Robots And AI – Character And Cliche In Visual Novels


I Do Not Understand Your Human Emotions

 
Modern sci-fi across the world has an obsession with AI and Robots so it should come as no surprise to find numerous characters fitting this description within visual novels. These machines are the perfect breeding ground for complex theming around what it means to be human and the important questions surrounding technology. Not being bound by the expectations of a human character has led to this these machines developing their own brand of cliches and defining aspects. The majority of the Robots and AI in visual novels fall into the category of being stand-ins for humanity or take an element of human nature and isolate it for examination. Characters in this group range from copies of living humans to machines who hide their true nature and make for vivid spectrum of personalities. Next to these sit the AIs who are purely functional in nature, those who might present human mannerisms but only exist as mechanisms with nothing going on behind their eyes. Beyond them exists a broader overarching element of these machines stemming from their nature being fundamentally different from ours. They are not bound to the flesh like a human is and reflecting on this invites interesting additions to these characters’ presentation. Let’s boot up our systems and look at how different titles handle this archetype.
 
 

Metaphor For Humanity

 
By far the most common use of Robot and AI characters is as a means of reflecting human nature back onto the other characters and pointing out the absurdity and beauty to be found within it. This provides a space for the narrative to be flexible in how its cast deal with the events around them when confronted by a vastly different yet familiar viewpoint. It can utilise the inorganic nature of these machines to make the singular focus of their personalities more believable and allows for them to be slotted into the desired thematic spot. Since they are man made constructs they end up being a mixture of their creator’s imperfections and the cold steel of their materials and reflect this back at those same creators. In order to fill this role these characters tend to either be lacking emotion or have an element of childishness and innocence to their identities. Many share a lot in common with child characters in their inquisitiveness with a layer of adult knowledge showing their data based nature and lending them a slight disconnect from their organic counterparts. One style of this character is those created from the memories or brain scan of a person so inheriting their personality passed through the lens of their programming and metal container. These AIs generally act as a kind of ghost for the cast since their original is often dead which is case the Amadeus, from Steins;Gate 0. She is a copy based on Makise Kurisu but made from memories from before Kurisu met Okabe which makes her artificial nature immediately apparent and her interactions with Okabe are awkward due to the differences in what they both remember. For Okabe, Amadeus is Kurisu’s ghost who has come back to haunt him and he both wants to talk with her and yet fears the guilt which weights him down. She reflects his self-loathing and apathy back into him while constantly presenting the truth about what the real Kurisu would have wanted Okabe to do. Being digital means she can nicely slot into the phone angle of Steins;Gate where the main way they interact with is over the phone rather than in person furthering the idea of her as a ghost detached from the physical world. Overall, Amadeus, like most ‘copy’ AI’s, is more a narrative device than a complex character and they are simple outlines around which other characters must develop and grow rather than having much in the way of agency themselves. 
Purity and innocence define a new born machine as much as they do a child

Another kind of Robot, and one Key in particular is in love with, is those focused around purity and childish innocence. Philia, from Stella of The End, perfectly captures this approach with her boundless curiosity and complete lack of any sense of danger. These are the traits of a child played up to their extreme in a mechanical form which does not experience the world in quite the same way as a human. She simulates the needs of an organic, such as hunger and sleep, but they are obvious not quite right since her understanding of them is filtered through her nature. This slight disconnect is perfect for her role in providing a reflection of humanity to a jaded Jude that he cannot easily dismiss and brings out the caring part of him buried beneath the scars. Unlike the previous type of machine characters, Philia gets an arc and meaningful development where she matures out of the innocence into a well rounded adult without losing the valuable parts of said innocence. Our final group of characters are those who keep their artificial nature hidden and pass as humans from the point of view of both the player and other characters. When initially shown Luna, from Virtue's Last Reward, the player is likely not going to suspect her to anything more than a kind and timid woman who wants to have the most peaceful solution possible. Only at the end of her path, late into the game, is the truth about her mechanical nature revealed and this reframes her actions over the course of the story in a new context. The fact she knows a lot about what is going on but is bound to rules which prevent her from revealing this information, presents the only unquestionably good person as not human at all. Yet there exists a contrast between her and Zero III AI in that she ultimately chooses the people she has experienced these events even at the cost of her own existence while Zero is completely obedient mechanism which adheres to its programming. This works to highlight the theming surrounding human nature by being another angle through which the power and value of choice are presented to the player.
 
