Best Visual Novel Releases – December 2025


Due to the rapidly approaching sprawling monster that is Christmas, this months round-up is a little earlier than usual but still filled with the same excellent visual novels as always. It has been a period mostly dominated by the Slice of Life Romance genre with a few other smaller oddities of the horror variety using this time to slip in. Let’s dive in and see what you should be playing from the recent releases.
 

Official Releases

 

Saihate Station - Twilight Railway

Steam    VNDB     Genre – Horror, RPG Maker    Play Time – 2 hours

While technically not a new release, this DLC has received an English and Thai localisation which notable increases the number of people who can now enjoy it. Following on from the events of the base game, Haru Akinashi and Shion Tatsunami are spending their lives together in relative peace until the train suddenly starts to move again. The focus this time is more on Shion than Haru with a deeper dive into their motives and past as the train’s destination latches onto them in its usual twisted way. It is also significantly less interested in the horror element of its narrative and the resulting tale is a highly introspective one where its cast hold the majority of the game’s engagement. Just like the base game this is a short a sweet ride for those looking for something which respects their time.
 

LOVEPICAL-POPPY!

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

After Yaotome Tetsuya’s house burns down he is left with no job and no place to live and takes a job as live-in caretaker of a girls dormitory in order to survive. As you can imagine high jinks ensues with the typical misunderstandings and romantic tension making up a lot of the early slice of life sections. The heroines are the stars of the show in an extremely direct and slightly over the top manner due to how the player gets to see a lot of their personal lives while Tetsuya spends time taking care of them. This adds a nice bit of humanity to what might otherwise be cardboard cut-out girls and gives them enough distinct traits to make them memorable. While LOVEPICAL-POPPY! does not reinvent the genre in any way, this is still a fun time which will appeal to fans of the light and low stakes end of the genre’s spectrum.
 

A Maiden's Serenade

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

During the night of the local Mermaid Festival Shichiri Takumi has a chance encounter with a girl who has a beautiful singing voice and this chance meeting begins a cascade of change to his life. The gentle touch of romance and building of the character’s bonds over time are the game’s main focus. It is completely committed to the love being shown on screen and wants each heroine to have their own clean-cut relationship in order to remove any potential overlap between them. Rather than trying to differentiate itself in its content, A Maiden's Serenade carves its emotional identity into the hearts of its players so they walk away with a feeling of fulfilment and a smile on their faces. Since the game is clear about this upfront you should be know if this is for you immediately and definitely pick it up should it match your tastes.
 

Fan Translation

 

Sousaku Kanojo no Ren'ai Koushiki

Patch Download     VNDB   Genre – Romance, Slice of Life    Play Time – 25 hours

For our final slice of life romance we have a story about a group of characters who each have their own creative passions and have to grapple with marrying it to the struggles of their lives. The protagonist is a writer for games and lights novels and among the rest of the cast are a romance novelist and an illustrator, this focus on creatives and the processes they go through to get and act on inspiration runs across the title’s entire length. In orientating the narrative along this axis Sousaku Kanojo can lend its world and characters a foundation beyond simple romantic interest and paint their conflicts in new colours so the player has something unique to hold in their memories of the game. A well put together story of romance and filled with person battles which will excite those looking for a grounded human story.
 

Tsui no Sora Remake [2025 ver]

Patch Download    VNDB     Genre – Denpa, Psychological Horror, Mystery, Philosophy     Play Time – 18 hours

Another version of Tsui no Sora has been given an English translation, this time it is a new edition of the Tsui no Sora remake released in 2025. It has a lot of similarities to the original remake expect for a major face lift to the sprites, additional CGs, some new scenes and the overall flow of the title has been revised. These changes put it in a weird position when recommending it to people who have played the previous version since while, there is enough here to make experiencing it worthwhile, it can feel very familiar for a good chunk of the playtime. Regardless, it is still a game worth checking out to be remained of just what a powerful game it is to engage with.
 
 

Soundtrack – An Anatomy Of Visual Novels


Feast For The Ears

 
From the moment a visual novel starts to its end, music is always playing in one form or another. It is so omnipresent the player may not even properly register it since its presence is exactly what they would expect and its absence is more striking. Yet a game’s soundtrack holds a lot of power over the various ways it is perceived as well as the tools it has to crafts its narrative and contextualise any mechanical elements. Music has the ability to invoke emotion in the listener which makes it perfect for guiding the player into the desired emotional state for the scene’s events to have impact. When used in an understated manner the soundtrack can build a sense of atmosphere and place without it being spelt out, leaving room for interpretation or manipulation later on. The varied nature of music provides the ability to add or remove elements of a players auditory understanding through the alternation of established tracks or the careful use of silence and shape the way a scene should be parsed when placed as part of the whole experience. Let’s put some headphones on and see exactly how these tools work in practice.
 

Music As Emotion

 
Utilising the ability of music to invoke emotion is hardly unique to visual novels and has been practised throughout history. What is interesting about it is the way its relative prominence within the structure of each visual novel makes it more memorable and significant to the experience than in other types of video game. This is predominately due to the way the soundscape of a visual novel is set up where sound effects are infrequent or understated in favour of having the music do the heavy lifting. Emotional subtly has a strange relationship with visual novel music for exactly this reason, for the most part their soundtracks tend to communicate the intended emotion load and clear so the player can be influenced in a manner which lacks ambiguity. If they attempt to be indirect about it then they might muddy the waters and confuse a scene’s core identity and so it is often avoided at all costs since music is such an important tool. When subtly is brought into the emotional range of the soundtrack it is part of a universal ambiguity running through the entire game in order to prime the player to be able to independently interpret it. This allows the title to weave in a wider soundscape without diluting the music due to its understated nature and the way it has room to show off various flourishes. 
Slice of Life Romance is a genre which musically knows what it wants

