Sousaku Kanojo no Ren'ai Koushiki In-Depth Analysis (Spoilers) – The Suffering Artist and Depictions of Creatives In Fiction


Idealisation And Ego

 
Sousaku Kanojo is fascinating for how it steps on every rake in the shed of rakes which is depicting creatives in fiction. It is such a prime example of the issues inherent in dealing with this topic that I cannot help but want to pick it apart in more detail. So here we are, a long form look at the game where I can showcase the many dangers awaiting developers when they stray into these waters. In doing this I hope to understand why this kind of story ends up being so hard to get right.
 
This is not to say Sousaku Kanojo is a bad game since, as I covered in my review here, it has some strong characters and great emotional moments. However, there is a constant feeling of this being a title pulled in two directions, its love for creatives and the need for romance. It makes no attempt to hide which half it actual cares about. Spoilers will be constant and unfiltered so you have been warned. Now let’s unveil this plague of geniuses and see what ails them.
 
 

Toxic Love- Narrative Analysis

 

-Common Route-


The problems with the game’s fixation on creatives are strangely absent in the common route with its focus being on the struggles undergone by the cast to continue their craft. Many of my praises for the game overall were aimed at this section and its long length cements it within the memory. Yet in hindsight the overuse of major character events in the common route should have been a clue to the eventual weakness of the heroine routes. The use of Kiriha’s conflict with her parents so early on was an odd choice give how central its resolution is to her character arc. It is revisited during her route, but the impact has been lost since this is the second time it has been used and the player is familiar with the emotions involved. Saving this conflict for her route would have made more sense since it would have been a perfect compliment to the routes overall ideas rather than relying on the contrived problems. Yumemi has a similar issue in the use of her conflict with Yuina being spent really early rather than being slowly built towards a climax in her route. Once again the game has to lean on a contrivance to create conflict in her route rather than using the perfectly good source it has pre-emptively utilised when it could have been saved. Both of these sections are well put together and compliment the core emotional direction of the common route and its wide character spread. Yet if they where relocated to their respective routes it could have provided a more concise experience while lending believable narrative beats to a wider spread of the game.
 
 

-Kiriha Route-


Of all the routes living in Aisa’s shadow, Kiriha’s route is one of the only ones to mostly come out unscathed from the many issues which plague the others. Part of this is the way the romance is handled with Kiriha’s being pulled in two directions, one by her future career prospects and another by her feelings for Toshiki. It is fun to see her struggle with these emotions just as Toshiki is also doing and this leads to a suitably dramatic confession between a pair of characters who cannot be honest with their own feelings. Unfortunately since the narrative has already used the conflict with Kiriha’s parents it is left with only one way to escalate the stakes which is to have their relationship being discovered and this is a little too predictable an event. This also extends to Toshiki getting attacked by the rabid fan since it is signalled too well for it to have the punch the game wanted it to have. Toshiki gets over being stabbed really quickly and the game spends no time dealing with the effects and recovery from being stabbed so he just gets over it off screen in a disappointing manner. Instead the focus is on Kiriha’s lost voice which, given how much her life is centred around it, is appropriate, but the whole situation feels a little contrived (although nowhere near as much as some elements in other routes). Having Toshiki write a story so person to him and Kiriha that it gets through to her and breaks the trauma is a cute way to end things and fits the nature of the pair’s relationship.
 
 

-Erena Route- 


This route suffers from the problem of the common route taking all the major conflicts in a different way to the others. Rather than choosing a weaker plot point for its arc, it instead repeats the arc about Toshiki’s feelings of inferiority towards COLORLESS just passed through the lens of their new romance. As a result there is a strong sense of deja-vu throughout this route since the pair’s relationship adds just enough for story to feel different but still feels like something the player has already witness. In addition, it runs afoul of another recurring issue of Sousaku Kanojo, the player barely gets to see any of the writers’ actual work. What this means is that they are constantly told by the cast how amazing COLORLESS’ and Toshiki’s work is but are never shown so it all comes across as very hollow. There is nothing to back up these compliments, like a fighter telling you how powerful they are without showing anything, so Toshiki’s feelings of inferiority feel misplaced from the player’s perspective and it is difficult to empathise with his struggles against them. However, the vastly different views of Erena and Toshiki’s about what is important creates some great emotional moments where they are just talking passed each other with no common ground. Seeing the pair slowly try and reconcile these difference is a nice climax to their messy relationship while putting a bow on their feelings.
 
 

-Yumemi Route-


Yumemi has by far the most messy route with a wide range of issues. Initially all seems fine, her struggles with her feelings for Toshiki and the way she wildly bounces around between the methods she uses to hide them are amusing to watch. It make the moment the pair become a couple a point of meaningful catharsis for the player since her internal conflict was so apparent. Then she just forgets how to draw, not forgets how to draw well, just forgets how to draw full stop. Somehow she has become completely incapable of drawing even on a technical level which is just the most ridiculously forced conflict in the entire game. Even a person suffering from a creative block can still produce something regardless of whether it is good or not, but just forgetting is absurd especially when she gets it all back later even faster. This is a plot contrivance plain and simple, one so obvious it is difficult to suspend your disbelief. 
 
