Senpai And Kouhai – Character And Cliche In Visual Novels


A Comedy Of Ages

 
The particulars of the Senpai/Kouhai character are firmly rooted in the way Japanese culture emphasises social hierarchy. As such they are only really found in visual novels developed in Japan and absent in the rest of the world unless they are trying to imitate that style. Yet despite this factor it is an extremely prolific type of character in the medium and has developed its own language of traits and expectations. At the centre of the Senpai/Kouhai character’s world is the protagonist since it in relationship to them that their status is decided and with it all sort of power dynamics. When romance gets added to the mix the differing ages of the characters involved start to come to the forefront and plays a role in shaping how they react and develop until a balance between them can be established. Being so popular has lead to certain character traits solidifying as being expected from these archetypes which reflect both their age and seniority. These troupes have formed into a strong part of their core appeal with many visual novels with a school setting leaning heavily into this desirability. Let’s greet our Senpai/Kouhai and uncover how a seemly dry element of social hierarchy became so popular.
 

Power Dynamics

 
Since the Senpai/Kouhai owes their identity to their social position in relation to the protagonist, there is a strong element of hierarchy to how they are presented within the story. While it is rare for them to abuse their position to compel the protagonist, they still engage in acts appropriate for their status and form an initial relationship with the protagonist through this lens from which they can build out into whatever form needed by the narrative. Schools provide the most common and easy to understand version of this use of status so this setting will be the primary source of examples for this phenomenon. For the Senpai their status is born from the seniority of age and this is reflected in the positions they occupy such a club or student council president. These titles immediately present an air of authority to the player and set an easy baseline for their interactions with the Senpai. In addition they offer a simple source of friction between the Senpai, their responsibilities and their own wishes which is a great basis for a character arc. Amaha Miu, from Mashiro-iro Symphony, is the president of the Nuko club and has to grapple with running it including financing it through her own part-time job. As such it plays a major role in her story since as a third year student she will soon have to leave it behind and when the protagonist joins it helps create a baseline for their banter and mutual respect. Despite being a gentle character Miu does pull rank on the protagonist on occasion out of concern for him and this soft power provides a good sense of her maturity in comparison to the protagonist since she understand when and how to use her authority. Another Senpai style character who has notable authority is Charles Maroth, from Da Capo III, the student council president. Being in the highest student position gives her an authority over the rest of the cast and the way they talk with her often reflects this respect. This makes her rivalry with her vice president Ricca stand out to the player as it undermines the initial universal respect the player would expect and creates a curiosity the game can capitalise on later. Playing with how this authority is thought about by others takes the edge of this power and provides an avenue for her weaknesses to come through without completely ruining her Senpai role. 
She is not the sharpest tool in the box

As for the Kouhai, their position is that of the inferior and subordinate and rely on the protagonist as their Senpai to act as their senior and a responsible individual. This is not the same as them being weak and incapable but rather an understanding of social status within the school structure even if they can be somewhat cheeky at times due to their youth. A common strategy to create drama is to play up this youthfulness as a kind of ignorance and have the Kouhai make a big mistake due to overconfidence or not listening to their Senpai. Toumine Tsukasa, from Irotoridori no Sekai, looks up to the protagonist as their Senpai and sees them as a source of wisdom. Her high energy and ignorance about the world highlight their youth and the role which the protagonist takes in protecting them and acting as a guiding point or senior. There is a definite over-exaggeration of the Kouhai identity in Tsukasa for the purposes of comic effect given she is so gullible to be beyond simple inexperience, but it still achieves the desired effect of the player wanting to make sure she does not come to any harm. A Kouhai’s respect can be merely performative as is the case with Arimura Hinae, from Chaos;Child, who only ever invokes her status as the protagonist’s Kouhai when it is convenient for her or as a sign of mockery. She is a character whose disrespect and confidence are a sign of her immaturity and they end up coming back to bite her when she pushes her luck due to this trait then needs to be bailed out. It also works as a means of establishing her weakness through an already present social dynamic and so make it feel more like an organic exploration of her and the protagonist’s changing relationship.
 

Romance Takes The Wheel

 
Once the Senpai/Kouhai has entered into a romantic relationship with the protagonist their dynamic shifting to accommodate this change. At this point the seniority element of their interactions becomes an uncomfortable issue to be worked around and most games aim to have it disappear into the background to avoid any problematic abuses of power within their romance. What often ends up happening is the playing up of the relative maturity of the Senpai/Kouhai as a source of endearment or comedy to take the edge off their previous dynamic. This can lead to a reduction in the emotional complexity of said character if not handled well since it is the removal or simplification of a core aspect of their identity. Even outside of romance the seniority element often finds itself sidelined in favour of other kinds of drama when it is not the story’s core focus for similar reason. It makes the inclusion of such a character outside of a main heroine role potentially problematic due to lack of time to smooth over their transition into what the narrative needs of them. 
You can just hear the 'Ara Ara'

