Monster Girls – Character And Cliché In Visual Novels


From Myth And Mystery

 
Nothing in the world of visual novels leaves quite the same immediate impression as Monster Girls with their addition anatomy and supernatural nature. A Monster Girl is not the same as something like a cat girl where they have direct connection to real animals and instead are based on monsters from myth and folklore. This often means more dramatic changes to their appearance like with the snake lower body of a lamia or the horse of a centaur, but they can also be merely an otherworldly bloodline which gives monstrous personality traits as often happens with the oni. In addition despite the title saying Monster Girls this work will consider their male equivalent for what it shows about how gender changes their role. On their most basic level a Monster Girl is a monster and may well act like it through aggressive actions which they may not have full control over. Then there are the Monster Girls for whom their monster characteristics are just a cute accessory to make them stand out to the player and they rarely have any negative elements to them in order to make them likeable. Their unusual appearance gives them room to act as stand in for humans while still allowing for some distance from subjects like discrimination. These characters are a wide spectrum of body types, additional limbs and personalities so there is quite a bit of flexibility in what roles they can fill. Let’s escape the hoards of Monster Girls and find out how these characters have shaped and been shaped by visual novels.
 

The Monster Within

 
A Monster Girl character does not need to have need to have any immediately identifiable physical elements so long as their non human nature is reflected in how people treat them and in the way it influences their lives. This style of character has their monstrous nature act as a sort of curse which they often have no control over yet decides much of their life with many people coveting that power. Since they appear human on the outside they generally do their best to blend into normal life and dream of being left alone. Their nature has a violent and uncontrollable undertone to it and this does not have to be just for themselves as its effects on the people the character cares about can be vastly more destructive. From a narrative standpoint this type of Monster Girl reflects on the ruinous nature of our darker emotions or the desire for ever greater power. In overcoming these internal negative traits the characters can display a virtue and struggles through which core themes can be displayed as well as provide a reason for the player to root for them. One of the most common kinds of Monster Girl to get this treatment is the oni since having some oni in a bloodline as an excuse for magical powers is a cliché in and of itself. The customary violent nature of an oni makes this struggle against these darker tendencies an expected part of the process of character growth. 
It is always a problem when they start wanting your blood

One particularly interesting example of this use of oni is in the Hakuoki where a number of oni characters make their appearance including the protagonist Yukimura Chizuru. What makes the oni stand out here is the variety and flexibility of their roles for person to person. Chizuru is obviously the oni with the largest amount of screen time but for the most part their powers are not something which they have to struggle but instead it falls on those around her. She is coveted by multiple other individuals including other oni and she reveals their less desirable sides through their pursuit of her while also highlighting the heroic side of those who defend her which plays well into selling the romantic interests. When she starts using her blood to save the people she cares about is where the darker aspects of the oni start to creep in as the suitors she uses it on are not always able to adjust and reveal the dangerous side of the oni. Their struggles with their declining mental state and how the Chizuru handles their relationship works as the backbone of their arcs in the later parts of the game and helps support the historical drama happening around them. As rival to the suitors and the foil to Chizuru, Kazama Chikage’s status as an oni places him in position where he is both the best and the worst of his kind. The arrogant superiority where he looks down at humans as inferior mirrors that element in humanity itself and yet it is this pride which demands he hold himself to a higher standard than many of the people around him. Throughout the narrative he demonstrates himself to be the one character who will stand by his values to the very end even as he fights in open opposition to the heroes. This muddies the picture of what it means to be an oni and further allows them to be a direct connection to humanity and the time of chaos the cast find themselves in.
 

As A Cute Trait

 
By far the most common use of a Monster Girls style of character is as a means to add distinctive traits to the cast in order to make them stand out. Often this is the bare minium for the character to be considered a Monster Girl and takes the form of some extra element on their human bodies, but even then they have the ability to conceal it the majority of the time. Functionally they are just human characters as far as the narrative is concerned with vague nods at their supernatural nature so it can be done in the least invasive way possible. For this kind of Monster Girl their role rests solely in their appeal and exotic origins as a way to spice up what might otherwise be a standard visual novel. Take The Ditzy Demons Are in Love With Me, if the Monster Girls were stripped of their powers the game would just be another standard example of the romance slice of life genre. Their personalities form the expected spectrum of moe traits from shy to clumsy to teasing and can easily be summed up in a single sentence which is a part of the romantic fantasy this style of story is aiming for. However, being too similar to its peers risks it not standing out enough to make a player consider picking it up among the sea of other titles. So each girl was made into a different Monster Girl in order to provide them a visual identity different from other such characters. To its credit the game does allow some aspects of their monstrous nature to show themselves, such as the succubi being seductive, but it is still restrained to only positive or humours traits that will not scare off players. The story does not reflect this choice in any meaningful way with the conflicts and arcs being ones where the monsters could easily have just be swapped out for humans and nothing would change. It should be said this strategy for using Monster Girls has broadly been successful as can be seen in the way it has formed a subset of players who like the aesthetic changes. 
Definitely a normal girl....

