The Shadows of Pygmalion Review – Puppets On Strings


Genre - Action, Mystery, Supernatural     Play Time - 20 hours    Developer - propeller    Steam    VNDB   


In A Not So Normal World

 
The idea of supernatural battles happening behind the everyday world just out of view is one which has an enduring popularity in the urban fantasy genre. It is this sentiment The Shadows of Pygmalion taps into with its normal school setting giving way to its true supernatural face. The main element which distinguishes this game from others in its genre is the Puppets, beings who have been quietly manipulating the course of history, and how their hidden nature keeps a balance between the normal world and the hidden one as the cast try to track them down. Throughout its opening hours it establishes a series of strong mysteries and a likeable cast carefully crafted to invest the player in the action and put them on the edge of their seats when danger strikes. Everything is geared towards helping the combat and drama standout in a way that expresses the line each character trends between these clashing realities. Things become messier as the game moves into its later half as the big reveals are somewhat weak and the vaguely romantic interactions do not lead to meaning growth in the cast’s bonds. Let’s assemble a doll and find out if this visual novel can stick the landing.
 

Doll Obsession – Narrative and Themes

 
Putting the best foot forward early is key for a game’s ability to produce long term engagement and the best way to do so it through a strong opening act. The Shadows of Pygmalion leans heavily into this idea as it keeps up a good pace throughout its beginning. The contrast between the normal world and the supernatural one beneath is quickly established. It does not dwell too long on the standard school life setting the player is familiar with before the big turn point event ups the stakes. Instead the normality is weaved into the escalating drama to act as a break from the action in order to prevent it from becoming overwhelming while also being a form of contrast with violence the cast experiences. The primary antagonist force, the Puppets, are made appropriately threatening from their first appearance due to the destruction they can cause and the way they blend into the normal world, a space the player assumed to be safe. Soon after additional layers of characterisation are added for the Puppets as the ambiguity of their intent and even willingness to participate in the danger they bring are called into question. They are lent a humanity which stands out against their artificial appearance and helps muddy the cast’s emotions by making them question the mysterious origins of the Puppets. All of this is backed up with action and combat scenes that finds a balance between tension and excitement. With swords clashing and magic flying the battles gain a lot from the way each blow is framed within the back and forth flow between combatants where the cast are always on the back foot so their eventually victory seems well earned. Variety is also a major part of the appeal of the action scenes since a lot of effort has been put into making each one distinct from previous ones and making the most out of the limited pool of abilities the cast has with them being forced to use the creatively. In combination these elements craft a story filled with mystery, emotion and battles which do a good job of hooking the player into this world and setting up what they can expect from the rest of the game.
Everything comes back to dolls

When it comes to building on that strong opening, The Shadows of Pygmalion struggles to make the most of the opportunity it has set up. Rather than one large and glaring problem this weakness stems from a series of smaller choices which in their totality undermine the game. First among these are the answers to the various mysteries established throughout the game. These revelations are not bad per se, but rather they are too predictable and safe in terms of their content. Having this repeated pattern undermines the player interest in how the events will play out as they will feel able to easily foresee the outcome of each twist and turn. Compounding this issue is the weaker later sections of the narrative where the game meanders towards its conclusion with a lack of the earlier strong pacing. Once again this is not a deal breaker itself since everything does wrap up in a suitable manner but it lacks the impact needed to truly make those moments stick in the memory and contains a lot of bloat that could have been cut for a more focused experience. Part of this odd pacing stems from the vaguely romantic elements which occupy the later half of the title. They feel strangely vacuous due to the way the game does not seem to want to commit to them in a way that is emotionally meaningful to either party in the relationship. It is almost as if the developers added this element in as a form of yuri baiting to appeal to the audience without any consideration for the actual impact or value this dynamic it could have for the plot and characters. Since it is so empty it is easy to ignore, yet it adds to the already large pile of small issues which bring weaken the player’s enjoyment.
 