Yet it gets worse when Toshiki’s obsession with creatives rears its ugly head and results in the pairs continued relationship being predicated on Yumemi remaining a creative since this is the version of her he is in love with. Despite the game’s efforts to frame this as a positive, since it allows Yumemi to get her drawing skills back, it is clearly a toxic relationship which could collapse at any moment. The question should be put to Toshiki if he is real in love with Yumemi or just the idea of her as a creator with the latter being an unhealthy way to build a romance. A small tangent, but why did the game bring up the fact she dyes her hair blonde? It creates this weird issue with her sister who appears to have naturally blonde hair since she is shown to have it even from a young age in flashbacks. This means the pair have different natural hair colours so they might have different parents yet this is never brought up again nor explained even with a dismissive comment. It feels like this was meant to be a plot point in an earlier version of the script but it did not make the cut so this weird fact is just left hanging there without resolution.
 
 

-Aisa Route-


Now we reach the main heroine and the person who casts a long shadow over the entire of Sousaku Kanojo. It is a route characterised by good ideas which end up botched in execution. First among these is Aisa’s illness, it is a magical nonsense illness, we are never given any specifics about it other than it is killing her and it otherwise does not effect her life unless the plot demands it or she is off screen. This immediately set the tone of contrivance which stays with the story until its end since the illness is clearly a plot device rather than something grounded in any form of reality. If it were not such a central element to her character it could be brushed aside, but under the condition it is constantly shoved in the player’s face to try and buy sympathy. This attempt is undermined even more by the existence of a treatment for her condition which she refuses to undergo for no reason other than because the plot demands it. Why even bring it up if you have no intent to use it as a get out clause? All this achieves is undermining any idea of tragedy and presents the characters as utterly stupid while lacking any form of self preservation. 
 
Yet there is still some power to this tragedy and a clear spectre of death hangs over Aisa and Toshiki’s remaining time together. The struggles of their love and the determination to be together despite this promise of doom provide an emotional weight to their actions and it has the player rooting for them. It is also the route with the most broad character resolutions with all the heroines getting their time to wrap up their feelings and even the secondary cast gets their moments to shine. As the end approaches Aisa’s gradual collapse heightens the tragedy and pushes the narrative towards a natural climax as the pair rush to complete the story they are writing together. However, the ending is so short and abrupt as to completely take the player out of the experience since it lacks the necessary sense of resolution and is extremely unclear at times. It is almost as if the developers lost interest the moment Aisa died and wanted to get the whole thing over with as fast as possible. 
 
Then there is the way her survival is framed as the ‘bad’ ending among the route epilogues. Throughout this section it constantly pushes the idea that her death in the main game was the best outcome possible. However, it does not make a convincing argument when this surviving version of Aisa, completed the game they were writing, survived the operation and then found a new reason to create again. If anything it seems like this is a completely perfect ending yet the player can feel the game's constant dismissal of this fact. This is because the game puts the ideal of the suffering artist on a pedestal and Aisa’s death is the ultimate sacrifice for her art and it is lessened by her survival. I should not have to point out how absolutely absurd this notion is, but I will do so anyway later on in this article since it plays into the game’s overall fixation of creatives. In many ways Toshiki is the developer’s stand in during this route and it does not create a pretty picture of them.
  
 

Suffering As Virtue – Stray Thoughts

 

-The Lie of Genius-


At every turn the idea of geniuses is presented to the player and these people are placed at a level unattainable by mere mortals with abilities which just magically produce wonders. This is a fairly standard narrative pushed by media and society with countless examples of it to be found throughout our culture. However, it is a complete farce. Point to any so called genius and you will find that they had to work long and hard to achieve what they did. This ‘magical’ power they have is merely the result of an intense human endeavour built upon the knowledge and skills of those who came before. Certainly some people have a natural talent or spark for certain areas which make this easier for them, yet they too much put in the effort in order to achieve anything. Should they just lounge around then they will not have the world handed to them on a platter, just like everyone else. 
 
It is this truth which Sousaku Kanojo struggles to balance with its fascination with the myth of genius. All the heroines to one extent or another fit into the game’s interest in the genius. Aisa and Erena pull best selling stories out of the aether with little to no effort and Yumemi creates professional level artwork without much in the way of training. It is with Kiriha where the game somewhat acknowledge the effort which goes into her craft and the cut-throat world of the VA industry. This is also why it makes an effort to segregate her from the other heroines as much as possible to avoid comparisons between them. The narrative uses Toshiki as the everyman stand in and makes it a point to constantly highlight how inferior he is to the geniuses, in particular COLORLESS, to the point it often comes across as funny since he seems so desperate to compare himself to others just to feel this inferiority. When the geniuses demonstrate their skills it is done with an almost magical reverence where it pushes aside any thought about the practical nature of the work being done and instead wraps it in mysticism. Overall, it is just feels strange and disconnected with reality in a story meant to be set in our present day world.
 
