Service Sims – Uncovering The Hybird


On The House

 
For an industry which tends to treat its workers poorly, it is surprising to find the fantasy of the Service sector tends to towards peaceful and positive community centric interactions. These Service Simulators are games focused around a single shop or establishment like a cafe or bar were the player can interact and serve with customers one on one. Dialogue forms the foundation of these titles which is where the visual novel element comes in and it spends a lot of time building up each character through their many quirks and dreams. The mechanics of a Service Sim are never particularly complex with them mostly acting as a test of the player’s memory about a person’s preferences as they prepare something to meet these tastes. As each game progresses it reveals the idyllic community centric fantasy it captures, it is a place were the customers get along with one another, form bonds and care for everyone on a personal and small scale. Let’s take some orders and find out how this character centric hybrid uses these individual parts to achieve its vision.
 
 

Chatting To Customers

 
The majority of a player’s time with a Service Sim will be spend talking to the customers about their day or what troubles them. This is where the visual novel part of the Sim is at its most prominent and leverages the intimacy of its perspective to sell the idea of a conversation over the counter. Framing the character sprites as being behind the player’s work space yet in front of the background puts a sense of distance between them and the cast without losing the feeling them being personable. They are still the customer after all and the protagonist has a job to do of which talking to them is just one part of it. Yet this distance allows the gradual way the characters open up have a sense of weight to it since they overcome the barrier and form a meaningful connection. Serving customers is a mostly one on one affair at the beginning in order to give the player a chance to understand the cast as individuals and invest in their arcs while not being distracted by additional interpersonal relationships. It helps create the idea of their bond with the protagonist being something distinct from the other people they know and allowing the player to be a catalyst for change in their lives. All of these strengths are held in a delicate balance related to the total size of the cast. Too large and there is not enough space for them express themselves as anything more than caricatures and if it is too small then player will get board seeing the same few people over and over again. What makes this more complicated is that there is no best size for a Service Sim cast since the length of a title and how much it wants to leverage community as a core aspect can dramatically change the number. 
Only one character will appear on screen for most of the game and this controls player perception

Perhaps the most well known example of the Service Sim is VA-11 HALL-A and it has spawned much many games drawing from its formula. Small and intimate are the immediate feelings the game tries to invoke through its back alley bar which few people come to in the pressing darkness of this cyberpunk city. For most of the game the player will only see three to four characters per day so they get plenty of time for each one to express themselves and build up the foundations which will lead to their personal conflicts and growing relationships. The presence of alcohol lends legitimacy to how lose tongued the cast can be at times with someone who is still a stranger to them. It also plays of the unique opportunities inherent to its bar setting and its limited view of the outside world to create a slight sense of helplessness and claustrophobia later in the game when events far larger than the cast start moving their lives in ways they have no control over. The framing of each character inside the UI design is very singular in its focus with the window showing them being dominated by their sprite and making their large expressions a constant source of movement and life. Making Jill their own character rather than a player self insert means it loses a sense of player agency, but it makes up for by being able to have her intertwine with the rest of the cast as they invert the original dynamic to make her the subject of the heart to heart. 
 
Over in fantasy land we have Tavern Talk which uses its similar drinks based location for a different effect. It is far lighter in tone and so leans into its bright setting for an excentric collection of fantasy races and professions. Handing out quests to the right customers lends their stories a puzzle like element and encourages the player to pay attention and get to know everyone which passes through the Inn’s doors. In contrast to VA-11 HALL-A, Tavern Talk’s main window being entirely dominated by the tavern bar and the characters occupying a relatively small part of it with their seated sprite. By having this smaller presence they come across in a far more gentle and human manner where they are not trying to dominate the space with their personality but are instead just people looking for a drink. Given their inhuman nature this shrinking of their presence is important to ground their presentation in a feeling of fragility and allows for a more dynamic range of camera movement to capture their emotions. These choices lend the game a life and energy through which it can use to embody the smaller nuances of human interactions.
 
 

Work For Idle Hands 

 
Breaking up the conversation is the other mechanical side of the Service Sim, the actual service offered by the establishment. The actual content and systems can vary quite considerably but they all function as a kind of test at their core. At first to see if the player can navigate the systems to fulfil the customer’s order then later to demonstrate they understand each character through making an order based on a vague outline. This pushes the player to pay attention when the cast talks and provides a practical advantage to caring about what they have to say. It also gives the player something to do and breaks up what could become a repetitive loop of conversations. Due to how game specific these systems can be, it is best to go through some examples to illustrate the framework which underpins them. 
 
Hookah Haze has the player preparing the titular hookah by mixing the flavours to craft the desired vapour. This is a title in love with hookah in a way far more which is far more important to its identity and see its hookah as more than just a means to test the player. The game takes them through the entire process and makes them act it out and imparts the love for hookah shared by the cast onto the player so they can feel this common connection. For a more mechanical leaning example, High Times serving of doughnuts has the player attempting to capture emotion through the toppings and extras covering the ring. It is a means of engaging and processing the thoughts of the character being served and aims towards a broad empathy with them using their desire for doughnuts. There is a deliberate attempt to not make the correct answer too hard to reach with the aim instead being to utilises its benefits without breaking up the light and breezy tone underpinning the rest of the game. 
It is very in love with hookah...