Unfortunate Heroes – Characters

 
For the cast there is a tight focus on the key characters immediately surrounding Hajiro Mina, our protagonist, and the ways they deal with the duality of their lives. They are introduced on the opposite side of the world to Mina’s everyday life and serve to underline how she has now strayed from that path. Over time it becomes clear that these heroines are not quite as detached from the everyday spaces Mina occupies and they are shown in a more vulnerable state where their humanity can be on full display. This is a line all the main cast members tread where they know the truth about the existence of Puppets and yet have to live among people who do not recognise this truth. Some have taken to this balance better than others and it through their interactions with the more innocent Mina that the game explores what led each of them down this path. Here is where a lot of the drama comes from as the heroines insincerely reveal what drives them while the stakes of the conflict with the Puppets rise and the revelations undermine their place in this world. Putting their interactions front and centre of the narrative helps The Shadows of Pygmalion to ensure the player gets to spend the most time with the characters it needs them to like in order for the later story moments to work properly. Even more than many other visual novels, this is a game incredibly reliant on this liability that the entire experience is twisted around it and so the intense focus it places on them works wonders to enable this method of presentation.
The vaguely romantic moments feel so strange

The secondary characters do not fair quite as well with a mixed bag of presentation and arcs which muddies the water and leaves the greater world feeling flat. Many of the minor cast members exist for a specific plot or narrative purpose and do not demonstrate anything beyond that one purpose. This leads to them appearing somewhat mechanical in nature as if they are props on the stage rather than actual people with their own lives outside of this one moment. It also creates an unflattering contrast with the well rounded main characters who highlight the weak characterisation of these extra cast members. It is difficult to stay invested when the game decides it wants to make one of its weaker characters take the spotlight as the focus on them reveals their shallow nature. Not all secondary characters are like this with a few standout ones that gives some much needed substance to the world. For example Aizawa Makoto has one of the strongest arcs and narrative involvement in the game and her resolution is the high point in the game’s story. This difference in quality from a lot of the other cast members is due to a combination of a closer personal connection to a main character leading to a greater screen presence and showcasing of their personality and a direction to their arc which reflects well into the overall theming of the game. Each of these gives her a flexibility of expression lacking in much of the secondary characters due to their rigid and functional nature and it allows for her humanity to be self-evident without having to be spelt out.
 

Illuminating Magic – Visuals, Audio and Technical

 

There is nothing particularly special about any aspect of The Shadows of Pygmalion’s presentation on any front, but it does have a firm grasp on how to use what it does have to get invoke the right emotions. From a visual standpoint it is a slightly different take on the expected anime art style common to most visual novels with all the common trappings of the medium. Its liberal use of cut-ins is where the game can effectually use its visuals to convey its identity. This often manifests as either slow reveals of a scene by cut-ins which showcase parts of the scene to build up the tension and drama of events or rapid cut-ins to sell the motion and violence of an action scene. Through the teasing of visuals the title can make them have more impact than they would otherwise have while helping them leave an impact in the player’s mind. The audio is similarly standard, but does not have anything like the cut-ins to spice it up so it ends up being a forgettable affair. In the moment it does its job of creating the right mood and yet when thinking back on the tracks it is difficult to remember a single on of them with any clarity.
Action scenes have a good impact to them through the use of cut-ins

Conclusion

 
There is a lot of like in The Shadows of Pygmalion as the game knows its genre well and provides a memorable combination of supernatural action and drama. It opens incredibly strongly with an excellent hook and engaging world hiding mysteries which are just waiting to be uncovered. The main cast reinforce the strengths of this narrative through the way they play into the dual nature of the setting as the character’s grapple with their everyday lives and their battle against the Puppets. From a presentational standpoint the game is nothing special yet makes the most out what it has available. It is only in the second half where the cracks begin to show as the revelations are dry, the romantic elements feel weak and out of place and a lot of its secondary cast appear shallow. Despite this the title is still an enjoyable experience which taps into what makes action visual novels so distinctive.
 
 

Verdict – 

An urban fantasy action title which leans into the dual nature of its setting to provide strong character moments and flashy drama. Yet it is a flawed package that cannot quite stick the landing.
 
 

Pros -

 
+ A strong opening with well presented mysteries and an engaging world which hook you in.
 
+ The dual nature of the setting is played on through the main cast who have to grapple with what each half means to them.
 
+ Effective use of its visuals to sell the drama or action of a scene.
 

Cons -

 
- After the opening the game never manages to reach the same highs with weak reveals and hollow romantic elements.
 
- Secondary cast is a mixed bag as many of them feel like props for the plot rather than actual people.
 
 

Best Visual Novel Releases – October 2024


As the spooky day fast approaches, it is time to look at the scariest thing imaginable, visual novel releases! Even in this relatively quiet month for new games there are still some standout titles worth your time. There is a little something for everyone with genres ranging from compelling Otome to cute Slice of Life adventures to head scratching Mystery stories. Each offers their own distinct visual and narrative style for the player to sink into and add something memorable to the growing pool of visual novels. Let’s dive in and see what title you should be playing from the past month.
 

