White Prince Vs. Dark Knight – Character and Cliche In Visual Novels

 

The Two Extremes Of Desirability

 
When playing a wide range of otome visual novels there are a pair of character archetypes which consistently appear in one form or another. These are the White Prince and the Dark Knight. They sit at opposite ends of the emotional spectrum and make for an interesting contrast to show the range of what otome considers romantically attractive. The White Prince is a man defined by his purity and unquestioning adherence to an upstanding moral code. He treats the heroine with earnestness and a committent to their love without harbouring any hidden emotions towards her. On the other hand, the Dark Knight is a compromised mess of a person who is willing to do some questionable things to achieve his aims and is defined by his trauma. His treatment of the heroine starts out dismissive with an undertone of violence before he eventually becomes emotional reliant on her to soothe his pain. These two kinds of suitors often end up acting as an indirect framing device for the more well adjusted romantic options also present and pushing what each of them can get away with. Let’s get in touch with our innocent and broody sides and look at how different titles handle this pair of archetypes.
 
 

Too Pure For This World 

 
Upstanding and morally conventional are the elements defining the starting baseline for a White Prince and while they might later be forced to deviate from it, they will always find their way back to the light. A purity runs through their personality and how they interact with the world around them which naturally extends to the heroine when they become a major part of their life. This does not mean they are without a traumatic past or darker side to them and instead they do not let it rule them and shine with their inner light in all but their lowest moments. When put into a romantic context there is an attractiveness to their uncompromised devotion to the heroine without the baggage often brought in by both parties. Their love is a simple warm blanket of affection to be wrapped in and they are often happy to indulge the whims of their passionate other half.  
 
Take Monshiro, from Psychedelica of the Black Butterfly, he is a timid, kind and gentle soul who is constantly trying to help the other characters even if his silent and awkward nature means he gets misunderstood. Once the heroine accepts him, he becomes extremely affectionate towards her and, mixed with his already protective feelings, it creates a sense of the purity of his love. In many ways he is like a small animal in how he is framed, someone who is attached to the heroine and almost unquestioningly looks up to her for his emotional support and guidance with big eyes. On top of this there is also another loose recurring element of the White Prince which can be seen in him and this is the slight feminine streak running through his personality. Timid, gentle and kind are traits otome generally pushes into the heroine so when they are placed onto a suitor he ends up associated with this in the player’s mind. It allows him to be closer to the heroine’s level by straddling the gender line and being someone she can have an easier time empathising with.  
Innocent is their bond

Another kind of White Prince lean into the connection between purity and being a child such as with Impey Barbicane, from Code: Realize ~Guardian of Rebirth~. Despite being a genius, he often lets his energetic and carefree nature get the better of him leading to situations someone with common sense would have avoided. Yet it is easy to like him since he remind the player of an innocent and wide eyed passion which they have lost with age. Being on the receiving end of this energy through his love often throws the heroine off balance due to how upfront he can be with his feelings and will always stand by those he cares about no matter what happens. His attractiveness to the player stems from this desire to recapture some element of lost innocence through him and the intense affection he deliverers onto the heroine.  
 
Putting the White Prince in a situation where their kind nature clashes against their desire to protect those they are about is a common means to highlight their purity. Junoru Kenriji, from Dark Nights, is a good example of this idea. His polite and gentle personality is forced to compromise with his love for his brother, Roya, when it becomes clear Roya are not able to control his undead nature. On one level Junoru wants to stop Roya from hurting people but he also wants to protect the family he cares about. When the heroine enters his life this muddies the water even more as he is pulled between the two people he most cares for while both head in different directions. Once the romance with the heroine is in full swing, a softness runs throughout his actions towards her and there is a general sense he is just happy to be near her in these mundane moments. It also makes him a good contrast to the heroine’s wilful personality and sells the pair as a duo who are perfect for each other. 
 
 

In Need Of Repair

 
When thinking of a Dark Knight the first thing which comes to mind might be a brooding anti-hero and, while this personality often appears, the archtype also covers a broader suite of identities bound together by the common link of deep seated trauma. Any aggression, silence or general anti-social personality traits are an effort to hide their scars so other people will not see their weakness nor will they be hurt in the same way again. Their moral compass skews towards the compromised side with a willingness to resort to killing, bribery and other questionable actions if it will get the results they need. Yet when the chips are down they will more often than not do the right thing and show themselves to be softer than they initially present, especially when it comes to the heroine. Upon first meeting their relationship with the heroine is dismissive and they only tolerate her because other characters value her presence. It is over the course of many interactions that the heroine uses her emotional sensitivity to pull back their defences and reveal the inner workings which define their world view. At this point they become inseparable from the heroine and reliant on her for their mental well-being with their affection being pushed her way whenever they can find the space to do so. 
 
