Coming Of Age – Genre Deep Dive


On The Edge

 
Transitioning to adulthood and leaving the days of childhood behind is a common thematic trope throughout history so it should come as no surprise for visual novels to make use of it. Coming of Age rarely holds the sole focus of the narrative and instead exists as a genre only visible once the characters' arcs have been completed and they gain their maturity. Playing directly into drama of entering the adult world and assuming the responsibility which comes with age is the simplest form of the genre given it places it directly in the player’s face to make the theming clear. Since maturity can be subtle in nature there are games which choose not to tie it to age and rather present it as something gain through personal conflict beyond the process of growing up. Not all presentations of the Coming of Age are entirely positive with many dwelling on what has been lost in the face of the inevitable march of time. Let’s put on our big boy shoes and find out how a genre can extract drama from the act of getting older.
 

Stairway To Adulthood

 
There is an inherent layer of conflict built into ageing as the march of time changes people and forces them into uncomfortable new situations. Periods of transition bring these feelings to the forefront and few are more dramatic then stepping into adulthood. Gone are the protections of childhood and the characters are thrust into a world of responsibility which they must contend with. This is by far the most direct type of the Coming Of Age story since it is a literal coming of age rather than a purely emotional one. Since it is so immediate in its presentation these visual novels tend to deal with the realities of adulthood such as jobs and having children. They push the idea of responsibility in a series of smaller scale changes to a character’s life before leading them into the life shattering conflicts required for an exciting finale. Titles looking for a slow build up while pushing a continuous Coming Of Age theming tend to pick this style for exactly these reasons since it gives incremental emotional moments to keep the player engaged in the lead up to the pay off while also appearing to be a natural extension of its ideas. 
YU-NO's cast are often defined by their immaturity

One of the most prominent examples of this jump to adulthood is Clannad, in particular the After Story section. Tomoya has to deal with the responsibilities of being an adult as they are thrown at him one after another from getting a job, marriage and preparing for a child. Many of these end up being minor hiccups used for comedy but when combined they create a sense of Tomoya’s growing maturity through him overcoming them. They lay the foundation for the bigger hurdles of his journey into adulthood in the form of dealing with a child. Forming a connection with his child presents the greatest challenge for him given all the personal and emotional baggage surrounding his own life and only by finally coming to terms with it can he be a good father. This acts as the climax solidifying the final stage of his Coming Of Age where he can cope with the responsibilities and maturity appropriate for his age. Not all uses of this style need present day or real world connections to be impactful since maturity is an internal quality. YU-NO presents this approach in its later section where Takuya is whisked out of our world and ends up being trapped there leading to him having to quickly learn to be an adult. Since this is a loosely fantasy world, adulthood means a maturity and responsibility to those around him rather than the specific expectations for the modern world, hence why he does not get a job but instead involves himself in activities related to his survival. Interestingly just like Clannad the final stage of this journey into maturity is connected to a child but this time it is the pursuit and reconnection with the child after they are kidnapped. The idea of successful raising a child is a common narrative beat to end the arc on since it is seen as the most taxing aspect of being an adult. 
 

Maturity In The Face Of Change

 
Not all Coming Of Age stories need to be focused around a transition to adulthood and they are more often based around a looser idea of personal maturity. This makes for a malleable source of drama and development suitable for appearing alongside other styles of narrative without distracting too much from them. It can take the conflict at the centre of story and have the cast mature in the face of this challenge and can co exist with each specific character arc to create a complete sense of transition out of childish traits into ones demonstrating growth. These tend to be focused around negative internal elements like trauma which haunt the character and need to be resolved so they can move on with their lives. What is important to emphasise here is the idea of the growth as maturity must be pushed by the game, either explicitly through text or implicitly through the character’s place in the world, just overcoming the negative aspect is not enough in of itself to be considered Coming Of Age. However, it is exactly this slight overlap with other genres which allow it to be so freely used within a complimentary context to those same genres. Little Busters encapsulates this approach to Coming Of Age drama as it entangles this journey to maturity with a variety of different narrative threads. For the majority of the game it stays in the background of the thematic mixture so the romance and supernatural threads can be the focus yet still contextualises those as steps towards a growth in overcoming trauma. This continuity of its underlying presentation makes the shift into it being the core message during the finale a natural one where the revelations about reality and its sadness are contrasted against the cast’s known ability to grow beyond it. So as they move into a maturity they previously lacked there is a strong sense of catharsis where the title’s conclusion becomes a final release for a quiet build up and it is a powerful emotional moment to end on.
His age should not be the reason he accepts...

