of a route based title and this leads them to be some of the most memorable characters in visual novels. Player expectations are generally higher for Kinetic Novels due to the idea that for something lacking in anything outside of its narrative to be worth their time it must be an exceptional in what it does. Its singular focus helps it meet these expectations, but it is an uphill battle which many titles fail to reach the top of. 
A story about robots being linear is oddly fitting
 
Let’s look at Stella of the End as an example of a Kinetic Novel and its relationship with the linear. It chooses to utilise its structure by immediately present the core unique elements which will drive the narrative forwards and act as the main source of intrigue in the machines and the robot girl our protagonist finds himself escorting. Once this is established the game is sure never to lose its focus on those parts in order to keep the experience for meandering and helping it maintain player engagement. This also plays into the pacing of the Stella of the End which is an episodic odyssey style story and those elements form the constant that bridges the gaps between each episode and makes them feel like a cohesive narrative. Since it has no choices it has to rely completely on these core driving forces to provide the meat of the experience. These must be up to scratch since the player cannot simply play another route if they are bored so the game have one chance to present the narrative to the player and it has to maintain that consistently throughout its play time.
 

Narrative Control

 
The biggest incentive for making a Kinetic Novel over a standard visual novel is the many tools it offers to curate the experience and ensure each story beat has the correct impact. A route based title cannot know which path the player is going to choose first or last and so has to format each one make sense in isolation with a part of the narrative rather a cohesive whole. Being entirely linear means a Kinetic Novel can avoid this pitfall as the player’s current progression is a constant and known factor a developer can use to plan the exact experience they desire for the player. This allows for plot twists and hidden information to be effectively paced and unveiled without the player losing track of what is going on as they would if they were jumping between separate routes. If a title is aim for a specific kind of narrative complexity or has a key emotion it wants to be the focus above all else then the control offered by the Kinetic Novel provides an easy means of ensuring these elements are not lost in the structure of the visual novel. These are also the kinds of games which do not mind being linear since they have strong and immediate hooks to drag the player through the entire play time and so trading player freedom for control over the story does not effect them negatively. 
Umineko cares about one thing, its mysteries

Umineko and Higurashi are some of the most well known Kinetic Novels and take full advantage of the narrative control offered to them. Each episode is a mystery onto itself which feeds into an overarching mystery and their linear nature makes it easy for the information for both sides to be tightly controlled and paced leading to a series of dramatic ups and downs that build into a finale. It relies heavily on the complex and engaging nature of these mysteries to keep the player engaged and their strength is boosted through the intensity provided by this linear structure. On the opposite side of the content spectrum sits Witch On The Holy Night which leans on its action and heightened drama as the means to keep the player moving forwards. The game benefits from its linear structure because of the way it can craft its characters’ emotional journey in a precise way and weave them into one another rather than having them exist separately as in a route based title. Having a shorter play time and a once and done style of narrative also aids in making the choice of a Kinetic Novel feel natural.
 

Side Content And Fandiscs

 
By far the most common place to see Kinetic Novels is as fandiscs or side stories to an existing route based visual novel series. These are short and self contained works which build upon an established premise and characters so require little in the way of set up to function. They are focused on a few key elements per title with after stories and different perspectives on the original game being the most common types of content. Since the ending has already been reached for the core narrative before these stories even start it makes little sense to allow the player to influence their direction given everything major has ended. These are merely tales of the characters’ happy lives afterwards and small pieces of new but unimportant information and as such it makes more sense to offer them up to in the most direct fashion possible. In doing this the game can make sure it doesn’t outlive its welcome by not asking the player to go through its stories more than once. Their nature means the stories can never have any meaningful narrative beats in them and so exist as fan centric fluff. This is not a bad thing as it is exactly what they player has signed up for, but this is a victory lap and going round the same scenery as before can be fatiguing after having already spent so much time their in the original title. 
Focus on a single character in a side story allows all the emotional weight to rest on them
 
For example the Ao no Kanata no Four Rhythm – EXTRA games are continuations of specific parts of the original game and firmly focus on the one heroine they want to be the star of the show. Here it would make no sense to offer the player choices due to the lack of other possible heroines to follow and how the title wants to tell a story without any distractions from its core premise. In a similar vein Dies irae - Interview with Kaziklu Bey provides the backstory for a specific character and is set in a past distant from the events of the main game. The outcome of this story has already been determined since the player knows what happens to the protagonist of this side story from the events of the main game. As such a Kinetic Novel makes sense so as to not confuse the player about how this fits into the timeline of the original title and it helps keep the focus squarely on the events which shaped the character.
 