One lineage of visual novel music which relies on emotion in a standard way across it titles is the slice of life romance genre. These games lean into a common pool of auditory templates for their soundtracks in order to guarantee the establishing of an easy to understand emotion for each of their narrative beats. For example take Sabbat of The Witch and Neko Para which despite their different developers and intents speak the same musical language. Their soundtracks are modern day and loosely synth in nature with the occasions sprinkling in of an out of place instrument to try and add identity. A majority of their music sets about establishing a light and upbeat mood as the emotional baseline through cheery tunes like Asa no Youki and Nya Soleil respectively. Then there is at least one slightly sombre track, often played on the piano, for the moments of emotional sincerity, such as Tashikame-au Omoi and Tasogare Nyanko. To top it all off is the romantic tracks were love is in the air and the games want to make that as clear as possible in its gentle tones, like Mahou no Hikari and Aibyou. What this common language achieves is creating an emotional short hand the player will come to internalise as they become familiar with the genre and this makes it easier for developers to shape the mood without having the reinvent the wheel to get these results. However, it is also their biggest problem since none of these soundtracks are particularly memorable and, while they can have the right emotional impact in the moment, they lack the ability to leave a lasting impression. While not all use of an established auditory language is in such quite a complete manner, it is nonetheless common when considering certain kinds of tracks. Action music, such as Fight Or Flight from Sorcery Jokers, tends to follow its own specific emotional script defined by a strong and load beat and a fast rhythm used to sell the directness and intensity of the events on screen. As such there is merit in this approach in a broader suite of genres and it can be included in whatever amount is needed.
 

Music As Atmosphere

 
Crafting a tone and setting through a soundtrack is key to the way visual novels approach them. This can manifest in various ways due to the player’s flexible interpretation of music and the angles offered with instrumental choices. Parsing a soundtrack through a cultural filter is a relatively straightforward way of set up an atmosphere using the sense of place associated with the culture. Without having to spend a long time establishing the setting in the main body of the game, an idea of what to expect has formed in the player’s mind and allows the game to skip over unnecessary details. This is even more effective in a real world setting where this understanding is often correct or at least works for the narrative’s purpose. Since this use of culture is such a nebulous idea let’s look at a few example to demonstrate its application. Piofiore: Fated Memories’ 20s South Italian setting and the serious nature of the mafia are clear from the moment the player reaches the main menu with its mixture of jazz and classical tones speaking to the energy of the story and the rapidly changing world around its characters. It consistently maintains this style of music throughout the title even in the different emotional tones the tracks invoke where the energetic jazz gives way to a sombre version. Taking from the other side of the world, Winter's Wish: Spirits of Edo presents its Edo era Japanese setting via the way it pushes its traditional Japanese instruments to the front of each of its tracks. They are often mixed into a group of modern instruments or musical styling yet maintain the sense of being from a distant past by careful putting these elements in the background to supplement rather than overtake the traditional instruments. 
Commiting to a setting for a musical atmosphere can really sell it

Adhering to convention is not the only way to create atmosphere and music can make use of unusual element to make a unique soundscape. These tracks are often accompanied by sound effects of a similarly off-kilter nature since it would clash against more traditions sounds and this limits how useful it can be for a lot of genres. In choosing to utilise odd tracks the visual novel can shift the tone of scene quickly due to how distinct such tracks are when compared to the rest of the musical score and so being able to loadly signal the dramatic change in narrative circumstances. If the tracks make up a major portion of the overall soundtrack then the effect becomes broader and adds an atmosphere where unexpected things are on the cards. Such unusual aspects of the music do not need to be abrasive to get the desired effect as can be seen in The House Of Fata Morgana’s extensive use of vocals throughout its tracks. While it is not uncommon to have vocal tracks in isolation, a large number of them is abnormal and influences the overall atmosphere quite considerably and lends it an almost dream like sensibility. It helps fuel the sense each event depicted is being told to the player by someone reading from an old book and the vocals are this voice faded into the background of the drama.
 

The Nuance of Control 

 
So far all the methods of using music have been on the complete soundtrack and its overall influence. However, any soundtrack is made up of many individual tracks and while they might adhere to these overarching trends they each offer a chance to control the specifics of moment to moment interactions with a game. The most obvious of these has already been covered in the form of how the presence of music can change the emotion or atmosphere of a scene, yet it is the pauses in the music when lend them much of this impact. Silence in a medium where music is constantly present allows its absence to create a greater emphasis on the tracks immediately before and after the gap. The previous track echoes in the player’s mind where they are held in suspense waiting for the next track to start and so when it finally does there is a sense of release given to the new track. In order for this impact to be meaningful each track has to have its own distinct purpose which the section on emotional music gestured towards. These can be anything from music indicating action or everyday scenes to those aiming for a disquieting or cultural atmosphere and their individual effects have been discussed before. It is in their totality where their value can be seen, they are a tool kit the visual novel can dip into in order to add nuance the text and images would lack on their own. Obviously this requires a discerning touch to avoid the risk of overusing the tracks, causing them to lose their ability to contribute to the events they are attached. When the soundtrack is larger this becomes a lot easier at the cost of not having those core memorable tracks which the player will always recall through their repetition. Knowing what a game is aiming for is key to making the most out of the music available.
The House of Fata Morgana is an odd beast in so many ways

Conclusion

 
Choosing what to included and how to shape a visual novel’s OST has a profound influence on the way a player is going to engage with the game. The power music naturally has over our emotions can be utilised to clearly shape those feelings due to how continuous and prominent each one is within the material being presented. As such there is a lot to be gained from introducing a variety of styles into a soundtrack and this allows for a lot of control over the perception of the game alongside a careful use of silence to exaggerate the music. Not only can an OST change the emotions of a scene it can also alter the atmosphere from setting up a particular cultural backdrop to including some abnormal elements to keep the player’s on their auditory toes. When composing for a visual novel the strength and importance of music to the overall experience is something you should keep in mind.
 
