Remaster, Remake, Reimagine – An Anatomy Of Visual Novels


Retreading Old Ground


The world of video games has entered the era of retreading its past and serving it up in a new coat of paint. Visual novels are no exception to this tread with the last couple of years providing a plethora of classic titles given this treatment. These games can be broadly split into three categories based on the nature of the alterations performed on them, the Remaster, the Remake and the Reimagining. A Remaster is a simple touch up to the graphics, music and other technical features to bring the title in line with modern sensibilities without making any sweeping changes to its core identity. If the developer wants to redo their work on the original then they opt for a Remake which aims to shake up its elements and make additions or changes to the narrative direction while still keep the foundations of the original game. Then there are Reimaginings which rip up everything and start from scratch with new systems and graphics entirely distinct from the original and these aim to capture the original's spirit in a new form. Each brings something unique to the table for visual novels so let’s reuse, reduce and recycle our way around this industry trend.

Ship Of Theseus


Remasters might seem the lowest effort of the three types since it is easy to dismiss them as a quickly slapped together product due to the way they lean towards minor changes. However, as anyone who has played a bad Remaster will tell you a lot can go wrong even with the simplest of things such a failing to capture the colour balance correctly or poorly upscaling old assets. Then there is the choice about what version of the original was selected if there were multiple re-releases and what content is considered ‘core’ to the experience. Balancing all these tweaks takes a skilled hand and one wrong step can have an army of angry fans at your door demanding the blood of the person who defiled their sacred original. Despite this risk, the benefits of a Remaster in terms of accessibility on modern hardware cannot be denied, many older visual novels are not playable on newer systems, have outdated screen resolutions or did not previously have console versions. These are a great avenue for developers to make additional money out of an already completed title while also laying the groundwork for a potential sequel or continuation of the original as a series. 
Simple, Clean and Effective is what a good Remaster should be

Mashiroiro Symphony HD is an example of the most basic kind of Remaster focused purely on improving the user experience. The resolution was changed from 4:3 to 16:9 and all graphical elements were upscaled to match alongside the addition of a few new bits of animation to create a little visual variety. It is obvious when playing it that a lot of effort has been taken to maintain the strong use of colour and seasonal aesthetics which made the original stand out and to ensure they survived the transition into this higher resolution. Naturally the UI also underwent a redesign to better fit the new dimensions it has to work within as well as a general improvement to its readability to bring it into line with the rest of the industry. Beyond these parts little else was changed and maintaining the rest of the game untack was clearly the priority. While Fate/Stay Night Remastered is on the surface a similar kind of Remaster to Mashiroiro Symphony, what differentiates it is the choice of which version to use as its base. The headline change which the Remaster boasts is the redrawn CGs for the higher resolutions rather than simply upscaled and the player will definitely notice the crispness of the visuals within this new release. However, what players of original game are mostly likely to notice immediately is this is not a remaster of the first version of Fate/Stay Night, but instead of the Realta Nua release. As such there are a lot of changes present which have been maintain in this Remaster, even beyond the removal of the erotic content, particularly in the increased amount of CGs and the dramatically larger soundtrack. This choice was likely made to ensure the game could appeal to the largest demographic and by this point Realta Nua had become the de-facto version of Fate/Stay Night so few would question its use here. Yet there is an undeniable difference in the overall feel between the original and Realta Nua which will now be completely lost on newer players. 
Bad upscaling leaves blurry details behind

Finally there is the strange case of the Ever 17 Remaster which makes the most sweeping changes of these three Remasters yet not of the version the players initially expected. Rather than using the well received original as the base for this Remaster, the developers instead opted for the much more divisive Xbox 360 Remake as its foundation. This is made even stranger by the choice to remove the 3D models which defined this Remake and replace them with a set of Remastered sprites taken from the original game. This splicing of the two titles did at least resolve the odd dissonance between the 3D visuals and the drawn CGs present in the Remake, but at the cost of removing what made that game its own beast. In terms of visual improvements, this is a Remaster on the sketcher end with the upscaling being obvious in places such as the small details on character sprites being blurred into a mess of colour. All of the controversial narrative changes are still present in this Remaster and no effort has been made to address the issues people had with the Remake it making it a faithful recreation in this fashion. The use of the original sprites almost feels like an attempt to trick people into thinking this is the original and airbrushing it out from history as the two releases blur together in people’s minds. Given it is basically impossible to obtain the original Ever 17 or the Remake through any official avenue, this Remaster may well take their place as fewer and fewer people play them over this much more accessible version.

