Photographic Assets – An Anatomy Of Visual Novels


Taking Snapshots

 
Historically visual novels have always had a tendency to utilise Photographic Assets for their lower cost or due to a lack of artists on the project. Some of the stars of the medium can be pulled from this pool from Higurashi to Tsukihime so it is no barrier to the creation of memorable experiences, but can it actually be a benefit? Being cheap frees the developer from the expenses associated with those assets and may allow them to strategically spend that money elsewhere while also removing a major barrier to entry when it comes to creating a visual novel. If the game is already set in the real world or adjacent to it then photos can help reinforce this idea of it being a tale which happened just around the corner of our everyday lives. Altering the Photographs for an artistic effect and blending them into the pool of other assets leads to distinctive mixture of the familiar and alien and some vastly different presentational outcomes. Let’s take a quick picture and find out how these assets work in practice.
 

Cheap Convenience

 
Many of the notable titles utilising Photographs as part of their package come from the doujin sphere. For them these assets are a reflection of their limited budget and the skill sets of their creators. These are people with a passion for their projects but not necessarily the full suite of skills needed to produce a high quality product nor the money to hire another person to do it for them. So the Photographic Assets are a great way to side step this issue by providing an easy to parse style of presentation, since it is just taken from real world things the player will be familiar with. Relying on their status as low budget games they do not have to deal with the negative associations of this choice since expectations are adjusted when someone chooses to pick up something made in the doujin sphere. The quality of these titles is instead leveraged into the stories they are telling and the interesting ways they can tell them. One of the iconic examples of this group of games is Higurashi’s original release which was characterised by photographic backgrounds of a real rural village with sprites created using the developer’s limited drawing abilities. It is obvious the photos are a cost cutting measure where the narrative and soundscape of the work do the majority of the heavy lifting. Despite this there is a surprising amount of thought put into the composition and framing of each shot used and how they can be made to serve multiple purposes, being the backdrop for comedy one moment and horror the next. While it is not as diverse as its drawn counterpart due to it being bound by the real world, there is still a strong sense of the vision which underlines the personal and intimate fear Higurashi is know for through the way the almost idyllic images contrast with the dark emotions they conceal just out of view. 
These photos are functional above everything else

In a similar vein Tsukihime’s Photographic Assets are a product of the limited money available for its development and is the poster child of getting a lot out of a little. Being an urban fantasy with its mix of present day locations and supernatural forces, primarily vampires, gives the game a greater flexibility than an intense horror experience like Higurashi. This frees it to be a little looser in its implementation of variety with many backgrounds being the same image with a filter over it to try and sell a different time of day or the idea it is another location entirely. Tsukihime can get away with such a high level or reuse due to the lack of emphasis it places on these asset which it instead pushes into the character sprites and the dramatic nature of the writing. In a higher budget title this would be a distracting for the player, but in the doujin context it can be a core part of the experience of such a passion project.
 

The Real World

 
Since photos are a captured image of the real world it is only naturally visual novels would want to take advantage of this connection to ground their stories within reality. This approach aims to give the emotions and ideas a means of reflecting onto the player’s own life or creating the sense these tales are happening right now around them. For games about the smaller and intimate moments of people’s lives this grounding allows for the weight of characters’ actions to be further pushed as human with all the messiness it implies. The kind of visual novels which present this angle tend towards shorter and focused style of experience where this connection to the real world can be used as an effective and contained framing device. Looking at narcissu shows a prime example of what leaning into this angle can achieve. Its hazy presentation of its Photographic backgrounds elicits a sense of half remember reality where the themes can find a footing for its ideas yet remain vague enough for the characters’ emotions to be the main source of momentum. The way the entire game’s visuals are presented though a slit like view contributes to a blurring of the line between the different asset types and lets the realism of the photos bleed over into the drawn images to further their connection to the player’s own life. Having such a serious main driving force in the form of terminal illness lends itself to this sense of reality given its tone and the normal nature of locations the cast visit. 
Embracing the photos creates a distinctive experience

Rather than being a simple reflection of our own lives, this grounding in reality can instead be used to sell the idea of a story playing out in our world despite its otherwise outlandish plot and contrivances. Such a choice aims to emulate the benefits of live action mediums which inherently sell the sense of their stories being real since their props and the fact their actors are all living people the viewers will recognise as such and draw a line between them and their own lives. 428: Shibuya Scramble is the visual novel which embodies this approach in its totality. Almost every asset in the game is Photographic and this gives the title a texture which immediately makes its stand out as a story set in Shibuya. The photos of real world locations in the ward provides a sense of place more believable than an artistic representation due to the way it can capture the imperfections of the buildings and streets. Unlike in many other titles using Photographic Assets, Shibuya Scramble employs actors as its cast rather than using character sprites and they are often in photos taken on site so forming the CGs through which the majority of the story is told. As a thriller there is a need to keep the increasingly dramatic plot in some sense of reality and this complete commitment to a real place and actual people lets the player suspend their disbelief even in the face of its many twists.
 