Conclusion

 
Being a straight line gives the Kinetic Novel a specific niche within the modern visual novels space which meets the needs of certain kinds of games. Having a linear structure fundamentally changes the way both players and developers engage with a narrative as all eyes are on the core experience with nothing to distract or offer a diversion from it. In exchange the developer gains a large amount of control over the narrative in order to shape it into an exact form with the needed pacing and emotional beats needed to create powerful moments while knowing the order the player will experience them in. The most common place to find Kinetic Novels is in the form of fandiscs and side stories which lend themselves to a linear structure as they expand off existing elements of a concluded story. Overall, while not as popular as they once were in the medium, the Kinetic Novel possesses a unique set of tools that meet the needs of certain kinds of narratives and should you plan on making on such visual novel then it is worth considering this type of structure.
 

Denpa – Genre Deep Dive


Madness In the Static

 
We take the familiar for granted in our everyday lives so when that is undermined it disturbs us on a fundamental level and leaves us with an uncomfortable sense of wrongness. It is these feeling the Denpa genre taps into as it slowly eats away at normality and gives it over to insanity. As a subgenre of horror visual novels it is focused around creating fear, unease and dread in the player through its own distinct angle. Denpa understands the importance of build up to selling a horror experience and makes sure the baseline it intends to undermine is cohesive so its collapse can have a far greater impact. All the while there is a constant uncertainty about the reliability of the narrator who is witnessing this descent into insanity and yet they are often so certain of their correct perception it makes you almost want to believe them. This is also a genre which loves to use its horror to address themes which are not commonly dealt with in visual novels and from an angle where they have the necessary emotional impact to really sink in. Let’s watch the world slip into insanity and find out how all of this works in practice.
 

A Familiar Insanity

 
It is not easy to create a believable descent into insanity from a state of relative normality for the world around the protagonist. Make the change too fast and it will appear silly as the escalation does not properly match the events which lead to it as the characters’ everyday lives are grounded in a familiar version of reality. However, if it is too slow then the player will lose interest since the content they will be playing mostly consists of mundane vignettes which have little impact on their own. So the answer Denpa games have come up with is to sow the ideas of uncertainty about the characters in subtle ways over the long term. On their own they appear innocent to the point where they can be easily overlooked, but as they pile up it becomes impossible to ignore. This helps keep the player’s attention through getting them to jump at shadows just like the protagonist is doing and it maintains this source of tension until the curtain is pulled back. Once the shift from mundanity to insanity has been complete, the spiral towards whatever disastrous conclusion awaits can begin. Despite the game being more direct with the events being shown, they make sure that the player never feels in control and lean into the feeling of being pulled along ever faster by a force they cannot see nor have any chance of resisting. Even here Denpa does not lose sight of the normal lives people not involved in the insanity are experiencing which helps call into question the legitimacy of emotions and actions of all those involved. 
Establishing a normal is key to breaking it down

Higurashi takes full advantage of the necessary setup of the mundane to help sell its characters and make them likeable so the contrast with their insanity is more pronounced. It places these slice of life events right next to the subtle build up of uncertainty in order to make the player not want to believe in the feelings of oddness they are experiencing about the characters they have come to care for and create a point of friction it can slowly build on. Once the madness is in full swing it can leverage the memory of those happier times as a means through which it can continue to care about the characters even has they do terrible things to one another. On the other hand soundless A MODERN SALEM IN REMOTE AREA has a sense normal so obviously wrong and twisted it is difficult to feel safe in it and yet it still serves the same role as a source of contrast. Here the uncertainty is out in the open for all the characters to see, but the characters do not seem aware of them as they blindly try to continue their lives. The player is given a noticeably higher amount of understanding about just how many things are wrong with this place than the characters do so the player is forced to watch powerlessly as they spiral into the unseen danger. Despite this increased knowledge the game is sure to never reveal enough to make its plot twists easy to see and instead includes a few red herrings to undermine the player’s belief in the accuracy of the conclusions they have reached.
 