 

-Creatives Writing About Creatives-


As I mentioned in my review Sousaku Kanojo suffers from the standard set of problems which appear when creatives create stories about creators. These being a general self congratulatory tone and putting their craft on a pedestal. In particular the value of the creative is tied up with the idea of the game or book or artwork touching the hearts of many people and presenting this as something of inherently great worth. Part of this is just an inevitability born from how the need for drama in a narrative pushes it to make sweeping statements and attribute value so it can have stakes and make the cast appear to be striving towards a worthwhile goal. This is mostly the case for Sousaku Kanojo’s failings on this front, it is caught between the developer’s own need for self value and the story’s need to be engaging. 
 
However, let us interrogate the notion accidentally put forward by this game and see what we can extract from it. The assign of importance to the number of people who feel something for a cultural product is not without real world comparisons. Throughout history there have been countless such works which has shaped the cultural context of their times and even ours for certain extremely special titles. As such it is easy to see the line of logic a creative which might them to feeling their craft possesses a major role in the shaping of the world. Yet how many works have been created over the course of our life times? Far more than any one person will ever experience and the majority of them will be forgotten if they are even remembered in the first place. These form the majority of creative endeavours and do not have an impact. It is into this camp which the works of Sousaku Kanojo fit so the question must be asked if they have worth despite the fact they will be washed away. Of course the answer is yes, but what Sousaku Kanojo does not understand is that it a less grand value and not something to be put on a pedestal. Instead it is a broader enrichment of the lives of those the works touch in combination with the rest of its medium rather than in isolation or competition. The real world is a complex painting made of different strokes which come together to form the value of this endeavour.
 
 

-The Main Heroine And The Suffering Artist-


Having a main heroine is a common feature in visual novels and especially so in more plot focused ones. Many end up with a similar problem of them overshadowing the rest of the cast as is found in Sousaku Kanojo, but few end up with quite the same level of messy execution when trying to capitalise on it. This stems from the game’s fixation on framing Aisa through the idealised lens of the suffering artist. In a similar vein to its interest in geniuses, it puts forwards this idea of those who suffer for their craft as being able to produce uniquely powerful works. However, when thought about in any depth or when bringing in real world examples it starts to crumble given the people involved would have much rather not have suffered and were capable of producing excellent art even if they were not in constant misery. 
 
Aisa is not a real person so can be contorted into the form of a suffering artist without much effort due to the illness she has been given by the developers. In this light it is understandable for someone to strive to leave something of meaning behind in the face of their own death. Yet as mentioned earlier, it constantly undermines this seemly cut and dry outline first through the existence of a possible cure and secondly through an epilogue where she survives. Why do either of these exist? Both actively weaken the premise of her as a suffering artist by pointing out how her continued suffering is at her own hands or through placing her death on a twisted pedestal. If they had merely made her death an inevitability and a final note with any epilogue being focused on those who were left behind then this would have been a fairly clean narrative. In both case of undermining the clean story they push the suffering artist ideal by having her choose the suffering to give her art meaning and being an empty vessel without the suffering to drive her. There is also a flippant attitude towards those who are either want her to survive or are happy that she lived. It is treated as if they do not understand the value of what Aisa is doing and her role as a suffering artist rather than the people in her life who actually care about her well-being. Ultimately by pushing this suffering artist angle they miss the very human story of Aisa’s suffering and the potential for a meaningful impact to be left on the player.
 
 

Conclusion

 
Despite what I have said over the course of this analysis, my opinion of Sousaku Kanojo is fairly neutral as shown in my review of it. Realistically not many people outside of myself are going to understand the nuances of the game’s presentation of creatives and instead just view it as a fairly normal romance visual novel. I have been withholding a small piece of information which is the reason I am so interested in the issues with Sousaku Kanojo, it won multiple awards as the best visual novel in 2021(Moe Award Grand Prize and Getchu’s award). The reason for this may well be the way it frames the creation of a visual novel as a special act and the many things I have criticised might well be viewed in a better light if this is want the player wants to hear from it. What is also interesting is this was the same year as Lupercalia of the Silent Accord’s release, another title about creatives (this time actors) I have reviewed and it got third place in the Getchu’s award. This game could not have a more different view about geniuses and what it means to love your craft. It too suffers from the challenge of trying to create an engaging story about creatives without coming across as self congratulatory to varying degrees of success. Both have their many flaws, yet in the end it is the one closer to standard form of visual novel structure which ends up having the broader appeal. Does this make one better than the other? I’ll leave that for you to judge.
 