Emperor’s New Clothes


Sometimes a Remaster cannot provide the changes a developer envisions for their old title and so they turn to the Remake for a larger overhaul. The reasons for this can be anything from the original being too outdated in terms of its systems or the developer wanting to tweak core elements and correct things they consider mistakes. As such the changes made by a Remake are sweeping in nature and extend far beyond a visual touch up and into the game’s narrative and mechanical fabric. Yet the developer does not want to wash away what made the original title compelling and so there are less fundamental changes than its long list of alterations might indicate. Mechanically a Remake will keep the gameplay or systems and translate them into a modern form matching any of the more recent releases from the developer. Utawarerumono: Prelude to the Fallen is a good example of this trend with the shift from 2D to 3D SRPG combat. The aim of this Remake was to bring the original Utawarerumono in line with the Mask games in order to create a coherent trilogy to package together. Despite the shift into 3D and the mechanical changes and different visual identity it brings, the core progression of play is the same as before with the battles and unit placement or actions being injected directly into Prelude to the Fallen. It blurs the experience of the Mask games with memory of the original Utawarerumono to create gameplay which is enjoyable while keeping the identity of what came before. Narratively little has been altered outside of the visual touch ups expected of a modern release and it has taken great care to avoid making any unnecessary changes outside of its main aim of creating a trilogy. 
Same style of combat now transfered into 3D

A visual novel may release under time or budgetary constraints which prevent its developer from properly capturing their vision or be rushed and for this group a Remake is a chance to undo any mistakes. Tsukihime was the first title of the fledgling Type-Moon and suffered for both of these issues so a Remake of it was naturally on the cards. Broken into two parts, the first half of the game was released under the name Tsukihime A piece of blue glass moon and showed a keen awareness of which parts of the original worked and which need alterations. Visually and mechanical this Remake takes the originals direction and translates it into the style of modern Type-Moon while still bring recognisable as what it was before. The story was a whole different case with new characters being added, minor changes to some parts and dramatic ones to others. It inherits much of the broad strokes of the overarching plot of the original with a few people replacing each other, such as Vlov Arkhangel being the early antagonist rather than Nero Chaos, and the major changes only really start be felt towards the end of the common route. These differences are not evenly distributed with Arcueid’s route being more or less a carbon copy of the original’s version plus a few more bells and whistles and minus the good ending. Here there is a sense that her route was always what was envisioned so only a few tweaks were needed for the sake of future set up. Ciel’s route was always the weaker one in the original due to being too similar to Arcueid’s and as such her new route has undergone such a large revision it is almost unrecognisable. A shift into emphasising Ciel’s backstory and her personal struggles in a more direct manner characterise this new route and give it a much needed new identity closer to the developer’s vision for her place in the story. 
Everyone is rocking a new look

Not all changes in this Remake come in beneficial or benign forms, modern Type-Moon works have a much higher power level than their older material and never has this been more apparent than in A piece of blue glass moon. The battle against Vlov Arkhangel and the final battle of Ciel’s route stand out as the biggest offenders. While Shiki’s Mystic Eyes of Death Perception given him a certain level of power, he is still meant to be only slightly above the normal human level and the original reflects this in his opponents being de-powered in order for him to win. His victory over Vlov Arkhangel in the Remake is so utterly unbelievable due to the power difference between the two and by the fact a few scenes later Shiki is struggling against common undead more in line with the original game. Then the final battle of Ciel’s route takes this further by introducing an antagonist of almost god levels of power and having to power Shiki up to meet it. This antagonist is in the original game but the fight is brief and acts more as a dramatic device than an actual battle. Somewhere along the way the Remake has lost the tension of mortality which defined the Tsukihime in favour of the Fate/Grand Order style of spectacle fights which clash up against the older components it still contains within it. When you Remake something all the new features and changes can make it easy to loose sight of what the original visual novel was all about.

Rethinking The Vision


In rare cases a visual novel receive changes so fundamental that it only vaguely resembles the original title it is based off. This Reimagining of a game does not seek to preserve much of the material identity of the original but instead aims to recapture its essence in a new modern form. In many ways this kind of alteration is an entirely new game and its choices of what to do with its systems are not bound in the same way as a Remaster or Remake. Not everything is thrown out with this transformation as it still need to justify its use of the name and IP it coats itself in. The elements which generally survive this transfer are things like core aesthetic pieces like a costume or uniform, which are easy to identity, and the overarching narrative beats. Even these rarely end up unmolested since they become part of the new structures where they bend to fit the needs of these building blocks. Since this is such a monumental undertaking, using the resources which could have been focused on an entirely new game, and it has no guarantee to be well received by fans of the original, it is no surprise that they are rare due to the risks involved in producing them, but when they do come along they are interesting specimens about how a creator views their creation. 
Using 3D space creates new framing opportunities

There are few visual novels of this kind so it is best to look at one of the distinctive recent examples in the ToHeart Remake. Almost everything about the original version of the game has been thrown out, they completely revised the script resulting in many fundamental narrative changes, moved to a 3D world space style of game where the player can move around and added in various extra like mini-games to create something which only loosely resembles what came before. The change to use not only 3D models but also having them be intractable and engage with a 3D world is the most noticeable change when starting the title. The way its story is presented takes into account the options offered through a broader physical space and plays on position relative to the camera in ways simply to available to the 2D original. On top of this being able to walk around breaks the visual novel continuity and opens a sense of place to the setting founded in the player’s direct experience of it. However, despite these changes it still remains recognisable as a visual novel when the narrative starts and the familiar text box appears. Yet the story is a mixture of the old and the Reimagined, here is where the overlap becomes apparent with its rewritten script both adhering and deviating from the original wherever it feels necessary. It clearly wants to recapture what made the original popular so much of the core themes remain intact just passed through an entirely reforged lens.