For a Senpai example of this tendency, Renjouji Mai, from Secret Agent, can showcase an attempt to reconcile this friction. Her role as a Senpai and Captain of the Knights is a major focus of her initial introduction and relationship with the protagonist. Yet once the player enters her route this aspect almost instantly disappears when it concerns the protagonist as the game tries to rebalance their connection into a suitable romantic one to meet the needs of the romance genre. She morphs into more of a doting older sister kind of character where the age difference is merely an extra avenue for her to express her love for the protagonist. However, her seniority and its burdens still remain unchanged within the context of the dramatic plot points and her character development. This results in a weird sense of whiplash between how important her status as Senpai is to the story and to the protagonist with a stark line drawn to divide these elements. It feels like the game is trying to have its cake and eat it and highlights how blending romance and the need for drama using the Senpai role can be a challenge to keep coherent. Andou Misaki, from Chrono Clock, is a Kouhai who can demonstrate the opposite extreme manner visual novels handle this transition into romance. Rather than a sharp cut off, her loss of Kouhai status is a gradual process used to further the idea of her bond with the protagonist becoming closer and the barriers between them dissolving. On the other hand the game does not use her Kouhai aspects for any narrative purposes so it remaining prominent could have clashed with the character growth she undergoes. The issue with this approach is the way the Kouhai role almost feels redundant since it is neither a strong selling point for her character nor important for her arc and the player may feel cheated or confused at this shift in her personality. Neither of these attempts to deal with the Senpai/Kouhai relationship as part of romance can deal with the fundamental issues brought about by the imbalance in power between the relationship’s participants. They can only paste over the cracks and try to move away from it as smoothly as possible.
 

Confident, Teasing and Energetic

 
Having such a specific social relationship with protagonist has resulted in the Senpai/Kouhai character developing a number of personality archetypes and traits to meet the audience’s expectations. These work as a shorthand for the normal elements of this dynamic and aim to shape it into a desirable trait for the players to become attached to as they interact with the character. It also creates a common design language of their place within the player’s understanding of the archetype in a new visual novel. Let us go through a few of the most common traits or combinations to see this influence in action. In Shigure Asa, from Shuffle!, can be seen the outgoing and mischievous Senpai archetype where her maturity gives her the wisdom to outplay the protagonist in social situations while being generally liked by all and gets involved in their problems. There is a strong emphasis in her maternal personality through the care she gives others and the mixture of domestic skills from her participation on the cook club with the confidence she outwardly presents to others. What makes this appealing is the way Asa ends up revealing her vulnerability alongside her strengths and her teasing ends up being played on her instead for an entertaining swapping of roles and a humanising which differs from her self-presentation. The maturity of the Senpai is important to their traits and Ciel, from Tsukihime, showcases how that wisdom can be played up to make for a loveable character. She is a gentle and knowledgable person as befits her status as the protagonist’s Senpai and is always there to be a rock they can rely on in the face of chaotic events. This stability gives her a kind of soft power through the wisdom she can offer and how she presents it to the protagonist while being able to gently and powerfully suggest he does not do anything reckless. Even if the protagonist might not follow her guidance she is still willing to step in to help and, even has her less altruistic motives come to light, she cannot help but do what is right due to her sense of responsibility demanding it. 
She is everything the protagonist is not

Unlike the Senpai, a Kouhai can have a larger range of their initially presented personalities since their youth or inexperience allow them to openly have a weakness on display. The twins Himeyuri Sango and Ruri, from ToHeart2, are good examples of the breadth of traits present within the archetype. Sango is naive and has quite a child like attitude towards the world around her and the people she interacts with. It a curiosity and lack of world experience which would be expected from someone young so it triggers the player’s desire to protect her from mistakes she might make. Yet this does not exclude her from being able to display intelligence in matters of being an older sister and her work maid gynoids since it does not directly contradict the worldly wisdom she lacks. In contrast to her is Ruri who is the younger of the twins and prone to outbursts of emotion and possessiveness especially when it concerns Sango. This lack of control over her emotions is due to having not developed proper self control yet and communicates clearly the state of her development into an adult. Just like Sango’s naivety, this speaks to a time in our lives where we were the same while invoking the idea of this time in her life as being precious and worth turning the other check when she lashes out. As the extremes of the Kouhai spectrum they make for perfect twins since the player gets to enjoy the complete Kouhai experience. The Kouhai’s wide-eyed and naive beliefs in the good of the world can also function as a counterpoint to the protagonist’s cynicism such as with Claris Zeinburg, from Meteor World Actor. She is a fresh faced rookie and still possesses faith in the good their work is doing and acts on this conviction even if her inexperience does cause her to slip up regularly. A relationship forms with the protagonist being the unwilling Senpai to a Kouhai who wants him to sort his act out. This is a mutually beneficial kind use of the Kouhai archetype since it endears the player to both parties where their banging of heads humanises them. Only visual novels containing strongly defined protagonists tend to use this type of Kouhai given a self insert would not provide enough material to create a believable dynamic.
 

Conclusion

 
Age and seniority are the defining elements of the Senpai/Kouhai character where their relative position to the protagonist often defines their personalities and place within the world. This means a Senpai/Kouhai has to occupy a place within a social hierarchy like a school and assume the roles associated with their status such student council president or a new club member. It also results in the formation of certain archetypes to meet the player’s exceptions from the gentle and mature Senpai to the impulsive and emotional Kouhai. When they end up in a romantic relationship with the protagonist their role as a Senpai/Kouhai has to awkwardly fade into the background so the pair can be on equal ground and avoid any unfortunate abuses of power. Overall, the Senpai/Kouhai is born from the rigid and structured nature of Japanese society and it makes little sense to use it outside of this context so it is best avoided if you are not deliberately trying to emulate this style.
 