Since VA-11 HALL-A is one of the founding pillars of this hybrid it should come as no surprise to find it has the simplest version of these systems. Mixing drinks from a selection of synthetic bases is the name of the game and it has none of the extra layers later games would add to the formula. Instead it is far more free form in its implementation with it often asking for the player to figure out drink recipes on their own based off what little information the customer has provided. It demand the player pay attention to their customers if they want a chance to succeed and in so doing lend the visual novel sections a complimentary weight to their narrative focus. What should be clear from all of these examples is the way the Service mechanics exist in a position to reinforce some part of the narrative structure, often the characters, in a way which best matches the overall package. It provides a Service centric lens for these games to focus themselves through and prevent the possibility of them becoming a jumbled mess of overly long conversations.
 
 

Dreams Of Community

 
So far the interlocking systems of a Service Sim have only been framed through their initial use to create individual intimacy with customers, but another important aspect which subtly builds up in the background of all this is a sense of community. In order to increase the variety of social situations the characters can be placed into, these game naturally start to include multiple customers in the same scene and have them interact with the protagonist as a middle man between them. Over time the regulars develop their own social circles providing the establishment with a growing sense of community as people coming together through chance encounters form lasting connections. How much a title wants to lean into this element of its identity depends on its overall tone and if it wants to lean into the idea of being ‘cosy’. Choosing to capitalise on this trait means forsaking some of the friction and negative parts of human interaction in favour of bring out positive and mutually affirming emotions. Neither approach is wrong, but it does fundamentally alter the way in which the Service Sim engages with its cast. 
The more then merrier

One game which pushes the its cafe as a centre of community is Coffee Talk. Everything about the way it presents its characters makes their connections come across as the main attraction. The cafe has a row of chairs in front of the player where the customers will sit and so immediately cementing the idea that there will be multiple sharing the same space. In addition it allows the closeness or distance between their seats to communicate their emotional closeness or distance and they can move around to physically signal this change. After their initial introduction the characters often spend more time talking to each other and, coupled with the a more general de-emphasising of the protagonist, makes them shine through their colourful and positive interactions. Eventually the cafe becomes a lively a bustling place where all the chairs are filled and it gives the place itself an identity as this meeting spot for a new born community. Another take on this style of Service Sim can be seen in Kemono Teatime. Here the community comes from the familiarity the customers demonstrate towards the two girls running the cafe and they become the beating heart of this web of connections. This is important for the overarching emotional beats of the game since they all revolve around this central pair so it cannot afford to send too much time on interactions between other characters. Shifting the heart of the community away from the location itself and onto the girls frames it through the lens of their efforts to welcome and tend to customers rather than the chance encounters found in other titles. Intimacy with the two protagonists ends up forming around this constant exposure to them and shows the impact their bonds have on the people who walk into the cafe.
 
 

Conclusion

 
The Service Sim acts as a weird mix of fantasy and reality where a visual novel narrative meets mechanical simplicity to create a consistently compelling hybrid. Dialogue forms its backbone as the player interacts with customers in a personal situation where they can get to know the cast. Over time this grows into a sense of community when the characters start interacting with each other and building their own relationships. This is underpinned by the mechanics of serving these customers and meeting their demands which rewards the player’s investment in learning about them through a quantifiable manner. In choosing to marry the visual novel to a simulation of the Service industry, the result will always lean somewhat towards the slower paced and more relaxed end of the experience spectrum given the limited setting preventing anything grander from taking place.
 
 

Tournaments – Genre Deep Dive


Elimination Matches

 
Competitions and Tournaments act as a sub-genre for a fairly limited group of stories with it being inherently part of the sports genre and particularly popular in all sorts of action shonen titles. It has an enduring appeal which keeps it popping up time and time again and so it should come as no surprise to find it in the visual novel space. One of the biggest advantages it offers is the way it provides a reason for the larger than life cast to clash with one another and generate the narrative drama needed to keep the player invested. Due to the heavily regulated nature of a Tournament, it can have clear boundaries as well as heroes and villains without needing to bring in the moral complexity of the real world. The match structure gives a natural vehicle for pacing across the experience with its moments of tension and calm conveniently building towards the climax. Let’s step into the stadium and discover why this sub-genre remains a staple in fiction.
 
 

Battle Of The Egos

 
The mixture of smaller rounds between groups or individuals and the larger scale rising stakes makes the perfect stage for the larger than life characters found in visual novels to show themselves off. Finding a place to properly showcase the colourful personalities who drive the story can be a complex challenge and it is here the standardised structure of a Tournament helps alleviate this tension by providing a space where they can be believably forced to interact. This is especially true for any competition involving combat where the beliefs of the combatants clash as they exchange blows and their hearts are put on full display for the player. Since there is no actual danger to the contestant’s lives, both the victor and loser gain valuable lessons about themselves so they can continue their character development as opposed to the finality of conclusion in a more serious situation where the stakes were higher. The Majikoi series is defined by its absurd and over the top cast so it can make use of the Tournament genre to parade them around which it does in Maji de Watashi ni Koishinasai! S. Here the old members and the new comers get a chance to demonstrate their identities and motives one after another in an orderly fashion where they get their undisputed moment in the sun. Beyond the battles themselves, the cast get a lot of time to scheme and bounce off one another to sell their contrasting egos and values. When it comes to character development none stands out more than Momoyo since the whole event and the involvement of Tsubame were all done with the aim of getting her taste defeat and grow as a person. This major push forwards for a main heroine acts as a capstone to the other smaller arcs distributed among the rest of the cast over the competition’s duration. It brings into focus the many entertaining battles which occurred and how it has brought the cast together as a community. 
Combat forms the backbone of most Tournaments 