The Melancholy Of Growing Up

 
Growing up is not all sunshine and rainbows, some aspects of childhood and innocence are forever lost in the transition and, no matter how much the person might want to recapture them, they can never truly be restored in quite the same way. For visual novels this manifests in a sense of melancholy at this transition into maturity where the lost is dwelled upon for dramatic effect and the cast wrestle with its passing. How these emotions all play out varies wildly from game to game since melancholy is an extremely vague feeling being anything from the partner for depression to a loose acceptance of change. Its shifting nature makes it unsuitable to be the main thematic push so it often ends up forming the underlying tone present through each step along the Coming Of Age journey. Despite this position in the narrative structure, its use is limited by the emotional state it invokes not always being compatible with the kind of stories told alongside this genre due to the more positive spin on growing up they aim towards. While melancholy might not be immediately negative, there is a connection with dwelling in the past and loss which forces an introspection on maturity and demands a slower pace for it to have its desired impact. Kimi ga Nozomu Eien demonstrates this use of Coming Of Age drama through the way it ties into the romantic progression. It focuses on the characters’ loss of innocence due to the gaining of responsibilities both to themselves and to the one they love. There is juxtaposition between the childishness of their love triangle and the realities of relationships where it plays out the drama to its extremes through this transition and its consequences. The game continuously rubs in this melancholy into the wound to fully immerse the player in the vat of emotions it has concocted so it can make the catharsis of their resolution all the more powerful. Transitioning out of these darker feelings is key to their success since they are never entirely escaped, but merely something to be pushed beyond as the characters move into maturity.
One birthday closer to the inevitable march of adulthood

Conclusion

 
Utilising the genre of Coming Of Age can be a surprisingly flexible process which reflect the vastly different experiences people face in their journey into maturity. The transition into adulthood due to age is the most common way to use this idea since it is an easy to understand experience the player can be expected to be familiar with. Growing up may not be a universally positive process for the cast so a title may choose to focus on the melancholy from a loss of innocence and freedom as a means of creating an emotional tone. Maturity is not necessarily a quality inherent to a certain age which means titles can frame their narratives within the context of personal maturity in order for a more flexible application. Tying all of these versions of the Coming Of Age genre together is the idea of transition and growth so its appeal to developers as a means of expressing a character arc is the foundations of its use in visual novels.
 
 

DRACU-RIOT! In-Depth Analysis (SPOILERS) – Yuzusoft, Slop And Audience Expectations


Where Does 'Worth' Begin and End?

 
It has been a long time since I have felt the need to do an expanded examination of a visual novel I have reviewed. However, there is a surprising amount to be said about Dracu-Riot and Yuzusoft in general and, coupled with my general enjoyment, it has led to me ruminating on the game far more than I would have otherwise. Particularly the idea I have encountered among the title's audience viewing Yuzusoft’s work as ‘slop’. To me this seems strange given the clear effort involved in making those titles and how they are put together with a great deal of intention in order to achieve the genre’s expectations while still standing out in their own right.
 
So in order to full appreciate the complexities and issues surrounding Drau-Riot we will be going through its entire narrative structure from the Common Route to Nicola’s Sub-heroine route. Then the overarching points which are common to the whole game will be picked apart to reveal how all these routes are drawn together. Spoilers will be constant and extensive so be warned. In addition it is assumed you have read my original review here for my broader thoughts and opinions on Drau-Riot. Now let’s dissect this undead corpse and understand its workings.
 

Protecting Romance – Narrative Analysis

 

-Common route-

 
In terms of Yuzusoft’s common routes, this one might be their smoothest and most consistent in terms of the natural feeling heroine interactions and escalating conflict. Rather than having segregated sections for each heroine, they are instead given a time to shine within the group dynamics of the dorm cast where they endear themselves to the player through an organic set of interactions with Yuuto and co. Given the importance of the dorm group to later character moments and the overall themes of the game a lot of effort is put into setting up the baseline for future developments which it does with a deft hand and does not draw too much attention to itself. 
 
Slowly escalating the stakes throughout the common route is the vampire drug case which brilliantly adds enough tension for a climax at the end of the common route which is big enough to be exciting but minor enough to be easily eclipsed by the conflicts in the routes. This is a lesson they would apparently forget in Senren Banka and Angelic☆Chaos RE-BOOT! with both having an action set piece whose stakes are far above anything in their respective routes so harming their ability to properly present greater or more personal threats in their stories. Once you have reached life or death as the stakes for your story everything else seems more minor by comparison since the threat of death is the ultimate danger. Dracu-Riot’s common route also manages intrigue well through dangling plot threads surrounding Yuuto’s lycanthrope powers and their origin. They are touched upon but left to the individual routes to develop creating a great sense of continuity and flow into each route. This opening provide a strong foundation and the rest of the game builds up one aspect or another introduced here making it the perfect encapsulation of the broader experience the player can expect from the title.
 

-Miu’s Route-


Miu is obviously the main heroine of Dracu-Riot, she is the first one Yuuto meets and gets the most screen time even outside of her own route leading to her being front and centre of the player’s mind for most of the game. What makes this interesting is how it has affected her route since it acts as a grand finale for the cast and story where all get a chance to shine and be resolved as they face the greatest threat posed to them by any conflict. This is to the point that her route should probably have been locked behind the completion of all the others since there are so many references to them. If a player chooses Miu first they will not appreciate these nods and satisfying resolutions and at worst they may even be spoiled about what to expect from other characters. The biggest example of this being Anna’s behaviour towards Sayo since it reveals her self martyring nature that Mera’s route relies on for a big emotional moment so playing Miu’s route beforehand somewhat undermines it.