This subject comfortable brings us to the other reason the surface level existence of a Monster Girl is used, to appeal to a fetish. Obviously this is something far more common in eroge where it feeds into the erotic elements of the game, but it can act as an undertone in any title where the characters have noticeable non-human physical additions. Unlike the use of these as a tool for cuteness, here the Monster Girl is more tightly bound to the expectations of their race and it closely defines the outline of their personalities. The easiest way to see this in action is to look at the developer Eushully’s output in its entirety and note their obsession with angels. All the angels in their games fall under the same racial archetype, this being purity with a layer of vaguely religious background. Each individual character does have their own spin on it to try and not make this cliché too obvious such as with Melodiana from Kamidori Alchemy Meister being a kind and refined individual while Forzasleyn from Kami no Rhapsody is serious and stubborn, yet at their core this commonality remains. Since an angel is such a potent symbol of purity, the associated white wings and golden halo become a part of a framework to appeal immediately to those who find such traits to be desirable and it insures a consistent stream of predictably attractive characters. Eushully’s consistent fixation of angels can be applied to a lot of other titles using Monster Girls since racial archetypes makes for an excellent shorthand for a narrative and recognisable aesthetic all in one.

 

Just Like You And I

 
Using Monster Girls as a direct metaphor for the struggles and treatment of people in our own world is a fairly common practice. Their mix of human and monstrous features make them a perfect blend of being close to the player while still having the necessary distance to allow for the player to more objectively view their treatment and avoid any unwanted connections to real world equivalents. Being so fantastical provides room for the edges to taken off the darker elements that might be addressed during the game by slotting in another lighter kind of content such as over the top fights featuring their powers. Ayakashibito’s monster of choice is the yokai of which Kisaragi Suzu gets the largest amount of screen time and her treatment forms the backbone of a lot of the title’s themes. Immediately striking is the fact she is lacking in any physical identifies of her origin for most of the game and looks just like a normal human girl which is a deliberate choice made to draw a line between the her suffering and the player’s own experiences. It also helps form a similar bond with the player as they have with the rest of the cast and blurs the lines they define themselves along. As such humanity’s treatment of her is reflected back onto them as they justify their actions based on her monstrous nature and ignore the things they have in common. Despite this undertone Ayakashibito is not interested in making any meaningful comments on their actions beyond a simple moral evil. Instead the story uses it as a justification for the interpersonal conflicts and the battles with it just acting as additional texture to their character arcs. 
So begins a quest into a gentle world

It would not be proper to discuss about Monster Girls without bring up Monster Girl Quest and its influential choices in character design. It uses the non human appearances of its Monster Girls as the basis for a narrative about discrimination and prejudice based on physical attributes and misunderstandings making for a very simple analogy for the real world. The complexity of the issue is not something Monster Girl Quest is interested in tackling and so the result is a parable about the need to not judge a person without first understanding them which is perfect from the kind of heart-warming space the game want to provide. Sitting next to this is one of the widest pools of different Monster Girl designs all clearly leaning into one fetish or another to a frankly impressive degree. Neither of these two side even acknowledge the other’s existence and it does make the game’s messaging feel a bit confused as if two entirely different titles were smashed together yet there is no doubt its brand of Monster Girls has left its mark on how future visual novels presented their versions of it even if they never reached the same level of success.
 

Conclusion

 
Nothing quite speaks to human nature like a Monster Girl character as they straddle the line between their twin natures and the clichés which come with their appearances. They can function as a way to examine the dark and uncontrollable sides of human nature through their supernatural powers and those who covert them. How people treat them and how the Monster Girls attempts to deal with that allow for an exploration of discrimination and reconciliation. However, they do not need to embody complex themes at all and can simply exist as cute accessories to someone who is otherwise just a human or as a means of appealing to a fetish. Being both alien and familiar gives Monster Girls a lot of range on where they can be included and what roles they can be given so they are worth considering when making any kind of fantasy narrative.
 
 

Pocket Mirror: GoldenerTraum Review – Golden Hope And Young Girls

Genre – Horror, RPG Maker    Play Time – 10 hours    Developer – AstralShift   Steam

 

Hold That Gold Tight

 
Releasing at the tail end of the golden era of RPG Maker horror, the original Pocket Mirror captured the best quality of games from that time and brought them together into a well presented package. Seven years later AstralShift released a remaster of Pocket Mirror named GoldenerTraum which touches up the visuals and adds some new content in order to bring it to a wider audience. It maintains the excellent atmosphere and creeping dread alongside the characters’ riveting journey which made the original so memorable. Those characters are dealt with separately and given the space they need to shine and inspire fear. Creating a visual and audio space filled with tension and beauty was already something the original did well so the new touches help elevate it to a new level. However, GoldenerTraum does not solve any of the flaws of the original from unclear choices to uneven pacing while adding in many of its own with its new content not meshing with the old. Is this enough to undermine this classic RPG Maker horror game? Let’s get lost in a kaleidoscopic maze of terror and find out.
 