When focusing on a Tournament between factions rather than individuals the scope of the colourful interactions narrows to the group the player is following. Yumina the Ethereal’s election war is a prime example of this trend with it being firmly locked onto the debate club and those they fight and not playing attention to what other clubs are doing at the same time. In taking this approach the game achieves several important aims chief among them being to allow the characters a chance to endear themselves to the player in a relatively low stakes environment before the big twist of the second half throws them in the deep end. By having the focus being on how their personalities clash with the current opponent, the scope of interactions can be controlled in order to give a better showcase of their thoughts and the outline of the arcs which will come to define later on. Another aim which plays into this smaller scale is the way its conveyor belt of opponents maintains steadily escalating challenges and tensions for the narrative. When a new antagonist comes to confront the debate club they are immediately a threat while also making the competition as a whole easier to keep track of in a way a Tournament which jumps between contestant could not achieve due its sprawling nature.
 
 

Controlled Environment 

 
Boundaries and structure are what give the Tournament genre its distinct and easily recognisable feel. Regardless of how outlandish the nature of the competition, all of them adhere to the same basic form the player has experienced or witnessed in their own lives. This ensures the game will have at least this base level of grounding in reality it can then springboard off in order to sell their own unique premises. It is also a fundamentally ‘safe’ environment, in that the rules generally protect the contestants from harm which makes the stakes rely more on the emotional weight of the contestants success rather than on an immediate sense of danger. These combine to create and easy to understand and focused narrative space where a variety of character arcs can be neatly lined up alongside the rising tide of competitive drama. ‘Sports’ style Tournaments are the most common structure found in this genre, these being individuals or small groups fighting each other and the winner progresses to the next stage. This frequency is primarily because they are simple to understand and generate excitement when compared to the ‘Humanities’ style where the entrants submit something and then are given a final standing on a set date rather than having to directly contend with other people. 
 
A popular example of the Sports type is Aokana - Four Rhythms Across the Blue and its Flying Circus which even referring to its contents as athletes. The spectre of this big event cast a shadow over the story and the lives of the characters even when it is not actually taking place. Since the baseline expectations for what the Flying Circus will entail is established early, the title can have its individual events parsed through this rigid lens in order to make each heroines engage in the event specific to them while adhering to the same overall outline. By being a ‘Sports’ type, the cast can be conveniently placed opposite other contestants who can push them to develop or challenge their values without it coming across as contrived. These opponents are established earlier in the narrative and their interactions with the main cast are believable since they are all heading towards the same destination but only one of them can make it all the way. A desire to win defines much of the cast with it pushing the ideas of how competition can lead to healthy or unhealthy growth and traits depending on the way a character chooses handle their feelings. 
Sci-fi Sports are such a strange beast

‘Humanities’ type competitions are an even stranger beast since most exist to enhance already established narrative tension. Sousaku Kanojo no Ren'ai Koushiki utilises them multiple times across its story from writing competitions to popularity polls. Each one is placed in the context of the protagonist’s relationship with another character and the emotions surrounding them. It provides a legitimate reason for the cast to clash while not bringing in any negative associations given such competitions are more of a chance to show off their skills rather than undermine each other. The game makes sure to frame it in this positive light as an opportunity for mutual growth and sorting out their complicated feelings. Rather than lingering and building up the drama like in a ‘Sports’ type, this is an affair which creates a small bit of tension before rapidly disappearing when the story wants to move on.
 
 

Build Up And Cool Down

 
Perhaps the single most valuable part of the Tournament structure from a developer’s view point is the natural peaks and troughs created due to the round system it employs. When a new round starts the participants are generally announced meaning the characters get to know who they are up against and this begins the rising tide of emotion. The two opposing groups then get more interactions and emotionally clash over who is going to be the winner. Then the climatic of the curve comes in the actual match and it outcome before plummeting back down during the cool down following the victory. Some form of this cycle appears in almost all titles with a Tournament of any kind unless they are engaging in subversion or only want it for a short duration. The reason this structural outline is so important lies in how it offers a quick and impactful skeleton on which the developers can hang the meat of the narrative without having to constantly worry about pacing the overall experience. Obviously they still need to consider it on the smaller scale and towards the finale where their own unique spin needs to be more apparent in order for the player to not lose interest due to the structure's repetitive nature. 
 