 

The Pillagers Of Raillore Review – Two Lives Divided By Disaster


Genre – Medieval Fantasy, Action, Superpowers    Play Time – 20 hours    Developer - 3rdEye    MangaGamer(18+)    VNDB

 

Stealing Your Future

 
The technological marvels and achievements of the modern world have faded, its cities now lie in ruins and humanity has return to living in medieval conditions. The existence of various kinds of superpowers called Dunamis have shaped this new world and the ruins of the past are pillaged for anything of value. In this world two young men living vastly different lives find themselves swept up in the tides of change and must utilise their unique powers to navigate these choppy waters. Raillore jumps between the perspectives of these two protagonists and it is through their eyes the player will witness this vibrant world with its own social problems. There is a strong theming around acceptance of others and the damaging effects of discrimination which helps add texture to even minor characters. The cast surrounding the two protagonists are endearing and form entertaining dynamics to further push the groups character arcs and solidify the side of the world they occupy. When it comes to the supernatural battles 3rdEye continue to be one of the best at capturing the intensity and momentum of combat in a visual novel form. However, there are a number of quite large issues with Raillore from the protagonist’s stories being detached from one another to its intrusive sexuality. Are these problems the death blow to this imaginative world? Let’s steal someone’s power and find out.
 

Divided Down The Middle – Narrative and Themes

 
Front and centre of Raillore’s narrative presentation are the twin stories of its two protagonists, Reno and Graydric, and their individual journeys form the solid core around which everything rotates. Their joint trauma steaming from a catastrophe which occurred during their childhood leads them down vastly different paths. Reno ends up as part of the Regulatory Corps while Graydric sinks into the underbelly of society. Their isolated stories give them the space to explore these two characters as they unpick the damage that has warped them. For Reno, he must face this unwillingness to live without the orders of others while Graydric has to learn to love himself again after all he has done and accept the affection others have for him. Neither are initially willing to do so and their attempts to run away from it even as it catches up to them gives them strong arcs which feel earned while justifying their long length. These contrasting looks at the same world allow for a more nuanced presentation of the various problems it faces and the state of humanity beyond the walls of Raillore. It frames the characters’ actions within this clashing of circumstances and this helps justify why their beliefs have ended up the way they are and create a baseline level of sympathy towards the suffering they undergo. The unveiling of this world is also slow so there is always something new for the player to experience even in the later parts which supports the narrative idea of this as an expansive place filled with all types of people. Showing these different groups gives the game room to push its core theme about acceptance and the dangers of discrimination through both its world and its characters. The existence of Errors and the use of the threat they supposedly pose as a justification for terrible treatment is the main way this theme influences the cast since some become Errors and have to grapple with this reality. Most of the first half of the game is focused around this conflict over the existence of Errors and it utilises this time well to create an emotionally resonant argument against this discrimination while still making people’s lingering fears feel somewhat justified. This theming around discrimination is hardly revolutionary and plays out much as one would expect for it, but its sincerity and how it is tied into the narrative stakes and character arcs lend it a memorable quality and a good remainder as to why this theme is so timeless.
Acceptance is core to Raillore's theming

Cracks start to show when it comes to the transitions between these two protagonist’s POVs and the way the game handles the points where their stories intersect. These transition are not smooth in the slightest with one character’s story coming to a sudden and juddering halt to swap to the other protagonist so they can have their turn. It is also unwilling to go back in time and show events from the other POV and instead continues from the present just swapping character, but the result is large chunks of time from each protagonist’s story just being missing and the game have to rapidly catch the player up to speed. As you can imagine every time this happens there is a sizeable period where there is confusion about what is going and it draws the player out of the experience as they have spend time adjusting to the new information. Another strange choice which plays into this disconnect is the lack of any pause given where the player is encourage to view the side episodes which unlock at regular intervals. Instead the game just continues on and it would not be surprising if the player completely forgot about them and just barrelled straight onwards since that is what it encourages them to do. This is a shame since these episodes do a lot of work for the side characters if viewed during the sections they are unlocked. Then there is the issue of the divide between the first and second halves of the story. The problems around the Errors discrimination have begun to be resolved and the major players of the narrative have all been put to rest with a vaguely hopeful future ahead of them. This appears to be a perfect point to end the game since everything the player was invested in has met some kind of resolution, but then the game plays a second opening and just continues onwards. No big twist occurs, no shift in our understanding to justify a new conflict, it just keeps going. Eventually, it does create a new solid threat and build on the characters’ arcs, but for a long period there is a jarring sense that the game should already be over since its main theme and narrative push have been put to rest. There is even a big fight at the end of the first half which feels climatic enough to be the final battle since it is against someone the characters have a meaningful connect to. These sources of friction in the experience of playing Raillore make it very bumpy and impede the player’s ability to invest themselves into the experience.

Yet there is a more fundamental issue with Raillore’s narrative in the form of narrative event happening for the sake of the plot rather than being driven by the characters. A majority of the time when something important or dramatic happens it is done solely to push the plot rather than being caused by character action or the consequences of it. In the first half of the game this is not as present an issue since it can rely on the novelty of the world and growing escalation of stakes work to conceal this plot centric attitude. However, in the second half a lot of events and actions just happen to make for a dramatic moment only to never be brought up again or otherwise just swept under the rug in favour of the shiny new twist or battle it has put in front of the player. Without going into too much detail for the sake of spoilers, there are a series of plot twists towards the end of the game which almost appear to come out of nowhere and be disconnected from everything else, all for the sake of having a final superpowered fight which feel out of place against the otherwise human and emotional story before this point. 
This pair have great chemistry when they actually get to talk properly

Another more minor issue is the way it handles its erotic scenes and how they feel slapped into the main plot out of obligation. They all begin out of nowhere, one moment everything is normal and then suddenly everything is erotic. It is odd to say the least since the justifications for them are weak at best and almost all of them are not mentioned ever again once the deed is done. Then there is the non-consensual undertone to all of the main story scenes on the part of the male characters. Reno cannot give consent since he is incapable of saying no to anything people ask of him so it becomes very uncomfortable when the women who know this fact proceed to engage in erotic activities with him as they exercise this control. While Graydric is a normal person and can consent, he somehow ends up with even more non-consensual scenes, one of which even has him being tied up while he was unconscious. These are never directly presented as non-consensual since the game does not seem to care enough to consider the context or content of them. Yet it is not a great time for the player to be thrust suddenly into something so awkward to witness.
  