Into Fear And Loneliness – Narrative and Themes

 
The one element a RPG Maker horror game needs to be successful is a strong atmosphere with a backbone of dread since it cannot rely on its visuals in the direct way other style of horror are able to. Pocket Mirror takes notes from its predecessors in order to embody their best traits while avoiding some of their common pitfalls. Dread is used as a subtle tool with the off nature of puzzles and interactions carrying a lot of the tonal weight. Often this manifests in moments where characters will have the protagonist do things that are twisted or not be upfront about the consequences of what they want only to turn round and be confused at the protagonist’s fear. An abnormal sense of normality is pervasive throughout as the items and scenery of a young girl’s life take on strange forms and even in the quiet moments the player cannot shake the feeling of wrongness. This encroachment becomes more pronounced as the game goes on and the characters become more openly hostile to the protagonist and this makes for suitable pacing curve to prevent the horror from becoming too stale and predictable. Its characters’ journeys and how the relate to and influence the protagonist is the main narrative driving force. Their unforgettable personalities and the way they can turn on the protagonist at any moment helps make each new encounter with them feel like a meaningful look into their minds. When combined with the player’s ability to decide their individual fates through choices made along the way, it makes for a compelling motivation to push through the fear and see the outcome of this story. 
 
One area Pocket Mirror is careful to not overuse is the chase sequence. Many of its peers have a tendency to overuse this mechanic due to the lack of other ways to directly threaten the player which might be exciting at first but eventually results in fatigue due to the player wanting to just get on with the game. Here Pocket Mirror understands the need for palpable danger but uses the chases as a means to emphasise a specific narrative beat or to shake up the player’s expectations after a long period of their absence. By holding back it can get the most out of this mechanic without it and avoid it wearing out its welcome. A similar approach can be seen in its more selective use of dead ends compared to other RPG Maker horror titles. Rather than just killing the protagonist at every minor mistake, it instead makes its dead ending narratively appropriate and clear telegraphs the imminent danger to build up and pay off the tense situation. Using its tools when they are called for a general use of subtly and implication are Pocket Mirror’s greatest strengths and are the basis of its fear.
Be careful not to fall

GoldenerTraum is an odd release when it comes to Pocket Mirror’s narrative and tone since it makes a lot of changes and additions which undermine the strengths of the original while also failing to fix the issues it has inherited. By far the most problematic addition is the new ending which exemplifies the issues with the changes made by GoldenerTraum. It is says the quiet part out load. This ending covers something which was never the focus of the original story and was vaguely implied through subtle clues. It is not an important element of the story and not expanding on it did not hurt the original work. By spelling it out for the player it removes a layer of subtly which was the game’s greatest strength in exchange for an ending lacking in meaningful substance. To top it all off it is also a bad ending so lacks any proper sense of resolution and feels like it exists to punish the player despite another bad ending already existing to fulfil this purpose. 
 
Beyond the ending, the other changes all roughly follow this pattern of stripping away subtly and are damaging to various extents. For example, the endings all now have little illustrations which pop up after they have been completed. While they should be a nice touch which adds another layer to presentation, they are instead highly destructive since they spell out how the player should interpret them. Ambiguous endings are now made black and white removing any need for the player to engage with narrative and undermining the horror brought about by that lack of certainty. Then there are the problems also present in the original which the new release does nothing to resolve. Chief among these is the imbalanced lengths of the sections given to each character with the first one, Fleta, being noticeable longer when compared to the others. In the original this was likely caused by the opening hours being the first to be developed meaning they got the most revisions and additions before the final release. However, GoldenerTraum does nothing to address how lopsided this can make the experience of playing the game and seems to not be interested in fixing issues so much as making unnecessary add-ons.
 