Koiken Otome leans heavily into this structure for large part of its playtime in order to fill the void created due to a lack of external threats. Instead it puts the emphasis on the cast’s pursuit of personal improvement and rivalry with their peers. This lack of danger means the ups and downs of each round serve as the main pacing mechanism while allowing an extremely protagonist centric flow of events in order to ensure he gets enough interactions with the heroines. One trait the game inherits from others in the genre is the way attending a magic or superpowered school always leads to some kind of battle Tournament so as to frame this activity as a legitimate competition rather than training child soldiers. The lack of danger hold an important position here since if there was a chance of real harm then it would bring up moral issues such titles are not equipped to address. 
Every section ends with a master + servant battle

Not all games using this structure are so devoid of threats and Fate/EXTRA demonstrates how the spectre of death can elevate this outline. The holy grail war on the moon uses the round based style where two masters are put up against each other and the survivor gets to advance to the next stage. Having this mixture of large scale competition and single adversary focus gives the room to create a sense of escalating danger as the contestant numbers dwindle and allow the player to get to know each master on a personal level. It also lulls the player into a false sense they know what is coming only for the game to increasingly subvert it as the quality of the opponents ramps up. Since each master is both a danger to the player and someone they sympathise with, the structure gives an inevitability of each final battle and helps it hold both the cathartic release from death and a sadness at the loss of the person they have grown to care about.
 
 

Conclusion

 
When pitting two people against one another their beliefs and motives can be more clearly viewed through their actions and it is this which the Tournaments genre in visual novels capitalises on. It provides a stage on which the colourful cast can act out their play while allowing both sides to experience growth and continue their journeys after the match. The structural outline of a Tournament gives the story a perfect framework to naturally curate its narrative pacing so can focus on its own unique twists. Competitions of all kinds offer a sense of familiarity to what might otherwise be an outlandish setting and helps being the wild conflicts onto an understandable level for the player to empathise with. As a sub-genre it combines flexibility with rigidity to form a diverse space for storytelling so it is no wonder it is popular with both players and developers.
 
 

Schrödinger's Call Review – Is The Line Alive Or Dead?

Genre – Mystery, Drama    Play Time – 10 hours    Developer – Acrobatic Chirimenjako    Steam   VNDB

 

Hotline To The Dead

 
As a method of commination, a phone call walks a strange line between the awkwardness with its audio lacking the important non-verbal cues of human interactions and the deeply personal connection of having someone speak directly into your ears. This unique experience lies at the core of Schrödinger's Call’s narrative presentation which leans heavily into this space of intimacy and misunderstanding to craft its dramatic and emotional highs. The game follows Mary as she works as the last confidant for recently deceased spirits where she takes their calls and tries to help them make peace with their lives. All of these people do not entirely remember the trauma which keeps them here so a strong investigative element runs through the title as the player must deduce the truth and help Mary solve their cases. Each of the cast Mary talks to over the phone bring their own quirky personality and unique animal form to the table in order to make them easy to keep track of and a joy to talk with. This sense of striking identity extends to the visuals which use of a predominately black and white sketched aesthetic backed up by sudden bold use of singular colours to allow a moment or person to stand out. However, this is a game plagued with odd game design such as an overuse of repetition and an abundance of choices which merely loop the player around and waste their time. Are these development decisions enough to undermine this deeply personal tale of lies, loss and love? Let’s pick up the phone and find out.
 
 

A Cat In The Box – Narrative And Themes

 
From the moment Mary first picks up the phone there is a permanent through line of personal mysteries about each caller as well as about Mary herself. Having every person not completely remember their life creates enough space for speculation about what trauma holds them here and gives the player something to slowly pick apart over the course of the game. Each chapter is made up of one main caller which Mary has to help pass on and a selection of secondary callers who all knew the main caller in life or they are somehow linked to them. This interweaving web of relationships helps prevent the calls from becoming repetitive since the player will be bouncing around between these vastly different and colourful characters. Putting all the clues about their past together at the finale of a chapter and freeing them is an incredibly satisfying experience with a good catharsis and emotional climax to it. 
The game begins and ends with this phone

Similarly Mary’s own past is slowly teased over her various encounters with the callers and provides a nice plot thread to link the entire title. The picture of Mary becomes more muddy over time as the fault lines in her personality reveal themselves and overturn any initial impressions of her character. So when the big reveals do come they are still shocking but make complete sense when looking back at the subtle hints left over the entire play time. Once all the callers have had their turn and the spotlight turns to Mary, the game does not pulls its punches and crafts a compelling final act where her suffering get put on full display for the player to engage with first hand. It is an impactful way to end the game and will sit in the player’s mind as the credits roll and they put down the phone for the last time. On a broader point, Schrödinger's Call makes a lot of narrative use out of its use of the phone as the main means of communication. There is a great deal of attention played to the misunderstandings and nuances which occur only over the phone and even make one of these a core plot line to great dramatic effect. The phone also serves the role of being a symbol of connection, or the seeking thereof, and how such relationships can be fraught with problems and cut off when we least expect it. Yet it is precisely these connection through the calls Mary makes which ultimately save not only those callers but also Mary herself when she comes to understand the value of those bonds. All of this is cleverly conveyed through the ups and downs of the narrative and its gentle warmth can be felt when it is most needed.
 