Conclusion


How a developer attempts to recapture the essence of their previous work defines much about how its audience will engage with it. For a Remaster the choice of what version to update and the graphical improvement to make will be closely compared to the original player’s remember. Remakes take this further through their overhaul of a title’s design pillars and often reflects the modern sensibilities of the developer assigned to create it. The Reimagining is almost an entirely new game of its own which only loosely borrows what it needs to be recognisable as being descending from its original and it can risk not resonating with the original’s audience. Overall, the recycling of past works is something to be approached with caution and an understanding of what people liked about those games in order to get the best results.


Ojou-Sama – Character And Cliche in Visual Novels


Upper Class Girls

 
Presenting individuals of higher socioeconomic status within a fiction work always leads to some interesting quirks and visual novels are not immune to these mutations. The Ojou-sama is perhaps the most well known representation of the rich in the medium due to their colourful style of characterisation. Emphasising their status as a virtue, through a good upbringing resulting in them having a refined and kind nature, is common when they are up as a choice for romance. As a side character they get to show off the negative consequences of their wealth through their spoiled attitude and arrogant demands. Not every story wants their Ojou-sama to be defined by their money and so they are instead shaped by what they have in common with the rest of the cast rather than what makes them different. These competing kinds of Ojou-sama each bring out a contrasting element of this archetype’s humanity in order to serve very different functions while trying to capture the same appeal which popularised it in the first place. Let’s laugh at the peasants and see how these characters work so well in their respective titles.
 

Noblesse Oblige

 
If a developer wants to have an Ojou-sama character be one of the main heroine then they tend to bring out the positive qualities associated with their status. This means the heroine is often refined in their manners and intellectual in their disposition with a desire to do good and work hard to prove their status is deserved. In many ways they end up as an idealised version of noblesse oblige pushed through the lens of a game’s setting while leveraging their feminine traits to round out the package. It is in their struggles to meet the expectations of this ideal where these heroines find much of their conflict and exploring how it pushes them to unrealistic lengths in its pursuit. Kanemoto Akari, from Noble Works, is the daughter of one of the most important conglomerates in Japan and does her utmost to live up to this status. She is diligent in her actions and works hard at everything while trying to be as even and just as possible. This has been internalised to the point it surprises her to be complement it for and it creates a momentary break in her mask out of embarrassment since she does not think it is something worth acknowledging. Her pursuit of this perfect image stems from her status as an illegitimate child so she feels a self inflicted pressure to make up for this stain and appear as the real deal to those around her. The majority of her character development centres around her overcoming this inferiority and recognising the good she has done and the fruits of her own efforts.
The pursuit of an ideal appearance can be a self destructive path

In a similar vein of meeting expectations sits Myougi Marika, from Princess Evangile, who is caught between her sense honour and her duties to sanctity of the school’s female only policy. She is a refined and serious individual who values her honour and integrity as a standard she should adhere to at all times. So the arrival of the male protagonist into this all female school creates a massive dilemma for her. She recognises his good nature and the way he also values the people and culture of the school which makes it difficult for her to legitimise getting rid of him. Yet her duty to the school and the expectations of her fellow students compel her to be the vanguard of the resistance to his presence which she feels guilty about since it clashes with her values since he has done nothing wrong. In the end it results in her resorting to underhand tactics to try and win which just piles up the guilt even more and her overcoming this self destruction is the main driving force of her route. Not every Ojou-sama comes from a background of legal wealth as with the mafia heritage of Felicità, from Arcana Famiglia. She is an interesting take of this archetype since she mixes the serious and hard-working traits with a layer of violence born from living in the underside of the world. Just like the previous girls she holds herself and others to a high standard with an innocent streak running through her actions which is directly contrasted by the violent and often thuggish nature of the suitors around her. While the other characters start out underestimating her, they come to understand how she can bring out the best in them and positive traits even they had forgotten about. While each of these Ojou-samas come at this idea from different angles their shared set of high standards for themselves shapes their interactions with others in a similar way. In striving to meet this vision for themselves they create entertaining stories and reveal an appealing human desire for self improvement while having an elegance in appearance and action which make for a powerful combination.
 

Oligarchic Despot 

 
Being from a high status background does not always bring out the best in an Ojou-sama and can instead allow their worst aspects to fester. This version of character is defined by their arrogance, selfishness, spoiled mentality and a lack of mature qualities. Such individual normally occupy side character or minor antagonist roles and main heroines rarely come from this group unless added in a fandisc or something similar. Their role is as a contrast to the virtues of the main cast and to impede them as a means of applying a simple pressure to the situation which can be cleanly divided into right and wrong. While the extent of their self centred nature varies from character to character, this Ojou-sama still has some empathic qualities to justify their actions or are taken down a peg so they learn humility in order to get the player to accept them. Part of the reason this kind are used at all is the catharsis which comes from this person on their high horse being brought down and the Ojou-sama is a short hand base for this kind of character arc. An interesting case study for this can be seen in Fushikawa Kokoro, from Majikoi, who starts out life as a minor antagonist and eventually ends up with her own route in a later game. Her initial presentation is a picture perfect version of this kind of Ojou-sama, spoiled, arrogant and self-centred, but since Majikoi is a comedy she is almost immediately the subject of constant jokes at her expense. Through this barrage of mockery she comes to be revealed as the immature and insecure young girl she is in reality. The minor villain role eventually fades in the face of more personal threats and bigger dangers to the cast leading to her becoming another lovable member of the secondary cast. That is until she gets her own route in the second game in which she completes her transformation from selfish Ojou-sama into the virtuous one. She demonstrates how the negative traits of this style of Ojou-sama are not damaging enough to prevent a redemption and transition into another role when needed. 
Which is exactly what a child would say...