Insecurities are the name of the game for Miu’s route with the main hurdle the pair must overcome being the whispering voices of doubt in their own head. These inner demons stick around just enough to make the act of overcoming them meaningful and in doing so side step the possibility of the player getting frustrated with how self inflected their problems can be. Transforming Miu’s blushing pretensions of adulthood into a genuine maturity makes for an endearing arc since it satisfying to see her come to understand that the allure she aspires to have is more than just crude references to sex. The element of possessiveness and aggressiveness in Miu which the relationship brings to the front compliments this journey as it maintains a sense of her as a flawed person while shifting the humour to focus around it rather than her old weakness to teasing. 
 
It also helps that Miu and Yuuto have some of the most consistently amusing banter in this route which really sells the back and forth nature of their relationship as they constantly outplay each other. If there is any problem with this approach it is in the lack of connection to the main themes of Dracu-Riot, hence why the route leans into aspects of other routes and a dramatic finale to try and bridge the gap. The attack on the island has nothing to do with the pair’s love nor has any personal connection to them and only works when framed through the rest of the game it references. Even its defining moment where the vampires and humans come together to save Yuuto and a child from a collapsed building is about the character of the people on the island rather than Miu or Yuuto themselves. Ultimately this division is unlikely to be noticed since the game flows from one to the other smoothly and the excitement will overcome any lack of cohesion.
 

-Rio’s Route-


If there is one thing Rio’s route highlights about Dracu-Riot it is the vague nature of the lycanthrope and games complete aversion to providing details of anything not happening on the island. The big reveal of this route is the existence of artificial lycanthropes and the fact Rio and Yuuto are both the result of these experiments. This seems to exist to explain why Yuuto has multiple powers despite never having eaten another vampire while providing a nice bit of tension when people start to come after the two of them in pursuit of this power. However, nothing about this experiment and the narrative issues it brings up are ever really explained. For example, why don’t either of them remember being experimented on and why would they just be abandoned without any monitoring after the project was ended? Why did Rio awaken as a vampire without any stimulus while Yuuto had to drink vampire blood? Were Rio and Yuuto the only test subjects or were there more? There are many more questions like this which the game just glosses over when it should have taken more time to examine them given the prominence it gave to a major re-contextualisation to Yuuto’s life. Yet these are all characterised by not being about or related to the island so they are discarded by the side of the road.

As for the rest of the route, Rio’s innocence and her maternal streak are capitalised on for great effect as she grows into understanding just how valuable her supporting role is to the people around her. Playing off her friendship with Elina was one of the smartest choices this route makes since they are at opposite ends of the innocence spectrum and constantly talk passed each other for comic effect. Yet it in the sincere way Elina pushes Rio to be more aggressive in her feelings for Yuuto that reinforces the sense Elina cares about Rio’s happiness even if she also wants to tease them. The handling of Rio discovering she is a lycanthrope is combined with an escalation in the action as a bounty is put on her and Yuuto’s heads in order to create the most effective confirmation of love in the entire game. It mixes Yuuto’s frantic searching for Rio with Rio’s own increasing spiral downwards and leads them into a positive overflowing of emotion between the pair as they both find acceptance in their common condition. 
 
This should have probably been the end of the route since the narrative after this point runs into a few hiccups. First of these is Ougi being used as a straight villain who is spouting uninspired evil lines which sit directly opposed to the sympathetic view the other routes give to him. He also does not really fit in with the theming and character arcs of this route and instead feels as if he was crammed in here because the developers thought they needed another action scene. Secondly there is a new revelation that lycanthropes can turn vampires back into humans. This should be a world shattering reveal since it offers a way for any vampire to become a human and this creates a lot of possible issues for the power balance between vampires and humans. Except this reveal is actually just an excuse for Yuuto and Rio to share their memories and not have to deal with the existence of two lycanthropes running free. However, the memory sharing and its romantic outcome are a strong note to end on and I cannot deny the way it completed their arc is satisfying.
 

-Mera’s Route-


Dracu-Riot’s world building and its integration into its story is at its best in Mera’s route since it is willing to address the issues surrounding vampire society and does not try to shy away from the grey nature of those involved. As the only human in the dorm group, Mera is the embodiment of the ideal relationship between vampires and humans since she sees them as her equals and cares about them. Her struggles with the undocumented vampires where she tries to her best to protect and help people in a situation not their fault and rubs up against the structures which see them as sub human. This clash between her ideals of equality and what she can realistically achieve form the backbone of her arc as she becomes more capable and willing to take a stand for what she believes in. The relationship between her and Yuuto also plays into this dynamic as they find their comfort zone to become a walking example of this ideal. The fact Yuuto overcomes his vampiric temptations to be with the one he loves nicely ties into this bond being romantic rather than lustful. 
 
What makes this all come together is the route’s willingness to explore the way old wounds, ways and grudges cannot be easily forgotten and it will take a long time for them to truly fade away. Even after Mera and Yuuto’s victory things are not magically better for everyone, the Hunters still hate vampires and the vampires are still suspicious of humans, but the first step has been taken by the pair towards the future they envision. This small hope ends up feeling more powerful than the grand coming together of vampires and humans in Miu’s route since it captures the reality of our own world and how change comes about. Positioning Anna as the antagonist of this route and highlighting her self martyring nature allows her to be a foil to Mera by being the jaded old guard to her youthful idealism. That said the contrivance to make Anna related to Mera was a bit too much since it felt like the game shouting this contrast at you especially since she dies at the end further push this idea. Another knock against the story is the one dimensional nature of the Hunters who are just violent racists and nothing else which makes it hard to believe Mera grew up connected to them. Some more nuance to their motivations, in particular for Kaede, would have gone a long way to making the human side of the conflict feel more justifiable rather than simply hate fuelled.
 

