Traps: Masculine Ideals and Male Sexuality – An Anatomy Of Visual Novels


Feminine Masculinity

 
What is interesting about Trap characters is how titles featuring them tend to be aimed at men with their appearances in female focused games being rare. As such their role and presentation is shaped by the male centric fantasies which such works are focused around and makes for an interesting test case for what male sexuality means within visual novels. The most common kind of Traps are those which can be classed as heroines in that they essentially fulfil the same romantic function as their female equivalents. Then there are the visual novels where the Trap assumes the role of the protagonist and they are surrounded by the normal assortment of female love interests. Mixing in a Trap heroine into an otherwise female roster happens infrequently but it results in some telling interactions between the two genders. These three methods of utilising Traps share the blending of masculine and feminine elements of identity in order to appeal to the male audience. Let’s be overwhelmed by cuteness and find out what Traps can show us about being a man.
 
 

Male ‘Heroines’ 

 
When the Trap characters are the main focus of a visual novel they often end up being placed into the same role as the female heroines of similar titles and replacing them. This includes many of their cliche feminine traits are inherited, such as being clumsy or gentle, while also being dressed in female clothing, or at least boyish clothing, and so pushing down any masculine elements. On top of this such heroines are often voiced by the opposite gender so from an auditory perspective they bring to mind their female equivalents whenever they open their mouths. Yet this is not how the game wants its male audience to view them and instead it in as a means to blur the edges of the heroines' masculinity which is the part where their attractiveness lies. 
 
Rather than trying to explain this allure in the abstract, going over a few examples would better illustrate this point. No~Strike’s entire visual novel output is focused around only Trap heroines in the form of the Josou games. These frame their love interests through the male traits each demonstrate and how their relationship with the protagonist comes with some degree of masculine tension. Here is where the feminine side takes the edge off the clashes between them and paints the heroines in the light of skirts, blouses and softer curves to draw upon the idea of being conventionally attractive. It is this blending of the familiar element of being a man with the alien ones of a woman where these games find the allure to make each of their Traps desirable targets for the male player’s sexuality. Something which somewhat muddies this presentation of them as men is the fact most of No~Strike’s games feature male pregnancy as part of their happy ending which does push them physiologically closer to women. Yet even this could be seen as merely an adherence to the standard outcome for a heroine in this kind of visual novel just applied to this masculine context for romantic effect. 
Thanks for the reminder....

Pushing away from this more fantastical style of work, let’s look at a grounded game in the form of Girls! Girls! Girls!?. The heroines here lean much more into the masculine side of their personalities then those of the Josou titles and are generally more confident when dealing with the protagonist. This is somewhat of a sliding scale with Nanase Nagisa being violent and aggressive in a decidedly male confrontational manner when interacting with the protagonist, while Hayasaka Kaede is far more gentle with his masculine element coming in through the confidence he presents. Visually they are a blend of straight lines and curves showing their boyishness through the lens of them being comfortable cross-dressing. What this constructs is an impression of the heroines as fundamentally both masculine and feminine and appeals to a somewhat tomboy idea with there even being a direct tomboy in the form of Ayase Yuzu. As such they share much of the desirability and attractiveness of the tomboy in that they sit closer to the male player than to a female identity due to the emphasis on their masculine traits. Having this undeniable feminine presence takes the male element and passes it through a sexuality which leans into this mixture of known and unknown to provide an allure to their every movement.
 
 

Feminine Protagonists 

 
Masculinity and the way it is defined increasingly comes to the forefront when dealing with a Trap protagonist as their expected role in the story rubs up against their feminine side. The kind of games they appear in follow the standard structure of having a selection of female heroines to choose from which draws a comparisons between the Trap protagonist and their more traditionally male equivalents in the genre. This is further reinforced by the fact most of the stories involve the Trap pretending to be a woman for one reason or another and passing for one convincingly to the rest of the cast. On top of this they generally adhere to feminine traits, such as being domestically orientated, and have trouble balancing this with their idea of themselves as a man. It is this clash which defines their sexuality and how their attempt to reconcile it through their relationships with women leaning on their attempts to be what they see as a good boyfriend. Yet it never brings in the more aggressive masculinity of a standard male protagonist and the Trap ends up mixing in the feminine elements they have internalised to create a gentler form of desire for the heroines. Presenting it like this informs the player how they should be engaging with the romantic material and the idea of what a man can be. 
 