If there is one thing Schrödinger's Call seems to have an obsession with it is repetition. The game constantly repeats itself even when the events or information it is repeating have only just happened mere moments ago. By far the biggest offenders are Mary’s write ups after each call where the player is taken through the call they just experienced. Nothing in the game is complicated enough to justify this kind of aggressive hand holding since all of the main points of a call are highlighted during the call so the player cannot possibly miss them. It is as if the game does not trust the player’s memory and its own ability to hold their attention. At least a quarter of the play time is dedicated to such repetition making it a constant and invasive force many will find difficult to ignore. Had these recaps only occurred once every so often then they might have served a useful purpose to refresh the memory, but instead they are the largest stain on the overall experience. 
Gasp! Just like the famous thought experiment!

A separate and less noticeable problem can be seen in the way the game hand waves away certain elements which seem like they should be important but end up slipping to the sides in favour of the emotional finale. The moon crashing to earth is perhaps the biggest of these and you would think it would be a big and constant presence but instead it has a surprisingly minor presence and often forgotten. This is to the point at which the game itself seems confused at times as to whether the moon falling really happened or not with it bouncing around on its position on the truth during the ending. Another weirdly discarded feature pops up when looking at the cat, Hamlet, who acts as Mary’s companion throughout most of the story. Despite this prominence and the mystery surrounding him, he is somewhat discarded towards the end and there is never any real resolution to who or what he is and where he goes or what his purpose might be. Neither of these concepts matter much to the emotional weight of the final act so it is understandable they go pushed aside, but some proper clarification would have been nice to neatly wrap everything up.
 
 

The Animal Kingdom – Characters

 
Being glued to the phone naturally leads to a conversation heavy style of narrative so it is important for the characters to be interesting to converse with and on this point Schrödinger's Call is impeccable. Each of the main callers has their own distinct relationship with Mary and bounce off her in entertaining new ways in order to keep them feeling fresh. From Lucy, the guilt ridden mother, to Violet, the gentle and confidant rich girl, they all present themselves through their memorable mannerisms then, as the player comes to know more about them, their flaws and imperfections give them a delicate humanity. Their associated secondary callers have intertwining views and lives despite the fact they never talk to one another during the game and rely on Mary to be a go between which helps further push the importance of her centralising role. As they all slowly remember their shared history, the powerful emotions this brings out constitute much of the titles ups and downs for them to push through and this journey is what makes them so memorable. The chapter structure also ensures they never outstay their welcome with their resolutions coming at just the right time when they have said all they need to and the player is ready to move on. 
Choosing to have each caller be a different animal person was a smart choice

Every caller somehow has an emotional similarity to Mary and it is by interacting with them that a more complete picture of how she thinks becomes clear. This is an excellent method of making every character important since they each hold a piece of the puzzle about Mary and her lost memories. It also helps reinforce the idea of Mary as an empathetic person who is suitable to be the last confidant while setting this trait up be questioned and its fragility to be brought to the front. Mary’s broader characterisation is wonderfully put together from her ability to act as a problem solver for the callers to her eventual confrontation with her own past. Throughout she remains a central pillar of the player’s interest and the texture of her personality is teased out slowly to keep them on the edge of their seat. Investing emotional in Mary is easy which is extremely important when the final sections of the game rely so heavily on the player’s connection with her.
 
 

Hold The Phone – Visuals, Audio And Technical

 
When loading up the game for the first time its visual language immediately marks it out from its peers with its use of darker colours and strong lines. The majority of time black and white will be presented to the player as they act as the baseline for this space between life and death. It speaks to the delicate balance maintain here and Mary’s role in pushing people out of the intermediary place. This pairing of contrasting lines and white voids makes the flat and dark colours which each of the callers brings to the table stand out against Mary’s own bland room. Each lacks the lustre they may have once had to mirror the poor state the callers find themselves in yet the colours still hold a weight to them and subtly communicates the emotions and personality they had in their prime. The soundtrack is similarly dulled with a heavy use of deep and resounding sounds even in pieces aiming towards a lighter tone for their associated character. It does a good job of capturing the mood of each caller to the point of the player being able to recognise which person is calling from their track alone. Furthering the auditory identity of the cast are their series of distorted voice snippets which all carry the fuzziness of a phone line and their own unique cadences. These elements combine to create an audio-visual landscape which help elevate Schrödinger's Call and make it easier to overlook its issues.
Clean, informative and filled with personality

On the mechanics side of the equation things are a bit more uneven in terms of quality. Having the player input the phone number of the person they want to call by rotating the dial gives the phone a wonderful sense of tactility. It helps centralise the phone as a device of connection through this physicality with the phone also needing to be manually picked up to answering incoming calls just to keep it in the player’s mind. In a similar vein, the notebook has the player flipping between its writing covered pages to find the clues needed to answer the mysteries and set the caller free. Later on it becomes an important narrative point when starts to become the playground for Mary’s increasingly decaying mental state. Despite the game forcing the player to spend too much time looking due to the constant recapping of events, it remains an endearing feature due to its role in the story and Mary’s illustrative drawings. 
 
Unfortunately things get worse when looking at one of the biggest points of player interaction, choices. The offender here is the way choices are looking for only one response and looping the player back around to the start of the text if they choose incorrectly. This is understandable in the quiz sections where the whole point is for there to be a right and wrong answer, less so when they are used for the general conversation choices without any kind of clear correct option. The second group form the majority of the choices in the game and so the player regularly finds themselves being looped around since they have no context to know what the game wants from them with such a small amount of information. What makes this worse is the way the choices initially create this idea of non-linearity which encourages the player to explore the narrative space only for them to be slapped across the face for attempting to do so. 
 