 

Sousaku Kanojo no Ren'ai Koushiki Review – Writing Beneath Pastel Skies


Genre – Romance, Slice of Life, Drama    Play Time – 20 hours    Developer - Aino+Links    Patch Download   VNDB

 

Painted Upon A New Canvas

 
A visual novel about those who create visual novels and other such creative endeavours is a uniquely difficult proposition since writing about what a developer knows often leads to extremely biased and self congratulatory elements seeping in. Throughout its play time Sousaku Kanojo no Ren'ai Koushiki struggles against this hurdle in its attempts to tell the tale of a band of young creators finding their place in the world. It is a game dominated by its long common route which contains many of its most powerful and memorable moments during their time at an academy tailored to their creative ambitions. The heroines are all given striking personalities and the space to properly show them off and rub up against the rest of the cast to promote their growth and provide some exciting drama. Colourful and varied designs for locations and characters define how the player will experience the highs and lows of the characters’ journeys as spring turns to summer and the march of time pushes them forwards. However, this is a game of two halves and once the common route is over it never reaches the same level of narrative quality and many of the smaller issues begin to pile together and make new larger problems. Focusing around the idea of creatives and the effect their passion has on their lives ends up meshing poorly with the standard romantic and tragic ideas each routes bring up and it results in some very messy theming and a protagonist who becomes increasingly toxic in their relationships. Is this clash enough to sour what starts out as amazing experience? Let’s pick up our pens and find out.
 
 

Writer’s Block – Narrative and Themes

 
Impactful emotional moments define much of Sousaku Kanojo play time with it regularly moving from one to another at a quick pace while alternating between which character is in the crosshairs. This oscillation between dramatic developments and their build up is at its strongest during the common route where it draws the main cast together in order to support the focus heroine. Feeding into this feeling is the way each of these big moments builds upon each other as a slow ramping up of the individual character arcs while paying of hints left from earlier points in the story. The overall plot has a somewhat modular nature in that it has its sections solely focus on one heroine at a time before moving on to another until it eventually comes full circle back to the ones it started with. What this means in practice is each character gets to stand on their own merits rather than having to share screen time with other developments and it lends the game an emotional clarity about what the player should be invested in at any one time. Yet the rest of the cast is never entirely gone either, they nicely slip into a supportive role to be a constant remainder of the promises of drama their respective arcs will offer in future. Since so much time is spent with a relatively small cast the game gets to present their growth, both as people and as creators, in a gradual fashion. Slowly they express their flaws and immaturity and have them be sharpened into strengths which can be invoked in the dramatic climaxes to sell their arcs as complete and provide a sense of earned catharsis.
 
Hmmm... I wonder who the main heroine is...

Despite the common route having some of the game’s strongest moments, it constitutes about half of its play time and so perhaps inevitably it ends up feeling long and meandering at times. There is a lack of any overall direction for most of it until in the latter sections where the group comes together to make their game. Having so many big emotional points of the heroines’ character arcs be located in the common route means their actual routes are left without a lot of material to work with and this can be felt in the somewhat contrived nature of the plot points they choose to focus on. They lack the easy pillars to fall back on since they have already been used up and this has to be written around leading to weaker feeling climaxes. However, all of this pales in comparison to the shadow which is cast over most of the game, Ayase Aisa or rather how obvious it is she is the main heroine. Everyone and everything which happens lives in her shadow since she get the focus almost all the time and even when it shifts onto another character she still is critical to how things resolve. Couple this with the short and anaemic nature of the other heroine routes and it clearly marks them as ‘sub-heroines’ who are merely stepping stone to reach the real route. This hurts the any feelings of investment the player might have in those other heroines since the game is only interested in Aisa. 
 
Whether intentional or not there is an air of self congratulation to the focus on creatives and their struggles. It puts their struggles on a pedestal as something to be admired and uniquely theirs which normal people cannot understand. Some of this is due to the unintentional way it interacts with the need for drama, yet it cannot help but come across as tone deft to realities of the world around them and how real life creatives behave and strive for their place in it. Related to this is how all the big conflicts in the heroine routes are all caused, and often also resolved, by some kind a vague and ‘magical’ contrivance which is never explained properly. It is difficult to feel the impact of an important moment when the player knows the story can add or remove the source of the conflict on a whim just for the sake of having a higher stakes climax. The extent to which each route is effected by this varies quite a bit with some coming off lightly so the impact is often tolerable. One final minor point, early on there are lot of times where the protagonist will ogle or become sexually aware of the heroines in a poor attempt at creating teenage sexual tension. Instead it feels like a needless objectification of the girls which clashes against its attempting to sell them to the player as people leading to a weird tension between these two parts of the writing. What is strange about this is the way it just disappears after a few chapters never to be brought up again which makes it feel like a left over from a different version of the script.
 