 

Functional Machine

 
This kind of machine character is an odd one to talk about since their nature as mechanisms not capable of acting outside their determined limits results in them being more plot device than person. Often they serve the purpose of being the mouth for exposition or a surprise source of conflict when they are hacked by the antagonists. Inhumanity through a lack of agency defines these characters and they present the veneer of being sentient but this quickly collapses under scrutiny. Their broader role is to be a contrast against the push and pull of the human characters who shape the story so the importance and consequences of this freedom can be put into focus. One basic example of this kind of AI character is Anato, from Secret Agent, who manages the running of the city. She is the quintessential functional AI with her role within the narrative being solely based around what utility she can offer the cast. This means she is regularly reduced to explaining the world to the player or providing a key bit of information a character needs so the plot can move forwards. Despite her motherly personality, she is presented through the lens of her nature as a bundle of programming rather than a person and has an identity which remains entirely static while also being passive to the cast surrounding her. This makes such characters great for this role due to the audience’s expectation for a machine making it less distracting for them to dump information than someone who is meant to be a living person. 
Can a connection be meaningful when the other person can never say no?

Masuko, from 2236 A.D., is a more complex version of this archetype. She is an AI owned by the protagonist, Yotsuba, and it is immediately obvious that her personality is not genuine from the moment she first appears with her responses being extremely inorganic and functional. Despite this staring him in the face, Yotsuba continues to emotionally invest in Masuko due his desperation for a meaningful connection and it helps reinforce the idea he has no idea how to make them. On some level this knowledge is understood by Yotsuba hence why he so aggressively tries to pursue the other people in this life even to the ends of the world. Masuko is a constant remainder throughout of his failing and shows the only connection he can form is to something which is obedient and incapable of living without him. The role she occupies comes from how others define her given she is completely without agency of her own.
 
 

A Different Axis To Organics

 
As might have become apparent, the synthetic nature of these Robot and AI characters ends up being their primary distinguishing feature and shapes how they interact and perceive the world. Not being bound in a fleshy prison gives them the ability to highlight the importance said body has to humanity. It also offers a unique angle to explore what intelligence and freewill mean when placed into a context with vastly different needs and means of perceiving them. Since the way the manifest varies wildly from game to game, it is best to look at a few examples to get a sense of the overall shape of this trait. Aiba, from AI: Somnium Files, treads an interesting line between organic and machine due to her primarily acting as Date Kaname’s replacement left eye. Visually she has a soft and squishy appearance to match the organ she replaces while also contrasting it with her almost alien inorganic internal workings. The obvious connection to be drawn here is the presentation of Aiba as a part of Date and someone without whom he is not whole, both literally and figuratively. More broadly Aiba’s AI nature allows her to offer advice and support to whoever she is paired with through her variety of data analysis tools and this is shown to fundamentally shapes her understanding of the world. This is why she needs to work alongside a human partner so their combined wisdom can overcome the weakness of organic and machine to create a better detective. 
Aren't you the most adorable eye replacement

One character who is complete defined by being strings of code is Monika, from Doki Doki Literature Club!. Her existence and much of the game’s big reveals revolve around this twist on what she is within the confines of the world the player is presented. Even as she plays with the rules, there remains weight to her perception of herself and what she does to the other characters. This lends what could have otherwise been silly fourth wall breaking a level of power and consequence to create a tension between her and the player. Monika knows exactly what she is and what she is doing and is comfortable with both and she thinks and acts on an entirely different axis from the organic player and Doki Doki really wants this to hit home for its emotional pay off to have its full effect. For our last example let us move back into the realm of humanoid robots with Dorothy Haze, from VA-11 HALL-A. What will immediately strike the player when first meeting Dorothy is the disconnect between her mind and body with her mental age clearly been that of adult while her body appears much younger. Her attitude towards her physical form comes across as laissez-faire and she treats it as a vessel rather than a fundamental part of her existence. Talk of the modifications she has done to her body is a light subject for her since they lack the permanence they would have for an organic. Despite how different she from the rest of the cast, when it comes to her relationships and interactions she is shown to be capable of the same kindness as the rest of the cast and this helps expand the value of connections which the game pushes through the variety of its characters.
 
 

Conclusion

 
In the end Robots and AI characters are not so different from the organic counterparts yet they are different enough to make them perfect for exploring human nature. They can work well in the role of metaphor for an aspect of humanity and each one can leverage their relationship with the cast to bring out interesting new angle to them. Playing off their inorganic nature can create divides between them and organics which can be leveraged for plot or emotional pay offs through this new understanding of the way thinking and feeling can manifest. Then there are the characters who are entirely bound by their programming and lack the freewill and these work both as exposition dumps and a contrast with the freedom offered to the rest of the cast. Overall, the inorganic nature of Robot and AI characters gives developers a flexible way to hold up a mirror to the player and ask them to examine themselves and they can make for a powerful avenue for the consideration of the human condition in a modern or sci-fi stories.
 