Girls With Trauma – Characters

 
Having such a small cast works in Pocket Mirror’s favour since it can spend a larger amount of time focused on their individual arc. The game knows this is one of its strength as it is rare for there to be more than two characters on screen to further narrow the player’s attention. To make sure there is no competition for space each of the main character are given their own sections of the game one after another where they become the pivot around which the game revolves. Their distinctive personalities and the way they offer vastly different kind of dangers to the protagonist helps them stand out. Felta is a bubbly and childish girl who becomes brutal and aggressive the moment she does not get her way while Harpae is a calm and mature person who poses a threat in the way she will smother the protagonist in her desire to protect them. The constant tension of waiting for the moment these characters switch and reveal their darker side allows them a larger presence in the player’s mind and makes their eventually resolution all the sweeter. Interacting with all these characters is our protagonist who carefully treads the line between the necessary vulnerability of a main character from a horror game and the good heart needed for her actions and attitude towards others to make sense. Pocket Mirror loves to play on her status as victim to inspire growth in her and highlight how her unwillingness to admit responsibility for her actions has hurt others. This makes the other character’s a great foil to her as they are all things she is not but wishes she could be and through their actions she is shown the reality of how their lives are not what she imagined them to be.
Fleta is so nice until she has a tantrum

 

Wonderland Of Terror – Visual, Audio and Technical

 
If there was one area GoldenerTraum preforms better than its predecessor it is in the improvements it makes to both the traditional and pixel art. It builds upon the strong style and direction of the original to enhance the atmosphere while bring clarity to previous muddy elements. What this means in practice for the pixel art is that it has a sharper resolution with more details being visible and the movement of the characters and their expressions being easier to see. This opens the way for a flexible use of the assets to add a layer of control over how a scene will play out so a greater degree of visual spectacle can be achieved during impactful moments. In terms of the traditional artwork for the CGs and character portraits, there have been a number of new additions throughout and many events which previous did not have any have been given one. The overall effect of these changes is a greater sense of immediacy to the danger and emotion of Pocket Mirror’s world while still maintaining enough of its mystery for these visuals to not overstay their welcome. Improvements have also been made to the game’s soundscape primarily through an expanded soundtrack. Since the original’s music was already a highlight of the experience with its mix of haunting and gentle melodies and GoldenerTraum keeps to this core identity with a few flourishes of its own in order to add to its range of emotions.
Ever screen has a dream like quality to it

Mechanically Pocket Mirror is in line with its peers and does little to try and change the gameplay formula which has worked so well for them. What this means is, outside of the aforementioned chase sequences, a fairly inoffensive adventure game format filled with simple environmental or inventory puzzles. This is not going to shake the boat but at the same time it is well enough put together that the player is likely too distracted by the story and the horror to notice the uninspired repetition. A large mechanical issue stems from the choices where it is regularly unclear what the player has to choose in order to get the best endings for the cast. At times what appears to the right option is in fact completely wrong yet the correct answers are not consistent enough to just apply counter logic in order to find them. This can make for a frustrating experience where the player may feel inclined to look at a guide since they want to see the characters they have grown to care about get the ending the deserve. On top of this the new ending added with GoldenerTraum is only available on a new game plus playthrough. For new players this will likely not be an issue, but for fans who played the original and want to experience the new content this results in two playthroughs of a game whose content they have likely already played many times before just to get to the stuff they paid for.
 

Conclusion

 
Embracing the legacy of the RPG Maker horror genre places a lot of expectations on Pocket Mirror which it comfortably meets by capturing the best of those games. It creates an atmosphere of creeping dread where chase sequences and jump scares are not overused while mixing in a twisted version of a young girl’s life. Visually it takes full advantage of its pixel art to craft a beautiful and haunting world with GoldenerTraum further expanding it. The cast support these core elements through their combination of vulnerability and hostility where the player is just waiting for the other shoe to drop and each is given the space they need to shine. However, the other changes made by GoldenerTraum hurt the game as they undermine the subtly it was using as part of its horror while not fixing the issues of the original. Thankfully this damage is not severe enough to ruin what is one of the most magical titles of its genre.
 
 

Verdict – 

Captures the essence of what makes RPG Maker horror games tick and refines it into a beautiful and unforgettable journey. GoldenerTraum changes do muddy the waters a bit with some questionable additions.
 
 

Pros -

 
+ Brings together the best aspects of the RPG Maker horror genre while leaving behind many of its problematic elements.
 
+ A strong cast who invoke as much fear of them as love and this makes for wonderfully tense interactions.
 
+ Beautifully haunting pixel art is accompanied by an equally powerful soundtrack.
 

Cons -

 
- Changes made by GoldenerTraum often result in a loss of subtly and the horror implied by it in favour of just telling the player how to interpret what they are seeing.
 
- There are several strange design choices such a locking the new ending behind a second playthrough and the correct choices for each character’s good ending often being unclear.
 
 

Best Visual Novel Releases – October 2025


Now the spookiest month is behind us, we can come out from under the covers and see in the light all the visual novels which came out this month. There has been a good variety of releases to dig into from a remaster of a classic title to a spin-off from a popular anime to the horror of a zombie outbreak which make for a delectable buffet of games. Let’s dive in and see if any of these can tickle your fancy.
 