-Nicola’s Route-


Since I already explained the issues with Nicola and her sub-heroine route in my review I will try to cover a few different points here so as not to repeat myself. These mainly centre around Nicola’s grandfather who acts as the route’s main antagonist. His appearance in the story as well as the conflict and its resolution are abrupt and quickly move from one stage to another at an unnatural pace. Too much of his identity seems to have come about from a need to make him comedic rather than from his role as the test of the Nicola and Yuuto’s love and so the scenes with him in lack the needed tension for them overcoming him to have catharsis. Yet it is the very nature of his existence which poses the biggest problem to the overall narrative of Dracu-Riot, he is a vampire who has extended his life by transferring his consciousness into animals. This opens a strange can of worms concerning the nature of the vampire virus, can animals also be infected with it? If he can transfer his consciousness does that mean he knows what consciousness is and its location in the body? Does being in an animal body not substantially alter his perception of the world? Obviously the game does not want you to think about these holes hence why he is a comedic character so the player will not take him seriously. However, as you might have noticed by now such holes are a common feature of Dracu-Riot’s storytelling.
 

-Elina’s Route-


Elina might be my favourite character which is interesting given her route is by far the most self-contained one with its conflicts and characters only existing inside of it. As a result it has a greater sense of focus then the other routes, the romance and everything exists in service of showcasing the pair's bond rather than the overarching themes of Dracu-Riot. This is mostly to its benefit with Elina and Yuuto’s relationship being adorable and giving enough space to fully explore the push and pull of Elina’s extrovert personality against her deep seated insecurities about abandonment. It is also nice to have the female character be the one with the dangerous and controllable desire and the male being on the receiving end as it flips the dynamics of their relationship on its head while tying into Elina’s fears. Elina’s route is well thought out with a lot of effort being put into creating situations where the couple’s future is at stake rather than pointing some simple danger at them. The Russians exemplify this technique since even if they are defeated now they will never leave Yuuto alone so threatening his future with Elina rather than just being an enemy to be battled than forgotten about. Having the Russians use the police is a great little flipping on the head of Yuuto’s normal status as someone working to assist the police making for a nice thriller atmosphere in their pursuit of him. In its totality this is the most singular and focused route about two people in love and is paced to perfection, but its detechment from the rest of the game will make it feel vestigial to player’s more invested in the connectivity offered by the other routes.
 

Genre Above All – Stray Thoughts

 

-Vampire Virus – Science VS. Magic-


Having the origin of vampirism be a virus is a source of problems for Dracu-Riot’s world building since the player is going to have at least a passing understanding of how viruses function so not meeting this expectation is distracting. The reason for this choice is clearly to ground the title in its present day setting by providing a modern explanation for vampires while also justifying why Yuuto has to constantly be going to hospital. For the most part this choice works as an explanation due to how most vampires and their powers stick within a relatively reasonable range to the framework established in the game’s opening hours. Where it starts to crumble in the many expansions to this core which go beyond its simple outline. These are things like the transfer of consciousness into animals, the ability to absorb memories through drinking blood or the non-physical related powers like telekinesis. What do these extremes all have in common? They are all effectively magic and the player subconsciously picks up on this shifting to the more extreme end of fantasy and feels a dissonance between the pseudo-science explanation from before. Since the developers clearly want vampires to be mailable to whatever the narrative needed them to be, letting them just have a vague magical nature would side step this issue through correctly setting the player’s expectations. It also does not entirely exclude the idea of scientific study if they wanted to maintain the reason for Yuuto’s visits to hospital.
 

-Vampires As A Race Allegory-


Throughout Dracu-Riot vampires are grouped together under the idea of them as a ‘race’. This is clearly intentional given the various parallels to discrimination against real world racial group from a racially charged term of discrimination in ‘sucker’ to the difficulty in find property due to landlords not wanting vampires in their as tenants to a vampire’s signature hold no legal weight and so needing a human to sign their documents. The messaging around this use of race is to highlight the negative impact of discrimination and the harm it does not other people who are just the same at their core. It is broadly successful at keeping this theme from feeling too preachy or familiar and Mera’s route showcases a surprisingly nuanced take on the mutual damage and entrenching of preconceptions this racism has done to both vampires and humans. 
 