 

Coffee Talk Series Reivew – Brewing Connections



Genre – Bartending, Fantasy, Cosy    Play Time – About 8 hours Per Game    Developer – Toge Productions   Original    Hibiscus & Butterfly   Tokyo   VNDB 

 

On The House

 
Running your own cafe and chatting with the customers as you serve them drinks is a form of cosy fantasy focused around forming human connections. The Coffee Talk games lean heavily into the potential of this premise and sets about crafting a narrative space where sitting and listening to the character’s worries is pleasant. These titles take place in a modern day setting with fantasy races yet their lives and troubles are surprisingly normal and their struggles form the backbone of the story. Interacting and serving drinks is the majority of what the player will be doing and Coffee Talk does everything in its power to make this as engaging and impactful as possible. Each of their life stories endears them to the player and helps the games push its themes and ideas in an organic manner as they come out over the course of multiple conversations. The cafe and the people visiting are all rendered in a strong visual and auditory style which quickly communicates who they are and makes them stick in the memory. However, this is a series of titles which are plagued by a set of recurring issues, from a struggle with subtly and conflict to drink requests which can feel too vague, and its attempts to solve these problems often end up shifting the issues to other parts of the experience. Are these struggles between maintaining its cosy identity and pushing the series forwards enough to weaken the fantasy? Let’s fail to draw some latte art and find out.
 
 

Fantastical Mundanity – Narrative And Themes

 
Being cosy sits at the heart of Coffee Talk’s identity and the inviting atmosphere of the cafe and its customers do everything they can to reinforce this tone. It plays off the inherently passive nature of the premise, where the characters and events come to you rather than you being the driving force, to create a slow pacing where the player is encouraged to surrender themselves to the flow and appreciate the interactions taking place in the current scene rather than looking to future promises. This is supported by a web of characters and plot threads which interact in surprising and satisfying ways as they meet for the first time in the cafe. A lot of care has been taken to place each character alongside others who will bring out the interesting parts of their personalities and allows for them to grow in meaningful ways. New relationships born from these chance encounters form a key appeal of the narrative with the player getting to shape their ultimate outcomes through correctly meeting their orders. By offering the element of agency in the fundamental element, the game can invest the player in the consequences they have helped to shape while preventing them from become too complacent in the cosy tone. 
One of the few looks at the outside work you get

The social media app, where the player can look at what the cast have been doing, adds another aspect of player interaction for them to fiddle with outside of big narrative moments. It also serves the purpose of making the cast feel like they exist beyond the confines of the cafe so they come across as more believable individuals. All of these elements are in service of some extremely powerful emotional moment and pay offs in the finale which utilise the slower pacing to get the space they need to breath and properly set the player up for the gut punch. When the player puts down the game after the credits roll it will be these scenes of catharsis that will stick with them and each title in this series manges to capture its own version of this impact.
 
Despite there being some truly powerful narrative threads, there are just as many others which meander or weakly splutter to their conclusion. This unevenness consistently plagues the series and it is perhaps a result of the large cast required for the amount of meshing relationships Coffee Talk wants to engage with. A need to provide arcs for each of these characters means some get left behind in favour of the more interesting ones the developers clearly put a lot of time and effort into. While the emotional impact of the powerful moments is undeniable there exists a strange toothlessness to them when it comes to actual conflict. There seems to be a fear that if the cast are seen as being in conflict it will ruin the cosy tone and on some level they are right. However, there is a different being dramatic and destructive conflict and the weaker challenging of beliefs style conflicts which make up most character centric narratives. Shying way from any meaningful conflict creates a sense of this world being a sanitised version of our own and lends it a fake feeling. 
This is just water with some mint on it...

Then there is the series’ weird relationship with subtly. There is a regular use of subtly through the dialogue and character actions and it speaks to an understanding of how to sell a theme or idea without saying it directly. Yet the developers constantly decide to have the characters shout these ideas at the player in the most direct and unveiled manner possible. This comes across as a lack of faith in the player’s ability to pick up on clues and engage with the story while being desperately afraid that its precious messages might be missed for even a second. Ash is a good example of this trend, he is a stay at home dad and through interacting with him the player is subtly made to see his perspective on the role men can take in the family. Then later on he explicitly vomits his beliefs out loud in a long monologue despite the game having already demonstrating them and it feels awkward while causing the scene to come to a screeching halt. As a result it often feels like the games are preaching to the player in a distracting and almost fourth wall breaking manner. On a higher level, the overall structure and pacing of all three games is near identical to the point of them somewhat blurring together. Rather than being a strictly negative trait, this is more something a prospective player should be aware of coming into the series. If they like one of the games they will probably like the rest or vice verse, but it is definitely not a series interesting in winning over new audiences so much as sticking to what it want to be.
 