Official Releases

 

Master Detective Archives: RAIN CODE Plus

Steam     VNDB     Genre – Murder Mystery, Detective     Play Time – 40 hours

Despite having an English translation available on Switch since last year, the release of an English PC version is something worth highlighting as it gives a wider audience a chance to play this title and at a more stable frame rate. RAIN CODE is a game that advertises itself as being from some of the minds behind Danganronpa and on a surface level this comparison seems appropriate with the same artist providing the character designs alongside a wacky and distinctive presentation. However, unlike Danganronpa it is far more interested in exploring detective work through the angle of its fantasy elements and chief among these is Shinigami-Chan, a death spirit who haunts the protagonist and assists him in the Mystery Labyrinth. It plays with these concepts to form its own atmosphere in the rain drenched Kanai Ward where master detectives run around trying to solve the mysteries plaguing it. If you are looking for an over the top take on the detective genre than RAIN CODE will be a good time.
 

9 R.I.P.

Nintendo Eshop    VNDB     Genre – Otome, Mystery, Supernatural     Play Time – 60 hours

Having all of your romanceable characters being either a ghost or a youkai immediately speaks to the sort of tale being told here. When the men in question are either dead or otherworldly, it is hard to have a conventional romance. Rather 9 R.I.P. uses the seeming disconnect between the main heroine and her suitors to craft its tone of mystery and supernatural forces. The game follows Misa Isshiki who apart from her tendency to be unlucky in life is a normal girl who finds herself embroiled in the conflicts of otherworldly men after a strange voice speaks to her about the future which awaits her. From this point onwards the mysteries of the cast come to the front as Misa’s vulnerability in the face of these supernatural beings becomes a core source of tension in order to push the narrative forward. The chosen pairing’s journey is a genuinely heartfelt one where the challenges presented by the different worlds the two belong to is played up to make their eventual resolution all the sweeter. A definite must play for the otome fan who is looking for something a little different to spice up the expected formula of the genre.
 

Tales from Toyotoki: Arrival of the Witch

Steam     VNDB      Genre – Fantasy, Drama     Play Time – 15 hours

Here is another title which has previously been released in English elsewhere but this marks the Steam version being updated to contain English text. It has previously been locked to the Microsoft store version, but with this release it is now more widely accessible for people to experience. This is a deeply character centric game with the focus being on the protagonist Hikaru Nishime and the small band of people around him where it spends a lot of time helping the player understand the casts' emotions and struggles. In particular the duo of Hikaru and the magical Lilun Jaminthida form the backbone of the narrative with their journey being where it gets the majority of its impact from. For those interested in a shorter and more personal tale which explores its characters in more depth Tales From Toyotoki has a lot to offer.
 

Kakenuke★Forward to Our Sparking Youth!

Steam      VNDB     Genre – Slice of Life, Romance     Play Time – 40 hours

Learning to enjoy life is a common theme for the slice of life genre and one that suits its relatively low stakes environment. Kakenuke follows this familiar pattern and rather than innovating it instead seeks to be a solid example of the formula. This is explored through Toono Yuu’s focus on work over his school life and his friends efforts to get him to enjoy the limited time he has to be young. While this contrast between the adult and teen worlds is hardly unique, there is a commitment to it that helps the emotional moments it builds towards as Yuu comes to know the heroines. The inherent drama which come from being a teenager is well represented here as the chaotic feelings of their developing minds rise up and cause them issues. Ultimately this is a light and fairly standard title with just enough of its own flare to appeal to those interested in the genre.
 

Meiji Tokyo Renka Full Moon

Steam     VNDB      Genre – Comedy, Otome, Fantasy    Play Time – 18 hours

When Mei Ayatsuki is transported back to Meiji era Tokyo by the excentric magician Charlie, she could never have known the whirlpool of romance she would become involved in. Here she meets a series of famous men from the period and becomes mixed up in their affairs when it becomes clear she has the rare talent of being able to see Mononoke. Despite this seemly dramatic set up there is a surprising focus on comedy as the driving force for the player’s interaction with the characters and creates a duality between these sections and the dramatic moments which define each route’s conclusion. It plays this to its advantage in order to make the large number of heroes feel distinct in how they interact with Mei and the player. Another strong otome game for fans to experience.
 