Issues with vampires as a race only start to raise their head when it comes to their status as supernatural beings. The idea of the vampires as 'diseased' and the existence of a vaccine which can prevent a human turning into a vampire has unfortunate parallels to real life rhetoric against minorities. Add to this the fact the vampires are a genuine threat to humans due to their powers and they need/want to feed on humans creates a justification of human discrimination while also echoing the ideas of race politics, such as them being a ‘parasite’ or ‘diseased’ and as a threat due to their divided loyalties, used throughout history. Nothing among these problematic connections is intentional on the part of Yuzusoft, but rather it stems from a somewhat haphazard approach to their theming. They want a narrative line about discrimination to add texture to the conflicts yet want it to play second fiddle to the romance and action hence why it meshes poorly with elements deemed more important for the story it wants to tell. Obviously Dracu-Riot is not a treatise on racism but rather a simple parable so a complex examination was never going to be something it was capable of. Instead what should be taken away from this observation is how hard it is to cover the nature of racism in a fictional setting especially if you draw parallels to the real world since the player will naturally look for other similar examples whether these be intended or not.
 

-Gambling And The Sex Industry-


Another interesting quality of Dracu-Riot’s writing is its somewhat uncomfortable relationship with Brothels and Casinos which characterise its setting. These two industries are the core economic pillars the vampire island is built on yet you could be forgiven for forgetting this fact given how minor their presence is from start to finish. Gambling gets the somewhat larger presence since both Elina and Nicola working at a casino and it is occasional used as a backdrop for certain action scenes or dramatic build up. Even here none of the characters engage in gambling for money themselves outside of one instance where it is justified as an undercover operation to catch a criminal so absolving them of any negative connections with the act. This odd tiptoeing around the Casinos' existence is likely born of the strict controls Japan has on its gambling and Yuzusoft not wanting to be seen as endorsing it while also wanting use its taboo and alluring nature to their advantage. 
 
The sex industry fairs far worse with the only notable interactions with it being the confiscation of illegal pornography which was smuggled in and the opening joke about Yuuto’s friend want to lose is virginity at a brothel. At no point does any character actually go anywhere near these brothels despite the fact we are told they are a major part of the islands financial income so must occupy a lot of space yet is somehow completely invisible within the narrative. If it were not immediately obvious, the reason for this absence is how brothels do not fit into the idea of pure romance pushed by Dracu-Riot. For the game the act of sex is a manifestation of love between two partners and expresses their bond in the most physical and intimate manner possible. A brothel would complicate this idea of sex by adding in an element of sex being something transnational which commodifies it and stands in opposition to sex being a sacred act of love. There is a good reason Yuuto declines any attempt to get him to go to a brothel and he always follows this rejection up with a comment about wanting his first time to be with someone he loves. This puts the brothels in a strange position where they exist for the sack of making the island more seedy and mysterious yet they cannot actually appear on screen so leave the heavy lifting to the casinos.
 

-‘Yuzuslop’-


When talking to someone about the works of Yuzusoft, the phrase ‘Yuzuslop’ or something with a similar sentiment often emerges. It can be meant endearingly but nonetheless reveals how their audience sees their output. But why do they view it this way? When boiled down the issue can traced to two points, the similarity of their output and the nature of the Slice of Life Romance genre. All Yuzusoft games share a core identity based around their brand of light and pure romance and differentiate themselves through their unique gimmicks be this vampires, spies or shinigami. This brand of story born from their style of writing is immediately recognisable to the player from the first scene and communicates they are in good hands. Having a feeling of familiarity can be exactly what attracts a player to Yuzusoft’s work, they want a comfortable experience with just enough new to keep it from becoming too predictable and for many Yuzusoft give them exactly what they want. However, this is a double edged sword and familiarity and predictable are the parents of contempt and form the underlying idea of a Yuzusoft game as ‘low effort’ or ‘unimaginative’. 
 
The studio is walking a fine line between appealing to their audience and losing them due to a lack of new and exciting ideas, hence why they are so insistent on gimmicks even if it results in strange narrative problems. Anything but being thought of as producing the same game over and over again. Then the issue of genre expectation for slice of life romances rears its head, the conventions and tropes of the genre have become a set of expectations most titles in the genre choose to adhere to as part of their appeal and Yuzusoft is not exception. Yet utilising them brings their games closer in form to the homogenised lump of the genre fiction and risks becoming lost in the sea of other similar titles vying for attention. The aforementioned gimmicks are the main way this is tackled, but even they cannot entirely wash away the association with mediocrity brought from this connection with the largest and most saturated visual novel genre. At every turn Yuzusoft has to fight this two front war against the genre they have chosen and their success should be a demonstration of their abilities even in the face of being labelled as ‘slop’.
 

Conclusion

 
If there is one thing you should take away from this article through both its criticism and praise, it is the intent and effort behind everything in Dracu-Riot and by extension all of Yuzusoft’s work. This is far from some low effort ‘slop’ but instead a title crafted by developers who clearly love the genre while understanding the chains of audience expectation which come with it. Despite not having ambitions to be high art, there is still value in what it offers since a well made example of a genre played straight is surprisingly difficult to pull off without leaning too heavily into cliché and mediocrity. Bring joy through a comfortable atmosphere and pure romance is a skill worth recognising and not dismissing as ‘slop’.
 