 

Lupercalia of the Silent Accord Review – All The World’s A Stage



Genre - Drama, Supernatural    Play Time - 30 hours   Developer - Rupekari    Patch Download   VNDB

 

Theatre Will Make You Good

 
In a city famed for its theatre, a group of students find themselves drawn into the amateur Lampyris Troupe and their new play, Philia. This is a story of loss, acceptance and love told through the cast’s struggles to perform and the friction which forms between them. Its lavish use of theatre visuals and metaphor give the game a distinctive feel and helps support the impact of each major revelation or character moment. The cast is a colourful bunch who all bounce off each other in a fun and believable manner while having interesting scars that make for strong character arcs. Keeping each one of them relevant throughout their screen time is one of the titles biggest achievements as it helps foster a sense community to the group and allowing their development to occupy a larger amount of the narrative space. However, it is plagued by a litany of minor issues from an overuse of flashbacks to romances which feel out of place and this often distracts from the core themes and ideas the game clearly wants to communicate. Are these niggles enough to make the audience leave the theatre? Let’s step into the lead role and find out.
 

Dance Upon The Stage – Narrative and Themes

 
Committing completely to a core metaphor through which all aspects of the narrative are passed has a transformative effect on how a game engages with its material. For Lupercalia this central element is the theatre and it shapes everything from the city the characters live in to the supernatural powers influencing their actions. Through this lens the personal and human are delivered in the same common formula as the greater narrative in order to make them easy to understand while blurring the barrier between them to heighten their emotional impact. Having the entire city be so focused around theatre helps provide a legitimate reason for the game’s use of it since every character is in some way connected to it and had their lives shaped by it. As the troupe set about preparing for the performance of Philia it is their trails and tribulations on this journey which define their arcs and allows them to shine individually and as a whole capable of putting on a compelling performance. Dealing with the practical realities of how a theatre production works gives the player a glimpse behind the scenes in a way that invites a feeling of wonder at the skills involved to make it all come together. When the supernatural elements creep in they treat the fabric of reality like it was a stage with props and backdrops to be swapped out on a scene change or having the people be unwilling actors to be pushed on and off it. No matter how the narrative is framed it remains a distinctly personal one where each character has to grapple with their past and try to unpick the trauma eating away at them. This helps prevent the metaphors from feel too abstract or overly focused on an existing understanding of how theatre works and acts a reference point for the player to invest themselves into this story. The inherently dramatic nature of theatre is played up to make the emotions of the cast and the events of the narrative appear grander and more impactful than they might otherwise. Assisting this is the way the troupe all remain important even when the focus is on one specific member which sells the idea of them as a dynamic group while preventing secondary characters from being forgotten. All these uses of the theatre contribute to a visual novel with an extremely memorable overall identity unlike any other of its peers in the way it and deftly weave them together so naturally.
The stage is front and centre from the moment the game begins

Before covering the story’s issues, let us begin with the conclusion since it is worth keeping in mind for this section. None of the problems listed bellow fundamentally compromise what the game achieves with its use of theatre to craft a compelling narrative, but they do add up and any one of them might be straw that broke the camel’s back for you so keep that in mind. By far the biggest among these issues is the over use of flashbacks to a frankly hilarious degree. This humour is not intentional as the game presents them in complete seriousness, yet there are so many of them that more of the game is spent in the past than the present to the point that it almost comes across as parody. There are few scenes which do not include, or are entirely, flashbacks and this is due to the focus on the cast overcoming their traumas rather than on any present danger. Even the overarching forces at play are firmly connected to the past so this narrative choice is understandable but there is little doubt it becomes tedious when it regularly grinds forward progression to a halt. A more minor issue is the way the title likes to jump between characters and sometimes fails to establish the jump in perspective happened and the player will only realise it after they have been playing the scene for a while. There is a pop up in one corner that appears when swapping perspectives but it is small, easy to miss and nowhere near the text box which is focus of the player’s attention. It is just an unnecessary layer of confusion and brings the player out of the experience. The romances often feel at odds with the themes of overcoming trauma and forgiving other and yourself since they are framed as a form of escapism. All romance routes are made artificial through the way that they only occur due to the supernatural meddling and the correct choices which lead to the true ending all involve rejecting that easy out. Lupercalia feels like it has been saddled with the exceptions of having a romance inherited from it choice of genre and does not know what to do with it and so is only including it out of obligation. This is not helped by the fact the routes to not have any meaning content exclusive to them outside of a vague and fast romance which does little to expand on either party involved and feels hollow overall. The supernatural aspects have a similar uneven use and presentation. They are merely a background element in the first half of the game to the point of characters having oddly dismissing attitudes towards the abnormal things happening around them since it is not currently plot relevant. Once it is in full swing the rules of these powers are nebulous and seem to be whatever the developers want at any given time which makes them feel contrived and somewhat out of place. To top it all off the supernatural is never given a proper explanation for its origin and the game try to hand wave it away by quickly moving on to the dramatic finale and hoping the player will not notice.
Well excuse me...