Unreliable Narrators

 
As players we inherently put our trust in the characters we control and choose to believe in the version of events they present to us, especially when they are so close to our own experiences. It is this trust Denpa exploits to further its perversion of the familiar by taking away the one point of stability the player thought they could rely on. This is not a sudden change but rather an encroaching sense that the events do not quite add up, these holes build up the idea of information being withheld and the question of why enters the conversation. The protagonist will also starts to behave in strange ways, they seem to lack appropriate reason for the action they take or overreact to events so as to do things far more drastic than what is called for in the situation. Each of these can be excused as a reaction to the stress they are put under as the normal world around them gives way to madness, but there is only so long that the player can hold onto this line of reasoning before the truth dawns on them. Once the player accepts the unreliability of their POV character they are forced to look into the insanity they are witnessing for answers as to what is really going on, but in doing so they are drawn deep into the spiral towards the narrative’s chaotic conclusion. They too begin to feel the same dread and tension the characters are undergoing and with no one to fall back on they will directly feel the tension of each step towards the truth. 
Takumi is far from a normal protagonist yet manages to construct his own style of normal
 
An interesting example of this practice can be seen in Chaos Head with its less than stable protagonist Takumi. From the beginning he is obviously not a character who’s opinions on the situation can be entirely be taken seriously due to his tendency to assume the worse about everyone around him. As such a few odd things happening around him can easily be dismissed as manifestations of his paranoia and this becomes a new normal where the player thinks they have his delusions figured out. So when it becomes clear that they do not have a true grasp on him the feeling of being lost is even greater as they question all the examples of instability they had previously dismissed. In many ways the unreliable narrator is the most insidious type of subversion since it eats at the established expectation from the ground up and influences everything else above it. Now the player can never know what normal truly is and so is left grasping at straws.
 

Truth At The Edges Of Reason

 
Being so connected to the idea of the normal way people behave and how scary it can be to have that suddenly change, Denpa can speak to deep seated emotions and thoughts about our own nature. It is easy to never think about what it means for something to be normal and simply accept what we experience without question since a ‘normal’ by its very nature never challenges. Twisting this normal something unrecognisable gives a space where it can be looked at for what it truly is in its absence. Once established this examination can be used to drive whatever themes and ideas the visual novel is seeking to establish as key to the ongoing narrative. Sometimes there is value shown in the normal where it offers a place people can be themselves without issue, as with the everyday lives of the Higurashi cast. At other times it is a dangerous thing where the characters have slipped through their complacency and it brings ruin to those inhabiting it, as with the community in soundless. Another angle Denpa likes to take with this consideration is asking what sort of people choose to inhabit this normal and how their reasons for deteriorating into madness reveal important aspects of the human condition. 
That will not help the situation...

This last one is something Wonderful Everyday loves to play with its different protagonists. Each one looks at the normal world and its descent into insanity and comes to their own conclusions about what this means and the value it has for them. These are varied from Yuki and her distress at the slow deterioration of the life she holds dear to Takuji and his unwavering belief that the world is coming to an end so the normal no longer matters. Through this comparing and contrasting of viewpoints, the commonalities between them become clear and the game asks the player what this fact tells them about themselves and humanity as a whole. It provides some answers to these questions through its endings, but leaves enough of a gap for there to be room to ponder their meaning long after the credits.
 

Conclusion

 
Denpa makes a strong case for the power of contrast and a subtle build up to the unsettling parts of horror. It takes the familiar sense of the normality and slowly twists it over a long span of time by sprinkling just enough insanity for the player to have doubts, but not enough for them to say anything conclusive. Once the madness is in full swing the game can examine the idea of the ‘normal’ and question the value and substance it has not only for the cast, but also for the player and use this to support its core themes. Backing all of this up is the unreliable narrator where the player slowly comes to realise the extent of what the protagonist is not telling them and so lose their only rock in this river of questionable information. This is a genre of horror which seems the least scary on the surface, but is brilliantly placed to get under the player’s skin when they least expect it and leave them feeling vulnerable.
 

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