Comedy is not the only way to make an Ojou-sama sympathetic as Constance Lennard, from Blackberry Honey, showcases through the clash between her cruelty and her loneliness. Throughout the game her actions are a mixture of spoiled and antisocial with it even going so far as bullying to underline this negative impression. Yet she never quite slips into the realm of being despicable since the player slowly come to learn of the reason for her actions in her illness and by extension the loneliness which causes her to act this way. She is never truly absolved like Fushikawa Kokoro, instead the intent is to make her a human figure who is a product of her negative emotions and is a nice contrast with the romance between the main couple. The spoiled Ojou-sama is often a product of her immaturity and as such children naturally make for excellent choices for this style due to the lesson in maturity they can learn. Marion Garland, from The Melody of Grisaia, is the perfect embodiment of this approach being a nine year old daughter of a rich accountant whom Yuuji is tasked with protecting. Since she has spent her life in wealth surrounded by people who will not say no to her, it is only natural she would end up as a childish and spoiled girl who becomes moody when she cannot get her way. This protection mission and the danger which is directed at her are a wake up call to the realities of the world and her status as a child makes her initial attitudes a forgivable transgression of youth so her growth becomes a thing to be celebrated. Being from a short game helps the easy to understand childish qualities and her character arc stand out and not overstay their welcome since they are not complicated in nature and fit within the one shot nature of this title.
 

We All Bleed The Same

 
Off to the side of the clearly defined Ojou-samas sit the group where the wealth and status is a secondary element to their personalities. For this type of Ojou-sama their down to earth or unassuming nature is the important factor and their background is a means of either adding confrontation to their arc or as an unexpected contrast to what is initial presented about them. To them it is often not a part of their life they want to emphasise and instead want to be seen for who they really are without the baggage they were born into. The only thing they share with other Ojou-samas is the innocence and lack of worldly knowledge stemming from their upbringing. Moving to overcome this weakness, or at least not let it shape them, is something they work on overcoming so as to be accepted by those around them. Kujou Miyako, from 9 nine, is a prime example of this archetype being as the player could be forgiven for forgetting she is the heir to a commercial conglomerate. This is because she goes out of her way to down play this fact at every turn for she wants to be seen for who she is rather than her family's affluence. So she works hard to be her own person doing things like working part-time and getting good grades in order to define her own identity. When an Artifact falls into her hands, its supernatural powers and the adventure it brings appeal to her sense of justice and act as the catalyst for her to make friends who truly value her. The beliefs she holds are in many ways childish and inflexible which speaks to her upbringing but she is capable of recognising this and take on board other options to grow as a person. 
Miyako does not exactly screen Ojou-sama at first glance

In contrast Irisu Makina, from The Fruit of Grisaia, is not a well adapted individual nor does she have any interest in becoming one and instead live a somewhat estranged life on her own terms. This oddness runs entirely counter to what would be expected from an Ojou-sama and the player is unlikely to pick up on her wealthy background until she tries to buy Yuuji’s affection with a large sum of money. Her arc almost entirely consists of fighting against this inherited status which wants to use her and cares nothing for her. It is a rebellion born of necessity which has left her scarred with the her warped view of how the world works leading to her attempt to buy Yuuji to stay with her since she does not know any other way to achieve this wish. For her being an Ojou-sama is a curse and only when she is freed from it can she be happy.
 

Conclusion

 
Status and wealth can be as much of a burden as a blessing for the Ojou-sama and this clash between who they are and what they want to be is the core of what makes them appealing. Living up to the ideals of nobility and virtue they have internalised stems from their upbringing and trying to enact this can bring out their best and worst qualities. Sometimes the role of an Ojou-sama is to emphasise their humanity through their struggles to adapt to the outside world and define themselves. Then there are ones who allow their status to go to their heads and become spoiled and arrogant so serving at minor antagonists to the main cast. An Ojou-sama cannot escape their heritage and willingly or not they are defined by how it shapes them or their attempts to break free from it creating a powerful point around which conflict can be easily and effectively presented.
 