Otome * Domain has its protagonist, Asuka Minato, forced into an all girls school and a female uniform which he has very conflicting feelings about. Despite this he ends up being the most domestically minded character with the girls all being completely unable to clean up after themselves resulting in his role being a maternal one in their dorm. As he grows closer to the heroines he has to wrestle with his male sexuality and the way it does not match his currently feminine presentation. When he assumes his role as boyfriend, he tries to be more assertive as he imagines a desirable man to be but it never quite works out and the pair’s interactions end up being more mutual in who takes the lead. This is never presented as a negative thing and instead something which shows the strength of their bond and Minato coming to accept how he is and what it means for their future together. Throughout the journey the player is constantly remained of his masculinity with his embarrassment around the girls at times when they treat him like one of them and treads this line to make his blend of male traits an attractive one for the player to see this world from. 
Gentle and leading

Another example is Otoboku which presents a similar idea, cross-dressing to be at an all female school, from a different angle. It protagonist, Kaburagi Mizuho, is not domestically minded at all with some absolutely terrible cooking skills and instead his feminine element stems from a kind and gentle nature to compliment his female appearance. Unlike Otome * Domain, Otoboku treats this aspect of his identity like a boyish trait and this is reinforced by this youthful optimism bringing an innocence to his actions. Once he takes a step into romancing the heroines his masculine traits start to become more prominent and there is a general sense of growing from a boy into a man. Yet he never entirely abandons the feminine parts of himself which have defined his time at this school and instead they form the basis of his future relationships with the heroines. Such a journey holds some resonance to the male audience since their experiences relating to their own boyhood will find comparisons in the story and they will feel support of Mizuho’s struggles.
 
 

Divisions Of The Mind

 
Mixing a Trap heroine in with female heroines occurs fairly infrequently in visual novels due to a desire to focus titles on specific audiences rather than trying to appeal to overlapping demographics. However, when it does happen the treatment of these Trap characters is interesting in how it pushes them further towards the female than either of the previous types. Their masculine part occupies a position of being core to their self-definition yet it is almost entirely obscured by their feminine presentation both visually and in terms of their personality. Often their affection for the protagonist is stronger and more immediate than the female heroines they are alongside even if the protagonist fails to see that fact until much later. By blending in with the other heroines the Trap gains an attractiveness indistinguishable from them to the point it is easy to forget they are in fact male. Yet once the protagonist in a relationship with them this desirability becomes linked to their masculinity since it forms an increasingly prominent part of their identity as the feminine front is pulled back and merges with the male and the sexuality the pair share. 
Ruka's feelings run deep through who he is

By far the most well known title to have a singular Trap heroine is Steins:Gate in the form of Urushibara Ruka. His presentation is highly feminine when he is introduced to the player since he is shy, timid and effeminate in his actions and speech. It is even part of a recurring gag where people mistake him for a woman upon meeting him for the first time. As the player spends more time watching him they will begin to notice aspect of his masculinity in his relationship with Okabe and eventually notice the feminine elements of his identity have an underlying boyishness to them. His use of the microwave to change the past so he is born a woman might seem on first glance to be a desire to be the gender he appears to be but the truth ends up not being so simple. The first clue to this is how his personality remains unchanged so he is decidedly boyish even as a woman making this masculinity something baked into his existence. Then later comes the big reveal that the reason he wanted this change is because he is in love with Okabe and felt Okabe would not look at her romantically unless he was a woman. It is in this pure desire to change into something to please the person he is love where Ruka’s attractiveness can be found. Through his mix of masculine and feminine being consistent and true regardless of his sex, this wish for Okabe comes across as more sincere and committed than many of the women around him. The game as a whole treats him as someone pure and true in a similar way to Mayuri but she hold a far more feminine version of it while Ruka holds closer to Okabe’s masculinity to draw a line between the pair. 
 
Tenioha! Girls Can Be Pervy Too! has a more lustful angle on its solitary Trap heroine, Esaka Haruki, but there is a lot of overlap in their his and Ruka’s motives. He end up dressing in a female uniform at school to join the Intellectual and Cultural Studies Club as an attempt to get the protagonist to notice his feeling for them by blending in with the other heroines. Before this point the protagonist does not take his affection seriously seeing it as friendship and it is only when it passed through the lens of a female aspect does it become clear to them what these feelings are. Once more it is in this devotion and persistence in getting the protagonist to recognise his love which makes Haruki attractive which is helped by the purity of his affection when contrasted against the far more lustful heroines surrounding him. This is not to say that his desire for the protagonist does not have a sexual element to in, and the same in reverse, but more that its presentation leans away from it until their bond has more substance.
 
 

Conclusion

 
By now you have likely realised the undertone of what male audience would be interested in Traps, their framing in a feminine light and position in the narrative means they are mainly aimed at heterosexual men with any other groups participating being an added bonus. Trap heroines find their attractiveness in blending of feminine in with their masculinity as they blur the lines between them to create an alluring mixture of the familiar and the alien so crafting something desirable. If the Trap is part of a larger roster of female heroines then they feminine side becomes even more pronounced as does their devotion to the protagonist and the purity of their feelings which is where they gain their attractiveness from. When the protagonist is the Trap character things change to being a defining of masculinity and its relation to the feminine part of the Trap which often ends up as an exploration of this boyish element of themselves. Does this mean all the men who play these games are secretly gay or bi? No, the rigid idea of something having to neatly fit into fixed definitions of sexuality has time and again proven to be wrong and the boundaries porous. The ancient Greeks would engage in relations with other men and then return home to love their wives and found no contradiction in their sexuality because of it. Something as specificity targeted as a Trap is designed to play on this ambiguous boundary to create a unique experience which explores the idea of where masculinity and the male begin and end.
 