Official Releases

 

D.C. ~Da Capo~ Re:tune

Steam    VNDB    Genre – Romance, Slice of Life    Play Time – 30 hours

The Da Capo series is one of most memorable of its time for its charming mix of light fantasy elements alongside a strong core of romance with slice of life drama. It is nice to see the original title which began it all receive a much deserved face lift to bring it in line with the later entries. This update is primary related to the graphics as it aims to make them compatible with modern hardware and screens while appealing to the changing tastes. Some of the classic charm of the original style is somewhat lost in this process yet there is an awareness of the way the old game looked and an attempt has been made to recapture it even if it falls more onto the side of the modern. It also contains exciting additional storylines and new heroines to get to know which adds something new for long time fans. Even without this new material the original story still holds up surprising well after all these years and it has a purity of intent and execution which later entries moved away from in order to carve out their own identities, so it still remains distinct for them. If you have not played Da Capo or have a desire to revisit it, this version offers a convenient way to experience a classic romance.
 

The Ancient Magus' Bride: Midsummer Pilgrimage

Steam    VNDB    Genre – Fantasy, Spin-Off

As a spin-off of a popular anime which aired two years ago, this title was always going to have an uphill battle justifying itself and attracting an audience. Its solution to this issue is to double down on what made the anime so popular, its magical world and its two leads. There is absolutely nothing here for someone who is not an entrenched fan to quite an extreme degree with it just assuming knowledge of the universe and characters and never explaining itself. For those fans what is here is essentially a greatest hits of characters and world building which blends together the highlights of the anime within a self contained original story. Its aim was clearly to offer a way to spend more time in the series fans have come to love and once again immerse them. In that regard there is a lot here to like as the original content treads much of the same ground as the anime just in a new context to keep it fresh. Overall, one for the fans and nobody else.
 

Yomegami: My Sweet Goddess!

Steam    VNDB     Genre – Comedy, Romance, Slice of Life    Play Time – 20 hours

Fancy something wholesome, funny and sweet? This is precisely the feelings Yomegami invokes as its protagonist struggles his way through a series of slice of life comedy set pieces. Despite being the reincarnation of a devil there is nothing the protagonist, Narukawa Hayato, want more than to live a simple virtuous life, but the powers inside him and the whims of fate have other plans. Unable to control his demonic powers and caught up in the jaws of romantic misunderstandings, Hayato must fight against the tide of silly situations and maybe even find love at the end. This is a game carried by its fun and endearing cast who fill every moment with their sharp banter and offer a variety of amusing foils to the studious Hayato. For anyone looking for something light hearted and relaxed then you cannot go wrong with Yamegami.

BatteryNote

Steam    VNDB    Genre – Sci-fi, Retro, Adventure Game

Emulating the retro aesthetics of the Game Boy Colour and with some striking robot designs, BatteryNote immediately leaves an impression on the player. Focused around interacting with three robots the protagonist has picked up from a scrapyard and each only has a small amount of battery life left so the player must choose their dialogue carefully. This subtle time pressure makes for an interesting bit of flavour which is in the background all game long asking what getting to know them means if it is for such a short time. Or you could just shock them and laugh at their silly reactions. For all its set up this is a game not afraid to engage in some light fun in order to create a short experience made for a single memorable play through. An amusing take on the retro aesthetics format for visual novels and one respecting the player time.
 

Tayutama -It's Happy Days-

Steam    VNDB    Genre – Romance, Slice of Life, Fantasy Play Time – 15 hours

As a fandisc to the sweet and light romance visual novel Tayutama: Kiss on my Deity, Its Happy Days builds off this foundation to imagine what trails and joys await its heroines after the original’s conclusion. It maintains its signature light fantasy element with its tayutama still holding a major role in the narrative and its conflicts and help reinforce the idea of this title as a continuation of what came before. There is an overall slight shift into a more romance centred story rather than a mix with slice of life since the heroines are more or less set in their roles so the only place left to go is into the tender moments between the couples. For a fandisc is does a good job of capitalising on the original’s strength for a game fans are going to love.
 

Tokidoki Tactical Squad

Itch.io    VNDB    Genre – Zombie Apocalypse, Horror    Play Time – 2 hours

Our final visual novel is another capitalising on a retro aesthetic although of a very different kind as it leans into a retro anime mixed for a classic survival horror feel. It follows the journey of Iris a squad leader who is fighting to keep her team alive in the face of a world now crawling with infectious zombies. Rather than simply focusing on the action of this battle for survival, there is an important emphasis placed on the psychological health of its characters and it is from this strain the game produces much of its textured conflict. A short experience which knows how to press all the correct buttons for a good zombie horror title and keeps things fresh with its likeable cast and their reactions to this stressful situation.