 

Young Creatives – Characters


The cast is characterised by their diverse personalities and the friction which appears between them. Their individual goals all strive towards some kind of creative endeavour but they are taking their own path to reach it. Each one is added to the group individually and get the space to show who they are and who they will clash with. It leads to some colourful interactions between them which are a delight to witness since they are all similar enough to each other to promote a collective empathy but not so close as to be unable to criticise the others behaviour. Tsukimizaka Kiriha is often utilised by the story as a clashing viewpoint given the way she mixes a jaded cynicism with a genuine love for the group. She gets to be the voice of sense while also being her own gradually collapsing house of cards which needs the protagonist and the heroines to step in at times to prevent it from falling down. By contrast, Nagima Yumemi is a far more introverted character who mostly avoids conflict where she can yet even she ends up clashing with other characters and growing because of it. Her desire for friendship and honesty compels her to pursue that bond through her work and even though this does not quite end as she expects, lending the results pack an emotional punch. 
 
This gang are a delight to witness

The only place where this strong characterisation comes back to bite Sousaku Kanojo is in the form of its protagonist Kagami Toshiki. For the majority of the game he is a perfectly fine character who more or less fits it with the rest of the cast. However, upon entering a heroine route his obsession with creatives rubs up against the romance in a way which does not paint him in a good light. He seems only interested in the version of the heroines which is a creator and wants them to adhere to this vision rather than accept them for who they are beyond this one aspect. The results of this are a series of unhealthy relationships with the heroines based on them keeping to his vision of them and it does not leave the player with the feeling of resolution the game seems to think it has created.
 
 

Seasonal Inspirations – Visual, Audio and Technical


From the moment the game starts it is clear a lot of time and effort has gone into the visual design. There is attention to detail across the board focused on sell the believability and physicality of the setting. This is a game set across a large span of time and the changing seasons are reflected not only in the backgrounds but also the characters having different uniforms and casual clothes. Underpinning this sits the pastel and bright colours of its visual language which led its tale of love and passion a sense of liveliness to complement the character’s pursuits. While none of it is groundbreaking for the genre, it cannot be overstated how much a consistent level of quality helps keep the player’s interest and create a smooth experience since they will be staring at it a lot over the game’s long play time. The audio also fits into this comfortable conformity where it perfectly serves its purpose in context but is otherwise unremarkable and not something the player is likely to seek out afterwards. Yet this is enough for it to sell the emotional highs and lows of the narrative and it is in tune with the overall identity of the work.  
 
By contrast, the presentation of the only choices in the game is dry and abrupt where it functional asks which route you want at end of the common route without any build up. It also separates out the choice for Aisa route, presents it first and locks it until the other routes have been completed which furthers this feeling of Aisa being the only character the developer really care about. Even the existence of choices at all feels like an obligation to have a variety of heroine routes rather than something the game is passionate about. Another point of friction is found when after each and every chapter there is a full credits sequence which gets irritating to witness given there are quite a few chapters in this title so the player gets to see it a lot. It comes across as self congratulatory as if each chapter was some monumental piece of art within the medium rather than just another section of a single game.
 
Behold! The Heroine Route Selector 3000!


Conclusion


Being so fixated on creatives and the act of creating is a double edged sword for Sousaku Kanojo which it never quite manages to balance. Its character based drama leads to some amazing emotional moments which do a lot to engage the player and have them invested in the casts. Having a vivid art direction and a wide variety of environments and sprites crafts a charming visual language to help capture the narrative’s biggest moments. The diverse range of personalities supports this vision while creating many situations for them to rub up against one another. However, there are a litany of cracks throughout the game, from a fixation on Aisa over the rest of the cast to the protagonist’s unhealthy obsession with creators, which combine to deeply harm the experience. If the player can stomach these weaker elements then what is here is a well constructed visual novel with a high level of polish.



Verdict – 

Clashing creatives and seasonal colours come together to forge a bright tale of love, writing and being true to yourself. Yet it can never quite reconcile the individual parts of its identity into a harmony resulting in a very uneven overall experience.



Pros -


+ Filled with impactful emotional moments where each character gets to wonderfully express and overcome their struggles in a suitably dramatic fashion.

+ The diverse personalities of its cast create a dynamic group who clash as much as they complement each other.

+ High quality visuals make every scene pop with life while the changing seasons and wardrobes provide a sense of place and individual identity.


Cons -


- Ayase Aisa is too clearly the main heroine to the point she overshadows the everything else due to her constant involvement in the narrative and the lacklustre choices offered to the player.

- Conflicts and their solutions often end up being too much like ‘magic’ where they appear and act in whatever fashion the story needs at that moment in a fairly blatant manner.

- The protagonist Kagami Toshiki’s obsession with creators does not mesh well with the romance leading to some very toxic relationships.