Something else which can be held against Lupercalia is implicit view that the only type of theatre worth engaging with is tragedy. Not once is comedy ever mentioned or considered even in passing. This is a fairly common attitude throughout history with even the ancient Greeks suffering from this prejudice, but in Lupercalia it stands out due to how it is regularly willing to use humour yet does not want to address this contradiction between its views and actions. For another example of its strange aversion to comedy is its name dropping of Shakespeare tragedies such as Hamlet but its complete failure to acknowledge the other half of the man’s works like Much Ado About Nothing. A real actor would never turn their nose up at good work and would love a chance to test different acting muscles so it comes across as odd that characters obsessed with expanding their acting abilities never consider comedy. Lupercalia is a victim of this historical disdain for what has been seen as lesser form of the art of theare. Always remember for every Aeschylus there is an Aristophanes and for every Macbeth there is A Midsummer Night’s Dream.
 

Theatre Kids – Characters

 
The Lampyris Troupe are the heart and soul of the game and each of its members has a distinct personality which are interacted with in interesting ways. Rather than a harmonious group they are instead a boiling pot of strong egos and this naturally leads to a lot of friction between their competing visions for their roles within the performance. This constant parade of minor conflicts allows the characters to define themselves in a way that builds up organically as the clashes reveal little bits about them. As such when the major conflicts roll round the player has a good sense of how the cast are going to react to them and the game is willing to both play into or against what has been established in order to create well rounded characters. Beyond their disagreements this is a troupe who care for one another and this is shown through their small actions to accommodate and support one another or to defend them from outsiders. Each character shines brightly when they are centre stage and they are a delightful mixture of flaming ambition and crippling trauma which makes them easy to root for while also being entertaining to watch. When they are not the focus of attention they still contribute to other character’s arcs and generally make their presence felt to push the idea of this being the story of the troupe in its entirety rather than just a few important people.
And so the troupe grows larger
 

Stepping Into The Spotlight – Visuals, Audio and Technical

 
Continuing the game’s fixation on the theatre are the visuals which play on the theatrical motifs and colours of the stage to present the narrative’s themes and ideas. This comes across both in the ways the physical structure of the theatre always finds its way into many scenes and the costume of the performers who step into new clothes to embody their roles. As the lines dividing the theatre and the outside world blur through the characters conflicts and the supernatural elements so to does the visual presence of the physical structure finds its way increasingly into the wider story. Once the supernatural is in full swing the theatre becomes a more abstract sight with the architectural motifs reduced to their most symbol nature where the patterns adorning the old buildings manifest an otherworldly power. Beyond its use of the theatre, there is a strong understanding of how colour and mood are linked to one another and this is subtly used to direct the player’s emotions at every turn. Making these visual aspects so upfront means the game can keep stimulating the player with new and exciting iterations on these core elements while having a gentle transition between them so as to not overwhelm the player with so much they become desensitised to it.
The plays are a highlight of the game

From a visual and technical stand point there are two notable issues. The first being the rather loose relationship the character art has with anatomy. This is not the standard strangeness like the large breasts common to certain anime styles but instead a broader inability to maintain a consistent sense of the physical proportions in general from eyes to limbs. Nothing is immune as the whole spectrum is effected from CGs to portraits and it is distracting to have people who look like shapeshifting aliens that do not quite understand the appearance of a real human. How much this will bother the player is going to influence whether they find this funny or a deal breaker. The other issue stems from this being a fan translation and this is the sometimes iffy nature of the grammar chosen by the translator. Every so often the player will have to re-read a section of text out of confusion where it is unclear what it is try to convey. While this is rare enough to not be a deal breaker it is still worth adjusting expectations when coming into this game.
 

Conclusion

 
As the curtain falls Lupercalia of the Silent Accord’s commitment to its core identity allows it to craft an experience which can stand out among a sea of similar titles. Its story of theatre and stage makes for a compelling centre piece for the struggles and drama unfolding around it. The visuals continue the theatrical motif in a bold fashion making for a feast for the eyes where reality and the play blend together. Backing this up is a cast of large egos and memorable motives alongside the friction they brings to the troupe as a whole. However, the numerous minor problems with the execution of its story coupled with the some stumbles in the quality of its visuals and translation hamper it. Yet what it does is not something the player can find anywhere else and make pushing through these issues worth it to play such a powerful title.
 
 

Verdict – 

Theatrical visuals and metaphors provide the foundation for a deeply person tale of overcoming loss and finding hope in the things we love. Even if it does stumble at times when telling it through some odd choices.
 
 

Pros -

 
+ Its complete commitment to the imagery and metaphors of theatre creates a memorable and gripping story which sticks with the player.
 
+ A cast with large egos and deep seated traumas makes for a perfect mix of tension and camaraderie.
 
+ Has a visual identity which pops off the screen and makes for a constantly stimulating display to match the drama of the text.
 

Cons -

 
- Plagued a lot of minor narrative issues that distract from the core experience.
 
- Character designs have a very loose relationship with real anatomy and their physical proportions shift from pose to pose and CG to CG.
 
 

Best Visual Novel Releases – November 2025


With Christmas slowly creeping up on us and winter about to arrive, now is the perfect time to see what titles the world of visual novels has produced and consider them as potential presents. This has been the month of mystery and heart-warming games in various flavours from those invoking the style of classic adventure games to an 80s USSR setting to one filled with dog and cat girls. Let’s dive in and see what you should be playing from the recent releases.
 

Official Releases

 

Detective Instinct: Farewell, My Beloved

Steam     VNDB     Genre – Mystery, Adventure Game

Tapping into the classic mystery adventure game genre, Detective Instinct drags its nameable everyman protagonist into the strange case of a grisly murder and the disappearance of a woman only they remember. It adopts a somewhat light tone in its narrative and has its vibrant cast of characters be filled with people capable of engaging banter even in the face of the danger posed by the mystery. There is just the right amount of intrigue to keep things on track and guide the player’s deductions and it makes for a satisfying puzzle of piece together with enough personal motivation to keep them pushing forwards. Overall if you are a fan of this style of visual novel experience then you are in for a good time while newcomers will find an accessible version of this classic formula.
 