Blending In

 
Tone is a major consideration when a visual novel chooses to utilise Photographic Assets, but not every one wants the realism associated with them. The solution these titles have found is a blending of the photos into the overall aesthetic of the work through heavy use of filters and merging it with drawn images. Doing so causes them to take on an almost dream like quality where the disconnect between their realistic presentation and the fantastical alterations made to them fuels a sense of otherness. As such this technique is mainly seen in games with some kind of fantasy element to play off or those which already have a strong visual identity the photos can be integrated into since these can get the most out of the impact it can provide. Few visual novels can match the artistic distinctiveness of The House in Fata Morgana so its use of Photographic Assets can demonstrate this trend. Its striking art style is a big factor in its appeal and so everything in the game revolves around making the most out of this trait. To ensure the photo backgrounds do not clash with this choice of design, they have a heavy oil paint like filter applied to them and additional splashes of strong colour spread liberally. This gives them a character of their own where they are a vaguer and saturated version of reality and act like a stage upon which its cast perform their grand play. 
Making the blacks its core visual element leads to something more than real

Similarly Phenomeno’s supernatural horror is reinforced through the exaggeration of blacks in their use of colours. This extends into its Photographic Assets where even bright day time scenes are defined by strong contrasts between the lights and the shadows they cast and this is even more prominent at night where the bright colours struggle to have a presence against the overwhelming dark. Since the connection between monsters and the dark is baked into our psyche, every black shadow in the game has a chance to contain the supernatural threat underpinning the story. Having this link be through photos creates an additional sense of the dangers being just around the corner of our lives while not pushing it too hard since the heavy blacks make the images vague enough to be just about anywhere.
 

Conclusion

 
Choosing to use Photographic Assets in a visual novel has a wide array of associations, reasons and benefits which have shaped its perception and power over the player. Money constraints often lead to using photos as a short cut to reducing the cost of making a game so the emphasis shifts onto the other elements to take the load off the visuals. If they are properly blended into the rest of the assets they can lend a memorable artistic quality and form a kind of hyper reality to enhance the title’s overall identity. Committing to the Photographic Assets can lend a sense of realism and place to what otherwise might appear to be outlandish or overly emotional stories and ground them in the player’s experiences. Overall such assets have an interesting variety of uses and they are particularly effective in small scale or indie titles where player expectations allow them to shine.
 
 

JRPGs – Uncovering The Hybrid

 

 

On A Grand Adventure

 
Visual novels and JRPGs have an interesting history of interactions and there has been a lot of overlap in the way they present their narrative elements. When used together in the form of a hybrid they can play off the mechanical traits of the JRPG to compliment to player’s journey. Core to making this approach work is the way the story can breathe life into the static numbers of battle while those same stats add a sense of substance to the narrative. Helping this along is the tendency of RPG combat to naturally be its own kind of storyteller which creates organic moments or highlights key pre-existing ones. However, at what point is a JRPG’s narrative no longer a hybrid with a visual novel and where does it become its own distinct kind of presentation? The line might appear clear, yet the more consideration this point is given the harder it is to draw this distinction with absolute certainty. Let’s start a new save file and discover how this pair are forever intertwined.
 

Stats And Spirit

 
Numbers define the systems of a JRPG both inside and outside of combat since all activities within it aim to incrementally increase the player’s stats and available abilities. At first glance this might seem like a poor fit to be paired with the character and emotion driven nature of visual novels. The key to their unity lies in how this contrast can be made to fill out the lacking areas in each of them. It is easy to become detached from the experience in the stat reliant construction of RPGs where the cast becomes nothing more than a collection of spreadsheets to optimise. This obviously makes it difficult to get the player attached to the characters and could result in them losing interest if the mechanics are not strong enough to hold the weight of the title on their own. In steps the visual novel sections to cushion this issue through providing an all consuming presentation of the cast in personal settings and climatic moments so the player has something to grasp. No longer are the characters walls of numbers but instead stand as believable people. Evenicle provides a good example of this reinforcement through how it plays up its cast at every turn. The various girls around which the narrative rotates also form the core mechanical party members for combat and since there is quite a bit of the JRPG side of the game a risk appears of them becoming more stat stick then person. To mitigate this the game leans heavily into interaction based visual novel sections where the cast talk and engage in comedy skits in order to keep their humanity front and centre of the player’s attention. These are backed up by the more sizeable plot scenes which are given emotional context through those smaller moments and the intimacy which visual novels thrive on. 
Battle Time!