Interlocking Lives – Characters

 
Surrounding each protagonist is a separate ensemble of characters and while some do cross over between the pair, the majority stick to their lanes. As such they are highly focused on being connected to their protagonist’s story and intertwined with the themes of their side. The character arcs of these groups also tend to mirror their protagonist's own by taking their core ideas and tackling them from a different angle. Reno and Tilt both have to grapple with what it means to choose a path for themselves. While Reno must escape an unwillingness to do so, Tilt has to confront the truth that the choices she been making have not adhered to the ideals she thought they held. Having such a dynamics spread of character conflicts which push in the same direction allows for the cast to clash and support each other in an organic manner and sells them as a cohesive and caring group. It also makes playing as each protagonist feel distinct since the cast they interact with is so vastly different in feel to see interact and displays the variety of people who live in Raillore. This is all extremely important since the game relies heavily on its character moments to fill the space between major plot beats and this down time is frequent enough to the point weak characterisation could have severely undermined the whole experience. Banter between these characters is entertaining since they are more than willing to push back against their protagonist and the emotional tension of the arcs keeps it feeling fresh.
Ollstatt is perhaps the only good antagonist

By far the weakest group of characters are the villains who range from comically evil to poorly developed. They seem to solely exit for the sake of introducing conflict rather than having justifiable reason for their actions. Flat is the simplest way of expressing this lack of substance, they lack any sense of existing beyond their presence on screen which stand out in stark contrast to the main cast’s strong identities. This is a massive issue because the second half of the game is primarily driven forward through their actions so this absence of proper characterisation gets pushed in the player’s face. The weakness of these characters can be seen through one of the recurring antagonist’s Ellikate who is Graydric primarily opposition. Outside of being generally sadistic and obsessed with Graydric, there is nothing to his character and he pops up whenever the plot needs something evil to happen in order to motivate the cast. His connection with Graydric is weak at best and is only loosely expanded upon throughout the entire game so their final confrontation feels unearned and an emotionally hollow. This is not helped by the fact the game has to stop the finale briefly so he and Graydric can have their final fight since he has nothing to do with the main plot at this point. Unfortunately this acting in the service of introducing conflict is not solely confined to villains as some of the main cast will act completely nonsensically in order to create drama. The character who suffers the most from these twists is Rurunia. She has a plot twist late in the game which is designed to recontextualise her actions but actually just makes her look stupid since her plan is so contrived and relied on a lot of things going right for it to work. This also leads to her wildly jumping around what role in the narrative she occupies depending on what the plot needs from her at that moment and is a symptom of the poor executed nature of the finale. No other main cast member has it quite as bad as Rurunia, but many do have moments of stupidity which feel similarly detached from what would be reasonable for them.
 

Jumping Into The Action – Visual, Audio And Technical

 
It should come as no surprise that the action scenes in a game focused around big action set pieces are extremely well put together. There is an extensive use of movement through all aspects of the visual presentation in order to communicate a battle’s impact and position of each participant. This is achieved through a clever use of cuts between images, moving the camera around and a rapid swapping of character sprites. Cutting between images is used as a means to show the position of the currently speaking or acting character and often changes mid sentence to match their continued momentum within the fight. Meanwhile the camera is zooming and out while shifting around to match what the protagonist is looking at or show how much they are being knocked about. What draws all of this together is the wide variety of character portraits Raillore has specifically for these action scenes which show the cast in action poses perfect for using in a lot of different contexts. The soundtrack does an excellent job at selling the tension and energy needed for these scenes to work and it immediately tells the player exactly what is about to go down. Having a generally vibrate fantasy aesthetic to the visuals also reinforces this energy and pushes the potentially lethal nature of these conflicts as the magical powers shoot off in all directions. 3rdEye’s expertise really shines here and everything they have learned from their previous titles has been refined into a smooth and engaging dramatic clash.
It is very clear from one look what her outfit aims to present

If there is one aspect which brings the visuals down it is the game’s failure to understand when it is appropriate to display its ‘sexy’ parts. In particular the shoving of panty shots into the face of the player during actions scenes where they receive a face full of underwear when they should be focused on the tension and danger of the situation. These are sudden flashes rather than a prolonged exposure but the damage they do to the intended feel of an action scene cannot be overstated. It creates a weird whiplash between male and female battles with the former being complete consistent in tone while the later can feel like watching a strip tease. This leads into how aggressively sexy some of the character’s outfits can be. The majority are of the mild variety such as Fi and Tilt with the customary chest hole which is silly look, but well within what is expected of an eroge and it is easy to put aside. However, there are character’s like Easla Eilain who the game treats like a sex object at times. Her outfit barely constitutes clothing with how much skin it shows and the impossible way it is held together. If it where only this then it would barely be worth noting but what makes this uncomfortable is the way everyone ogles her and her sexiness is a constant thought in Greydric’s mind over any thoughts about her as a person. She does not use this attractiveness as a weapon or even seem aware of it and it is only through a male gaze that she is considered this way so making her a victim of it rather than it empowering her. What makes this worse is the fact she is a main character in Greydric’s story so is constantly on screen and regularly subject to this treatment by the game and it is detracts from her strong personal arc. Coupled with the previously mentioned sudden erotic scenes, it is clear Raillore has no idea how to handle its status as an eroge and flails around desperately trying to met its obligations to the genre.
 