3D Graphics – An Anatomy of Visual Novels


Into A New Dimension

 
Video games are often defined by their visual style, from presentation to mechanics, and visual novels are no exception. Many choose to stick to the standard 2D portraits and backgrounds for their reliability. However, some titles want to explore a different dimension of visuals and so step into the world of the 3D. They do not loose the fundamental design elements which define the medium and remain recognisably a visual novel just with tricks which are not available in traditional presentation. Movement is the most immediately obvious of these changes as the 3D models can easily be manipulated and can believably interact with one another. Shifting perspective can be done in smoother ways since there is no longer a need to switch backgrounds when the camera could just rotate the look at the new location. It can also now borrow visual techniques from other types of games in order to enhance important moments. Of course the more it pushes into these new design spaces the less like a visual novel it feels and this is a trade off that is difficult to handle. Are these advantages enough to justify choosing to be 3D? Let’s uncover a new dimension and find out.
 

The Power Of Movement

 
Utilising full 3D character models provides the opportunity for a level of dynamic movement simply not possible when using 2D graphics even with the options available to Live 2D. The extra dimension results in a free-form expressiveness where poses and movements can blend into one another to create a more life like presence than would otherwise be possible. Part of this is due to the way the models have all the joints present in the human body due to their rigging and so their poses feel natural. Exaggerating these expressions is still an option open to a 3D model and they can play into those anime faces for comic or dramatic effect, but their more realistic movements keeps them firmly in a grounded physicality. A side effect of this is these expressions lack some of the emotional power they have on a 2D model due to the 3D form coming across as slightly off from what would be expected of their expressions since they cannot commit to the exaggeration in the way they need to for it to be effective. The ease at which new poses for an existing character model can be created is one of the largest advantages of 3D and a number of them can be developed, experimented and modified in quick succession to see what works within the context of the tone and content of the game. Setting all these individual parts up to allow for this smooth process is not without its own time consuming challenges, but once the pipeline is up and running it gives a large degree of freedom for changes to be made as it becomes clear there is a need for something specific. Transitions between the poses adds some extra development time to the process as their movement from one to another will be more closely examined due to their more realistic nature when compared to 2D. Failing to properly account for this issue can bring the player out of the experience as they are distracted by an out of place animation. 
3D is a distinctive visual choice with its own movement and expressions

A prominent example of what this use of 3D looks like in practice can be seen in Robotic Notes. It departs from the other entries in the Science Adventure Series by not using the standard 2D portraits and embracing 3D character models. It is important to note that other key visual elements like backgrounds and CGs are not rendered in 3D so the characters stand out in contrast to them. This merging of the two styles plays an important role in the framing of the character models through the way their colours, lighting and movement showcase a dynamic expression of the key moments. A focus on AR and robots helps create an environment where the 3D characters do not feel out of place due to the game's sci-fi genre leaning into more pulpy concepts than other titles in the series. Robotic Notes makes sure to milk as much as possible out of the movement and freedom offered with the 3D character models to sell both human and AI as expressive and reactive people who feel physically involved in the events surrounding them. Playing up this physicality is at the core of the reason this game can present the characters as someone who really exists in the mind of the player and it helps them form a bond which the game can exploit to further moments of drama and action.
 

Changing Perspective

 
Rendering the backgrounds of a visual novel in full 3D shifts how both developers and players interact with each scene. Camera control is single largest advantage of using this style of background and opens up a lot of possibilities for how to present a scene not open in 2D art. The most basic of these benefits being the ability to simply pan the camera to the next location rather than having to load an entirely different background image. In doing this the game can keep the player's focus squarely on the events in front of them and it adds a layer physicality to the space since it shows it as somewhere that can be moved around in. This is especially effective if the game is also using 3D character models given they fit naturally into setting due to their common appearance and reinforce the idea of the backgrounds as actual places these characters are present in. Beyond the simple use of panning there is a lot of room for more arty and interesting camera angles for a scene or event that can frame them in vastly different lights. Depending on the mood a developer is aiming for the flexible camera positions can be easily and quickly experimented with to find the exact one they need in a way the 2D artwork’s production pipelines do not allow. 
Virtue's Last Reward likes to play with its visuals so 3D is an excellent choice for its flexibility