Best Visual Novel Releases – August 2026


As the blazing heat of summer finally gives way to the shade of autumn, let us look back into the dazzling sun and see what visual novel came out under its rays. It has been a month bustling with an assortment of amazing titles from a big name remaster to innovative indies to the standard tales of love and all offering high quality experiences. Let’s dive in and see what new games are worth playing and which ones will tickle your imagination.
 
 

Official Releases

 
 

STEINS;GATE RE:BOOT

Steam    VNDB    Genre – Sci-fi, Time Travel, Triller    Play Time – 40 hours

RE:BOOT sits in a strange place, it is the third major version of Steins;Gate to be released and ends up being a weird expansion of the second version, Elite, while attempt to mix in some aspect of the original. The script for RE:BOOT is largely the same as Elite’s which means it inherits many of its problems stemming from its simplification of the original game. What RE:BOOT brings to the table is an expansion to this scenario and an aesthetic which leans more into standard modern anime styling with live 2D sprites. The extra scenario is a cute addition and fun enough in its own right but it is not substantial enough to justify purchasing the title for it alone. Couple this with the inferior base script and it makes it difficult to recommend RE:BOOT when the original is still easily available and cheaper. However, if you simply did not find the previous versions appealing and this shift in aesthetic has brought it onto your radar then you should definitely pick it up. At its core it is still Steins;Gate and Steins;Gate is still good so if this is the version for you then you are still in for one of the best visual novels around.
 
 

OVER REQUIEMZ

Nintendo Eshop    VNDB    Genre – Otome, Fantasy     Play Time – 50 hours

Drawing heavily from The Wizard of Oz, OVER REQUIEMZ heavily pushes its influence through the lens of otome and ends up with a cast of handsome murderers and a protagonist sentenced to death upon setting foot in this world. Obviously there is more going on than meets the eye with the fantasy element being played up as the main pillar of the mystery and drama. Placing the protagonist in such a dangerous position allows the game to take the story into some entertainingly dark places as she struggles against circumstances stacked against her. Accompanying her on this journey are this game’s suitors and they make for a wild group of clashing personalities which become increasingly interesting when events start spiralling out of control and they get to show off their darker sides signalled through all those red flags the game puts around. Overall, this is an otome aiming for intense drama and danger over being sweet and romantic resulting in a ride which will keep you on the edge of your seat.
 
 

The World Well: Blood of Caro

Steam    VNDB    Genre – Science Fantasy, Yuri

Nestled in a world of medieval towns, vampires and technology distinguishable from magic are two girls, one a half breed of human and vampire and the other from the distant future. This unlikely pairing set out on a quest to stop an ambitious tyrant before he can establish his world spanning empire. Blood of Caro is a story defined by its impeccable world building and delightfully flawed protagonists through their continent wide journey. The main pair’s growing relationship might be the single strongest part of the title with their initially poor start leading to a slow and believable bond as they lick each other’s wounds. A constant sense of fragility is preserved over the entire game with the pair’s position always being dramatically weaker then their opponents and it leads to a wonderful sense of excitement and catharsis with even their more minor success. Those looking for an emotional and thoughtful science fantasy story with a good dose of tension will not be disappointed by Blood of Caro.
 
 

Koikata: How Our Love Grows

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

Now for something far more comfy and familiar in the form of a bright and colour romance visual novel focused around the merge of two schools and the feelings surrounding this process. Starting from this source of chaos, each heroine get their own space to confront it and the protagonist’s role in this process leads into a natural sense of intimacy for the romance to build on. A bright and colourful aesthetic ensures a comfortable and light hearted atmosphere throughout where the character design gives a wide variety of easily identifiable people for the player to engage with. While Koikata does not reinvent the wheel, there is no doubt it understands what its audience wants and if you are part of this group then it will hit all the right notes.
 
 

COCORO

Steam    VNDB    Genre – Sci-fi, Post Apocalypse

Another entry in the strangely popular sub-genre of cute robot girls in a post apocalypse setting, COCORO follows a young boy named Hinata and his encounter with a robot girl, the titular Cocoro, who dreams of marriage. The game proudly boasts about being written by Asta Konno of ATRI -My Dear Moments- fame and this is something the player will feel throughout as it shares many of the same thematic and narrative quirks. However, it takes them in its own direction leveraging its setting to probe the character’s motives and internal conflicts in a suitably heart wrenching manner. Those looking for a title which packs a powerful emotional punch cannot go wrong with COCORO.


Sovereign Tower

Steam    VNDB    Genre – High Fantasy, Management Sim     Play Time – 10 hours

After being made the sovereign of a magical tower which only they were capable of unlocking, the player is tasked with managing a round table of excentric knights with each of them bringing their own brand of chaos. There is a strong element of humour to proceedings where the antics of the characters and their absurd outcomes will regularly get a laugh at their expense. Judging these large egos while giving them the tasks best suited for their skills is an engaging challenge and it provides a sense of the player being this ruler who must solve the problems of the land. This is a memorable merger of visual novel and management simulator with vivid artwork to round out the package.
 