Conclusion

 
Creating a compelling superpower action narrative in a visual novel is no small feat and the creativity 3rdEye put into Raillore cannot be overstated. The strong focus on a pair of protagonists allows for emotional moments to naturally arise around which the combat can take place and helps give it a greater punch. Clever use of movement and a larger pool of character sprites provides a reliable sense of what is happening on screen and where each character is in relation to one another while also offering quite a spectacle. Surrounding each protagonist are a cast of characters who’s struggles give context to the conflicts and invest the player in the outcome so they are on the edge of their seats at every clash of blades. This is not a game without issues from its uncomfortable relationship with its sexual content to the messy way characters serve the plot and these do drag down the experience in a distracting manner. This brings us to the elephant in the room, 3rdEye has released another game called Sorcery Jokers which is extremely similar to Raillore in terms of the plot structure, overall tone and content and it does not suffer from the major problems of Raillore. While it does have issues of its own, they are relatively minor compared to Raillore’s to the point at which it would be a struggle to recommend Raillore when Sorcery Jokers is just a better version of it. Raillore is more for a player who has already finished Sorcery Jokers and wants more of the same but does not mind the drop in quality.
 
 

Verdict – 

Dynamic action is supported by a duel protagonist set up to create a heart pumping and high stakes fantasy narrative. Yet its many flaws and the existence of a better version of the experience in Sorcery Jokers make it difficult to recommend.
 
 

Pros-

 
+ Engaging stories for each protagonist with strong arcs and an interesting world to back it up and justify their actions.
 
+ Lovable cast surrounding each protagonist who have their own stories and reasons to grow and change.

+ Excellent action scenes which use a smart mix of movement and asset positioning to great effect while being backed up by a suitably dramatic soundtrack.
 

Cons-

 
- The duel protagonist structure results in the narrative constantly starting and stopping due to the disconnected nature of the two character’s stories.
 
- At the end of the first half there is a perfectly good ending point, but the game just continues on despite all narrative momentum having come to a stop.
 
- Villains are weak and exist just to have something for the cast to battle.
 
- Cast serve the plot rather than themselves and perform all kinds of nonsensical and contrived actions as a result.
 
- Does not understand how to appropriately use its sexual element leading to distracting panty shots in serious battles and jarring erotic scenes starting out of nowhere.
 
 

Best Visual Novel Releases – January 2026


Now we are well and truly into the new year, it is time to look to all the new releases and see how the visual novel space has started the year. This is month defined by passionate fans as much as official studios with modern murder mysteries and romances existing alongside new translations of DS and PS2 games from memorable series and developers. Let’s dive in and find out what you should be playing from the past month.
 

Official Releases

 

Ren'ai 0 Kilometer 

Steam    VNDB    Genre – Romance, Comedy    Play Time – 12 hours

This one is an earlier title from ASa Project, the developer behind all the Ren'ai titles, which originally came out in 2011 and has now received an English release. As with all their games this is comedy first and focus on the messy antics of family life with all the hilarious situations it brings. It follows the protagonist who has been swapped from a family with only sons into one with only daughters in a kind of absurd child exchange. Naturally the inserting of man into an all female environment is accompanied by the expected misunderstandings between them and this is combined with the studio’s typical over the top style to prevent it from coming across as too familiar. There is certain lack of the polish when compared to the studio's later games in terms of its art and the consistency of its vision, but these wrinkles help set it apart from their other output. It makes for a well put together comedy which should meet player’s expectations while giving them a glimpse into how the developer’s identity has been shaped over the years.
 

DUSK INDEX: GION

Steam    VNDB    Genre – Detective, Murder Mystery

A detective mystery spanning 100 years drives DUSK INDEX’s core conflict when a murder in the present is found to heavily resemble an unsolved one from the Meiji era. Through the use of a state of the art AR system Katsuki Daiki and Quinn Rio recreate the past and set about unravelling the threads connecting these deaths. The blurring of the lines between this AR recreation and the present day is one of the game’s most interesting additions to the murder mystery formula and helps keep the player guessing about how exactly the two are connected. The contrast between the culture of the two times also makes for an amusing gateway into the changes which began in the Meiji era. For those looking for a dose of that detective fantasy this will be an excellent ride with enough unique spice to keep you engaged until the credits roll.
 

Temirana: The Lucky Princess and the Tragic Knights 

Nintendo Eshop     VNDB    Genre – Otome, Fantasy, Political Intrigue    Play Time – 60 hours

Leaning heavily into the medieval fantasy setting, Temirana puts an emphasis on the knights and royalty aspects of the setting and pushes the ensuing drama to the forefront. It follows the ‘cursed’ princess as she forms her band of knights from some less than likely candidates and together they must face the machinations surrounding them. This is a game very focused around its suitors and understands how make the heroine occupy a place in their life which fosters the pair’s mutual growth while serving up a good dose of twists and turns. Each knight comes from a different part of the social structure of the kingdom leading to a rounded sense of its people and the politics which the heroine rubs up against. This allows for a further distinguishing of the suitors from one another as they pull the heroine into their world. Overall, this is an otome with strong understanding of what makes the fantasy of a princess and her knights so appealing.
 