Virtue’s Last Reward heavily leans into this utilisation of 3D for backgrounds alongside its characters for tonal and dramatic effect. The backbone to this integration of 3D is the choice of the Sci-fi genre and the mechanical nature of the setting. Blocky and inorganic shapes are favoured by 3D models and are easier to create convincingly in a 3D setting. They are also something associated with futuristic architecture which allows the game to use the advantages of 3D without having to deal with the potential issues of it appearing out of place. And take advantage of it Virtue’s Last Reward does with everything from dynamic movement to shifting backgrounds. Particularly of note is the way it makes use of a variety of static camera angles where the scene is framed in a recognisably visual novel manner and yet intimately putting on display the key moments. Here the characters or backgrounds are presented on a pseudo 2D plane and within which the 3D can move around or add depth, but they will never leave the confines of that defined space. This allows the game to keep the core design elements of a visual novel while dipping into flexible offerings of the 3D realm.
 

A World Of Possibilities

 
All the prior discussion has assumed that the developer would be sticking close to the expected visual novel format. However, what about those who choose go for a hybrid route with another type of game which normally uses 3D as its means of presentation? Let’s look at a few examples of this mixture to see what it offers. Ace Attorney underwent a transition from 2D to 3D graphics in its later games and this led to a number of interesting quirks with how it handles 3D. Chief among these are the exaggerated expressions of the characters many players know the game for. The new graphics push the expectation beyond what the originals could by creating increasingly exaggerate poses and animations making full use of the 3D models. This is the general trend throughout the game with the 3D graphics trying to embody the identity forged in the 2D games and push it to the next level. Sometimes this can be a problem due to it can interfere with visual clarity as it does where the adventure game elements rub up against the visual novel ones and the exaggeration can make it somewhat unclear what information or objects are important at what point. 
Knowing how to use visual effects is important when getting the most out of 3D

On the opposite end of the spectrum sits Fate/Extra with its purpose built 3D RPG world. Here the visual novel sections take the form of overlays on top of the 3D space of the RPG which it can bring up as needed to tell the story before quickly transitioning back. Since the game has access to a large area in which to present the visuals of these scenes it can use camera tricks and effects available to the RPG side of the game and provide them with a new purpose in the context of each moment. This repurposing of existing parts is a core strength of a 3D hybrid as it creates an efficient system whereby the developer can make visual elements serve multiple functions rather than having to make additional ones for the visual novel. Being a PSP title meant that Fate Extra had to work under a restrictive file size limit and so this ability to reuse graphics was especially important to it.
 

Conclusion

 
Stepping into the 3rd dimension offers many opportunities for visual novels to utilise the qualities unique to this style of presentation. Characters can move and animate in organic ways standard portraits would not allow for and enhance the feeling of them being believable people. Rendering backgrounds in 3D opens up new possibilities for camera tricks and angles which can shape how a player perceives a scene. Of course hybrids are the most influenced by this choice of visual direction as it puts them more into line with many other types of games that use 3D exclusively and they can seamlessly blend together. When creating a visual novel 3D graphics should be a serious consideration, if they met the expectation of your genre and audience, given the flexibility and control they offer a developer.
 

Raising Simulation – Uncovering The VN Hybrid

Shaping A Future

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

Helping Them Reach Their Potential

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

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

Life’s Many Paths

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

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

As Much Or As Little 

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

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

Conclusion

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

Neko Para Series Review – A Slice Of Life Paradise?

Genre – Slice of Life, Comedy    Play Time – 6 hours per game    Developer – NEKO WORKS    Steam    VNDB 

 

The New Patisserie In Town

 
For a series of short visual novels with the fairly simple concept of running a patisserie assisted by cat girls, Neko Para has left a surprisingly lasting impression on the medium and remains a talking point to this day. There is an undeniable appeal in the brightly coloured fantasy of this light hearted world where cat girls and humans live side by side. It feeds into a certain brand wish fulfilment focused around unconditional and mutual affection where conflicts are never anything more than hiccups for these bonds. This is hardly unique to Neko Para as there are plenty of other slice of life visual novels doing exactly the same thing, but here there is a refined and keen understanding what its audience wants and how to playing into it to capture their hearts. However, behind all of this are some of the strangest world building choices in many game which undermine the atmosphere in seemingly unintentional manner. Is this strange combination really enough to explain Neko Para’s success? Let’s bake some cakes and find out.
 