Best Visual Novel Releases – September 2026


Now we have entered autumn and harvests are the theme of the day, it is only natural the world of visual novels would spread out a wonderful buffet of new titles. It has been a great month for releases with a selection of engaging and thought provoking games which highlight all amazing stories the medium is capable of making, from crime thrillers to two varieties of philosophical romance to a musical dystopia. Let’s dive in and see what titles are worth your time and which will make you stop and think.
 
 

Official Releases

 

HimaNatsu: Of Churches, Sunflowers, and Long Summers

Steam    VNDB    Genre - Romance, Slice of Life, Philosophy    Play Time – 30 hours

During a long summer Yosuke Ashitaba returns to his seaside home town of Oboshiro where he meets familiar girls from his past, sees a new face and confront the crisis of the Oboshiro Church’s impeding demolition. A slow burn narrative leaning heavily on the character interactions and their thoughtful consideration of their lives which nicely compliments its aesthetic and thematic focus on the slow pace of summer time. The romance has a similarly lethargic pacing with the cute and soft nature of the pair’s love gently embracing the experience in a quiet warmth to contrast the blazing heat of summer. It is a title which wants the player to sit next to it and contemplate the character’s struggles and the mundanity of life as it all plays out. If you are willing to met it on its level then you are in for a fun cruise down an emotional river.
 

even if TEMPEST

Steam     VNDB    Genre – Otome, Dark Fantasy    Play Time – 20 hours

This PC release of a previously Switch only otome title presents a chance for new players to experience an excellent dark fantasy visual novel. After having been burned to death, Anastasia Lynzel suddenly finds herself alive and well long before the events which lead to her demise. Given this second chance by a strange witch she must walk a new path in order to avoid meet the same end and becomes intertwined with fates of the game’s suitors. The story really pushes the dark fantasy undertones of even if TEMPEST and makes them work as a major source of unsettling tension where the fate of its protagonist seems continually on a knife’s edge. Each suitor represents a constant danger Lynzel faces as they are both her greatest allies while also having the potential to do the most harm. Overall, it is a strong otome for those looking for a level of danger to their romantic narratives.
 

In Falsus

Steam     VNDB    Genre – Rhythm Game, Dystopia

Mixing rhythm games with visual novels presents a series of challenges and opportunities which In Falsus navigates to some interesting results. Having five different perspectives to its narrative allows a broader exploration of the world so it can fully express itself without being bound to the bias of one set protagonist. The idea of Binds as this public display which shows your emotions and enforces honesty is a strong concept with an easy to see visual element which the game makes the most of at every opportunity. This dystopia presents the characters in a series of engaging conflicts where the newly formed group of friends must withstand those plotting against them. Combine this with an excellent musical score for the rhythm game sections and it makes for an exciting twist on the genre for those looking to see what it can achieve when it pushes itself.
 

Operation Eventide

Steam    VNDB    Genre - Yuri, Sci-fi    Play Time – 20 hours

Releasing on Steam for the first time a year after its debut on itch.io, this version contains new story arcs and other bonus content and brings the twisted yuri title to a new audience. Definitely not a game for the faint of heart with some very messed up things happening across its play time. It is an utterly fascinating descent into madness where the foundation of what seems obvious are undermined in spectacular ways. Unfortunately this makes if difficult to properly express its positive qualities without going into spoilers so you will just have to take it on faith and try the game for yourself.
 

Fuyukuru. - Winter winds, adieu?

Steam     VNDB    Genre – Yuri, Murder Mystery, Philosophy    Play Time – 15 hours

Sit down all for another of Watanabe Ryouichi’s weirdly horny philosophy lessons this time featuring a plethora of very aggressive lesbians. It is a strange fever dream of a game which wildly jumps around in tone from whimsical to deadly serious sometime within the same scene in a clear effort to throw the player off balance. Over the course of its play time there are a number of engaging and thoughtful issues dissected, these reflect onto the player’s own life in a way which makes them reconsider the bigger picture. However, Fuyukuru can be a bit clumsy in its execution with multiple instances of major plot information being thrown out with no fanfare in a blink and you miss it manner. Yet there is no denying this is a unique visual novel pushing for an angle which will make it stick in your head and for those up to the challenge it is something worth experiencing.
 

Phantom PHANTOM OF INFERNO NITRO ARCHIVE

Steam     VNDB     Genre – Crime, Thriller     Play Time – 25 hours

Talking about this version of PHANTOM OF INFERNO is a bit odd since it is the second English release of the game (the other being an ancient and weird bastardisation) while also being a port of the Japanese only Xbox 360 version. Rather than the older sprite work it chooses to take visual elements from the anime and make these the baseline for it overall aesthetic which is probably for the best given how time has not been kind the original’s character portraits. It also adds scenes and narrative beats from the anime into the visual novel’s story leading to becoming a chimera of the two versions. Despite all these changes the core identity of the game still remains and given this is the only easily available release in English, this is the best way to experience this classic visual novel and one of Nitro Plus’ earliest works.
 
 

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.
 
 

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