 

All Walks Of Life – Characters

 
As you might imagine for a series so focused around interactions, the characters of Coffee Talk are its strongest aspect and form much of its appeal. They cover the full spectrum of what this fantasy society has to offer from struggling journalists to blind musicians and it comes together to create a patchwork picture of this diverse world. Each one has an immediately recognisable core identity which helps the player keep track of who they are in the sea of other characters who enter the cafe. These are then expanded upon over the course of their visits and as the player chats and serves drinks to them they develop into well rounded and interesting individuals beyond their initial archetypal introduction. Their colourful personalities mesh together in pleasing ways where the unexpected can be born from a chance meeting and helps push the sense of them as dynamic people who have more going on than what the player gets to see. Only seeing a few of the cast per day does a lot to keep them fresh, the games regularly have characters be absent for one or two days in order to make their presence not overstay its welcome and giving time for developments between them to believably take place. 
Even the smallest interactions are a joy

One character who sticks out for their weaker presentation is the protagonist who is devoid of almost any interesting features and they are someone with no investment or emotional connection to the world. They fit the generic ‘nice guy’ mould and this basically removes them from every conversation taking place as they only offer cookie cutter reactions. There is the reveal in the first game about what they are but this is hand waved away and never has any meaningful consequences so feels like an excuse for their bland personality rather than legitimate world building. What is worse about this is there are characters in each game which are clearly the main recurring ones and could have easily been slotted into the protagonist role, such as Vin in Tokyo. This shows the developers are at least partly aware of this issue and try to have another character fill this role of being the core emotional anchor.
 
 

Coffee Shop Interiors – Visuals, Audio And Technical

 
The pixel art visuals and their 90s anime inspirations craft what is the series’ mostly consistently stunning feature. One look at a screenshot invokes a powerful nostalgia in those who have played any of the titles as its carefully designed characters and cafes are laser focused on capturing the essence of the nostalgic comfort of a good coffee. Just as the cast’s personalities are immediately memorable so to do their visuals catch the player’s interest through their mixture of familiar modern elements alongside the fantasy features of their race. The cafes each present their own vision of cosy mundanity through the assortment of decorations and fixtures spread throughout which make it so there is always something new to look at. Since this is the only location in each game, this ability to continuously hold the player’s interest supports a smooth visual experience where even in downtime it can work to enhance the tone. Working alongside the pixel art is the lo-fi soundtrack composed of relaxing and jazzy tunes and it is pitch perfect for the narrative it accompanies. Each game in the series has its own selection of new tracks to give them their own auditory identity while still possessing the same cohesive feel across every entry. It is difficult to overstate just how much these OSTs add to sense of cosiness underpinning much of the series’ appeal and they are wonderful to listen to outside of these games.
Mix and match your ingredients 

Preparing and serving beverages offers the player their primary mechanical means of interacting with the narrative and it characters. The act of matching customers to their destined drink has a puzzle like satisfaction to it and tests if the player has been keeping track of the cast’s likes and dislikes. A small amount of artistic personalisation is provided through the option to create latte art on appropriate beverages and it connects the customer’s satisfaction to the player’s own work. Each title adds its own new layer to this process of drink creation in order to prevent it from becoming too familiar and routine so the player must actually engage their wits rather than relying on previous knowledge. The only issues with these systems is how some orders can be vague to the point of confusing since the game does not show what ingredients or drinks have more abstract qualities which some characters can ask for. Since this could be solved by adding some keywords to drinks it the compendium to make it clear if they match the requirement, it is not a major enough flaw to be anything more than a slight frustration.
 

Conclusion

 
Capturing the appeal of cosy interactions with lovable characters is what Coffee Talk does best and over the course of the series it has slowly developed its approach. It encourages the player to surrender to the relaxed flow and go along with the cast’s slow development while still being able to pack an emotional punch when needed. The pixel art aesthetic and lo-fi soundtrack reinforce this atmosphere as they provide enjoyable stimulation to make each moment feel fresh and soothing. Its characters are the main appeal, they cover a wide spectrum of this mixture of modern and fantasy people and each brings their uniquely interesting problems to the table. Backing this up is a robust set of beverage making mechanics to give the player a means of influencing the narrative. However, it is not without issues stemming from the uneven quality of its character arcs, its struggles with introducing meaningful conflict and a flat protagonist which all muddy the experience. Despite these weaknesses there is little doubt about the strength of Coffee Talk’s cosy appeal and it understands how it get the most out of its vibes and put its positive qualities front and centre.
 
 

Verdict – 

A beautiful and cosy collection of games about a cafe which plays host to the emotionally resonant tales of its customers that stay with you long after the credits roll. Although there are some issues with the execution of their character arcs and conflicts.
 
 

Pros-

 
+ Has an immersive and cosy atmosphere which helps the player sink into the task of serving drinks and listening to stories.
 
+ Some extremely potent emotional moments act as the capstone to each title and leave a memorable mark.
 
+ The cast are a collection of colourful and human personalities who engage with each other in endlessly entertaining ways.
 
+ Excellent pixel art graphics and lo-fi OST forge a distinct audio-visual identity.
 
+ The mechanics of serving drinks provides agency to the player while also acting as a test of their memory.
 

Cons -

 
- Character arcs are of an uneven quality with some being flat and dull.
 