 

Conclusion

 
Finding connections with others can be a difficult and delicate yet rewarding endeavour and it is this core message which Schrödinger's Call wonderfully captures with every call. The mystery of each caller’s life and regrets makes for a compelling series of interactions which build towards the greater finale around Mary. Each character has a vibrant life to them which allows their calls to be constantly engaging while slow picking away at the tragedy they hold in their hearts. A strong audio-visual style supports this growing narrative and uses colour to create contrast and dulled beauty in order to sell every revelation. The phone and the notebook mechanics add a tactile feeling to the small space Mary inhabits and lends these solitary points of connection a weight they would not otherwise possess. Issues of execution do exist throughout the experience from repetitive hand holding to vague plot points to frustrating choices, but none of these are enough to break the brilliant vision of the work yet they do add some distracting cracks.
 
 

Verdict – 

Deftly dials up an imaginative story of the fragility and value found in human connections told through the distorted audio of a rotary phone. Yet it never quite reaches its full potential due to some poor design decisions related to repetition and time wasting choices.
 
 

Pros-

 
+ Each caller is their own mystery where picking away at their past slowly unveils the tragedy keeping them from passing on.
 
+ Makes the most out of the phone with a series of plot twists and misunderstandings perfect for the nebulous connection it provides.
 
+ The cast has a good variety to it and they rub up against Mary in their own unique ways.
 
+ Mary is an excellent protagonist who starts out as a seemly well adjusted girl and over the course of the game the player gets to see her gradual collapse.
 
+ Well crafted visual and auditory identity weaved in amongst the tactile mechanics of the phone and notebook.
 
 

Cons -

 
- Repetition plagues the game with it constantly going over events which have just happened as if it is afraid the player might miss something.
 
- Frustrating abundance of choices which loop the player around them if they choose the wrong option and wasting their time.
 
- Some plot points end up discarded and unclearly resolved.
 
 

Best Visual Novel Releases - July 2026


With the summer heat being so intense it has caused everything to catch fire, now is the perfect time to escape to a cool place through the wonderful world of visual novels. This has been a month filled with an interesting mix of spicy and sweet otome, puzzling mysteries and emotional roller-coasters across its many releases. Let’s dive in and uncover what new titles are worth your time and what you should be playing. 
 

Official Releases

 
 

Be Missed and Remembered: The Letter from Mayoiga

Steam     VNDB    Genre – Drama, Mystery    Play Time - 6 hours

What should have been a simple holiday visit for Matsuda Naofuyu to his grandparents’ rural home turns into something far more dramatic when he ignores the villagers' warnings and goes explores the mountain shrine. There he meets the mysterious Suzu and the strange nature of this magical place begins to unveil itself as the march of time moves them forwards. Mixing mystery and drama in with its 1970’s rural Japan setting makes for a fairly distinctive experience which envelops the player in its atmosphere. It is also a nice and concise game that does exactly what it sets out to and wraps itself up without drawing out the story leading to a well paced escalation. A title for those looking for something short and sweet in the mystery genre where the mood holds a major part of its appeal.
 
 

sins of KALEIDO

Nintendo Eshop     VNDB    Genre – Dark Fantasy, Otome    Play Time – 40 hours

The first otome of the month and one leaning heavily into its dark fantasy setting and unusual selection of suitors in order to put its own spin on the genre. It follows the story of a young girl who was once the child of a wealthy family until she lost everything and a group of men who possess the power of witches within them. Each route is focused around repairing the damaged hearts of the suitors and saving them from the darkness which has claimed them. These different interaction reflect back onto the protagonist’s own journey and do a fantastic job of showcasing the interweaving growth of both parties in this relationship. Diving into what makes the suitors tick is almost treated like a mystery element where the player must peel back the layers of accumulated pain to discover who they really are and what drives them. The presence of three endings for each suitors reinforces the importance of this discovery since it is only through the player’s persistence that they can reach a happy ending and avoid a terrible fate. If you are looking for an otome with compelling characters but sits on the darker side of the genre then sins of KALEIDO will be a delight for you.
 
 

Staffer Retro: A Supernatural Mystery Quest

Steam    VNDB    Genre – Detective, Mystery

Mysteries are this game’s defining element, from everyday deductions to truths about the nature of the supernatural power underpinning this world, and there is rarely a moments rest from its march towards the truth. The story revolves around Verita, a young girl buried in a sudden and considerable amount of debt and who must navigate the barrage of investigations while somehow getting enough money to resolve her issues. Choices within the title are heavily informed by what information the player has managed to deduce so encouraging them to explore the complex web of truth and lies in order to direct Verita towards their desired ending. A lot of the mechanics of deduction focus around documents and match or contradicting their contents and this gives the experience an almost clerical feel as the player sifts through the papers. Overall, a well put together mystery clearly aimed at those want a consistent string of deductions to engage their minds while the story plays out in front of them.
 