Pregnancy – An Anatomy Of Visual Novels


The Truth About Children

 
Due to how closely visual novels have historically sat to the world of adult entertainment, they have often been able to touch upon subjects other games or media struggle to address and one of these is pregnancy. Their attitude and use of pregnancy varies wildly from title to title but it remains a powerful narrative element in all situations since bringing another life into the world is action with fate altering consequences. By far the most common presentation of pregnancy is as the natural outcome of a romantic relationship where the characters are depicted happily awaiting their new or recently born child. Then there is comedy which loves to poke at the absurdity of the human condition and there is no better material than people’s reactions to the natural outcome of biology. Since pregnancy is such a life changing event with all kinds of emotional connections it is the perfect breeding ground for drama amongst the cast. Let’s marvel at the wonders of life and discover how it influences the visual novel space.
 

Pregnancy As The Outcome of Romance

 
When many visual novels engage with pregnancy it is often in the context of a romantic relationship and acts as a final confirmation of the longevity of the couple’s bonds. Having a child is a serious commitment to make since it will be many years before they leave home and so it is wordlessly speaks to the intimacy and future nature of this relationship. Presenting the pair as having already had a child does achieve the same effect, but a pregnancy removes the need to have a new character design for the child and allows the player to imagine what they might be like while communicating the same thematic commitment through being a dramatic change to the appearance of the female character. It helps that in many eroge the characters have been engaging in intimate activities beforehand which makes it easier to present these pregnancies as a natural outcome of their actions and thus binding romance and pregnancy together. Take Maji de Watashi ni Koishinasai! series and the character Oshitari Azumi for an example of the positive and romantic presentation of pregnancy. The actual pregnancy is confined to the end of her route, long after the point where she and the protagonist are married, in order to have this be a signifier of their bond without dealing with the realities and inconveniences of the process. Since it is such a brief window there has been a lot of effort put into how it is framed from the gentle illumination and soft colours of the visuals to the light hearted banter and deep trust in each other. This allows it to land with a greater impact and presents a bright future for the pair so the route can ends on a high note even if the player will never get to experience any more of their lives. It does help that the pair were fornicating throughout the sections after the marriage to provide the context for the pregnancy and further push the idea of it as the ultimate conclusion to their relationship. 
Behold the wonders of childbirth

Titles with a deeper exploration of pregnancy are less common but those that do exist tend to place it in the same romantic context. Clannad’s After Story section brings the focus down to a single heroine, Nagisa, and during this time she becomes pregnant. Rather than simply skipping over this part of their lives Clannad engages with the social and biological reality as the pair get ready to become parents for the first time. It is used as an avenue to showcase the strength of their commitment to one another and continues to develop it as they overcome these strange new hurdles. Despite the difficulties of pregnancy it is still shown to be some of the best moments of their lives to help drive home just what a positive thing these events are and how the player should interpret them. While Clannad is not an eroge, the influence of Key’s history with the eroge of their earlier titles is clear from their willingness to present pregnancy, the reason it occurs and its consequences in a frack way that a developer with a more main stream audience may have shied away from.
 

The Comedy Of Our Desires

 
Pregnancy sits in a strange place in the social consciousness, it is a thing to be celebrated since it brings new life into the world yet the process which leads to it is not something people are comfortable talking about. Into this awkwardness strides comedy to inject a much needed dose of humour into the absurdity of this situation. Since many visual novels already deal in this style of comedy it is only natural they would take advantage of this avenue as a means to add variety. One way this can be achieved is by directly pointing to the cause and effect of how pregnancy and engaging in a bit of tongue and cheek education for the player. Futamata Ren’ai does this at the end of Toiro Kirame’s route where she realises she has become pregnant and then the other characters point of that since she and the protagonist have been at it like bunnies, this was the obvious outcome. Before this point the game had not brought up the idea of pregnancy and so this sudden shift highlights it as the expected consequence which people do not openly discuss resulting in a kind of awkward laugh from the player as they realise the mental disconnect they possess between action and outcome. It helps that Futamata already makes a lot of adult jokes and regularly utilises its status as an eroge to touch on such ideas so this discussion about pregnancy does not appear to come from nowhere but is instead a part of its sense of humour. 
Boys and girls this is what happens when you go at it too much

Another way comedy visual novels like to use pregnancy is take it too its logical extreme, if the protagonist gets around then there should be a lot of pregnancies. The Rance series and its titular protagonist do not know how to keep it in their pants so the outcome should be obvious. These games love to play up their promiscuous protagonist at every chance and pregnancies are a great way for them to do so while at the same time point out how absurd their protagonist is and how his actions result in some truly over the top romantic situations. This plays nicely with the over the top story of the Rance titles and their nature as eroge to get a chuckle while continuing to keep both sides of its mechanics and narrative satisfied one joke to the next.
 