- The games can sometimes be unnecessarily direct with their presentation of ideas to the point of coming across as preachy and lacking it subtly.
 
- A protagonist who is a bland and generic ‘good guy’ archetype and feels odd when placed next to the rest of colourful cast.
 
- There are moments when the instructions of what a customer wants from their drink can be too unclear and this leads to frustration at the vagueness.
 
 

Best Visual Novel Releases – June 2026


As we sit here melting under the summer sun why not look at what the visual novel space has released before you turn into a human shaped puddle on the floor. This has been a relatively quiet month but what has come out showcases the dramatic breadth the medium can offer from violent murder mystery to cute comedy. Let’s dive in and discover which of these new releases are worth your time.
 

Official Releases


Cartagra

Steam    VNDB    Genre – Mystery, Horror, 1950s    Play Time – 15 hours

This marks the second PC release of Cartagra, with the first being all the way back in 2014, and it sits in a strange place when compared to its previous iteration. On a technical level this is based on the Japanese 2023 HD version and comes with extra layers of polish to make the game shine on modern hardware. The majority of these changes are tweets to the visuals to give them a face lift and shift them from 800x600 to 1920x1080 with the audio on the soundtrack also being improved. There are also content additions such as character endings and the inclusion of a scenario from one of the studio's fandiscs which give those who have already played Cartagra a motive to come back. The issue with this release comes from the choice to alter or remove scenes for cultural sensitivity reasons. Cartagra is an inherently violent game which deals with sensitive topics regularly so these changes weaken its narrative impact and they seem to have made to appease Steam. Yet, this is still at its core the same memorable and sometimes disturbing title and if this Steam release is your only option then it is definitely worth your time to experience it.
 
 

Neko-Mimi Sweet Housemates 2

Steam    VNDB    Genre – Slice of Life, Comedy    Play Time – 6 hours

If you are looking for something on the cute and wholesome end of the spectrum then this second outing in the Neko-Mimi series might be just what you are looking for. It picks up as the season changing into summer with Mint and our protagonist living together surrounded by their chaotic friends. This begins to shift when the mysterious Kuro enters their lives and Mint is insistent on helping her despite Kuro’s wariness of them. What follows is a heart-warming and hilarious journey as Mint gets caught up in another over the top mess. A short and amusing experience which plays off the strengths of the original while not venturing too far from what made people like it. Since it is such a simple story even those who have not played the first game can still have a good time here. 
 
 

Tavern Talk Stories: Dreamwalker

Steam    VNDB    Genre – Bartending, Fantasy    Play Time – 10 hours

As the successor to the D&D inspired bartending game Tavern Talk, Dreamwalker leverages its strong foundations to create a prequel focused on tightening up the overall experience. There is a noticeable jump in the quality of presentation and narrative with the awkward moments which held back the original being almost entirely absent this time round. Dreamwalker makes full use of its fantasy setting and D&D inspirations in everything from the absurd drinks to the quest system to the very wacky customers themselves. This provides it with strong sense of identity which help it stand out from the increasingly large number of bartending titles. Its status as a prequel allows it to work both as perfect entry point for new players and a treat for existing fans with its constant subtle nods to the first game. Looking for a suitably cosy fantasy adventure then Dreamwalker is guaranteed to be a good time.
 
 

Template!! An Angel's Gift

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

Openly admitting your game is a collection of cliches announces proudly what kind of experience the player is in for. Obviously this use of cliches leans into the inherent absurdity of having so many of them back to back and Template takes full advantage of it to go all in on being over the top. Rather than mocking the silly nature of the cliches it uses, the game instead reveals in them and the expectations surrounding them to create a celebration of visual novel Rom-Com genre. This being said, it has very few ideas to call its own and if you are not up for its brand of comedy then there is little else to engage with. Template is a title for those invested in this end of medium and its assumes a knowledge of its genre while not offering anything for the uninitiated.
 
 

Friendship And Platonic Relationships – An Anatomy Of Visual Novels


Just Friends?

 
The visual novel space has a strange relationship with friendship and other non-romantic interactions. A large swath of the medium focuses on love and its consequences to the point at which the audience has come to expect it from all of the titles they play. However, not all games can or want to engage with romance so they have to set the right expectations and pushing friendships is often how they achieve this aim. In its most basic form platonic relationships get mixed in with romantic ones to at least meet player expectations in part while also allow for an examination of the wider human experience. Another avenue it takes is being a response to player choice by reacting to their actions or giving them a narrative playground to explore beyond standard tales of love. Then sometimes there are titles which want to focus on the broader strokes of the way relationships work and so a focus on romance would undermine that resulting in them spending more time expanding on platonic interactions. Let’s just be friends and find out how a different framing of relationship can dramatically change a narrative.
 