 

Power Fantasies: Strength, Love And Peace – An Anatomy Of Visual Novels


Three Pillars

 
Not every visual novels wants to be an artistic masterpiece which pushes the medium into new territory and instead many are aiming to fall into the eternally popular category of Power Fantasy. Upon hearing its name, it might be tempting to immediately jump to thinking about overpowered protagonists fighting superpowered enemies, but this is only one side of the Power Fantasy and is arguably the least prolific in medium. The biggest slice is taken up by the romantic style where the protagonist is wildly attractive to members of the opposite sex and the strength of their combined love overcomes all. Adjacent to this sits the last major type in the fantasy of peace where conflicts either do not occur or are resolved quickly with minimal stress and damage. These all share the common thread of being detached from reality and able to resolve their respective problems without having to pushed beyond the confines of their specific fantasy. Let’s fulfil our dreams and find out how each of these types of Power Fantasy manifest in visual novels.
 

Martial Power

 
When thinking of a Power Fantasy most people jump to the idea of physical or magical strength where the protagonist possess them in large amounts and even has their own unique powers which set them apart from the other characters. The aim here is to offer the player a sense of vicarious empowerment through an element of self-insert common in these protagonists. As such they tend to have either vague personalities or be lacking in strong emotions in order provide a space into which the player can easily slot themselves without too much friction. Despite this these protagonist rarely slip into being the kind of complete blank slates as those of the romance Power Fantasy due to the need for them to have tragic backstories and secret connections to the plot, so their powers can be justified and they can become increasingly involved in the drama of the story. Once the player is comfortably slotted into their position, the powers can be put to use in a series of spectacle battles which are the real beating heart of this kind of story. It is a Power Fantasy focused on feeding off the tension and heart pumping action while the player sits in a comfortable position where they know their protagonist will ultimately win the day. A comparison to a roller-coaster comes to mind, both are experiences which present some level of danger in their presentation but the participants all know they are perfectly safe and are instead buying into a sanitised version of this danger. This kind of Power Fantasy is not as prolific in visual novel as it is in other types of game due to the difficulties in creating the needed feelings of action and moment in what is a predominantly static medium. Skilled developers have made it work but for many it is simply not worth the risk and investment in this skill set when more compatible Power Fantasies exist. 
Nothing sells power quite like being really big

A good example of this being pulled off successful is Tokyo Babel. Tendou Setsuna is an absolutely overpowered protagonist who goes toe to toe with angels, demons and even gods and coupled with his relatively weak emotional range, makes him a perfect vessel for this kind of fantasy. It leverages its down time to make sure the connection to the player sticks with it pushing the other characters forward in interactions to further relegate Setsuna into the background to de-emphasise his personality. As for the action which he partakes in, it is all extremely over the top and involves spectacular feats of magic and physical combat removed from any sense of reality. This is a perfect space for Tokyo Babel’s Power Fantasy since it can fully detach itself from any grounded ideas which might break its hold and gives it room to ensure each subsequent battle ups the danger so the player can experience their roller-coaster. 
 
Not all games of this type need to have their protagonist in such a commandingly powerful position. Coμ often has its protagonist in battles where they are on the back foot despite the power of the black dragon Babylon being at his command. This is because of the fact Babylon’s power can only be drawn out to its full potential when he works with the other people connected with it. As such the highs of this Power Fantasy are contrasted by exceptionally deep lows so it can full embrace the ‘safe danger’ it thrives on. It also gives it a bit of flexibility to lean into the idea of a community being a kind of power and connect it to the moments of catharsis when the group wins together with the player feeling they played a role in it. Mizuwa Akihito has a far more distinct personality and identity than Setsuna since he ends up being more directly connected to events and so needs the extra wrinkles to accommodate the more elaborate motives and interactions. Yet he still has enough blurring around the edges to allow the player to comfortably slip into this role and form the emotional connections needed for the Power Fantasy to function.
 
 

The Power Of Love

 
By far the most dominant Power Fantasy in the visual novel space is focused around romance. The defining feature of this type of fantasy is the way the protagonists are always inexplicable attractive to members of the opposite sex. While this can mean the characters fall for the protagonist at first sight and are all over them immediately, it is often more subtle in its implementation with the ensemble gradually coming together around them before moving into the explicitly romantic events. A slow build up like this gives the characters time to breathe but also staggers out the fantasy so it is less in the player’s face that they are being pandered to. When selling the romance is the name of the game the emphasis shifts into individual interactions, but having the characters constantly jumping on the protagonist can create a weird undertone of infidelity it wants to avoid. As such pure love must be bound up in the fantasy in order to make the player feel special and desired through the vessel of the protagonist. Despite this direction, many titles lean into a degree of jealousy and competitiveness to present the idea of every one of these characters wanting to end up with the protagonist and being willing to fight for that privilege. The protagonist themselves is generally a blank slate who falls under the broad category of ‘nice guy/girl’ with a traditional moral compass. Placing so few character traits in them is important since they exist as a thin film for the player to experience the Power Fantasy through. 
 