 

DRACU-RIOT! Review – A Thirst For Romance


Genre – Romance, Urban Fantasy, Slice of Life    Play Time – 40 hours    Developer -Yuzusoft   Steam   VNDB

 

Drinking Deep



After what seemed like an eternity of being trapped in translation hell, Dracu-Riot has finally been released and players get to experience one of Yuzusoft’s older titles, but was the wait worth it? Dracu-Riot’s effective blend of romance and action creates a smooth escalation over the course of the common route and into the heroine routes and makes the most of its vampires to allow each conflict to feel impactful and unique. Having clearly defined heroines and routes with only a minimal amount of overlap was a priority for the game with the emotional through line for each heroine being different and even the arcs given to the protagonist challenging slightly different parts of his identity. Couple this with a strong core group of characters and a set of sympathetic antagonists and the result is an extremely well rounded package. In terms of visuals it is more of a mixed bag as even with the face lift this release received it is clearly an older title with a certain static feeling to many sprites and CGs. Beneath these elements there is a general unevenness in terms of character writing, the powers available to vampires and unwillingness to commit to the concepts of its setting. Are these shocks to the foundations enough to sink this island of vampires to its watery grave? Let’s partake of the blood and find out.
 
 

In The Depths Of Night – Narrative And Themes

 
 
Utilising action effectively within a visual novel can be a difficult task so it is a testament to Dracu-Riot’s quality that it is able to tread this fine line with finesse. It understands how to bring the most out of the superpowered vampires to create a feeling of danger without overpowering the romance which is the story’s core focus. There is impeccable pacing as the narrative jumps back and forth between these pillars to keep the player on their toes and slowly escalating the danger and drama for a natural ride towards the climax. In the common route the battles start as small scale scuffles which rise in stakes until a route is entered where they take a specific aspect of the action and zoom in on that to make each route feel distinct. This can be anything from a deeper exploration of the protagonist’s lycanthrope powers to getting to personally experience the effects of the vampire drug. Each route also gets a big reveal specific to it to help shape its identity in a way both complementing the other routes while also contrasting against the other reveals to create a complete picture of what is going on. This provides further incentive for the player to play through all of the routes, rather than just the ones for the heroines they like, in order to fully appreciate what is happening behind the scenes. 
Danger is around every corner when vampires are around

Underpinning these elements is a line of strong emotions and focused theming made to allow the heroines shine in their own unique light. Yuzusoft knows their players want a lovable romance when coming to their games so highlighting the feelings of love each character experiences front and centre. The player gets to spend a lot of time in the route heroine’s head to sell the genuine and innocent nature of their love and the weaknesses which form the backbone of their character arc. It also helps that Yuuto, the protagonist, has his own set of character arcs spread across the heroines to match their stories while struggling with the trials put before him. It gives a greater sense of Yuuto and the heroines as a dynamic set of people who react differently to different conflicts and challenges. The overall shape of the narrative is put together with a lot of care to ensure the right emotions are communicated at the correct time for them to feel impactful and a suitable escalation of what came before.
We are always told never shown

Issues within Dracu-Riot’s narrative are all relatively small in scale due to how well the overall title manages its load, but there is no denying these failings do add up over time. The actions scenes are effective used within the story yet lack in the moment to moment impact due to the writing in them being somewhat stiff in execution. Perhaps this is to be expected from a studio mainly focused on romance yet they will later prove they can write such scenes with titles like Senren Banka which has stronger textual action. The sub-heroine route is similarly weak due to the heroine in question being a minor side character with no real presence beforehand so they have to speed run a romance for a character the player barely knows. As you can imagine this leads to a very bumpy experience and fails to justify the actions of the pair properly leading to it feeling very fake. Then there are the issues surrounding powers and world building. Dracu-Riot tends to forget the powers available to the characters when it it not convenient for them to have these abilities. Yuuto is the worst offender as the game constantly forgets he has multiple powers for the sake of create a dramatic situation without justifying why he cannot just resolve the problem with a power he possesses which would solve it. 
Nothing outside of this island matters

There is an uncomfortable relationship between the world building and what the narrative seems to think is important. For example the player is shown the discrimination against vampires in the city but is assured it is worse outside in the wider world. Yet this is something the player never experiences since Yuuto did not even know vampires existed before coming to the island and even when he does leave as part of some routes there is a time skip so as to not have to deal with the outside. This aversion to addressing the world the game has set up and the overall light tone of the story are in constant tension to a distracting extent. It wants to hand wave anything away things which might undermine its desired themes or character moments while still having these darker conflicting aspects. On a more minor point, there is an overuse of ‘lucky pervert’ moments with each heroine being on the receiving end of at least one and it feels forced for the sake of audience expectations rather than doing anything for the story.
 