In the opposite direction, a visual novel can something struggle with its own issues with player engagement when it comes to the limited ways it has for them to interact with the story. Here the JRPG elements give a solid and easy to engage with set of tools to regulate the player’s understanding of the story via a supplementary avenue. Let’s look at the Rance games to see how this actually manifests in practice. Here the RPG side is the core method of progression and as such the pacing of the entire experience revolves around it. This frees the visual novel sections from having to manage this aspect which means they can instead focus on what is needed in that specific scene. A greater sense of flow is provided to the transition in and out of these moments while Rance’s antics can be suitably spread out to ensure they remain humorous rather than wearing out their welcome. Curating the way the player engages with the story and cast in this manner is especially important for a comedy centric game since the delivery and timing of joke are important to its impact.
 

Natural Storytellers

 
One of the main strengths of this hybrid is both sides can be leveraged as storytelling mechanisms of vastly different kinds. For visual novels this is pretty self explanatory since their very nature is narrative and they present stories in the way expected from the standard linear structure. JRPGs on the other hand possess a far more nebulous kind of narrative quality in the player driven stories which form as a result of their interactions with the systems and the memorable moments it produces. These are the close boss fights and long stretches between save points where the mechanics of each playable character get a chance to shine and their successes and failures have an important role in shaping the way they are perceived. Controlling such moments can be a powerful tool for highlighting key narrative beats when the game really wants their impact to be felt. Fate/Extra has a particularly stand out example of this technique in the servant battles which act as the climax to each chapter. Each is an intense bout of difficult combat coupled with the small number of characters involved creating an environment conducive to organic narratives surrounding the overcoming of this obstacle passed through the lens of the story’s context. Impact is what this set up and this is achieved by producing an intense scene capable of lasting in the player’s memory where they own story intertwines with the title’s own. Marrying the two sides of the game in such a manner keeps the ups and downs of both in sync so they do not feel disconnected from each other. 
Extra lives up to the Fate wordiness

When it comes to the narrative space during extensive JRPG sections, they serve as an anchor for the experience to form an emotional thread around when the visual novel sections are not there to provide it. During such parts of Monster Girl Quest Paradox the weight is carried by the various monster girls the player can meet and recruit. Since they have a chance of randomly asking to join you after a battle no two players will have the same roster in quite the same order and it leads to each person experiencing the game’s content in a slightly different order. Due to the flexibility and options open for team building, the player gets to shape a crew of their favourites distinct from anyone else and it is their journey together through the challenging battles which the player is likely to remember most. By offering the space for the crafting of a personal story Paradox can allow its visual novel sections to take a backseat when needed and let the JRPG adventure play out without having to worry about a loss of investment from the more mechanical focus.
 

Too Much Of A Good Thing

 
Take any of the examples of this hybrid shown above and it is immediately striking how close they come to just being straight JRPGs. So the question must be asked, when does one end and the other begin? In examining this dilemma through a comparison the exact unique form of this hybrid can be defined. For this purpose the examples will be Persona 5 and P3P as the representatives of the JRPG and Evenicle once more for the hybrid. Despite Persona 5 possessing character sprites and text boxes there is little doubt these elements do not constitute a visual novel in any capacity. This is primary due to the manner in which they frame the events occurring on screen through the 3D models providing much of the context and drama leaving the rest of the presentation to tidy up the edges. Hence why the sprites of Persona 5 are fairly static when compared to those of Evenicle which has a variety of poses and greater expression in them since it has to solely rely on them to carry the story. The effect on the overall narrative is a focus on bigger moments and striking emotions in Persona 5 where the 3D models allow for a greater high of physical performance while Evenicle tends to zoom in on minor and personal scenes with group dynamics and the construction of its story out of smaller and more numerous building blocks. 
P3P is such an odd title stuck between port and expansion

As such P3P is an interesting specimen due to it lacking the 3D models of its original and instead having to rely more on static assets due to the limitations of the PSP. This change did not result in a shift in how the narrative conceives of itself and still continues on as if there were fully emotive models playing in the background. Scenes do not have the extra lines of text to compensate for the lack of other avenues of expression and it is clear this game was occupies the same JRPG design space as its sister titles within the mind of its developers. On the other hand Evenicle contains a lot of the internal and explanatory text expected from a visual novel adjacent title and understands the space and tools it has to work with. Due to the developer’s work within the visual novel sphere this understand of narrative design is reflected in the way they conceive of its place as a pillar of the final product.
 