Dramatic Pregnancy

 
Given how life changing a pregnancy is for all those involved it naturally lends itself to being a source of drama. In particular the idea of pregnancy as binding two people together regardless of whether they like it or not can be leveraged to drive a wedge into proceedings in a way a player might not be expecting. As such it primarily deals with the discovery of the pregnancy rather than the later stages so it can side step the physiological changes and just use it as a narrative device which does not impede the character’s ability to engage in other plot points. This allows it to be a flexible element which can either be the focus of events or a compliment to a situation with already high stakes without being invasive since it can be framed as the natural escalation of romantic tensions. However, it does need a specific kind of story for it to not feel out of place due to it being so closely tied to intimate relations and as such placing it into a game without even the slightest allusion to it would make this subject especially jarring. Perhaps the most memorable example of a visual novel using this dramatic device is School Days. Before pregnancy is even brought into the conversation this game presents itself as a drama fuelled descent into romantic madness as every character does the stupidest thing possible in every situation. Having such an open season on what is reasonable for a character to do in pursuit of love makes the presence of pregnancy feel like the natural conclusion or extension of these conflicts. Sometimes it a cause to be happy and in others it is cause for murder, School Days gets a surprisingly large amount out of this dramatic moment as a means of pushing the cast over the edge for the most outlandish endings possible. As with many of the previous examples in this article it helps that the characters have been sleeping around so the pregnancy appears natural yet this game takes it further since the sleeping around is a major source of drama and the pregnancy pushes those strained relationships to its breaking point.
Be careful who you sleep with...

Conclusion

 
One of the defining experiences of a human life is to bring another person into the world so it makes for perfect material for visual novels to include in their stories. Romance likes to use it as the ultimate conclusion of a relationship where the commitment of the pair is shown in a physical manner which speaks to the bright future ahead of them. It can also be a source of drama and tension since its life changing nature may not be what all parties want or represents the breaking point of a relationship. Playing off a pregnancy can be a great means to create comedy where the taboo nature of the process leading to pregnancy is juxtaposed against the happy outcome of the union as a means of highlighting the obvious connection between the two. As a narrative tool there are few with the potency of pregnancy and if handled correctly can leave a powerful impact on the player’s impression of your game.
 
 

Roguelike/lite – Uncovering The Hybrid


Repetition Towards Perfection

 
Roguelikes/lites and visual novels have never been styles of game associated with one another for good reasons. Repetition is an extremely problematic element for anything which leans into narrative since it undermines the feeling of progress stories rely on yet it is core to the appeal of a Roguelike. Of course this has not stopped developers from trying and this has led to some interesting results as they attempt to reconcile these two halves. A common narrative device used to try and justify the repetition in the visual novel is the time loop where the player character is trapped in some kind of repeating cycle which they have to extract themselves from. When it comes to integrating these elements into a compete package one method used is to segregate them so they do not impact each other in any negative ways. Another way is to firmly plant the visual novel within the Roguelike mechanics either through narrative events or making whole story a Roguelike. These three aspects are the defining pillars around which this hybrid struggles to construct its identity. Let’s get ready to start all over again and discover what this hybrid has to offer.
 

Groundhog Day 

 
In order to justify why the characters are constantly repeating the same levels and fighting the same enemies many stories present it as them being in a time loop and visual novels are no exception. The reasons for its prevalence in Roguelikes stems from it being a popular trope which is easy to understand while at the same time being open enough to not restrict the kind of settings or characters it can have within it. Utilising a widely known narrative framework frees the visual novel aspects from having to extensively justify the existence of the game’s mechanics since a loop naturally invokes the idea of repetition. It also works to help make the reuse of some story beats or lines of dialogue a means of creating the same emotional experience of the cast being trapped even if many of them might not be aware of their predicament. The loop as a means to further this feeling is used by Gnosia to great effect when combined the physical confinement of the spaceship. Doubling down on the restrictiveness of the setting might seem like a poor choice since it limits the opportunities to add diversity to events, but here it works in Gnosia’s favour as it ties its narrative closer to the design space of its Roguelike mechanics. By removing all distractions the game can focus on selling the life and death tensions its investigation and social deduction elements thrive on and make each new cycle have the same impact throughout its play time. The randomness and unpredictability of a Roguelike is the core element which allows this style of interaction to be possible with its ability to shift the pieces around so they feel new again. 
Oh no! Should have framed some.

Time loops are not limited to strictly sci-fi stories and any genre can comfortably fit within its vague outline. This is one of the reasons it is so prolific as a narrative device within Roguelikes and it has led to a wide pool of titles that might not have otherwise seen the mechanics as compatible with them. One notable example of this is the game Expelled! where its protagonist has become the prime suspect in an attempted murder case and they have to figure out how to avoid getting expelled by any means possible. This school setting and its younger characters opens up a lot of possibilities for interesting situations and more flexible morals given their desperation to avoid an outcome which would ruin their lives. Teenagers tend not to be the most stable people so the web of lies and questionable actions the protagonist weaves over the course of her various loops do not feel out of place given all that is happening to them. Assisting this narrative direction is the Roguelike mechanics and the way they play on the slightly exaggerated nature of the game with their social navigation and evidence manipulation that encourage the player to experiment in what they can do before it blows up in their faces. The aim always returns to uncovering the truth about who is responsible for the attempted murder and curiosity guides the player onwards through the title’s various cycles.
  