Cat Girl Paradise? - Narrative And Themes

 
Knowing the limits of a game’s narrative and shaping the play time and content around this pillar helps ensure it will not outlive its welcome. The episodic nature of the Neko Para titles allows them to make this concise format its biggest strength through their relatively self contained nature. Each visual novel has little connection to the others outside of a vague sense of our protagonist, Kashou, building up his cat girl harem. A common framework is shared between them with each focusing on a different pair of cat girls and their relationships and conflicts as their core narrative which provides recognisable points of reference between titles. These elements mean that it is easy to pick up any of the Neko Para games and be able to understand what is going on while having a good time, since no individual part of the series influences any other. At first this might seem to be a double edged sword as without any sort of overarching hook why would a player complete more than one game? However, it is very clear that Neko Para is fine with people playing as much or as little of the titles as they like due to its commitment to this structure and it more interested in creating a consistent tone and flow of content for the niche it has found. This choice does make it a polarising game series since it does nothing to change or invite new players in over its course and those who bounce off it will continue to do so while not understanding the success it experienced despite it not attempting to improve upon it flaws. Such a deliberate design speaks to a vision about what the titles should be and gives them the strength to communicate it clearly.
So many cat girls!

When it comes down to it the Neko Para games can easily be summed up as a slice of life set in a patisserie with cat girls and it keeps to this core identity at all times. Knowing what they wants to be while maintaining its simplicity gives these titles the means to refine their atmosphere into the comfortable and fluffy one the genre thrives on. Take how the games deal with the cat girls Chocola and Vanilla as an example, they are the focus characters of the first volume and in here they are involved a selection of daily life events before leading into a minor conflict at the climax which is quickly resolved by the protagonist. Throughout there is prevailing sense of an everyday world without any of the real world worries associated with it and instead only the good times. After their volume Chocola and Vanilla are reduced to a supporting role, but future games are still keen to reinforce the bond between them and the player so they pop up from time to time so as to remind the player of the good times they have had together. Blending the stories themes into a continuous whole is one of the key impacts of this style of intermingled characters and tone as it paints a picture of nothing having lasting consequences and instead has the player live in the moment. ‘The good times will go on forever’ is the alluring promise of Neko Para and it makes this a powerful motivator for the players continued progress through the bright games. There is a level of polish to the atmosphere with its carefully crafted laid back nature which speaks to a strong understanding of the genre and what people want from it.
It is strange to think these two are only one year old.

It is strange that Neko Para seems to obsessed with accidentally undermining its carefully crafted tone and atmosphere at almost every turn. These issues all stem from the world building introduced over the course of the series where new revelations about it have uncomfortable or bizarre implications. Let us look at a few examples to see how exactly they damage the overall experience of playing Neko Para. Perhaps chief among the odd choices made is the status of cat girls as pets. In this one important detail the developers have dehumanised the majority of their cast especially as it becomes clear how few rights cat girls actually have in this world. This is made worse due to high level of mental capabilities demonstrated by cat girls, they are not animals so it feels uncomfortable to treat them as such. Then there is specified age of each of the cat girls which is an issue both in terms of how young they are and how short this implies cat girls’ live to be. Having an age range from one to three years old creates an uncomfortable dissonance between their apparent age and the relative maturity they act with. It also showcases how rapidly cat girls age with Chocola and Vanilla being mature enough to mate when they are one year old which implies a short life expectancy and how the happy times on display will be brief. All this must lead one to ask the simple question, why were these elements included at all? Does the audience for a slice of life tale about cat girls really care about the specifics of their social status or life cycle? The answer is obviously no and if Neko Para had realised this it could have avoided these strange issues. The cat girls could simply be another species of human and their equals instead of pets and the story would not need to change much and the games could just have omitted the characters’ age as most other titles do rather than make a point of highlighting it. These choices are perhaps the single oddest design decision a slice of life visual novel has made and displays a tone deafness in conflict with the rest of the well tuned experience.
 

Pets And Their Humans – Characters

 
At the centre of the stage are the cat girls and their antics. Each one of them follows a general archetype that many players will be familiar with, but pushed through a cat shaped filter. What this means is a lot of meowing and cat related traits sitting alongside their expected ones. They stick closely to their templates and present an immediately recognisable version of these simple character traits which is design to be pleasing to witness. For example, Vanilla is a standard Kuudere with her reserved emotions and seemingly distant disposition hiding a side of her that genuinely cares about Chocola, the other cat girls and Kashou. At no point does she every deviate from this core identity and her every action is what is expected of someone with her personality. That is not to say she lacks any traits of her own as her close bond with Chocola demonstrates, but instead that this never treads on the toes of her archetype. All this is in service of the slice of life fantasy and assists in wrapping the player in the warm blanket of ideas they are already familiar with. The standard nature of these focus heroines reassures the player of the kind of story they are in for and promises them an experience which will stay firmly within their expectations. For Neko Para’s audience, this is exactly what they want and the games play into this desire for certain predictable characters.
Oh no run! Her brain is overheating!