Conclusion

 
Intertwined through their joint understanding of the importance of narrative, JRPGs and visual novels can play off their common strengths to create a complete package of presentation. The stat based nature of JRPGs can provide substance to the visual novel sections while they provide a personal touch to its cold calculations. Leaning on 3D models and limited narrative elements is at the core of a JRPG and a visual novel element can reshape this into a more intimate style of story. Mechanics can naturally lead to their own organic player driven stories which offer a means of exaggerating key moments in the story or filling the down time between narrative content. Overall the pairing is difficult to effectively implement but does offer an intricate set of tools for those who want to get more out of their JRPG’s tale.
 
 

Otome – Genre Deep Dive

 

A Feminine Touch

 
As the inversion of the male centric structures typical of many visual novels, it may be tempting to dismiss the beautiful woman surrounded by handsome men as being more of the same just with the roles swapped. However, this change in gender focus results in a fundamental shift in design philosophy in order to appeal to a noticeable different demographic. The larger male cast in the form of the suitors is reflected in the way they clash and interact with each other and their more aggressive pursuit of the heroine’s affections. Emotional intelligence defines the Otome heroine, they mix personal vulnerability with strength in their romance and complete the suitor in a way which places the pair on equal footing. Otome’s freedom from the typical trappings of the male centric romances allow for a broader spread of settings, themes and tones without losing sight of the attractions of the romance fantasy. Yet it still adheres to much of the overarching expectations of visual novels such as choices, routes and even its use of erotic content. Let’s flee from the parade of adoring men and find out how the genre’s core features promote such a distinct identity.
 

Pursued By Suitors 

 
Just like the heroines of male centric visual novels, the suitors are the main selling points of Otome and form the backbone of the conflicts and narrative direction. They differentiate themselves from their female equivalents through how their masculinity is played up to achieve a unique suite of personalities. Suitors tend to be more aggressive and possessive in their romantic pursuit of the heroine and they are often the ones to initiate the first push even if the heroine ends up being the person who makes their relationship a reality. Amnesia: Memories loves its its overly possessive men with almost all of the suitors demonstrating these tenancies at some point or another. By far the most extreme example of this is Touma who locks the protagonist up in a cage in what he claims is an act for her own safety and, while the game does treat it an overprotective action, it is never painted as negative. Instead he is just letting the possessive aspect of his love taking over and the protagonist has to work to bring him back to reality so they can be together. This allows the protagonist an agency over the narrative through being the one who ultimately resolves the conflict with a taming of the beast style of romantic fantasy.
Not exactly a great first impression

Undertones of violence are a common among Otome suitors were the man is just a powder keg waiting for a spark to ignite. Mixing in this trait gives a sense of danger to what might otherwise be fairly vanilla romances and expanding on how conflict can be handled within the narrative. The suitors of BUSTAFELLOWS are all have a certain degree of this undertone due to their connections to the criminal underworld. On a moment to moment level this works as a way to keep the player on their toes since the treats facing the heroine could be inside the group and well as external to it. Even when it becomes clear the suitors are not an immediate danger the tension still remains for the men with more direct connections to violence such as Shu Lyn O'Keefe. The narrative value then transforms into a process of overcoming the barrier this presents between heroine and suitor and fleshing out their character arcs as the motives of the suitor are revealed. It is worth noting at this point the connection between these traits, attractiveness and erotic appeal within the genre’s audience. While Otome eroge rarely get localised they do in fact exist and display the same aspects of masculinity just filtered through the characters’ sexuality. Let’s look at one of the few translated examples in Fashioning Little Miss Lonesome. It is different in tone from the previous titles covered as a comedy romance and so lacks the direct undertones of violence present it those games. Yet when it comes to possessiveness and aggressiveness the suitors are more than happy to oblige as they pursue the heroine and coerce her into going along with their plans. This plays into the comedy and erotic nature of the game through its sheer absurdity and the way it leans into these as attractive elements to create an appealing and safe fantasy for the player to enjoy.
 

The Not So Distress Damsel

 
Otome heroines make for an interesting contrast when compared to their male equivalents given how vulnerability has a prominent role in their characterisation and development. This is not the same as being weak where they are a damsel in distress to be protected by the suitor, even if that style of narrative does exist within Otome. Rather it is a characteristic of their emotional intelligence where they are able to be open with their own feelings in a way male character is simply not able to be. This is especially important in the way it relates to the suitors since they need her to help them sort out their own chaotic emotions and reach the happiness they desire. Through this the heroine attains a critical non violent role within the story’s progression to ensure they are always relevant and pushing the plot forwards. The heroine of Hakuouki, Yukimura Chizuru, is a good example of this idea as while she does have some martial skill and supernatural blood in her veins, her identity in relation to the suitors in not defined by these traits for they instead come to rely on her to be their emotional crutch. As the suitors place in the world is taken away from them over the course of the narrative, Yukimura remains the only constant in their lives and she has to grapple with their increasingly decaying mental state in an effort to save them from this downward spiral. Her ability to successfully navigate this process works well as a core pillar of the game since its heightened feelings naturally lead to big outburst and powerfully empathetic moments from both sides of the relationship. 
A promise can mean a lot