As you might have noticed this description of the relationship arc is close to that of a Kuudere and many Dark Knights do end up falling into this category. Shu Lyn O'Keefe, from BUSTAFELLOWS, showcases this connection well with his stoic and pragmatic exterior giving way to a deeply affectionate interior. He, like most of the game’s cast, does not have a normal moral compass, being an assassin set on getting revenge, which inherently clashes with the heroine’s more altruistic and naive nature. This leads to some initial tension between the two since they have such different backgrounds and it takes a while for them to resolve this misalignment. Under the heroine’s intense interest Shu’s eventually crumbles revealing the gentle and affectionate man lying beneath which plays into the choices he makes later about their future together. What is desirable to the player here is this satisfaction of slowly peeling back a mask and receiving the reward of affection for emotionally healing this damaged man. 
Healing provides powerful emotional catharsis

On the opposite side of the Dark Knight spectrum sits Shiraishi Kageyuki, from Collar X Malice, where the damage caused by trauma is more of an immediate threat to the heroine. Even from their first meeting the heroine knows he is bad news with his treatment of her being more like that of a specimen on a dissection table than a human being. Yet flashes on a gentler side increasingly shine through, such as his love for cats, the more than the heroine spends with him causing her to revaluate her initial view of him. This all builds up to the reveal of just how deep his scars go and even he thinks that he is beyond saving while being a danger to her. The appeal here is in having the heroine prove him wrong and show him to be a fundamentally good person at his core. At their core a Dark Knight is looking for some kind of redemption and happiness and the heroine is all to happy to provide it resulting in a swapping of the power dynamics with the heroine being in charge of their relationship.
 
 

Playing Both Sides Of The Romantic Fantasy

 
The White Prince and Dark Knight do not exist in a vacuum and many other suitors are positioned around them to form the complete cast. In this context they are often used to present the boundaries of what the player can expect from the emotional range of the suitors as a whole. The White Prince’s moral upstanding nature and pure heart shine with a light which points out the flaws of the other characters even when they are just operating on the level of a normal person. In addition their presence generally sets up a lighter overall tone or at least a hopeful one since their kind nature is more suited for a tale with a happy ending where their behaviour is rewarded. For the Dark Knight this is inverted with them casting a shadow over the other suitors with their broken and compromised actions making the cast seem virtuous and well adjusted but comparison. Naturally this extends into the kinds of stories a Dark Knight is found in which lean towards the serious end given his brooding would be quite out of place in a bright and cheerful comedy. Sometimes the White Prince and the Dark Knight can be utilised together to flank the other suitors and they work to make each other appear as distinct and memorable characters while pointing to the weakness they all try to hide. 
Suitors are only as good as their whole

As an example of a White Prince Adel Nares, from Temirana: The Lucky Princess and the Tragic Knights, is nothing special but it is in his function within the game’s cast where something interesting can be seen. In placing him among the knights who serve the heroine, the game allows him to contrast and clash against the other suitors while establishing himself as the one closest the narrative’s positive vision of the kingdom’s future. The rest of the knights are variations of this core direction and push against it to create a well rounded cast who all hold some investment in the promise which the heroine offers them. Without Adel this theming would be completely reliant on the heroine to uphold it in the earlier section of the title and it would have seemed to be something she alone believes has value. Adding in a White Prince lends positive ideas and narrative direction such as this an addition supporting pillar which can help the other suitors to grow in a natural manner. 
 
If the tone is decidedly more serious then a Dark Knight can be brought in instead. This is what OVER REQUIEMZ does with Kaize Ozma by initially placing him as the cold hearted prince and establishing just how broken the player can expect the rest of the cast to be. It also serves a secondary purpose of establishing an expectation for answers as to why the suitors have ended up as convicts so furthering the sense of danger and intrigue. By showing what Kaize was willing to do when pushed to the edge it creates a sense of the overall moral values set through the narrative which can eventually explode with disastrous consequences depending on the player’s action and make this change seem like the natural conclusion to events. Without the Dark Knight it would be more difficult to tread the line between the potential danger posed by the suitors and the gentle soul which they hide beneath.
 
 

Conclusion

 
The extremes of purity and sin offered by the White Prince and the Dark Knight make them powerful character archetypes for otome to use. White Princes uphold a high moral standard often with a layer of innocence to it and find their attractiveness in an uncompromised devotion to the heroine. By contrast a Dark Knight is defined by the scars of his past which leads him to performing questionable actions and his desirability stems from the satisfaction of pealing back this mask to find the gentle core he tries to hide. As part of the cast in general, they serve to establish the tone of the work and provide an extreme for the other suitors to bounce off so they can define themselves. Overall, this pair of archetypes are powerful and easy to identify at a glance which is a blessing for those looking to attract interest in certain characters while also working to showcase the range of masculinity an otome is capable of depicting.
 
 

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


Idealisation And Ego

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

Toxic Love- Narrative Analysis

 

-Common Route-


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

-Kiriha Route-


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

-Erena Route- 


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

-Yumemi Route-


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

-Aisa Route-


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

Suffering As Virtue – Stray Thoughts

 

-The Lie of Genius-


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

-Creatives Writing About Creatives-


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

-The Main Heroine And The Suffering Artist-


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

Conclusion

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

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


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

 

Painted Upon A New Canvas

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

Writer’s Block – Narrative and Themes

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

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

Young Creatives – Characters


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

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

Seasonal Inspirations – Visual, Audio and Technical


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


Conclusion


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



Verdict – 

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



Pros -


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

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

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


Cons -


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

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

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


Best Visual Novel Releases – August 2026


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

Official Releases

 
 

STEINS;GATE RE:BOOT

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

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

OVER REQUIEMZ

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

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

The World Well: Blood of Caro

Steam    VNDB    Genre – Science Fantasy, Yuri

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

Koikata: How Our Love Grows

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

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

COCORO

Steam    VNDB    Genre – Sci-fi, Post Apocalypse

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


Sovereign Tower

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

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

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