There are two notable humans, Kashou and his little sister Shigure, and they could not be more different from each other. Shigure is close to the cat girls in terms of role and falls into the archetype of the sister with a brother complex, but, unlike the other heroines, is never a romance option so instead act the wingman supporting them. Her over the top actions make for some entertaining scenarios as she lives vicariously through the cat girls and is not above messing with Kashou for her own amusement. This added bit of chaos helps alleviate the potential issue of the character interactions becoming stale due to the characters’ static natures by throwing in curve balls to spice things up with new situations for them to react to. On the opposite end of the scale sits Kashou who is the expected self insert of the slice of life genre. Aside from this love of western confectioneries and minor disputes with his family, he is entirely bland and works perfectly as a suitable vessel for the player to place themselves into. In that regard he is hardly anything special with many similar protagonists existing in the medium, but here he works to fulfil the expectation of familiarity established through every other aspect of games. He is in many ways the perfect embodiment of what it is like to experience Neko Para.
 

Every Twitch Of Their Ears – Visuals, Audio And Technical

 
Atmosphere is the connective tissue joining all the elements surrounding the narrative together. They reflect the light and breezy tone of the story and turn it into a pervasive sense of place for the games to relax the player in. The high quality and expressive live 2D supports this pillar visually through the way it lends life to what would otherwise be static artwork and sells the idea of the characters as living people. From the way they bounce around in excitement to the many expressions they can dynamically adopt, the over the top nature of these movements invokes the energetic feeling of an anime and helps it match the narrative tone. The existence of a patting mode where the player can stop the game at any point and touch the on screen characters to see their reaction further reinforces the reactivity and energy of the games. Neko Para’s soundtrack is nothing special from the stand point of a slice of life visual novel, all the classic tracks are here from the peaceful everyday to the exaggerated joke and each offers nothing memorable. However, they do work in this context due to role adhering to the exceptions players have for this series. The sound scape of a work does a lot to place the player in the right frame of mind to accept the narrative on an emotional level. By meeting the genre expectations it wordlessly communicates what is to come without having to spend valuable play time explaining it.
Movement adds a lot to how alive something feels.

Conclusion

 
Neko Para is a slice of life visual novel with cat girls. On the surface that statement might seem obvious, but there is a surprising amount of effort which goes into ensuring the player does not think twice about it. Everything about these games focuses on this core identity. The episodic and separate structure of each title allows players to experience as much or as little of the series as they want without missing anything. Couple this with its polished and focused narrative that places a sense of great importance on a light tone and the result is form of light entertainment which can be enjoyed at leisure. This is further reinforced through the use of live 2D and a familiar style of slice of life soundtrack and they all push the games in the same direction. Characters also fall into the expected archetypes of the genre and exist as refined versions of the player’s expectations for the cast. It is only in the unnecessary world building that Neko Para stumbles from its all consuming tone and introduces some uncomfortable and strange elements. Is this enough to ruin the experience? That will depend on how much the specific genre it is peddling appeals to you.
 
 

Verdict – 

Neko Para knows exactly what its audience wants and never deviates from the path of appealing to them. If that audience includes you then you are in for a good time. Otherwise expect to be disappointed by something shallow and standard.
 
 

Pros -

 
+ A series of short and focused titles which know exactly what they want to be and who they are appealing to.
 
+ The commitment to the fantasy of this everyday world allows the games to have a level of narrative polish only possible with a keen understanding of the genre.
 
+ Each character falling into a clear role and they interact with each other in heart-warming and funny ways.
 
+ Strong visual design and familiar music direction do a lot to help sell the comfortable feeling of this patisserie.
 

Cons -

 
- Never evolves beyond being a simple slice of life tale so may disappoint those looking for something more substantial.
 
- Strange world building choices distract from the core fantasy and can make the player feel uncomfortable.
 
- Characters are static and there is little in the way of meaningful development for them.
 
 

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