 

The Prince of Tennis Sweet School Festival 0-40 and more / Doki Doki Survival eternal passion

School Festival    Steam    VNDB     Doki Doki Survival    Steam   VNDB     Genre – Otome, Sports, Dating Sim    Play Time – 60 hours per game

Komani has decided to release a pair of otome games from The Prince of Tennis series on the same day and they are very similar in their overall content despite having seemly different premises. Sweet School Festival focuses around the player character wrangling the tennis club into preparing for the festival while in Survival Eternal Passion the tennis club get stranded on an island and must survive. Yet these are held up by the same core pillar of romantic interactions with the suitors through the lens of their identical dating sim mechanics. Difference do exit between the two title such a Sweet School Festival’s singular focus on the festival compared with Survival Eternal Passion’s sillier tone and meandering storylines. Both offer an experience which is somewhat interchangeable with the other so someone interested in them should pick one based on which premise appeals to them, but either way they are in for a light hearted and romantic time.
 
 

Dreamin' Her

Nintendo Eshop    VNDB    Genre – Nakige    Play Time – 7 hours

After having been rejected by his childhood friend, Igarashi Aoi begins to see a strange girl in his dreams who bares a similarity to said childhood friend and treats him with a kindness he cannot find anywhere else. Soon the line between this dream and reality begin to blur for him and his life unravels in ways he least expects. The core appeal of Dream’ Her lies in the mental anguish of its protagonist and the way it plays it for tragic effect in order to push its big emotional reveals. Due its short length it does not draw out its story with the focus being on keeping the pace up as this dramatic train hurtles off its tracks. A concise and well formed Nakige and perfect for those looking a strong emotional punch to their visual novels.
 

Fan Translation

 
 

DEVILS DEVEL CONCEPT

Patch Download     VNDB     Genre – Urban Fantasy, Action    Play Time – 65 hours

As one of Akatsuki WORKS earliest titles, DEVILS DEVEL CONCEPT sits in a strange place for a modern player since it has much of the studio’s identity printed all over it, but in an underdeveloped form. This extends to the visuals which lack the polish which their later works would demonstrate so it is clear from the moment you start that this something from 2008. It story follows Shigure Sora and the girls he interacts with as the clash and form bonds in world distorted by ‘devils’, humans and monsters. Throughout the game there is an attempt to address the ideas about how post industrial society has influenced the people within in and this is an interesting topic for it to consider even if it is handled messily at times. Recommending DEVILS DEVEL CONCEPT is an odd prospect given its value lies in its status as a curiosity of the past since few modern visual novels would tackle these topics in quite the same way.
 
 

Backgrounds – An Anatomy Of Visual Novels


The Stage Is Set

 
If there is one part of a visual novel which often goes underappreciated it is the Backgrounds, they end up forgotten despite their constant presence throughout every title in the medium. By their nature they do not want to draw unnecessary attention to themselves and instead serve to supplement the character sprites and other art assets. The most common use of Backgrounds is to provide a sense of location to events and frame them within a context the player can easily understand without spending too much time focusing on them. Inherently all Backgrounds end up as a representation of a place rather than a real location due to the limited number of them the game can use so they must lean on the idea of reality rather than its actual complexity. Then there are those which aim to capture an emotional state through colour, shapes and strange imagery which the textual content can play off to establish the tone of a scene. Let’s look past the pretty men and woman and discover the ways in which Backgrounds have quietly shaped the medium.
 
 

On Location 

 
In many ways the Backgrounds of a visual novel are akin to the stage upon which the characters perform the story. They act as the locations each scene takes place and provide a feeling of physicality to the world the cast inhabits. Allowing the player to imagine the described movements of the characters within this space encourages the player to understand the narrative through this broader static lens and controls their expectations for presentation. Once this baseline is in place the Backgrounds can leverage their highly detailed nature for various kinds of camera shots from panning to close ups in order to add an extra flare to otherwise dry moments and drawing attention to elements that might have escaped notice. Yet this beauty must also be able to sink into the edges of perception so as to not distract from the tension and drama of the narrative taking place in front of it. A good location based Background treads this line while it moves in and out of the player’s focus and imbues the scene with the idea of where it is taking place. 
There is no better way to make your game feel real than to use real photos

This concept of place can sometimes be very literal as it is with Root Letter and its use of real world locations. Each Background is based on a spot in the Shimane Prefecture and the game leans heavily into the sense of reality it gives each scene in order to ground the sometimes outlandish narrative. It also accidentally makes the title come across as a promotion for the area to encourage tourists due to how fixated it is on selling each place. The impact and tactile feeling of these Backgrounds cannot be overstated and much of the game’s appeal ends up being in this connection to reality and showcases the way this sense of place can be a powerful tool to motivate the player. This was so successful for Root Letter that it received a new version called Last Answer which just replaced the drawn versions of those places with real photos of them to underscore the prefecture as the main character. 
 
Most visual novels do not use real locations as the basis for their Backgrounds and instead opt for a fiction town, city or world as is the case in fault - milestone one. The fantasy world in which the story takes place is not even remotely close to our modern day and the spaces it presents come entirely from the imagination. By being unbound by the expectations of reality fault can leverage its Backgrounds as a space for world building since it must push twice as hard to make the player believe the locations are real to the cast walking through them. A tavern must be lively and a palace must be grand in a way which highlights them through how it frames the cast’s interactions with these space and this creates a dialogue between them where each lends the other an air of legitimacy. This can never result in the same direct invoking of emotion and ideas found in real places, but it can express its own set of principles and flexibility to form a hyperreality where the locations are bigger and more expressive than any real life counterpart could ever be.
 