Dark Auction

Steam    VNDB     Genre – Mystery, 80s, Adventure Game

Mixing 3D adventure game mechanics with a story set in 1980’s Germany is one way to make a game stand out. Noah Crawford finds himself trapped in a castle with a motley group of other guests who all attended the auction for items related to ‘Dictator X’ and must engage in this strange event in order to escape. Each part of the auction revolves around using memories to uncover the truth about the items and the other participants in a high stakes environment. The distinctive aesthetic and odd ball characters in this real world setting do a lot of the heavy lifting when it comes to keeping the player engaged and the resulting picture is one where cast drama and the plot beats come together seamlessly. If you want something trying to break the mould then you will have a good time with this period mystery.
 

Fan Translations

 

Mabino×Style

Patch Download     VNDB    Genre - Dating/Raising Simulator, Fantasy

From the strange and experimental era that is the PS2, this fan translation brings a classic KID title to the English speaking audience and it is certainly an odd one. It merges the twin simulation mechanics of dating and raising into a tale about love at a school for magic. Selecting which girl to train with, going on dates with them and choosing the correct responses to their dialogue is the bread and butter of how the player will get to know them. Since this game came out in 2005 it has all the standard ecchi and romcom troupes of its time and it makes for an interesting time-capsule for all the good and bad aspect of this era. This blast from the past is a well constructed and worth your time if this style of simulation appeals to you.
 

The Series of Haruhi Suzumiya

Patch Download    VNDB   Genre – Anime Spin off, Puzzle, Mini Games    Play Time – 7 hours

It has been quite a long time since the last Haruhi anime which should indicate the age of this game and sure enough it is a DS title with all the touch screen antics this entails. One day Kyon receives a mysterious message about the seven school mysteries and Haruhi immediately jumps on this as a reason to investigate them. Of course the mysteries turn out to be more real than Haruhi knows so it is up to the club members to deal with them while concealing the truth from their ever curious leader. Mechanically there is a large puzzle element where the player must remove a number of singularities within a time limit and offers enough engagement to keep the player invested in the cast’s struggles. Given its spin off nature, this is a game for fans of the series and performs to their expectations, but it will just fly over the head of everyone else.
 
 

Comedy For The Soul: Humour, Empathy And Pathos – An Anatomy Of Visual Novels


A Moment Of Happiness

 
When a story chooses to include a joke or comedy situation it is done with the aim of directing the watcher’s attention to a specific element and add impact to it. Visual novels follow this convention and, outside of dedicated comedy titles, use it as a means of highlighting characters or cues for later pathos. The standard way this often presents itself is as a pacing mechanism to create empathy through the funny events or misunderstandings happening to the characters and acts as a quick and easy way to build a connection. In games aiming for a serious tone, comedy is valued for what it offers through contrast and to sharpen the knife of sadness so driving it in can be all the more powerful. Of course these uses of humour are highly reliant on the developer knowing when to correctly place them and there is nothing which can do greater damage than a joke which breaks the delicate tension of a scene. Let’s crack a smile and see what these uses of comedy bring to visual novels.
 

Empathy Of Humour

 
Comedy is a favourite method of visual novels for quickly creating a connection between the player and the cast. Games focused on other elements for their core themes and tone have comedy as a short lived means of blending empathy and pacing. Its levity adds a means of humanising the strong and dramatic emotions portrayed elsewhere and showcase the cast as existing beyond the story’s twists and turns. Making mistakes is part of being human and lending into this fallibility within a harmless context gives a character a feeling of life without undermining them by presenting an unwanted harmful weakness. Looking at Ever 17 can help define what this use of humour actually looks like to the player. Fundamentally its story is a serious one about a group of people trapped underwater with the spectre of death hanging over them, but the game understands this tone on its own is not conducive to establishing and building nuanced and likeable characters. As such it regularly breaks up the building of mystery and drama with moments of comedy. These are of various lengths depending on the space available and offers some small piece of characterisation for those involved. The eclectic nature of the cast’s identities in terms of age, personality and even their status as human assists in creating a diversity to these situations to prevent them from becoming stale and losing the player’s interest, thus reinforcing the empathy which is key to their success. It is important to note the gradual phasing out of these comedy sections over the course of the narrative to match the shift into the climax where such humour would clash with the stakes. 
Humour can make you feel for something which is not human

There is a risk when using this type of fast humour for the laughter to be directed at the characters rather than the situation resulting in distance from them being created. If the jokes are at the cast’s expense then it can be off putting since it comes across as the game hitting them with a big stick and asking the player to laugh. This may not be the title’s intent, but the result is a feeling of not wanting to emotionally invest in characters which the game itself does not seem to care about. For these games the jokes are less important then their impact and as such there is a tendency to lean into cliché for efficiency both in terms of how much time has to dedicate to it and the way it can be expected to be understood by the player. This is not necessarily a negative inside a visual novel which has leaned into genre clichés more broadly since it meets the player’s expectations and it can smooth out rough edges. Of course written large here is the risk of boring the player with scenarios or jokes they have heard or experienced countless times before. This boredom is going to cause them to tune out the events on screen and miss the attempts to build empathy.
 