Home Sweet Homecoming

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

Slice of life visual novels which commit completely to the pure love story can be quite a mixed bag but Home Sweet Homecoming demonstrates how successful this approach can be when done right. There is nothing here which could not be found in many other games of its genre, yet the genuine and sincere commitment to the emotions and warmth it has at its core still leaves a powerful impression. It follows the return home of its protagonist after six years abroad and the reconnecting with his past life and the building of new relationships as they wrestle with the disconnect such a span of time away brings. A lovable cast and sweet romances form the backbone of the majority of the narrative and it envelops the player into a world of gentle happiness. If you are not already a fan of this genre then Home Sweet Homecoming will do nothing to convince you otherwise, but for everyone else this is a strong case for why it is so popular.
 

Z. A. T. O. // I Love the World and Everything In It

Steam     VNDB     Genre – Mystery, 80s     Play Time – 5 hours

Having your visual novel set in the 1980s USSR is certainly one way to stand out from the crowd and Z.A.T.O. makes the most of this setting to craft its strange mystery. When a young girl goes missing in the closed city of Vorkuta-5 and nobody seems concerned it falls to the timid Asya Shubina to find out the truth about what happened to her. This is a game with an interesting tone and subject matter which leans into the philosophical or odd as Asya engages in all sort of thoughts in her pursuit of answers be they related to the culture she inhabits or more broad musing on the nature of life itself. While Z.A.T.O. by no means claims to be able to reach any definitive conclusions in its short playtime, there is still a surprisingly deep consideration of the human condition in a well presented package. For those looking for a visual novel with a bit more substance you cannot go wrong here, especially since it is free.
 

Mistonia's Hope -The Lost Delight-

Nintendo Eshop      VNDB      Genre – Otome, Fantasy, Revenge Play Time – 30 hours

Revenge is a distinctive narrative device to make the core of an otome and it is this contrast of these two emotional extremes which defines Mistonia’s Hope. After having everyone she cared about killed and her home town taken Aprose sets out to seek those who wronged her and this eventually leads to her working as a maid in the mansion of one her potential targets. It is here she meets the various suitors around which the routes and romances revolve while still keep the air of tension from Aprose’s hidden motivation and the potential for any of them to be the person she is looking for. How the suitors manage to get Aprose to come out of her shell and the arc they undergo together makes for a compelling journey which is easy to get invested into and offers a good serving on intrigue to keep things engaging. An otome lover who is looking for something a little different from usual will be pleasantly surprised by Mistonia’s Hope.
 

Amairo Chocolate 3

Steam     VNDB     Genre – Romance, Slice of Life, Comedy    Play Time – 10 hours

As the third entry in the cute anime eared girls running a cafe series, it has a lot of pre-established expectations to live up to and it meets these by basically be the same exact game as the previous two entries. You might think that this is a point against the title but this continuation allows it to maintain the snug and warm atmosphere people are looking for. This time the focus is on two girls new to the heroine role, Kohana and Momose Mitsuki, who are given the same sweet romantic treatment as the rest and have the necessary space to grow in an organic manner. Does this sound like something you would enjoy? If so then it is probably for you and its complete commitment to the vision is its greatest strength.
 
 

Narrator Perspectives – An Anatomy Of Visual Novels


Who Is Speaking?

 
One of the foundational aspects of any media using the written word is what person should be used, 1st, 2nd or 3rd? This choice of narrator is especially important for visual novels given its role in determining the intimacy of the story and the tools it has available to it. 1st person is by far the most common type with its simple and fixed perspective allow for player character to tell their story while the player forms a strong sense of investment in them. Less frequently a game will choose a 3rd person to tell their stories and this is often done where there is more than one core character around which the story revolves and the emphasis on them need to be even. Once in a blue moon a 2nd person visual novel comes along to shake things up but it is a delicate instrument due to how odd 2nd person feels to read outside of instructions, yet there is an undeniable distinctiveness to it. Let’s go down the list of I, You and They, to see what each of these looks like in the wild and why developers might choose each of them.
 

I Will Tell A Tale 

 
There are a variety of reasons 1st person is the primary choice for visual novel narrators and they all broadly stem from its ease of use and personal nature. It is easy for a player to become attached to the protagonist through this narration since they reveal their intimate thoughts and put their humanity on display so they come across as likeable or at least sympathetic. This is important when dealing with genres which play off heightened emotion such as romance or horror where being inside the head of the character gives an immediacy to events. By being so personal the developer can engage with the reliability of the narrator in various ways from subtle bias to outright delusion in an obfuscated fashion in order to have it hit the player with a greater sense of shock and betrayal. Controlling the player’s knowledge in a believable way is easier to implement in 1st person due to the player understanding what it is reasonable for one person to be able to know at any given time and the developer can use this to their advantage to shape how the narrative progresses. Just on a fundamental level people find it easier to write from the perspective they live their lives and they will know exactly what the narrator would be able to see and do at any given moment since they are like us. 
1st person gives us a lot of... odd thoughts...