 

Abstractions Of Reality

 
No matter how realistic or fantastical the Background, it can never be a true representation of a space due to its 2D nature and the limitations on what can reasonably be shown throughout the visual novel. What this means in practice is a game has to choose a small pool of images to represent an abstraction of the places the cast will visit and convey the idea of them rather than a fully formed and interactable location. The most obvious way this impacts the experience can be seen in how a visual novel moves between these Backgrounds using transitions rather than showing the movement from one place to another. While most games uses this approach to some extent or another, visual novels have to utilise it for even the slightest shift in perspective such a turning around in a room or even just changing the placement of objects in a room. As such it is critical that the player be conditioned to expect this abstraction as soon as possible through regular shifts between Backgrounds while also serving the double purpose of keeping them visually engaged. Once established, a visual novel is freed from the expectations of reality and it can then present these Backgrounds as compression of space where all the big features of a location are shown on screen in a way which would seem strange in a more grounded presentation. These can be entire districts, cities or wildernesses condensed down into an easy to digest yet detailed vision of something the player can identify and parse while it sits at the edges of their perception. 
 
Fate/Stay Night is a relatively grounded use of these techniques being set in a modern city and having most locations be those which the player will be familiar with. As such it has greater freedom with its compression of reality since it can expect the player to fill in the gaps and intuit the way locations are connected to one another. The city streets and school corridors construct a sense of place compressed down to its essence with all the edges sanded down to keep the focus squarely on the narrative performed on them. In battles they have to demonstrate the movement of the combatants through rapid camera angles and if Shirou is running away then it has to swap between Backgrounds while not drawing attention to the way the images do not have reasonable connections between them. This is a tightrope act held together by the narrative tension and drama of these scenes pulling the player’s attention away from any incongruity between the images flashing on screen. 
For all its over the top visuals, Danganronpa's backgrounds are surprisingly easy to parse

An interesting contrast with this use of abstraction is the approach taken by the Danganronpa games. Since the player can walk from place to place the compression of distance is not an issue for them and instead the Backgrounds are confined to indoor locations reached through this traversal. Here these places utilise their hyperreality as a means of framing the items and people within it so the player’s attention can be drawn to specific spots. This is especially important for Danganronpa’s investigation sections which demand key clues be uncovered within these rooms and a messy or more grounded presentation would make this task frustrating for the player. By using an abstraction of these locations they can be carefully curated to ensure the important items are visible while not compromising on the vision of what these places were meant to be.
 

In A Mood

 
So far the discussion has focused on Backgrounds depicting locations but there also exists another group which aim to capture emotions and other non physical representations of the narrative. These often appear as solid colours or shapes and patterns where the point is not for the player to understand them directly and instead it appeals to the instinctual part of their brain. By far the simplest and most common versions of this Background are the solid black and the solid white. A mono black invokes a vaguely negative association to back up the mood of the story or the protagonist’s inner thoughts but it can also be a sign of the character being unconscious or asleep and the black is their eyes being shut tight. On the other hand a bright white can represent a hopeful or peaceful moment and it can serve to capture the idea of the protagonist as being blinded by a bright light. Using more complex colours and patterns works to narrow down the exact mood and emotions it wants to invoke at the cost of it potentially going over the player’s head if they do not have the same associations with the imagery being utilised. As such the majority of titles simply lean into flat colours rather than complicated shapes in order to not run this risk and it is rare for games to go beyond this limited space. 
A sky background is so common it has become difficult to tell them apart

One of the frequently used complex patterns are the depictions of the sky found throughout the medium. Rather than being a specific part of the sky which the player is meant to be closely examining, it is instead a representation of the POV character’s current mood or a sign the narrative has shifted into an internal narration. It can also make use of the time of day to shape the tone it wants to present with a clear blue sky providing a vastly different feeling to a stormy one or the night sky and through a careful selection of the time of day a game can gain a subtle power over how a player perceives any given moment. Since it is such a common style of Background, a developer can lean into this standardised visual design language for their scenes and be reliably able to invoke the same effect repeatedly which makes the sky a valuable tool for shorthand expression. On the flip side it is exactly this overuse that players have often mocked for being a cliché so it, and other similar Backgrounds, needs a deft hand to avoid drawing this unwanted ire upon them.
 
 

Conclusion

 
A lot can be achieve with a simple visual novel Background while not being the primary focus of any scene it is in. They can present a sense place and identity to the locations where the cast play out their story and quietly influence how the player see the game’s setting. Since the Backgrounds can never truly represent a location, they end up being abstractions of these spaces which the title can use to highlight key elements or ideas and makes the whole process feel natural. Beyond those depicting locations exist a group which consist of colours and shapes with the aim of purely invoking emotion or capturing a mood in order to enhance an introspective moment. Being such a flexible toolbox offers a wide range of opportunities for subtle expression and putting thought into how Backgrounds can be used in your own visual novels can provide a quiet yet noticeable impact on them.
 
 

- Copyright © Towards The End Sky - Hatsune Miku - Powered by Blogger - Designed by Johanes Djogan -