A variation of this can be seen with Steam Prison’s heroine, Cyrus Tistella, who early on in the story is placed into a dangerous situation which she spends the rest of the game dealing with and manages to do so in no small part due to her emotional intelligence. It is through her ability to see beyond the fronts of the suitors she is able to pull herself up after her fall from grace since she is able to pull out the good in them even when it appears there might not be any. What is important here is the way this sensitivity to emotion serves her better than her notable physical prowess, in part due to her diminished position, but mainly due to the way it aligns the game’s themes unity and seeing beyond discrimination. Another approach to this emotional sensitivity is contrasting it with the violence which the heroine and those around them engage in. Ueno Enju from Nightshade presents this conflict between the two sides of the heroine, the emotions she feels for those around her and the shinobi heritage which she takes pride in yet is a path steeped in violence and ruin. The outcome of the story is based on which side she chooses and so is how the suitors react to her which makes for an engaging friction amongst the group.
 

Conflict Across The Spectrum

 
One of the noticeable features of Otome is a willingness to leave the confines of the typical school setting and try its hand at stories in a fantastical or adult environment. Schools do still have a major presence in the genre but not quite the strangle hold it has over male orientated titles. The kinds of female appealing narratives offer a greater degree of freedom in the way they can be presented to the player as demonstrated in the previous sections. Underpinning this flexibility is the aforementioned elements of danger from the suitors masculinity which naturally lends itself to being mixed in with other sources of more mature threats and mysteries. Many of these settings have the characters as adults within a working environment like the police in Collar x Malice. For its protagonist, Hoshino Ichika, her work provides a reason for her to become involved with the suitors and place herself in danger while doubling up as an avenue to express the game’s themes. Given the already contrived nature of the title’s set up, it would have had to tie itself in even more knots to get a school setting to make sense on top of it not meshing with the tone it wants to establish. The work environment and professional experience of the cast also lend the narrative a baseline level of maturity within the player’s mind before they even open their mouths and further reinforce this direction. Otomes entirely detached from the real world are also freed from the school mandate if they set the appropriate expectations, such as with Psychedelica of the Ashen Hawk. Under a blanket of thick snow and medieval trappings the game keeps any thoughts of school out of the player’s head by rapidly defining the limits of its narrative space and confining them within its walls. Despite the relatively young age of the protagonist, the focus on the concealing their gender and the danger they become involved in make sure the forwards pressure becomes a core aspect of the title’s identity. Such a story relies on the completeness and alien nature of its setting to immerse the player and so the freedom from setting expectations allows it commit to the absence of familiar elements from our own world.
Colours and place create a powerful sense of place

Conclusion

 
No genre is quite the same as Otome with its particular vision of romance, drama and characters, even its male equivalents tend towards stories of very different kinds. Part of this uniqueness stems from the suitors and the way they lean into their possessive and pursuit of the heroine to create a cast of proactive and dynamic individuals. It is also a genre not bound to the school setting to the same level as its peers so offers a flexible package for a greater variety of stories to be told within it. The way the heroines of Otome get to present their strength and vulnerability through their emotional intelligence results in more charged narratives where the suitor needs the heroine as much as she needs him. Overall the effect which the gender of audience has on how visual novels can present love and relationships is interesting to witness and shows what can be achieved within the medium.
 
 

Irotoridori no Hikari Review – Colourful Is The Future Of Love

 

Genre – Romance, Slice of Life, Fantasy    Play Time – 25 hours    Developer – FAVORITE    Patch Download   VNDB

 

Call Of Forgotten Memories

 
When following on from a visual novel with one of the most satiating finales in the medium, but some mixed quality heroine routes, how do you provide any meaningful additions to story? Irotoridori no Hikari’s answer is to be a hybrid of sequel and fandisc to try and expand on the ending while tidying up the lingering issues. The main way it does this is through the heroine after stories which take the cast and address any remaining conflicts and give them proper conclusions. Returning characters maintain their strong personalities and now feel like a part of a group as they interact more rather than being an island to themselves as they were previously. Visual design continues to be this series’ strength with it doubling down on the imaginative art styles of the new worlds the cast find themselves in and it keeps the player excited to see more. However, not everything is quite a brilliant when it comes to Irotoridori no Hikari’s role as a sequel where it is clear they did not know what direction to take the narrative and instead repeated the original’s ideas in a new inferior and messy package. Can the after stories do enough to hold the player’s interest or will the burden of succession be too much? Let’s return to the library of souls and find out.
 