With 1st person being so common in visual novels let’s pick a couple of random examples out a hat and see to what extent these elements are reflected in them. If there is one thing that can be said about Shuffle! it is the way it embodies the romance visual novels of its period. Its narrator is the fairly standard nice guy protagonist, Tsuchimi Rin, who’s role as player stand-in makes his narration tend towards being as nonintrusive to the self-insert experience as possible. This tuning of the player’s experience so as to reduce the barrier between them and the character is a key part of why romance titles like Shuffle! tend towards 1st person since it offers the least resistance to blending the two together due its personal nature. Rin is not a completely flat character otherwise the strong emotions which the genre need to sell its climatic scenes would be lacking so he instead offers a head space with enough room for the player to put themselves into but still have motives related to the story. The impressions he gives of the heroines have an important impact on the player’s initial perception of them and while it does end up being inaccurate, as they all have new sides to reveal, they provide an opportunity for the developer to sell each of the girls in a desirable light. Emotional intensity and immediacy are flexible in 1st person as can be seen in the variety of ways Rewrite plays off the protagonist’s limited awareness of what is going on. Kotori’s route uses his ignorance to create a thriller where the player feels as if they are in a middle of war they cannot begin to properly understand the scale of. On the opposite side is Chihaya’s route with its heavy leanings into action and the superpower nature of the setting. In using the 1st person it gains the ability to sell the power and ferocity of the moment to moment combat and the growth of the protagonist’s abilities through their own experiences, so making the fantastical more relatable since their interactions mirror the player’s own curiosity. The ability of Rewrite to play host to such a wide spectrum of narrative types while not appearing to contradict itself is a testament to how open 1st person is as a means of narration and what is acceptable within it.
  

They Stand Above All

 
Upon entering the world of the 3rd person narration there is a reduction in the number of visual novels utilising it when compared to its 1st person counter part. The main reason for this is likely the fact it is more difficult to handle emotional stories when using it due to the inherent distance from events granted by this overlooking perspective. Of course titles can still use 3rd person and be filled with high emotion scenes if the developer is capable of adjusting where their emphasis lies and set the player’s expectations. One of the ways it stands out is the ability to showcase the thoughts and feelings of its entire cast in a smooth and natural fashion which is important in titles with multiple major characters. This avoids the problem present in 1st person of having to grind the narrative to a stop to swap perspectives each time it needs to express another character’s viewpoint. Being above the events of the game offers the option of presenting them in a grander manner since the interlocking pieces of the story are clear as are their consequences. When this is leaned into the far reaching influence of events can be shown and weaved into the smaller scale struggles of the cast in a way which heightens the stakes and emotions. There is also the option of taking it to the opposite extreme and making the narrative as detached as possible given it an almost historical record like feeling, but few visual novels can properly use this form. 
The use of illustrated books makes the 3rd person more distinct

Witch on the Holy Night is a tale of three individuals at the point when their lives intersect and each of them shares the role of main character. Hence it is only natural it would choose to place its narrative at equal distance from through the use of 3rd person. While Shizuki Soujuurou is the person the narrator obits for a good chunk of the early sections of the game, there is a constant effort made to ensure at least one of the other two are within shot at all times so their importance is never lost on the player. This focus on the trio gives the title a far more personal feel to it than it might otherwise have as there are plenty of opportunities for them to reveal different aspects of who they are and their relationships. Running alongside this is the grandeur of magic which the 3rd person narrator is constantly pushing whenever it appears in the story through elaborate descriptions of details and a larger scale picture of their power. Despite the personal motives for the use of magic it never stops being a greater force which keeps its otherworldly wonder. 3rd person narrators have a stronger historical footprint in other mediums so utilising it within visual novels invokes those older forms, such is the intent behind Adabana Odd Tales’ use of it. The world is set in a realm of illustrated books and the choice of narrator, along with the use of a brush stroke art style, invokes the memory and legacy of those works to establish a baseline for the story to play off. Being able to have this clear line between the two allows it to draw upon characters and cliches established in the player’s mind to employ as a means of creating expectations to embrace and subvert. Since it also regularly just swaps to a story book style of presentation which is also in the 3rd person, it is obvious to the player how the themes and ideas of Adabana are meant to be interpreted and this ability to shape their perception without the ambiguity of an overly intimate perspective is one of the core strengths of a 3rd person narrator.
 

You Walk Into A Bar

 
2nd person is an odd and rare beast in the visual novel space due to its instructional tone and way it distances the player from what is meant to be their own actions. It is a style of narration which has had some success in other types of game most notably text adventures or other things which can trace their linage from tabletop RPGs and the commanding voice of the GM. For an audience this use of the 2nd person is what is mostly likely to come to mind when faced with it and this is something a developer can play off to engage with these experiences. It is telling then that a lot of these visual novels invoke the authority of the GM role to create a scene directed at the player where they get to role-play its protagonist. The way it blends personal connection and distance is often played off to make the player select choices they might not otherwise and retain the ability to gut punch them when things inevitably go wrong. While not taking as much sadistic glee in killing the player character as old school text adventures, there is still a greater willingness to make them suffer in overt ways then in other visual novels regardless of if things ultimately end happily. 
Look terrible things are happening to YOU

Their limited appeal also results in this space being filled with more experiential titles which are looking for unique ways to express their narratives and leave a lasting impression. One such game is BAD END THEATER with its multiple protagonists playing nicely into its use of 2nd person. Each of these characters is always “you” so uses the slight disconnect from the player, since they are obvious not multiple people, to make them more willing to experiment with the game’s structure and see what it has to offer. At the same time the direct view on their lives given by the 2nd person slowly endears the player to them as the player get expose to their human struggles and fun dynamics both while under the player’s command and from other cast member’s viewpoints. The slight use of meta narrative elements is also important to the choice of narrator since the way it makes the player both an insider and an outsider already operates on a vaguely meta level and this allow the story’s acknowledgement of it come across as a natural extension of what has been established. Horror is one few genres which does not mind the use of 2nd person since the disconnect it brings can be leveraged to unsettle the player as can be seen in It gets so lonely here. This title mixes a core of dark fantasy with its horror elements to underpin the twisted nature of the events it calmly explains are happening to the protagonist. Presenting it through the use of fairy tale creatures and motifs as a means of taking the innocence from those stories and tricking the player with a familiar presentation from a new angle of narration then pulling the rug out from under them. A 2nd person description of its events lends the game a certain air of otherworldliness due to it being uncommon couple with the fantasy subject matter and this meshes well with the strange behaviour of it characters.
 