 

Mashiroiro Symphony HD -Sana Edition- Review – Warming Hearts In The Winter Chill



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

 

Fiery Temper And Gentle Heart

 
Releasing an additional route as a stand alone title is an interesting choice to say the least and speaks to a faith in the popularity of the heroine and the strength of the writing. Fortunately this confidence is well place with Sana Edition being the best Mashiroiro Symphony has to offer and functions well even without having to play the original. It expands on the already strong dynamic between the protagonist, Miu and Sana to create powerful internal emotional struggles over believable insecurities. The friction which defines Sana’s identity is put front and centre as a core part of her appeal and it is maintained throughout her budding relationship. When it comes to the rest of the cast they are all given appropriate roles within the story so the group feel like a cohesive and lovable bunch who genuinely support the pair’s love. In terms of visuals Sana Edition received the same face lift as the original game and the colours pop with a vivid life to really sell the clashing feelings. However, it is not a game without issues such as its inconsistent reliance on a pre-existing attachment to the cast and an overuse of Miu when it comes to driving the romance forwards. Are these wrinkles enough to push the player away from this stand alone title? Let’s shout ‘baka’ at the top our lungs and find out.
 

Struggles With Love – Narrative And Themes

 
Of all the cast members in the original Mashiroiro Symphony, Sana was the perfect pick for a stand alone additional route due to the strong established conflicts and dynamics with the rest of the characters and in particular the protagonist. As such Sana Edition had a lot of flexible material to work with when creating its plot and this gave it the room to create the emotional twists and turns necessary to distinguish it from the other routes. The returning focus on the Nuko club, with its initial beats being taken from Miu’s route, allows the title to play off the tensions and insecurities of this group in order to take them in a completely new direction focused around Sana. Being the sole heroine leaves the romance between the pairing as the only narrative through line and so frees it from the need to constantly juggle the other heroines. Instead Sana is always front and centre in way which highlights her personality as her main appeal as well as her growing relationship with the protagonist and the insecurities which come with that development. There is a great deal of focus on the internal struggles of Sana and the protagonist while they come to terms with their feelings for each other and it is from here the majority of the drama and conflict stems. Far more than the original, this game understands how to play on the heart strings with believable personal weaknesses in order to create a character arc for Sana where the player is rooting for her every step of the way. 
Having a curated common route helps Sana Edition stand on its own

Very little of the conflict comes from an external source but when it is used there is a great deal of care taken to ensure it is from a source deeply related to Sana in order for it to offer an appropriate test of the romance. Letting the player smoothly slip into the quagmire of feelings love stirs up over the course of the story is something Sana Edition does wonderfully well. The player is slowly lowered into this mixture of bright and dark emotions as they build up inside Sana and gets to watch them shape her actions in self destructive ways before they are cleaned up into a pool of dazzling blue romance by the end. These ups and downs keep the investment in Sana’s success high since her thoughts are empathetic niggling doubts we all have about our own self worth and seeing them played out through her offer a sense of catharsis.
Got to have the tsun before you can have the dere

Its narrative is not one without its own set of issues chief among these is Sana Edition’s reliance of a pre-established understanding of the original game’ routes and in particular the content associated with Miu. This is important when it comes to information the player is presumed to know from a specific route about that heroine which is not given in Sana Edition’s own story. As such there is a certain unevenness to the earlier sections of the narrative where it makes reference to this knowledge and the player has to stop and remember it so breaking the flow of a scene. It also harms the game’s stand alone status with the need for existing information making it difficult for new players to enjoy the experience. How important Miu’s route is to the Sana Edition is inconsistent. In one moment it presumes the player knows Miu extensively and the next it explains a different piece of Miu’s life which would have been known from playing her route. Fortunately none of this extends to Sana herself and she is re-established with a great deal of clarity to make the player certain where they stand with her.
 

One True Love – Characters

 
Knowing what makes Sana appealing and being able to have this be a consistent vision of who she is while avoiding the temptation to skip over her more negative aspects, is by far the main reason to play the game. It commits to Sana as a classic tsundere without leaning to the extremes of either the tsun or the dere and neatly treads the line between a believable character and the appeal of the cliché. Her abrasiveness is played as a loosely masculine aspect of her personality she has to come to accept and this insecurity about her appeal as a woman creates demons in her mind where none exist. This is especially true in relation to the vastly more feminine Miu who Sana puts on a pedestal even before her feelings for the protagonist appeared leading to a double layer of inferiority. It is also this ability to bark back which makes the banter between the couple such a joy to watch as they are willing to step up to each others teasing and give as good as they receive. Even after Sana’s insecurities are resolved the friction of her interactions never entirely disappears but is instead takes on a positive spin where her personality in its totality is what the protagonist fell in love with. Supporting this growing relationship is the emotional importance of family through Sana’s little brother Rio who has the same sharp mouth as his sister. The mutual growth of familial and romance love in parallel does a lot to highlight just how important they both are to Sana while being sources of drama.
This tomboyish element of Sana plays a large role in her arc

As for the other heroines they get their own screen time to help sell the idea of this group as friends and they are positioned in such a way to make Sana shine. Miu is obviously front and centre here given her immediate connection to Sana through their friendship and the club. There is a feeling of agency in her actions as she tries to support Sana and acts in the best interests of the club and its members who she views as a kind of family. Each slightly clumsy attempt for her to push Sana forwards is met with mixed results due to Sana’s insecurities, yet it is precisely this gentle messiness that makes the pair so endearing. The rest of the cast get smaller but no less impactful moments with Sana such a Airi’s long standing friendship with her being one of the reasons Airi is able to figure out what is going on with her. However, this is somewhat of a double edged sword with their existence being obviously tailored around Sana, they can often feel flatter than in the original game. Since they do not get their moment in the sun like they did before and they often come across as the greatest hits version of themselves. This is not the end of the world due to their minor overall roles but it can be a little distracting when put next to the vibrant and varied Sana.
 