 

Vampiric Relations – Characters

 
 
At the centre of Dracu-Riot is the dorm group consisting of Yuuto and the heroines and their interactions form the pillar supporting every twist and turn of the story. They come across as genuinely caring and supportive of each other with the exact nature of this support changing based on the situation and the heroine route. In Elina’s route they mistakenly believe her to be pregnant and pool together their money to help her and in Miu’s route they band together to rescue Yuuto when he get trapped under a collapsing building. This adaptability gives their likeable qualities a sense of life beyond simply being good people and showcases them as a makeshift family unit with a deep bond amongst them. It also helps that the relationships between each heroine and Yuuto have their own texture so the reactions to their pairings can be varied. Providing these connections offers an avenue for conflict which plays into what has already been established about the route's pair and act as a test to demonstrate the strength of their love with everything from insecurities, in the case of Elina and Rio, to a challenging of ideals, in the case of Mera. Even the antagonists have a sympathetic angle to them through their motives and a belief they are doing the right thing. It allows for a single bit of moral ambiguity which never clashes against the cast in any complex manner, since the antagonists are still doing something clearly wrong, yet it is just enough to create a tinge of guilt to the cast’s victory. This all combines to create a set of characters which are easy to invest into and pay it back with entertaining banter and heartfelt moments.
Miu's attempts at teasing are always a joy to watch

Nicola is an oddly constructed character and marks the only characterisation weak point in the title. Outside of her sub-heroine route she is a strong addition to the dorm group, but the moment she enters her own route everything unique about her is stripped away. They start out a little obsessed with the mythos of vampires and wanting to be cool just like this fiction to the point of dressing like a man to match it. This is a fun little quirk and is played off of for humour throughout the game without ever coming across as mocking her. However, once Nicola enters her own route all of these unique traits are completely washed away in favour a blushing maiden who dresses in female clothes and bends to Yuuto’s interests. It is presented as being changed by love but is speed and extent do not come across as believable nor even a positive presentation of this change since she just gives up everything she is for this one man. This come across as particularly bad when put next the other heroines who all get a gradual and smaller shift in their personalities and they also change Yuuto alongside them in a mutual way to reinforce the idea that they are in love. As such she stands out like a sore thumb due to this contrast not fitting within the game’s thematic and tonal presentation of romance. 
 
 

Lit By Moonlight – Visuals, Audio And Technical

 
 
Rather than being simple localisation of the original title, this release makes some touch up to bring Dracu-Riot more in line with the recent technical quality of Yuzusoft’s catalogue. The biggest of these changes is the increased resolution of the visual assets which now pop with colour and life on modern screens with greater clarity then their original counterparts. While this alteration no doubt improves the visuals, there is still a noticeable level of awkwardness to certain portrait poses and CGs giving this game away as an older title. The higher fidelity merely draws more attention to these moments than they might have otherwise received. Such blemishes do not hold prominent enough places to be actively distracting and instead once every so often the player is reminded of the game’s age. 
Almost the entire game is set a night

Despite this age Yuzusoft’s signature light and vibrant use of chibi CGs to highlight their humour can be seen throughout Dracu-Riot and ensures the jokes land with the appropriate visual punch. From a musical stand point the use of character themes for each heroine when they are the main focus creates an easy to recognise auditory language to communicate exactly what kind of scene the player is in for. They perfectly captures the essence of their heroine from the energetic and odd No Limit for Elina to the innocent and confident Growing for Mera and stick with the player long after the story had finished. Beyond these tracks the OST is a fairly normal slice of life affair with a small touch of vampire fantasy added in to sell the title’s twist on the standard formula. This makes for a musical score filled with energy and capable of swapping into dramatic action when needed without coming across as tonally incoherent due to the fantasy undertone consistent throughout.
 
 

Conclusion

 
 
Yuzusoft’s titles all want to be more than just simple slice of life romances through adding in a dose of spice and Dracu-Riot is one of their best attempts at this structure. It utilises its vampiric action to create an escalating sense of danger which compliments the increasing bond between Yuuto and the heroines. Each route is given its own threats and character arcs to keep things feeling fresh and they combine to create a complete picture of this world. The visual touch ups go a long way to making this game comparable to its newer peers while meeting the audience’s expectations for Yuzusoft. All of this is supported by a cast of sympathetic characters, both friend and foe, who form a dynamic and engaging space for banter and conflict. It is a shame it does not properly commit to the consequences and ideas it brings up and instead side steps them, but it is not enough to prevent the player from being swept away by the impeccable pacing. Overall Drau-Riot is Yuzusoft at its best as they display why they are one of the dominant forces in this genre.
 
 

Verdict - 

Carves out an exciting balance between its romantic drama and action scenes while maintaining Yuzusoft’s comfortable slice of life core. Yet when it comes to its themes and some characters there is a noticeable weakness in their execution.
 
 

Pros -

 
+ Vampiric action is used to create a well paced and exciting experience which knows when to step aside to let the romances shine.
 
+ Each heroine undergoes their own distinct arc with Yuuto and has to deal with different threats so each route has its own identity.
 
+ A loveable group of heroines and supporting characters are put up against sympathetic antagonists who nicely challenge them to grow and engage in entertaining dynamics.
 
+ Updated visuals and an excellent use of character specific tracks and a loosely fantasy soundtrack create a memorable experience.
 

Cons - 

 
- A weak sub-heroine route and an inability to properly commit to its world building and themes do drag the overall narrative down.
 
- Due to the weak sub-heroine route, Nicola sticks out like a sore thumb for her poor characterisation and inconsistent presentation when placed next to the otherwise excellent cast.
 
- While the updated visual are good they still have a certain lack of polish to them due to their age resulting a few odd portraits and CGs.
 