Conclusion

 
Deciding the type of narrator for a visual novel has a profound effect on how it will be perceived by the player and what sort of narrative tools will be available. 1st person is the traditional choice for good reason as it offers a personal angle on the story while giving the developer an easy way to control what information the player has access to at any given moment. Selecting the 2nd person is rare since the way it invokes an odd mix of intimate and detached feelings and its authoritative tone are only suitable for a small number of games. On the other hand, 3rd person sits the player completely above the events of the visual novel looking down on its cast which it can leverage to showcase a broader picture of events and characters alongside drawing connections with other mediums for dramatic effect. Overall, when considering this choice you should carefully weigh up the benefits each has to offer and what your audience expects from similar works either to adhere or subvert depending on your needs.
 
 

Detective Fiction – Genre Deep Dive


On The Case

 
From Sherlock Holmes to Columbo, Detective Fiction has a vice like grip on the popular consciousness so it is no surprise to find visual novels making use of such stories. The way visual novels play into the strengths of video games and written mediums results in a unique blend of roleplay while still having the strong personalities key to a good detective. When the focus is around the detective within an officially sanctioned organisation like the police the story tends to come with more authority for the characters and the struggles at having to navigate red tape. Stepping into the private sector and the detective gains a more scrappy mentality where they have to work to unearth clues in a less direct fashion compared to their official counterparts. Then there are characters put into the role of detective out of no choice of their own and this lack of experience alongside them often being directly connected to mystery they are solving gives them a wider emotional and narrative range at the cost of much of the detective fantasy. Let’s put on our deerstalkers and deduce how these traits of the genre influence its presentation and what stories it tells.
 

Official Police Business

 
Working in an officially recognised organisation like the police or some form of special unit gives the detective a greater degree of authority to wield while also demanding they be accountable to regulations. Narratively this often manifests as some elements of the police procedural style where the characters have access to a wide range of other professionals in various field who can provide information they would not otherwise be able to know. Another common feature is a fixation on the crime scene from an analytical perspective where the detective picks over every detail of the area beyond what is necessary to solve the case in order to sell the idea of just how capable they are and many resources they have at their disposal. In order to create a sense of the authority available to the detective they are able to get access to restricted locations and make people they are interviewing feel as if they have to talk which both feed into this idea of the borrowed power they are wielding. Red tape is a part of any large organisation and at some point the detective is going to have to be shown engaging with it. The exact extent of the paper pushing and regulation which appears depends on the extent it leans into being a fantasy with the grounded tales tending to have more mundane work and the action focused ones being less interested in breaking the story’s flow to accommodate it. 
Got to get all the details of the crime

This divide between the kinds of police detective fiction defines much of this side of the genre in visual novels so let us look a pair of games which exemplify each end of the spectrum. AI: Somnium Files is not a realistic depiction of police detective work in any way with the futuristic sci-fi tech and the special branch dedicated to use it. There is a strong through line of drama where the Detective Fiction is a means of presenting a complex narrative rather than an attempt to engage with the realities of solving crime. Date Kaname never has to sit down and do paper work and spends as much time goofing off as he does working to the point you could be forgiven for forgetting he is in-fact in a position of authority. Yet he does have to work within the bounds of the police’s structure such as not being able to arrest or hold people without evidence and this is used as a dramatic device to build tension and tie his hands. It also acts as a means of easily presenting him in a heroic light as he struggles to do what is right while also balancing his role as a representative of a group far bigger than him. Crime scene investigations is a core aspect of AI: Somnium Files identity and over the course of the game the player will investigate them in great detail as they try to piece together the mystery. Here is where the appeal of the detective fantasy is at its strongest in AI where the fragmentary clues tantalisingly place the truth within reach, but only the detective has ability to reach that conclusion. On the other hand CollarXMalice is much more interested in the day to day operations of the police despite it also have an outlandish premise. The protagonist spends a lot of the common route performing the routine actions required of the police from filling out paperwork to taking calls to patrolling the streets. Through these actions the game’s world is contextualised within a sense of normality the police are trying to maintain despite the circumstances around them. Returning to this normal is a key motivator for the protagonist and their mundane actions showcase her vision of such a life which remains potent as the antagonists attempt to take it away from her. Since she is not a detective by position but instead circumstance, this causes the mystery solving element of the detective to move away from the crime scene itself and into the way each crime paints a picture of what the antagonists are after as she works towards the truth about each one. Being part of the police does give her access to specialists, in a more grounded way than AI’s sci-fi magic, with the most notable of these being Shiraishi Kageyuki of the crime lab who regularly gives her useful information his department has gained. Everything aims to sell the police in this setting as a believable version of their real world equivalents and sell the lumbering nature of this organisation which the detective belongs to.
 