 

Exploration Of Human Relationships

 
Romance is not the only form of meaningful human relationship and visual novels hoping to express the breath of these interactions often choose to do so through mixing in platonic bonds as a supplementary element. These come in the form of smaller side routes or subsections focused on characters beyond the main circle of love interests and developing their connection with the protagonist. Since these additions end up being significantly smaller in scope compared to the main route, there is a tight focus on the single idea each wants to present and they lack the dramatic nature of the romance routes. Inadvertently this leads to the concept of a friendship being a lower investment kind of relationship and less fraught with emotional instability. Most titles accept this imbalance and use these routes as a place to create an extended comedy gag or a palate cleanser from the main narrative. This does not exclude them from engaging with the core themes of these games from a new angle and instead it frames them in a lighter and brighter context to form a sense of perspective on the story’s scale. Each one provides a different insight into the reasons and motives which exist beyond romance and they ground the love of the main routes in the more muted emotions of a less intense relationship. 

Maji de Watashi ni Koi Shinasai!’s use of friendship is interesting for how it both explores a wider breadth of its cast while creating a dividing line between men and women. The platonic routes focus on the relationships Naoe Yamato has with the other male members of cast and the varied kinds of emotions to be found in these dynamics. Connections are pushed through a masculine lens to present the strange tensions in male friendships and the way they can promote as much admiration as jealousy. All this comes through Majikoi’s standard comedy tone in order to help take the edges off any negative moments and they contrast the relationships between men and between Naoe and a heroine with the later ending up being much harder for him to handle. This not only works to present the kind of person Naoe is, but also reinforces the group dynamics all routes play off for their drama through the broad range of emotions it demonstrates. Majikoi’s romance base creates an interesting issue in that all the female routes are romantic meaning in the game’s eyes it is not possible for a man and a women to have a friendship without it eventually turning into love. This is not a malicious choice and is instead born of the need to meet audience expectations and to not leave people feeling cheated if their favourite ends up getting relegated to ‘just friends’. Still there is much to be said for more exploration of male friendships like these in visual novels since they offer a chance to breathe life into a sidelined gender of secondary characters. 
Everyone has their own story to tell

For a better handling of non-romantic female routes, Clannad can be held up as example. Its softer form of romance, compared to the highly over the top Majikoi, is in no small part responsible since the difference between it and friendship comes across as smaller and thus makes friendship between genders more reasonable. A second element is the way it has these friendships be with characters significantly older or younger than Okazaki Tomoya which makes the idea of romancing them not cross the player’s mind due to being inappropriate. Into this space Clannad injects explorations of what a relationship between age groups can be like and how their experiences speak to a person’s growth and development as they age. It is through this framing of the main cast’s age the player understands the romantic drama of other routes. This immaturity is never presented as a negative quality but rather as a natural part of growing up and asks the player to remember a time when they too were susceptible to being a teenager.
 
 

Direct Responsiveness

 
Sometimes friendship is offered to the player as either a choice instead of romance or as a consequence of their previous decisions. This exists as a means of providing a sense of responsiveness from the narrative to recognise the player’s engagement with it. A platonic outcome can be framed in both a positive and negative manner depending on how the game wants its characters to be viewed. In a romance centric visual novel, friendship with a main heroine immediately comes across as a failure state and signals to the player they have done something wrong. Often such endings are bitter sweet in nature with the possibility of what could have been dangled in front of the player while the characters are not entirely unhappy and so creating an emotional friction the player will seek to resolve. When romance occupies a side role the option to choose a friendship appears to be a more valid outcome since the game has not being pushing love as the correct connection between the protagonist and the other party. Here the aim becomes to respond to the player and create a co-authored story where they get to leave their mark on the way it plays out. By investing the player in this manner they can be made to care about the broader scripted themes and outcomes since they have some part in crafting the experience. 
Is it for the best?

Analogue: A Hate Story frames its choice between romance or friendship as the ultimate outcome of the player’s relationship with Hyun Ae. Given her negative experiences with what others have presented as love, a romantic connection may not ultimately be best one for her yet it is left to the player to decide what they think the outcome should be. This is heavily influenced by the expensive and horrifying picture of Hyun Ae’s life prior to this point and acts as a final tracing of the outline of the themes the game has been continuously pushing. Neither outcome comes across as right or wrong with Analogue seeming more interested in posing the question to get the player to react rather than pass judgement for their choices. On the other hand we have titles like Amagami where the friendship endings are shown as a failure to reach a proper resolution. For it the idea of a platonic relationship is put in the same camp as the actual bad endings of its story and the closer an ending is to a full fledged romance the better. These endings sit in the middle ground between the destructively negative outcomes and the ones drenched in mutual love and showcase a partial failure resulting from incorrect player choices. In many ways they are a light slap on the wrist where the emotions of the relationship between the protagonist and heroine are partly fulfilled but in an unsatisfying manner. From here the game pushes the player to try again and find the best resolution which will give them the closure the friendship ending hints towards.
 