Expansion And Completion – Narrative and Themes

 
The overall quality of narrative’s implementation is a significant set up over the original both in terms of its broad strokes and the individual heroine after stories. Many of the rough edges which made the original feel so uneven at times have been sanded down with a renewed focus on the cast’s presentation. Gone are the lengthy and dry flashback scenes so prevalent before and in their place are conflicts and emotions grounded in the here and now. This makes the development and explanations of the cast's struggles feel more organic within the flow of the story for an overall pleasing play experience. Then there is the greater inclusion of the different worlds visited through the basement and these are given new layers of depth and fantastical wonder be they new or returning places. Each one now has a complete vision of what they are and how they relate to the cast rather than just pretty backgrounds as many were in the original. What changes such as these create is a well rounded sense of place and people which is core to the appeal of this series and tries to retroactively rehabilitate the previous weaknesses.
Looks like her brain has shut down

Each heroine after story falls into one of two camps, those consistently dedicated to a single narrative through line or those split down the middle between a slice of life opening and the conflict centric second half. Mio and Kana’s after stories fall into the first category and make for an interesting pair to contrast the strengths and weaknesses of the after stories within Irotoridori no Hikari. When looking at Mio’s story it quickly becomes clear this is the weakest of the bunch due to its unfocused direction. It lacks a core arc and instead tries to stretch out the thinly vailed metaphor of Mio’s transparent body over a play time it is not capable of supporting. Then part way through another character gets reintroduced after which their characterisation becomes the centre of attention to the point you could be forgiven for thinking it was their after story. Despite this wandering about, the after story is still does just enough to justify its existence and is an enjoyable enough expansion to Mio’s original route. By contrast Kana has the strongest after story in the game with a clear focus which wraps up her arc in a nice bow. Part of the reason for this comes from its extensive use of the other worlds starting out in the familiar town of yokai and ending up in a snow covered library filled with robots. It also more explicitly ties the themes of Haku and Ren’s conflict to Kana’s own regrets so both can reach a satisfying resolution in tandem. The way they play into each other creates a constant core identity underlying the experience so no moment feels like the game is spinning its wheels. Kyou and Tsukasa’s after stories belong to the second kind and share the same set of boons and issues. Both their opening halves are unrelated slice of life sections where nothing of importance happens for either and they remain static continuations of their original selves. This makes for a somewhat dry start but the way they lean into the group dynamic, and sell the post route relationships the cast have with each other, does provide enough entertainment to not make these sequences too boring. By contrast their second halves contain major and important resolution for them to the point at which this material should have been in the original route since it that impactful to their arcs. As a result there is a certain whiplash when this shift between the two happens since little set up is done before hand and it does not make for a smooth transition. Yet the emotional catharsis provided through these second halves cannot be over stated and more than compensates for the weaker opening.
It is never easy to reach what we desire

Perhaps the keen eyed among you might have noticed the absence of a specific heroine from the prior discussion, the pancake loving Shinku. This is because her after story is tied into the largest problem with Irotoridori no Hikari, its attempts to expand the original’s broader strokes in terms of protagonist Yuuma and those associated with Shinku’s world. In isolation Shinku’s after story is a sweet tale about her trying to be cuter for the sake of being Yuuma’s bride while coming to accept her feminine aspects with a few crumbs of future plot developments. Its issues stem from the way it resets Shinku and Yuuma’s characters back to the way they were before the finale of the original game and so playing it is like a constant stream of deja vu. A minor problem with the overall structure of the game is the way the greater narrative set up in Shinku’s story does not progress and the player is forced to do all the other heroine stories before they get more on it, at which point they might have forgotten much of it. Once the player has moved beyond the after stories, the next issues rears its head in the form of the Ai side story. This begins a recurring lesson this game shows us, sometimes you should not explain or show in detail things which were never meant to be a core focus. For Ai’s story this is the world she and Shinku originally resided within where everyone gets one wish granted. The extended time the player is now given in this world reveals how poorly thought through the whole concept is and why it was so vague in the original game. It is not a fantasy world so the wish system and its ridiculous implementation within the world are distracting and hurt the characters associated with it since they end up have do dance around this lumbering elephant of a concept. After this side story the player will reach the game’s finale and they will quickly come to realise it is a poorly executed repetition of the original’s conclusion. Shinku and Yuuma undergo the exact same arcs as before up to and including the separation of the pair being a major dramatic device. Except this time is feels the need to give Yuuma a backstory which adds nothing to his character and removes a layer of mystery in exchange for a dry and hollow explanation. Everyone involved more or less ends up back to exactly the same place they started the game and it comes across as the game spinning its wheels since it does not know how to move on from the original. These combine to sour the experience of playing Irotoridori no Hikari rather than ruin it since the majority of the time spent with it will be in the other character after stories.
 