Private Eye

 
A private sector detective is free from the constraints and responsibilities of the police but in exchange do not have access to the professionals or the ability to pressure people for information through their authority. This leads a lot of such detectives to be characterised as scrappy underdogs who have to use their intelligence and creativity to the evidence they need to solve the crime. It pushes the super smart end of the detective fantasy where they are utilising their cunning to pry truths out of people which they would otherwise never speak. Having some connection to the police is a relatively common means to get the detective the knowledge he need, either because they were once part of the police or through a friend on the force, yet there is careful balance here since it could easily undercut the scrappy element of the fantasy and so the source of the information often only reveals a limited amount since they are bound by confidentiality. Interactions with the criminal underworld or shady information brokers is another angle this style of detective can bring as they tread the line between the light and dark sides of the world in pursuit of the truth. This plays into the more morally grey tendencies of a detective working for an inherently selfish motive in money where their compass might lead them to do things the player may not agree with. 
Finding all those tiny clues

As a genre this type of detective is deal with in one of two ways, either it is treated with the utmost seriousness and leans into the darker side of human nature or it goes the opposite way and makes the lack of restrictions of their activities the source of a light adventure with a free-form structure. The Kara No Shoujo series is sits decidedly on the side of the former with its horrific murders and generally dark tone. Tokisaka Reiji is not initially hired to solve a murder but rather to go undercover as a history teacher to investigate a series of disappearances at the behest of the vice principle. This is an important part of the narrative set up as it establishes the for hire nature of the detective and as he pokes around to try and solve the disappearances the player gets to see the cunning way he uses the minimal resources he has at his disposal. His lack of detachment from the people he interacts with and his willingness to get personally involved in their lives marks him as a less professional and more human version of the detective. Given the small cast of characters this focus on them allows the game to place the horror of the murders on a personal level where the player will witness the effects it has on a wide spread of the cast. It also highlights how compromised the detective is when he acts in accordance with his emotions rather than the logic more befitting his status and this makes his struggles and successes feel personal to him. A lighter take on the private detective can be seen in Famicom Detective Club: The Girl Who Stands Behind where the protagonist assumes the role after being taken in by a more experienced detective. The young age of the protagonist allows them to fit into the school setting where they are tasked with investigating the disappearance of a young girl and it makes his naivety and inexperience blend into a coming of age story which steers clear of anything too dark for its broader target audience. Witnessing the growth of a detective on the job is a part of the genre this game plays heavily into as the player gets to witness the protagonist grow and find the skills he needs to solve the mystery and discover the spark of genius which defines him as a detective. Following this growth is one of the main ways the narrative gets the player invested in seeing the story to its end and gives another emotional avenue to the mystery beyond the desire to see it solved. It also leads to a story about building a future and is hopeful for the people involved in contrast to the spiral downwards which defines Kara No Shoujo.
 

Amateur Hour 

 
The final type of detective fiction is one where the detective is an unwitting everyman who lacks any spark of deductive genius. They are drawn into investigating the mystery when circumstances compel them rather than as part of their profession. By the end of the story they may have picked up the skills of the detective but they do not start out with any of them and struggle against what is asked of them and even at the end their abilities are something they want to never have to use again. These detectives possess likeable and familiar traits of people the player might meet in their day to day life giving them by far the most grounded starting point for the genre and it tries to keep them within this core identity so they never lose their connection to the world they came from. Due to their origins they have no way of accessing the information necessary to solve the mystery like other styles of detective and instead the game adopts a contrivance, such a some form of magic or a contained environment, in order to provide the clues and resources need to solve the mystery. This need for a strong justification for the detective’s engagement and ability to solve the mystery does lead to this end of the genre tending to be far more wacky in premise with it stretching the limits of the genre. 
Naegi is an extremely over the top version of the everyman 

Danganronpa is perhaps the poster-child of how distinctive this side of the detective genre can be in visual novels. Its detectives are always confused participants in the death game which demands they solve various murders with the minimal skills at their disposal. Their deer in the headlights reactions to what is happening around them firmly places them as an everyman who has to stand up to the task in order to survive no matter how unsuitable they might be for the job. Focusing on confining the cast inside a limited location to incite the death game also serves the double purpose of ensuring the clues the detective needs can be found despite their limited skills. Meanwhile their captor, Monokuma, serve as the specialist who can provide the detective with information they could otherwise not know even if they might present it in a misleading fashion. While not as comically over the top as Danganronpa, Umineko’s use of magic in its setting gives it a legitimate reason to be able to supply Battler with all the details of the case from his vantage point outside of time and space. Battler himself is the definition of an unwilling detective when he is thrust into the role when people start being killed around him and he raw reactions to events and way he struggles to adapt make him start out being an everyman. Eventually he does take to his new role as detective which is in the game’s best interest given how much it plays of the idea of the detective and the cliché’s of Detective Fiction, but even then it is careful to keep his motives of saving his family and friends front and centre to utilise this contrast between actions and motive to fuel his character growth. He is not the only detective on the case with Beatrice acting as a detective who seeks to prove magic as the cause of the mystery as opposed to Battler’s realistic perpetrators. The pair’s vastly different views on events are a core part of Umineko’s appeal since it understand the qualities of a good detective and has each of them take on a form of this fiction to better comment and engage with its troupes and conventions.
 

Conclusion

 
Detective Fiction comes in all shapes and sizes within visual novels as they try to adapt its malleable genre mysteries and strong personalities to the stories they want to tell. Police detective narratives stress the structures the detective is working within both in terms of the authority it gives them and its restrictions to sell the power and struggles it brings. On the opposite end of the spectrum, the everyman detective is dragged into the mystery against their will and has few resources to aid them in order to make the success of solving the case all the sweeter. Between them is the private detective who’s connections to the police and the underworld give them the information they need but results in a more morally grey narrative. As you may have noticed from the examples from each part of the genre there is a lot of overlap between these kinds of Detective Fiction since this approach allows these games to take the aspects they need to tell their mysteries. Such a varied and adaptable genre is perfect for those looking for a way to create a mystery visual novel with a focus on a single or few deductive individuals.
 
 

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