We Laugh So We Can Cry 

 
Division and contrast can be formed through how comedy is placed within relation to serious narrative elements. The common way visual novels like to use this trait is by splitting the story into two sections, a humour filled light opening which then transitions into the conflict driven march towards the climax. Providing such a clear divide invites to player to compare the two extremes of emotion and so heighten the impact of each side through this contrast. It also establishes a state the characters can desire go back to and this can form their core motivation, directly or indirectly shown in their actions, while synchronising their intent with the player’s own fond memories of those times. Such an obvious shift can run the risk of feeling artificial if done to abruptly and relies of on an almost insidious transition that seeps the serious elements in until they overcome the cast’s happiness. When skilfully executed this approach can be flexibly included in a variety of genres with the only caveat being the need for a heavy character focus. This requirement is due to contrast being related to the treatment of the cast by the story and as such the more time it spends on them the greater the eventual change will be. 
Key understand how to use comedy as a means to drive the emotional knife in

Let us compare a couple of prominent examples to see their common set up and execution despite being from different genres. These two are Clannad, a slice of life and romance, and Steins;Gate, a sci-fi thriller. Perhaps the first thing the player will notice when booting up these games is the way they lean heavily into comedy in their opening hours centred around each member of the cast in turn and then in various groups so as to create both a base emotional framework for them as individuals and their relationships to one another. Here the exact execution of the tone surrounding the comedy showcases the differences in genre with Clannad being far more sentimental and introspective while Steins;Gate is slowly turning up danger with its time travel. They both spend a long time in this initial comedy infused stage where very little plot movement is actually happening and instead the games are reliant on the antics of their cast to keep the player amused. It is notable that Steins;Gate has received criticism for how long it spends in this space before the action ramps up which does highlight how much of a delicate balancing act its inclusion can be and the way it can cause of loss of interest over the long term. Eventually the good times have to end and this pair have different ways of going about achieving the switch. For Clannad the process is slow and involves a narrowing of the focus onto a single heroine and then landing a gut punch to seal the deal. On the other hand Steins;Gate’s cut off is far more immediate and dramatic as the jokes end with a sudden and unforgiving dose of reality for the cast. These fit the genres each title belongs to and makes sure the contrast created serves the greater narrative while keeping the early sections in the player’s mind. Deep inside the serious sections both of these games sometimes invoke what has been lost from the happier times of the comedy and morns them while inviting the player to do the same in order to create a release of emotion or a build up for the eventual return of those smiles.
 

Knowing When To Crack A Joke

 
The death of tension is at the pointy end of a joke. Inserting comedy in the wrong moment can ruin the tone a story has been trying so hard to build up. Keeping it to appropriate moments might seem like an easy task but knowing when to hold back can be difficult if a visual novel is on the lighter end of the spectrum. This is caused by the blending of smaller jokes and situations into the narrative not being smooth enough or mistimed and the player can interpreted these in a way the developer never intended. Should the developer just be sloppy with their implementation of comedy then the results will be even more damaging due to inconsistent tones making for a constant feeling of whiplash against what would be expected from the story. The presence of humour has to undergo a process of careful consideration when implemented where the surrounding material is looked at to see how compatible it is with the intended humour or situation. Being too surgical can cause a separate problem of giving the pacing an artificial feeling so a natural flow has to be given precedence here. 
Raillore's jokes mostly keep to their lane but sometimes they put their foot in their mouth

Finding the perfect balance is a challenging task so it is unsurprising to see the occasional hiccup every now and then especially when characters make jokes as a means of coping or hiding their feelings where it becomes easier for this mistake to seep in. This can be seen in The Pillagers of Raillore with Graydric and his surrounding cast members. In order to contrast him against the other protagonist, the ever serious Reno, the game has him present a front of jokes and a lack of self seriousness and his companions all broadly follow this lighter style of interaction. This works well for its intended purpose but when it runs alongside the moments where the cast are in genuine danger an issue forms. Here the game often continues to make jokes or place the characters in silly situations even when it should be selling the stakes of the battle. Part of how it manifests stems for the title’s status as an eroge and the use of ecchi humour around Graydric’s interactions with woman which is often the way it oversteps its role. This clash is not a consistent problem so it is clear the developers had some understanding of the issue and it is instead an accident brought about through an underestimating of the damage this comedy can do.
 

Conclusion

 
Knowing how and when to use bits of comedy allows visual novels to gain a means of expressing humanity and pathos while not contradicting its main identity. Levity is something humans engage with as a means of social expression and so we naturally latch onto it which makes it easier to have a player form a bond and allows for better pacing. This humour must not overstep its bounds or the result is a messy presentation where the player is confused by the mixed messages and taken out of the experience. Through creating a clear divide between the earlier comedy sections and the later serious ones a title can contrast them to remind the player of the good times and morn what has been lost. Jokes are far from a blunt instrument and you should carefully consider their use in your own projects to gain these benefits without harming the story you want to tell.
 
 

Touching Mechanics – Uncovering The Hybrid


Contact Of The Intimate Kind

 
There are few interactions more powerful than the physical contact between two people. It is the act of letting someone into your personal space and trusting them to respect this bond. Such an important part of human relationships would naturally draw the attention of developers and they have attempted to systematise it through Touching Mechanics. Due to the simple construction of this gameplay element, it was adopted by a variety of visual novels as a means of expanding their emotional presentation. For some titles it is just a small addition designed to be a momentary distraction for the player. Others choose to invest in a version of this mechanic which demands a degree of skill to achieve the best results. Of course there is the question of why two people would be touching each other and what underlying meaning it holds in this fictional context. Let’s get touchy-feely and find out what this merger brings to the table.
 