HD Blushing – Visuals, Audio and Technical

 
The HD part of its title is not just for show as Sana Edition has undergone much of the same facelift provided to the original game along with a few changes unique to it. Most striking of these changes are the enhanced visuals which highlight just how effective Mashiroiro Symphony’s use of winter theming and aesthetic is in forming the mood surrounding the narrative. Shifting from browns and dark oranges into pale blues and whites makes for a suitable shift in tone to match the increasing emotional conflicts before they are overcome in the bright light of spring. While this is a widely used line of aesthetics in visual novels, Mashiroiro Symphony proper use of the transitions between these seasons is what sets it apart since they each serve a subtle function of informing the player about the broader themes underlying the romance. Since Sana Edition is a stand alone title it has been given a curated version of the common route which takes out all the other heroine material and focuses on the overarching set up of the story. This is important for allowing new players to experience the game without having to play the original title even if there are some hiccups in the assumed knowledge as mentioned previously. Once inside Sana’s route there have also been additional scenes spread throughout to ensure a better play experience. These are mostly minor new elements designed to fill in some awkward moments of pacing that once existed while offering more time to get the know the pair and their growing love.
Soon enough these browns will give way to whites

Conclusion

 
Successfully distilling down what made the original Mashiroiro Symphony shine and delivering in through its most memorable side character is Sana Edition’s greatest achievement. The game explores its characters’ internal conflicts in a suitably dynamic way as Sana and the protagonist grapple with their respective insecurities. Its HD facelift has done a lot to make all the key moment stand out and pushes the seasonal theming in a vivid manner. Sana’s status as a tsundere is put front and centre and there is an understanding of what makes this kind of character appealing so she never loses the rough edges which define her identity. The rest of the cast are more of a mixed picture with them having important roles which utilise them correctly while also demanding knowledge from the first game to really understand why they act the way they do. Overall Sana Edition is a game which knows exactly what it wants to be and that is a love letter to the original centred around a popular character who exemplifies the best it has to offer.
 
 

Verdict – 

Being focused on a single heroine gives Sana Edition the space to explore an introspective and personal romance which adds just enough drama to create an emotionally fulfilling experience. It being a stand alone title can sometimes be to its detriment due to it still relying on that original game too much.
 
 

Pros -

 
+ Expands the established relationship with Sana into a natural romance built upon their mutually inability to properly express themselves.
 
+ Understands what makes a tsundere like Sana appealing and sticks to her unique brand of it throughout.
 
+ The secondary cast are given a good amount of screen time and in particular the use of family helps reinforce the growing romance.
 
+ HD visuals sell the key moments of the story and the use of seasons sets the tone.
 
 

Cons - 

 
- Can be overly reliant on pre-established knowledge from the original game which may leave new player’s confused.
 
- The rest of the cast can sometimes feel flat due to the way they exist to compliment Sana’s journey rather than their own.
 
 

Best Visual Novel Releases – March 2026


The first buds of spring have arrived as the winter chill retreats and visual novels also find themselves in a season of new and exciting titles. This has been a month fuelled by stories of love from a variety of perspectives and tones with a sprinkling of innovative ideas to keep things fresh covering everything from Sengoku otome to the philosophical consideration of robots. Let’s dive in and see what games you should be playing from the most recent releases.
 

Official Releases

 

Eve of the 12 Months

MangaGamer(18+)    VNDB    Genre – Drama, Romance    Play Time – 10 hours

As a minori game sharing the same setting with ef and Trinoline, Eve of the 12 Months has some big shoes to fill while carving its own identity. It continues the studio’s trademark mix of dynamic sprite work and moving CGs and brings them to bare here in the creation of a deeply personal story of a small group of people. This is a drama front and centre with characters often making highly emotionally charged decisions in order to create conflict and the story careful walks the line between believable tension and the powerful moments of exaggerated feelings. Being set during winter and the holiday season is leveraged to underline the game’s themes as the happy time of the year is connected to the events to form a strong aesthetic core from which every element draws from. While it is not on the same level as ef, this is still a good title from the developer and should scratch the itch of anyone looking for some compelling drama to sink their teeth into.
 

The Moon Looks Beautiful Tonight: Definitive Edition 

Steam    VNDB     Genre - Sci-fi    Play Time – 3 hours

This definitive edition is an altered version of the original 2023 release which updates the story and adds new graphics and music while maintaining its distinctive look and feel. It once again tells the tale of two people trapped in orbit around the moon after a disaster which caused them and the moon to knocked out of Earth’s orbit. Initially it looks like they are going to be okay since the Heart provides everything they need to survive, but then one day it stops and now they must brave the unknown to figure out what has gone wrong. The game utilises its sci-fi element effectively to blend the exploration of the danger with the exploration of the self and plays them off each other in a suitably entertaining way. Overall this short and free title is an endearing story of a group of very human characters.
 