New Expressions On Familiar Faces – Characters

 
When it comes to the cast they are almost entirely inherited from the original title, which is to be expected from a sequel, and the game does a good job of continuing what made them so memorable in the first place. The arcs they undergo in their after stories give a fresh perspective on what makes them tick and helps round out their colourful personalities while being a joy to watch. Shinku and Protagonist Yuuma are still loveable characters despite the reset they undergo and this it is a testament to the emotional investment they are capable of invoking even in this diminished form. A majority of the play time is spent focused on this cast and their ability to be so human provides the player with something solid to grasp on to as they reacclimatise to the narrative. The problematic characters are Ai and Original Yuuma who are also more or less exactly the same as in the original game which is to say flat and weakly presented. In that original title this made sense since their role was an extremely minor one so additional depth would have been a waste of time, but here their major role in the side story and finale makes this austere identity distracting. Compounding this problem is the introduction of a new character in the finale who is completely devoid of the unique personality traits of even the weaker characters like Ai and Original Yuuma and exists to function as a deus ex machina for the plot. They are a black hole who’s position in the story meant they could never be given any meaningful identity due to their minimal screen time and so end up as a worse version of Ai’s role in the original.
Poor Kana remains a terrible maid

Sakura In The Snow- Visuals, Audio and Technical

 
Visuals were always something the original game excelled at and Irotoridori no Hikari builds upon this foundation to expand on its weaker elements. In particular the new locations are a stand out for their distinct use of colour and striking imagery to sell the other worlds the characters find themselves exploring. The new CGs keep to this vision of a dream like quality which exaggerates the emotions of the scene it accompanies creating a heightened awareness in the player of the subtleties being acted out before them. Similarly the music maintains the same identity and plays with the inherited soundtrack to recontextualise the familiar tunes within new situations. This way the memory and immediacy of the OST is merged together reinforces the game’s atmosphere while expanding on what sort of emotions in can invoke. As for issues there is a minor technical issue in the structure of unlocks where the opening after story unlocks the rest then they must be played to unlock the side story and finale. This is a problem due to all the new plot being in that opening and ending with nothing being contained within the other after stories. Poor pacing is the result where the player is suddenly jerked back into the narrative after having left it for many hours which makes it difficult to reinvest in the plot.
The other worlds are striking

Conclusion

 
Irotoridori no Hikari was given an impossible task of being both a sequel and a fan disc at the same time and balancing their disparate needs, so it should come as no surprise it has its fair share of issues. The after stories expand on each characters arcs in fun and engaging ways while wrapping up any lose ends left from their routes. Accompanying these are a general tidying up the narrative structure, such a not relying so much on flashbacks, which make the reading experience more pleasant. Visuals and audio inherited from the original are expanded and give new life to familiar spaces. The returning cast remains as strong as ever and their emotional exploration and conflict is a core part of the game’s appeal. It is when Irotoridori no Hikari tries to be a sequel the issues pop up as it does not have a concrete idea of what to do next so it just makes a worse copy of the original’s finale. Couple this with a reliance on some of the weaker characters for its payoffs and the result is a messy final act. Overall, Irotoridori no Hikari has more than enough it is favour to recommend it, but the mixed quality of content may leave a sour taste in the mouths of some players.
 
 

Verdict – 

Revisiting the colourful world is an absolute delight as familiar faces are given proper resolutions and entertaining interactions. However, its attempts to move on from its predecessor are poorly executed and it ends up being a weak imitation.
 
 

Pros -

 
+ Strong after stories which wrap up and expands each heroine in new and exciting direction.
 
+ Many of the minor issues with the original’s narrative presentation have been resolved.
 
+ The returning cast remain as strong and loveable as ever.
 
+ Excellent visual are put to good use creating the imaginative world the cast traverse.
 

Cons - 

 
- The side episode and finale are weak and end up as a worse version of the original game’s conclusion.
 
- Ai and Original Yuuma are not developmented in the way they needed to be for their role in the story to work.
 
- Resetting Shinku and Protagonist Yuuma’s character arcs makes for a repetitive experience where the player constantly feels like they have seen this all before.
 
 

Best Visual Novel Releases – February 2026


The icy clutches of winter have begun the slow process of thawing and as heat returns to our bodies now is the perfect time to look at what visual novels have come out while we were shivering in the cold. This month has been a shot in the arm when it comes to new releases with some prominent titles come out and developers finally stepping into the English language space. As a result there is quite a range of games on offer from an alternative universe reimagining of a classic otome to a strange mixture of violence and comedy. Let’s dive in and see what you should be playing from the past month.
  