 

When Love Is Not Appropriate


Choosing to focus on friendship as the primary meaningful relationship between characters is often done when romance is not suitable for the topics or circumstances surrounding the narrative. This does not exclude the subject of love from being tackled in such titles, but rather it is relegated to an object of discussion rather than action. Not all stories want the messy and complex emotions brought up by romance since it would distract from what they want their core messaging to be. As such a more neutral kind of relationship is needed to facilitate character interactions while not getting in the way and friendship in its many different forms works perfectly in this role. Platonic bonds have far less associated baggage than those focused around love and they are instead defined by the participants in a colourful and unique manner reflecting their individual natures. These can be shaped in such a manner as to neatly highlight what the game wants with precise control over when it will impact the player. Visual novels using friendships like this tend not to have routes or the intense focus on a single character at a time but on a wide cast where weight of this story is less intensely fixated and instead spread evenly among them. 
Be friends with anyone, even a dog!

When it comes to presenting friendships as a core narrative thread, there are few better at it than VA-11 HALL-A. Over the course of the game showcases a variety of relationship between the cast and Jill which both expand on their identity while also pulling out the many different ways two people can form a meaningful bond. These connections are slowly teased out and keep the player invested over the long term in order to see what kinds of interactions they might witness next. Love still comes up within VA-11 HALL-A, mostly connected with Jill’s past, and is placed on the same level as all the previously established relationships in order to strip it of its magical qualities so it can be clearly seen for the messy thing it is. It also loosely cross over into friendship through the light flirting between characters to create an intricate consideration of how relationships rarely fit into the rigid boxes people choose to ascribe to them.


Conclusion

 
For a medium often remembered for its tales of romance, visual novels can handle friendship in diverse and engaging ways. When placed alongside love, platonic relationships can be used to fully express the breadth of human connections and provide a much needed sense of perspective to the enamoured couples. Not all titles need to deal with the intense emotions of romance and for them a friendship provides a flexible way to have characters interact while presenting core themes and ideas. Then sometimes a friendship can just be a negative outcome which communicates to the player they have made the wrong choices and encourages them to try again. Playing around with character relationships can dramatically change the tone and content of a game and how a player perceives it so even the smallest friendship can be a powerful tool in your arsenal.
 
 

Card Battlers – Uncovering The Hybrid


Playing Your Last Card

 
As one of the biggest trends within the indie video game space, it is little surprise the Card Battler would end up being merged with visual novels. These kind of titles use the card battles as a means of represent the conflicts and interacts which act as the story’s highlights. Through having the player directly engage with these key moments the game can present an abstraction of them and push the player to engage with the broader metaphors and themes of the narrative. In its most basic form this means the cards and their interactions can be representations of the character’s actions and emotions where the player gets to act them out. Conflict can mean battles and here the random assortment of cards drawn simulates the chaos of the situation and underlines the tension created by the visual novel sections. Since the cards provided to the player often represent the abilities of the characters or the world around them, they can express the cast’s identities through how their cards feel to play so offering another avenue of reinforcing their personalities and the tone. How do these different uses of Card Battlers intersect and interact with visual novels? Let’s draw a new hand and find out what each has to offer the other.
 
 

Emotional Symbols

 
Cards hold symbolic power within human culture, such as with tarot cards, especially since the imagery depicted on them is concentrated in a small space and has a physical sense of presence to it. In a hybrid they can function as a means of cleanly presenting abstract concepts to the player and chief among these are emotions or emotional actions. These communicate the core ideas of the narrative through play where the interactions between cards and the objective lets the player experience a simulation of dealing with those emotions. As such it can snugly fit into the dramatic and intense moments to do the heavy lifting and leave the space between for the visual novel element to handle the build up and cool down. By doing this the title can curate the pacing of the experience in a way conducive to a character centric story aiming to put the player firmly into the minds of the cast. The abstraction of a card system helps form an environment where sensitive topics can be addressed without having to confront them face on. 
Colour and emotion are powerfully linked

An interesting execution of this kind of Card Battler can be found in I Was a Teenage Exocolonist which uses its cards as a means of exploring being a teenager. All of its cards are the simple actions and items of a teenager in this sci-fi world and only a few hold any direction emotional symbolism rather being mundane in nature. Instead they gain this association with emotion through the narrative surrounding them to provide context and enhance the challenges they are used to overcome. They often get framed and reframed based on the how they end up being utilised through the lens of a teenager’s wild roller-coaster of feelings during this sensitive time in their lives. Since this is not a game about big battles and world ending stakes, the emotions of its cast have to do a lot of the heavy lifting so weaving them into the mechanical side makes sense. It is even doubled down on through the mood system being another angle of reflection for the narrative which connects back into the Card Battler. Kumitantei: Old-School Slaughter offers a slight more direct use of emotional cards through its Danganronpa inspired killing game. Its use of cards is in the argument sections of the story where the protagonist is attempting to convince another character of something. This is already a situation naturally high in emotion and the game doubles down on it through each card’s colour and stylised imagery making clear the feelings behind it. With each card played the intensity of the back and forth comes across as the protagonist eventually pushes through the noise to convert the other party into one willing to at least listen to the truth.
 