Homura: The Crimson Warriors

Nintendo Eshop    VNDB     Genre – Otome, Sengoku, Politics    Play Time – 40 hours

Set at the tail end of the Sengoku period, this is a tale of a young woman as her connection to the Sanada ninjas leads her into the final conflict of the era in order to protect the people she loves. This is a visual novel which is really trying to lay the tragedy on thick since we know how this conflict will end and our protagonist is on the losing side so a pervading sense of unavoidable doom hangs over the story. It helps that the cast are such a likeable bunch and easy to become invested in leading to their fates have a greater impact. Not everything is doom and gloom since the heroine does have some agency over how the personal stories will end even if she is at the mercy of history when it comes to the grand scheme of things. All this makes for an engaging otome even if it does expect you to have some basic understanding of the time period since it does little to explain why the big events are happening.
 

DoppelTest

Steam    VNDB    Genre – Sci-fi, Robots    Play Time – 2 hours

When you come to rely on a robot to live your life in place of you at what point do they start to become you? Despite what his premise might imply this is a fairly light hearted title which is interested in the emotional relationships springing up around this question rather than on some sort of darker idea about replacement. There is a big focus on assigning tasks to one of the two girls you are monitoring and seeing how they interact with the people they meet along the way. Its mix of sci-fi philosophy and personal stories create an impactful snapshot into a world not so different from our own and complemented by its brief length ensuring it does not overstay its welcome.
 

Volontés

Nintendo Eshop    VNDB    Genre – Otome, Dark Fantasy

Our second otome of the month offers a good dose of dark fantasy set on a magical island floating over the sea. After Fiena is brought here when her village is destroyed by an order of knights, she find herself proclaimed the Moon Witch and becomes swept up in the machinations of an increasingly unstable kingdom. Each of the suitors plays nicely into the serious nature of the setting and it is through them that Fiena and the player get to expand their understanding of the inner works of court and culture. The dark part of the fantasy makes itself felt throughout as the storm of events Fiena finds herself caught up in spirals out of control and the romance is the sole speck of hope amongst the seemingly inevitable disaster. If you are looking for fantasy romance which commits to the ideas of its premise then Volontés will be right up your alley.
 

Karigurashi Renai: Living on Borrowed Love

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

Once again Asa Project is back with another romcom drenched in their signature humour. This time we follow the story of Takuma as he returns to his home-town only to find his house in a dilapidated state so has to rely on his four childhood friends to put a roof over his head. However, he has to stay at their homes in rotation leading to the expected absurdity and fun situations as Karigurashi Renai pushes all the levers up to max. Despite the comedy clearly being the focus, this is a title that understands when to treat the romance separately and give it the sincerity it needs for the player to become attached to the pairings. For those who want a good mixture of silly comedy and genuine emotion this is an easy home run.
 
 

Photographic Assets – An Anatomy Of Visual Novels


Taking Snapshots

 
Historically visual novels have always had a tendency to utilise Photographic Assets for their lower cost or due to a lack of artists on the project. Some of the stars of the medium can be pulled from this pool from Higurashi to Tsukihime so it is no barrier to the creation of memorable experiences, but can it actually be a benefit? Being cheap frees the developer from the expenses associated with those assets and may allow them to strategically spend that money elsewhere while also removing a major barrier to entry when it comes to creating a visual novel. If the game is already set in the real world or adjacent to it then photos can help reinforce this idea of it being a tale which happened just around the corner of our everyday lives. Altering the Photographs for an artistic effect and blending them into the pool of other assets leads to distinctive mixture of the familiar and alien and some vastly different presentational outcomes. Let’s take a quick picture and find out how these assets work in practice.
 

Cheap Convenience

 
Many of the notable titles utilising Photographs as part of their package come from the doujin sphere. For them these assets are a reflection of their limited budget and the skill sets of their creators. These are people with a passion for their projects but not necessarily the full suite of skills needed to produce a high quality product nor the money to hire another person to do it for them. So the Photographic Assets are a great way to side step this issue by providing an easy to parse style of presentation, since it is just taken from real world things the player will be familiar with. Relying on their status as low budget games they do not have to deal with the negative associations of this choice since expectations are adjusted when someone chooses to pick up something made in the doujin sphere. The quality of these titles is instead leveraged into the stories they are telling and the interesting ways they can tell them. One of the iconic examples of this group of games is Higurashi’s original release which was characterised by photographic backgrounds of a real rural village with sprites created using the developer’s limited drawing abilities. It is obvious the photos are a cost cutting measure where the narrative and soundscape of the work do the majority of the heavy lifting. Despite this there is a surprising amount of thought put into the composition and framing of each shot used and how they can be made to serve multiple purposes, being the backdrop for comedy one moment and horror the next. While it is not as diverse as its drawn counterpart due to it being bound by the real world, there is still a strong sense of the vision which underlines the personal and intimate fear Higurashi is know for through the way the almost idyllic images contrast with the dark emotions they conceal just out of view. 
These photos are functional above everything else

In a similar vein Tsukihime’s Photographic Assets are a product of the limited money available for its development and is the poster child of getting a lot out of a little. Being an urban fantasy with its mix of present day locations and supernatural forces, primarily vampires, gives the game a greater flexibility than an intense horror experience like Higurashi. This frees it to be a little looser in its implementation of variety with many backgrounds being the same image with a filter over it to try and sell a different time of day or the idea it is another location entirely. Tsukihime can get away with such a high level or reuse due to the lack of emphasis it places on these asset which it instead pushes into the character sprites and the dramatic nature of the writing. In a higher budget title this would be a distracting for the player, but in the doujin context it can be a core part of the experience of such a passion project.
 