Official Releases

 

Wayblazer Dämmerung

Steam    VNDB    Genre – Fantasy, Dungeon Crawler    Play Time – 60 hours

This title marks the first official English localisation of a Eushully game with their distinct brand of gameplay centric visual novels. Wayblazer Dämmerung is a high fantasy tale about the struggles of a young man and the kingdom around him, wrapped up in an isometric dungeon crawler RPG. It plays to the strengths of each side with extensive narrative sections which know when to stop and let the mechanics be front and centre before swapping back for the next big plot beat. Supported by a colourful cast of playable characters are the various outings the player will making into the dungeons and they give a life to proceedings and promote an investment in the world. A must play for fans of a good visual novels and JRPGS.
 

Wagamama High Spec OC

Steam     VNDB    Genre – Slice of Life, Romance, Fandisc    Play Time – 10 hours

As a fandisc for an original title which came out in English nine years ago, OC has an uphill battle to get the player reinvested in these heroines. Thankfully it not just a collection of after stories but also includes some new routes for previously minor girls which helps inject a feeling of new life into the experience rather than be a trip down a faded memory lane. These new additions are the homeroom teacher Yukari, the protagonist’s editor Chitose and the class representative Karen. Each one brings their own new conflicts and contributes to a sense of uncovering new sides to characters the player though they knew. Wagamama High Spec was never a particularity complex visual novel instead leaning into a comfortable feeling as its main appeal and OC does nothing to shift this so may end up feeling familiar to fans. However, this may be exactly what you want and if so this is fandisc will deliver that in spades.
 

Hakuoki SSL ~Sweet School Life~ 

Nintendo Eshop    VNDB    Genre – Alternative Universe, Spin Off, Slice of Life, Otome     Play Time – 20 hours

Did you play Hakuoki and think all the stuff about the Shinsengumi, oni and the fall of the shogunate was just getting in the way of the romance? Well SSL ~Sweet School Life~ has you covered as it takes the suitors and drops them off into an alternative universe school setting for some traditional slice of life love stories. Yukimura Chizuru is the only girl at a previously all boys school and as you can imagine this leads to her being the centre of the men’s attention. The game does a good job at taking the suitors’ core personalities and motives and translating them into a modern day and lower stakes environment while keeping enough to make them instantly recognisable. Considering all the inside jokes SSL scatters throughout its play time, it assumes the player has completed at least the original narrative and uses this basis to have a bit of fun with the player’s expectations. In isolation it is still a solid school otome, but just playing this one game on its own misses out of much of what it has to offer the series.
 

Death Match Love Comedy!

Steam    VNDB    Genre – Comedy, Mystery, Violence    Play Time – 20 hours

Meshing colourful hyper violence with an over the top romcom is certainly one way to leave a lasting impression. The premise of having the protagonist explode if a girl confesses their love to him should speak to the kind of tone this visual novel establishes from the start. He must fight off potential love interest and discover the reason behind he new found tendency to detonate. This is a game with a high amount of bad endings to sell the absurdity and danger of the situation he finds himself in so be careful with your choices. If that was not enough all sorts of strange supernatural elements from angels to a weird pink cat creature will prevent him from being able to smoothly escape his fate. Death March Love Comedy has a very specific brand of humour, as you might have guessed by now, which it not for everyone and if you do not find it funny then there is very little else for you here. So if you did not chuckle at the premise this may not be worth your time, but if it did then welcome to a wild ride.
 

DRACU-RIOT!

Steam    VNDB    Genre – Romance, Comedy, Urban Fantasy    Play Time – 40 hours

After being stuck in the seven circles of localisation hell, DRACU-RIOT’s English release is finally seeing the light of day. This is one of Yuzusoft’s earlier titles and marks an interest phase in their development into the major studio they are today. It follows Mutsura Yuuto through a series of unfortunate events where he is involved in a kidnapping and ends up becoming a vampire. Now unable to leave the artificial island of Aqua Eden, he must adapt to his new vampiric lifestyle and in the process get to know the heroines who have found their way into his life. The strong merging of urban fantasy and romance form the core of the game’s appeal and sets it apart from the studios other titles while still having the quality and flavour they are know for. Overall this is a perfect title for those who want their romance visual novels to have a little something extra.
 

PARANORMASIGHT: The Mermaid's Curse

Steam     VNDB    Genre – Horror, Mystery

The first PARANORMASIGHT game was apparently enough of a success that SQUARE ENIX decided to green light another one. Set on the remote island of Kameshima and featuring an entirely new cast, this tale of horror focuses on secret Mermaids of Ise and how they play into the fates of the people living on the island. This mystery is the backbone of the game’s momentum as dangers and truths from the distant past come up from the depths of the water. Just like its predecessor this title is not revolutionising the genre and instead represents a competent and well put together example of what fans are looking for. Since it is not connected to the previous entry this makes for a good time for anyone seeking a suspenseful bit of horror.
 
 

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