 

Chaos Of Battle

 
Being able to capture the messy and improvisational element of combat through a Card Battler system is something a textual narrative like visual novels cannot easily achieve. This is created through either with the randomness of a card pool or the chaos of the interactions between each card and the battle. Such titles also tend only use the Card Battler for combat and leave everything else to other systems in order for it to provide a focused impact on the player. Having an element of randomness through what cards the player will see each turn works to simulate a reactive environment and encourages a looser play style where they have to roll with the punches rather than follow a neatly laid out plan. On the other hand if the interactions caused by cards are pushed to the front then the chaos comes from the need to balance them against what the enemy is doing. It forms a push and pull between the two and the increasing difficulty the player experiences trying to keep the two sides from overwhelming them mirrors the pressures experienced by the cast. By doing this it allows for a strong emotional resonance which the main visual novel narrative can play off and so expand on the consequence to gives a wholistic feeling to the entire work. 
Controlling the battle is a constant challenge

Battle Suit Aces is an example of how interactions can do a lot of the heavy lifting to create this chaos despite its relatively ordered card progression. In order to capture the clash of mechas and monsters underpinning the narrative, there was an effort made to sell the power each possess through strong visual effects accompanying a dynamic back and forth between allies and enemies. This operates on two levels, the allied units and their combos planned out by the player beforehand and then the enemies messing these up with their own interactions and synergies which must be worked around. Having to manage these competing fronts creates a chaotic game state where each element has to be considers yet all can easily spiral out of control if left unattended. Since the visual novel presentation in Battle Suit Aces is relatively static in nature, these battles are the only chance to properly sell the conflicts and there is a careful bouncing back and forth between them to keep them both engaging. There is no simpler version of the chaos of the unknown than the Card Battler systems of Princess Waltz. The player is dealt a random hand of numbered cards and must play them to beat their opponents score but since their opponent plays their cards face down the player has no idea about the total they are trying to beat. Through these two unknowns the game can simulate the chaos of the one vs one battles presented in the visual novel sections while asking for logic and risk management skills to be exercised. Just like the cast, the player must push beyond the uncertainty with their unique skills and making reads off their enemy’s actions.
 
 

Expressing Identity

 
What cards are available and the actions they represent can give the characters using them a sense of identity while also building a wider feeling world carried through into the narrative. Since the player will be spending a lot of time engaging with and executing the strategies these cards facilitate, this is a space which organically finds itself lodged into their mind. As such character and world building can be weaved into them in a way which reflects the narrative’s needs as the player's toolbox grows along with their opposition. The resources available to the cast helps spell out the kind of world they live in, how they view that world and what kind of means they are willing to use to achieve victory. A character using poison to slowly kill their enemy communicates a vastly different kind of personality to one who uses shields to help keep themselves and their allies alive. A world saturated by magic will have its cards filled with spell slinging while one in a sci-fi setting might instead offer laser guns, mechs and spaceships for the player to use. Committing into this style of quiet and layered presentation frees the visual novel element from the need to spend valuable time explaining the broader strokes of the world and cast so it can focus on the plot beats and pacing needed to keep the player engaged. 
Clean, clear and violent

The majority of the previous examples of Card Battlers follow this principle to one extent or another, even the basic Princess Waltz has abilities to activate which serve this function, and all leverage this added flavour to great effect. Library of Ruina showcases an interesting manifestation of this style since it is a game which leans on its world a lot so makes for a contrasting method to the previous titles shown here. Its unique art style coupled with the moves and abilities represented by the cards establishes not only the context of this world but also its tone. The cards available to each character and the kind of fighting they engage in demonstrate details of setting and culture in this dystopian world of steel and horror. A broader tone is quickly established through the cards use of strong colours and often violent imagery as they speak to the game’s content and establish what the player can expect during their time here. By having its mechanics create this baseline, Library of Ruina can play on those ideas in its narrative and they provide something to fall back onto during long periods of progression so the core through-line of the work can be maintained even in the story’s absence.
 
 

Conclusion

 
The many avenues for presentation and the way it can seamlessly merge into a visual novel narrative make card battlers a smooth second element of a hybrid. They can represent the emotions of its themes and characters while having the player engage with them in a very direct fashion. Tone and identity form around how these cards showcase the cast and world they inhabit in an understated manner. When battles are fought the chaotic nature of their systems allow the player to feel the back and forth of combat and never truly be in control of the situation. By pairing a visual novel with a card battler the narrative gains access to a new level of symbolism it can weave in and out of as needed.
 
 

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