Another side to this fantasy is the power of love which underpins its later sections once a romance with a specific character has been established. What this promises to the player is that the newly formed bond between them will overcome every trial which is put in front of them and there is never any doubt they will succeed. Some titles have this be literal with the protagonist’s love being the magic touch needed to save the other person while others have the pair work together to defeat whatever obstacle is put in their way. The point of such strength is as a means of solidifying the romantic Power Fantasy in a quantifiable manner where the player can feel the culmination of the pair's relationship. 
Got to get as close as possible to really sell the romance

Sabbat of the Witch fully embraces this fantasy as a core pillar of its identity while making sure never draw unnecessary attention to this fact. The key to a good romantic Power Fantasy is to never spell out its existence but instead to quietly let it creep up on the player and so this game is slow in inviting all the heroines into the main circle. Each of them has a massive soft spot for the protagonist despite him being the quintessential ‘nice guy’ with few memorable traits of his own which makes him perfect as the screen to view this budding love. The power of love features prominently in game’s narrative progression with many problems being solved with the protagonist’s love conquering things like memory loss and there is even one point when their love actually manifests as a physical object just to drive home its strength. As a result the Power Fantasy it offers is focused and never lets the player out of its grip for a second in order to allow its mesmerising tale of romance to never loses their interest. 
 
On the female face end of the spectrum there is Code: Realize ~Guardian of Rebirth with its suite of suitors who all find our protagonist magnetic. There is a slightly greater attempt to justify the initial reason for their interest through the fact she has deadly poison in her veins and her dramatic encounter with Lupin. As such there is a common starting thread to these future relationships which provides a less broad romantic fantasy in exchange for a more cohesive progression of the characters’ bonds. Cardia falls into the fair standard ‘nice girl’ archetype common in otome meaning a generally pleasant and kind person with a stubborn sense of good which allows her to serve the role as the player’s vessel. Since otome already leans its protagonist towards emotional intelligence and empathy as the main ways to help the suitors, it naturally expands into the power of love when intensely focused on one of the suitors and pushes it as a critical part of their eventual happy ending. Combining these pieces results in a more protagonist centric version of the Power Fantasy with them being a magnet for misfortune and suitors to better highlight the emotional highs.
 
 

Power To Be At Peace

 
Sitting off to one side of these two titans are the Power Fantasies which sell an impossible peace and a constant cosy feeling. They present a normality which is sharpened to a point where all conflicts have been removed or can be solved through simple and reasonable conversation. There is no stress or trails in this vision of the world and instead we are all just a step away for happiness if only we would let go and embrace those around us. Community and belonging make the core pillar of this Power Fantasy, where being a part of these groups comes without the social pressure, group power struggles or constant maintenance which often define their real world equivalents. Here it is only a matter of existing and this alone is enough for you to be able to form bonds and be appreciated. As such it does not demand its protagonist be a blank slate like the others, even if it does tend to lean in that direction, since what it being sold as the Power Fantasy is more a vague atmosphere rather than something focused on one character. Interactions between characters end up being more important for the fantasy over one individual through the support and affection they show for one another without any strings attached. 
OH NO, a cat got in! Truly world ending stakes!

Across its three games, the Coffee Talk series has made this type of Power Fantasy its selling point. Everything about it from its choice of lo-fi music to its comfortable cafe to the colourful and universally likeable cast scream cosy. When conflicts appear they are all resolved by the characters sitting down and talking about their feelings in a measured fashion and each party coming to understand the other in an idealised vision of what a relationship should look like. The stakes are suitably low to match the cafe setting with everything being limited to the scope of an ordinary life so it is easy to for the game to draw the player into the fantasy it is presenting. Its protagonist is fairly weak in the personalty department and instead serves as the player’s vessel and through the drinks they serve to give them agency over the Power Fantasy. Coffee Talk walks a fine line in terms of convincing the player of its believability and selling the lack of conflict since if they solve the problems too quickly then the resolution comes across as fake, but if done to slowly it will break the illusion of peace the game depends on.
 
 

Conclusion

 
Despite the negative connections surrounding the Power Fantasy, it remains a popular and diverse element of visual novel narratives. By focusing on the physical or magical strength of its protagonist it can create a sense of empowerment through exaggerated spectacle and heart pumping tension. On the complete opposite end the fantasy can present a cosy and peaceful world devoid of the conflicts of reality which can wrap the player in a warm blanket and assure them that they have value and influence within this world. If romance is the main selling point then the protagonist becomes inexplicably attractive to the opposite sex and their combined love conquers all. Overall the Power Fantasy is an impressive tool to help invest the player in the story and facilitate a boarder set of associate themes and ideas which make it worth considering when planning out your own visual novel.
 
 

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