Simple Extra 

 
In its simplest form the Touching Mechanics can be a simple action of interactivity. One with no reward beyond the act itself and this type of touching can generally be accessed at any point the characters are on screen due to its basic nature. Here what is on offer to a developer is the means of adding a physicality to these portraits or models on screen and help sell the illusion of their existence. Rather than being flat objects they are lent a reactivity to the player through an immediate reaction beyond just watching their story play out. It is also the least invasive way to implement these mechanics since it is an optional extra which can easily be engaged with at the player’s discretion. This is important since its simple nature could get extremely repetitive if it was mandatory for progression and draw unwanted attention to the trick they are utilising. This often results in this mechanic becoming such a background element the player could be forgiven for forgetting it even exists. Finding the delicate line between these its presence and absence is key for getting the most out of the touching on offer. 
Remember to pet your cats

Nekopara is the a prime example of how significant framing is to this mechanic’s success. In the top right hand corner of the screen when the character sprites are visible, there is a hand icon which when pressed allows the player to touch the on-screen cast and get various reactions from them. The way Nekopara frames these interactions is tied to the status of all characters with sprites as cat girls (or cat girl adjacent in the case of Shigure). Petting is a part of how an owner engages with their pet animal and cats are no exception to this rule so it follows these cat girls would also be partial to touching, especially given the owner/pet relationship established in-universe. So when a player uses the game’s Touching Mechanics they are partaking in a bit of role-play as the owner of these cat girls which furthers the title’s aim of allowing them to self insert into Kashou while providing a physical feeling to the cat girls.
 

Touching The Right Spots

 
When a game wants to utilise Touching Mechanics for a specific purpose, rather than merely selling physicality, it tend to add complexity to this system in order to direct the player to its desired intent. This often restricts where the mechanics can be placed within the title’s structure and as a result they tend to be segregated from everything else in order to make sure they do not impede the overall flow. Despite this change they are do not expand much on the basic idea of touching since there are few places to go with the mechanic. Instead the additions tend to be things like time limits and a need to press specific places in sequence in order to progress. By having the player fixate on these pressures the game can focus on the significance this act has to the people involved and justify it within the setting rather than being some abstract system which only exists on the player’s end. Obviously this comes with the risk of highlighting the ridiculous nature of this touching since now the world has to acknowledge it in some fashion and it tends to be passed off in a humorous manner to try to mitigate this friction. 
Time to get rubbing
 
One such Touching Mechanic can be found in Mary Skelter where the player must touch the character in specific places so they can be purge of the corruption which ails them. This ties into the unique quality of Jack’s blood and provides a direct connection between the gameplay and this important narrative backbone. There is an undeniable silliness to the whole procedure and the title recognises this by the cast occasionally making tension breaking jokes about it to lighten the mood. However, after the opening few hours when the mechanic is introduced these jokes disappear as does any mention of the purging since it has now served its narrative purpose and Mary Skelter wants to move on to the new stage of its story. This does underline the once and done way these systems are implemented within the narrative and in later games this mechanic is slowly phased out entirely as Jack stops being the main focus. One final point to note is a more general one, this is the connection between the Touching Mechanics and the era of touch screen consoles. The original release of Mary Skelter was on the PSVita and used its touch screen for the purge mechanic and many other games with similar touching mechanics came out on the DS and 3DS during their heyday. Even games like Nekopara which never received a version on either platform were still influenced by the developments happening around its release. Since this era of handhelds came to an end there has been a noticeable drop off in the number of game uses these mechanics despite the Switch and Switch 2 having touch screens so one might assume the novelty has worn off since touch screen mechanics in general have died off.
 

The Elephant In The Room


So far this article has danced around a major motivator and component of Touching Mechanics and this is the erotic element of physical contact. Nekopara’s character’s give embarrassed reactions when touched in certain places and Mary Skelter’s purging rubs away the clothing to reveal the skin beneath. While many everyday acts of touching are completely innocent, say a pat on the shoulder or back, there is a line beyond which physical contact gains an intimate quality only accessible to those we are attracted to and accept crossing that line. For many titles the Touching Mechanics are a means of introducing some fan service to add something spicier to appeal to its audience’s sensibilities. This spice and the desire to invest the player in the characters through the touching are not in conflict with one another due to their focus on intimacy of physical connection and the trust in implies. However, it is no coincidence when moving into the realm of nukige the number of titles including Touching Mechanics increases since it much easier to lean into a simple erotic presentation due to the naughty nature of such contact. This more explicit use of said mechanics is beyond the scope of this work so the examples will look at the blending of tamer games. 
My aren't you cute when you blush

SoniComi is a strange beast with its extensive use of fan service through its story and various mechanics. This makes the erotic element of its Touching Mechanics feel right at home alongside the costume based photography and avoids its inherently silliness by having everything be equally over the top. Each touching section often involves contact with Sonico’s body, particularly her comically large breasts, in less than appropriate ways, so the comedy tone helps weaken the uncomfortable feelings which might arise from this invasion of her personal space. It is also frames these acts as consensual or retroactively consensual to try and sell the trust Sonico has in her cameraman and help the player believe in the connection between the pair. Not all Touching Mechanics have their erotic component be quite this aggressive and those aimed at a female audience tend use it as an undertone. Take the Tokimeki Memorial Girl's Side games which include a far more reserved touching mini-game than SomiComi with no overly fan service style elements. Yet there is still a layer of eroticism to the way the men blush at the player’s touch and its involvement in successfully passing these sections. It is suitably understated to match the romance centric nature of the title, but the touching and its implications help solidify the special bond between the player character and the suitors.

Conclusion


The design space occupied by Touching Mechanics is an odd one but its shared history with visual novels should make a hybrid between them come as no surprise. In its simplest form the touching offers a basic form of interactivity which allows for a sense of the physical presence for the game’s characters. Underneath the mechanics lies an inescapable element of eroticism from the intimacy of personal contact and it is used as a kind of fan service. More complex systems can be introduced into the act of touching in order to draw out specific themes and ideas into a mechanical form the player can quickly and easily engage with. While Touching Mechanics can certainly nowhere near as popular as they once were, there is still something to be said for their use in an appropriate context.


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