  

Best Visual Novel Releases – April 2026


Now that the April showers have arrived with their usual unpredictability, let’s take shelter under the eaves of the visual novel space and see what comforts it has to offer. This month has seen quite a spread of releases such as spiritual sequels to popular romances, a historical fiction crime drama and a spin-off of a classic anime, all pushing for your attention. Let’s dive in and pick out the best from among this deluge of outstanding titles.
 

Official Releases

 

Rose Guns Days - Season 1

Steam     VNDB      Genre – Action, Crime, Drama    Play Time – 20 hours

The first part of Rose Guns Days finally sees an official English translation some fourteen years after the original Japanese release. Ryuukishi07 crime drama was worth the wait as he applies his distinctive style to create a compelling addition to the genre. Set in a post world war 2 Japan which has been divided down the middle by China and America and where the Japanese are marginalised in their own country. Into this messy situation step the game’s two protagonists, Leo Shishigami and Rose Haibara, who find themselves becoming involved in the machinations of the criminal underworld as they push back against their position in this society. It is filled with character drama backed up by a dose of brawling action. There is a reason Ryuukishi07 continues to be a much loved developer and Rose Guns Days demonstrates his talent making for an entertaining ride.
 

Making*Lovers: First Blush

Steam    VNDB    Genre – Romance, Slice of Life    Play Time – 15 hours

As the spiritual successor to the original Making*Lovers, First Blush states its intent to recapture what made that title special but its interpretation of that has led to some interesting choices. One of the main elements which allowed the original to stand out among the many similar romance titles was the majority of its heroines being adults and being treated that way by the story as their love brushes up against the adult world. However, First Blush has moved into an entirely school based setting removing this distinctiveness entirely. Instead what it aims to capture the pure love element of the original where the shape and shyness of the characters slowly define the outline of their romance. In this regard the title can be considered a complete success as it achieves this sense of fresh and inexperienced love which is pleasing to witness. Yet in doing so it has become more like its peers and blurs into the many other such titles vying for your time. As long as you do not come in with expectations from the original game then you will have a suitably entertaining time.
 

Machine Child

Steam    VNDB    Genre – Raising Sim, Slice of Life, Fantasy    Play Time – 20 hours

Opening with a choice of three daughters for the player to select from immediately makes Machine Child stand out against the single character focus of other raising sims. This is a game that not only wants you to replay it to get the different endings but also to see how these endings influence each daughter. Choice is heavily emphasised as expected from the genre, but here it really puts a lot of power in the player’s hands in order to make the daughter’s fate completely their responsibility which adds impact to the consequences. A combination of Ooyari Ashito’s memorable artwork and a light fantasy world create an upbeat and endearing title aiming to simulate the feelings of parenthood without straying into any particularly dark topics. While a connoisseur of the genre might find Machine Child’s simplistic mechanics lacking, there is enough heart and soul here to keep you smiling throughout your daughter’s growth.
 

Café of Roses

Steam    VNDB    Genre – Yuri, Vampire    Play Time – 4 hours

Ebi-hime is once again back with another excellent yuri visual novel and this time having the love interest being a mysterious vampire. Filtered through the lens of a cafe where the vampire works, this aims to be a low stakes romance where the tender build up of the pairs emotions is front and centre. It follows Meike who is pressured into a relationship with a man she does not love by her parents and one day while trying to avoid him she ducks into a Victorian inspired cafe where she meets the strange Magdalena. Meike cannot seem to get her out of her mind and as the two get to know one another a special bond begins to bloom. This is not a story aiming to break any boundaries but is instead a well realised vision of the genre written by an experienced hand.
 
 

Fan Translations

 

Kokoro Connect Random Predictions

Patch Download     VNDB    Genre – Spin-Off, Mystery, Romance    Play Time – 15 hours

Released all the way back in 2012 as a spin-off based on the Kokoro Connect anime, this game aimed to capitalise on the popularity of the original material and leans into echoing its best qualities. It has an original scenario rather than being an adaptation so is free to have a bit of fun putting these familiar characters into new situations. Kokoro Connect has always been about the strange things happening to the members of the cultural club and for Random Predictions they find themselves afflicted by visions of the future which they must struggle with and confront. The strong group chemistry combined with the friction between them make for the game’s core appeal while allowing the story to believable move off in different directions depending on the player’s choices. However, it does rely heavily on the player having already seen at least the anime as it makes no attempt to bring them up to speed. A visual novel for those wanting to experience this era of spin-off games at its best.
 

Double Wings Demonbane

Patch Download    VNDB   Genre – Science Fantasy, Mecha, Action Gameplay     Play Time – 10 hours

Being the sequel to the popular lovecraftian mecha visual novel, Deus Machina Demonbane, was always going to be difficult so Double Wings Demonbane strives to stand out in its own right. While not quite as out there as the original in terms of narrative and content, it makes up for it through leaning into the characters and action in ways which push them into new territory. The duo of Kurou and Al must confront the mysterious ‘Blood Monsters’ which threaten their new found peace alongside the arrival of a strange pair who are somehow connected to this case. There is a push to create a parallel between these two pairings and it from this conflict which the game much of its new character development and drama. It is also a shorter and more concise experience than its predecessor with it using this condensed feeling to its advantage to keep the pace up. Overall, a good successor to Deus Machina that is sure to entertain fans.
 
 

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