Mechanics First

 
In order to not get in the way of the mechanics focused nature of Roguelikes, the incorporation of visual novel elements often results in a kind of segregation where neither side interferes with the other. This is done in an attempt to not comprise of the qualities of both parts of the game by giving them the space they need to exist in their purest form. Such a divide is common in Roguelikes since those who play them tend to value an uninterrupted gameplay experience where story exists in its own dimension. As a result is an immediately recognisable part of the genre such as in Duel Princess which even at a glance quickly conveys its mechanical origin. This deck builder Roguelike tells its narrative beats, often between the various princesses, in between its larger sections of continious gameplay and the two do not have any meaningful impact on each other. Instead they are bound together through their common bright anime styling and emphasis on the princesses and their personalities. Having been disconnected they are free to focus on what each does best with the deck building being given the ability to lean into the castle defence and army management angles for fluid strategies while the visual novel carries the reason and influence of the player’s actions. It is not difficult to see why this division is the main version of this hybrid since it offers the developer a means of shaping the two halves individually to achieve their desired effect. 
The divide between this and the card mechanics could not be larger

If the emphasis is flipped on its head with the visual novel element being the driving force then the issues of this approach become more pronounced as can be seen in Forsaker: Ding Ding & Blade. Here the narrative is front and centre with the Roguelike being the supporting pillar to provide a means for the player to act out certain parts of the story. This imbalance highlights the jarring contrast between the two halves of the game by creating long stretches of visual novel which then suddenly stop to give way to a free-form gameplay experience that is nothing like what the player has been engaging with. It is clear Forsaker wanted to put it story front and centre so this emphasis on narrative was an inevitable outcome within this segregated approach and showcases how delicate a balance is struck in those games who successfully manage it. Should the positions of the two halves be inverted the problem is not resolved and it merely shifts the visual novel elements being the pace breakers to the flow of the gameplay which risks the player being brought out of the experience provided in the Roguelike.
 

A Fine Line

 
Another method for handling this hybrid is to more closely integrate its writing into the flow of the Roguelike in a natural fashion. Creating the space for this approach to work without it breaking the flow of the other mechanics is not easy and for this reason tends to only be used by titles able to commit to necessary reorganisation. If the game can tread this fine line then it gains the ability to more smoothly blend the two halves of itself together and avoid the jarring feels possible in a sharply divided experience. A common manifestation of this can be seen in titles like Umamusume where small vignettes are used to humanise certain markers of mechanical progress. This takes what would otherwise be a cold indication of numbers going up and down and turns it into a moment of growth in a girl’s emergent story and the consequences to the player’s actions. The effectiveness of this approach at creating a bond and telling an unstructured narrative can be see in Umamusume’s popularity and the way it even made its player’s invested in the real horses each girl embodies. Of course there is a major flaw here and that is the way it rubs up against the repetition inherent in a Roguelike. Reading the same thing over and over again can get boring leading to many players simply skipping through the scenes after a few viewings which undermines their emotional impact over the long term. 
The small stories really sell the characters journey

The ultimate end point of this merger between the two halves is a game were the visual novel is the means by which the Roguelike presents its mechanics. This style is extremely rare but one notable example of it is Gnosia and its deduction sections. Here the player has to interrogate the other characters to deduce who is the gnosia while trying to deflect suspicion away from themselves. All of this is presented within the framework of a visual novel presentation and pulls from a large pool of responses to invite the player to comb over every word and the way they were said to try and gleam information. It is the core element around which the tension of these situations is both shown and systematised and since who the gnosia is differs on each run, it keeps the search from clues in the text meaningful over the game’s play time. Being a linear Roguelike with a conclusive narrative ending does help provide a place were the player can stop playing and move on before the repetition starts to undermine the appeal of its psychological thriller.
 

Conclusion

 
Given the often uncomfortable relationship between visual novels and Roguelikes it is surprising just how many attempts there have been to make this hybrid work. To help this along there is an extensive use of the time loop as a narrative device to justify the repeated visual novel sections and why progression is tied to success in the Roguelike. Attempting to blend the two halves together results in a smoother overall experience at the risk of the narrative elements losing their impact over time and becoming an irritation. On the other extreme, segregating them can allow each the space they need to fully express themselves at the cost of having to maintain a delicate balance lest one start overwhelming the other. There is a lot of potential in this hybrid waiting to be tapped into if the conflicts between its elements can be resolved since there is a demand for a strong narrative in Roguelikes as games like Hades have demonstrated.
 
 

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