The Real World

 
Since photos are a captured image of the real world it is only naturally visual novels would want to take advantage of this connection to ground their stories within reality. This approach aims to give the emotions and ideas a means of reflecting onto the player’s own life or creating the sense these tales are happening right now around them. For games about the smaller and intimate moments of people’s lives this grounding allows for the weight of characters’ actions to be further pushed as human with all the messiness it implies. The kind of visual novels which present this angle tend towards shorter and focused style of experience where this connection to the real world can be used as an effective and contained framing device. Looking at narcissu shows a prime example of what leaning into this angle can achieve. Its hazy presentation of its Photographic backgrounds elicits a sense of half remember reality where the themes can find a footing for its ideas yet remain vague enough for the characters’ emotions to be the main source of momentum. The way the entire game’s visuals are presented though a slit like view contributes to a blurring of the line between the different asset types and lets the realism of the photos bleed over into the drawn images to further their connection to the player’s own life. Having such a serious main driving force in the form of terminal illness lends itself to this sense of reality given its tone and the normal nature of locations the cast visit. 
Embracing the photos creates a distinctive experience

Rather than being a simple reflection of our own lives, this grounding in reality can instead be used to sell the idea of a story playing out in our world despite its otherwise outlandish plot and contrivances. Such a choice aims to emulate the benefits of live action mediums which inherently sell the sense of their stories being real since their props and the fact their actors are all living people the viewers will recognise as such and draw a line between them and their own lives. 428: Shibuya Scramble is the visual novel which embodies this approach in its totality. Almost every asset in the game is Photographic and this gives the title a texture which immediately makes its stand out as a story set in Shibuya. The photos of real world locations in the ward provides a sense of place more believable than an artistic representation due to the way it can capture the imperfections of the buildings and streets. Unlike in many other titles using Photographic Assets, Shibuya Scramble employs actors as its cast rather than using character sprites and they are often in photos taken on site so forming the CGs through which the majority of the story is told. As a thriller there is a need to keep the increasingly dramatic plot in some sense of reality and this complete commitment to a real place and actual people lets the player suspend their disbelief even in the face of its many twists.
 

Blending In

 
Tone is a major consideration when a visual novel chooses to utilise Photographic Assets, but not every one wants the realism associated with them. The solution these titles have found is a blending of the photos into the overall aesthetic of the work through heavy use of filters and merging it with drawn images. Doing so causes them to take on an almost dream like quality where the disconnect between their realistic presentation and the fantastical alterations made to them fuels a sense of otherness. As such this technique is mainly seen in games with some kind of fantasy element to play off or those which already have a strong visual identity the photos can be integrated into since these can get the most out of the impact it can provide. Few visual novels can match the artistic distinctiveness of The House in Fata Morgana so its use of Photographic Assets can demonstrate this trend. Its striking art style is a big factor in its appeal and so everything in the game revolves around making the most out of this trait. To ensure the photo backgrounds do not clash with this choice of design, they have a heavy oil paint like filter applied to them and additional splashes of strong colour spread liberally. This gives them a character of their own where they are a vaguer and saturated version of reality and act like a stage upon which its cast perform their grand play. 
Making the blacks its core visual element leads to something more than real

Similarly Phenomeno’s supernatural horror is reinforced through the exaggeration of blacks in their use of colours. This extends into its Photographic Assets where even bright day time scenes are defined by strong contrasts between the lights and the shadows they cast and this is even more prominent at night where the bright colours struggle to have a presence against the overwhelming dark. Since the connection between monsters and the dark is baked into our psyche, every black shadow in the game has a chance to contain the supernatural threat underpinning the story. Having this link be through photos creates an additional sense of the dangers being just around the corner of our lives while not pushing it too hard since the heavy blacks make the images vague enough to be just about anywhere.
 

Conclusion

 
Choosing to use Photographic Assets in a visual novel has a wide array of associations, reasons and benefits which have shaped its perception and power over the player. Money constraints often lead to using photos as a short cut to reducing the cost of making a game so the emphasis shifts onto the other elements to take the load off the visuals. If they are properly blended into the rest of the assets they can lend a memorable artistic quality and form a kind of hyper reality to enhance the title’s overall identity. Committing to the Photographic Assets can lend a sense of realism and place to what otherwise might appear to be outlandish or overly emotional stories and ground them in the player’s experiences. Overall such assets have an interesting variety of uses and they are particularly effective in small scale or indie titles where player expectations allow them to shine.
 
 

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