Archive for July 2022

Best Visual Novels Releases – July 2022


Summer’s Hottest Month

 
July has been a scorching month around the world and it has also be a month of hot releases in the realm of visual novels. There have been some outstanding games released from supernatural mysteries to sci-fi mecha epics and the quality of the stories on display are some of the best of the year. Let’s waste no more time and get straight into these exiting releases.
 

Official Releases

 

-Muv-Luv Alternative Total Eclipse Remastered -

Steam   VNDB   Genre – Sci-fi, Mecha.   Play Time – 50 hours.


Muv-Luv is a series with so many spin offs and episodic sequels that it can be a bit overwhelming at times. So here we are with the series' latest release, the remastered version of Total Eclipse, an entry in the Alternative setting, and one of the better extensions of the universe. Its focus on a new cast and story distinguish it from the other spin-offs which are content to languish in the shadow of the original games. The strong interpersonal conflicts make each character stand out as they all pursue their own beliefs and push forward the main plot about the development of a new a Tactical Surface Fighter to help fight against the alien BETA. For fans of the Muv Luv series Total Eclipse is definitely one to pick up if you want a new angle on the series, but it is not a great starting point for those new to the series.
 

-Kinkoi: Golden Time -

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

Golden Time is the fandisc of last year's Kinkoi: Golden Loveriche and contains after stories for the previous game’s heroines as well as new routes for Ayaka and Caminal. Needless to say this is a game aimed at people who liked the previous entry and want to expand on that experience. On this front Golden Time delivers an excellent rendition of the qualities which made the original game so entertaining with just the right amount of comedy and drama to keep you engaged without being too taxing on your emotions. More of the same but in the best way possible.
 

-Mothmen 1966 - 

Steam   VNDB   Genre – Horror, 60’s.
This is a game which might have flown under some people’s radar due to distinctive art style, with its heavy use of green, being something which is likely to turn off as many people as it attracts. However, for those who give it a chance they will find an engaging horror story based on mid-20th century pulp fiction and playing on the myth of the mothmen. The stylistic pixel graphics and second person narrative work in tandem to invoke the period it draws from and plays of it in new and imaginative ways. If you want something a little different in your horror then Mothmen 1966 is for you.
 

-Digimon Survive - 

Steam   VNDB   Genre – Monster Sim, SRPG.

After having been delayed, Digimon Survive has finally be released and marks a departure from the more rpg style games of recent Digimon titles with its infusion of strategy gameplay into the series. This title is a mixture of SRPG and visual novel rather than a pure visual novel and as such the role of the visual novel segments is to carry the narrative and set up for the SRPG missions. The game overall emphasises its story to the extent that any fan of Digimon and of good visual novels will find something to like in its personal narrative of discovery and survival in an unknown world. Having an all new cast also makes this game an excellent entry point into the world of Digimon for those new to the series.
 

-TAISHO x ALICE: HEADS & TAILS -

Steam    VNDB   Genre – Otome, Romance.   Play Time – 15 hours.

Heads & Tails marks the second fandisc on this list and just like the previous one it contains after stories for all the original main cast as well as two new routes (in this case for Ookami and Ryoushi). However, this game goes above and beyond with the inclusion of school parody story with routes for all the original characters which allows the player to experience a new angle to their favourite characters. Heads & Tails is definitely a game aimed at fans and it expects you to already have a bond with these characters, making it hostile to those who might want to start with this game. The solid romantic writing of the original game are still here and the shorter play time leads to a tighter experience with the emotional moments being as strong as always.
 

-Amatsutsumi -

Denpasoft(18+)   VNDB   Genre – Romance, Superpowers, Mystery. Play Time – 30 hours.

Purple Software have developed some interesting visual novels over the years, from Hapymaher to Chrono Clock, but nothing quite matches up to the success and quality of their latest English release, Amatsutsumi. The story follows Makoto who has the power to control people with his voice and it is about his journey to discover the nature of his power and understand the girls he meets along the way. Amatsutsumi makes clever use of its supernatural powers to strengthen its key emotional moments and makes sure it never overshadows the core themes and characters. The quality of the writing and the focus on its overarching plot with an engaging cast elevates this visual novel to heights that no other Purple Software game has reached. It is a must pick up for any fan of a gripping supernatural mystery with one of the best stories in the medium.
 

The Common Route – An Anatomy of Visual Novels

In The Beginning 

 
If there is one structural element which is used by most visual novels it is the Common Route. This linear opening section contains the choices which decide the route you will be sent on as well as providing world and character building setup so that the routes can focus on their specific hero/heroine. They are so ubiquitous with visual novels that even those who are not familiar with medium still associate them with the Common Route. 
Do all visual novels need a Common Route?
Why has such a distinctive structural ingredient become so ingrained into the mind of visual novel developers? Other games which emphasise choice do not share this aspect and instead opt to use different structures such as the actions and consequences approach of Telltale games or the Mass Effect series. Visual novels alone champion the Common Route. This article will dive into the technical implementation of the Common Route and find out both why it is so widely used as well as its strengths and weaknesses.
 

The Backbone of a Visual Novel - The Pros and Cons

 
When it comes to implementing a common route into a visual novel there are many advantages but also trade offs to doing so. This section will cover some of the most prominent examples from each end of the argument and why you might consider having one in your game.
 
The strengths of the Common Route revolve around its function as the foundational pillar from which all other routes and elements can build on. The most prominent strength is the fact that the Common Route often does the heavy lifting when it comes to establishing the world and characters of the story. This means that the main routes do not have to get bogged down with exposition and can focus purely on their specific characters, themes and plots. The Common Route ensures a level of understanding on the part of the player which the writer can rely upon as a basis for what they can subsequently create. This prevents pacing problems in the main routes where the majority of important and memorable events happen and makes sure that the player is left with a positive impression rather than becoming bored with in-universe explanations.
Some Common Routes can be a bit on the nose.

In a similar vein, the Common Route allows for the establishing of a malleable status quo and sets the tone for the rest of the game. This is important as the routes which diverge off the Common Route are likely to have distinctly different themes and plots which might contradict one another if placed side by side. By building a flexible foundation in the Common Route a visual novel can avoid possible contradictions through allowing for a variety of outcomes to be reasonable extrapolations from that base situation. Working to complement this is how it establishes the tone of the game. While this might be subverted later on, it sets expectations which can be built off and provides a sense of consistency for the game as a whole.
Western visual novels also follow the trend of using Common Routes.
There are often a lot of different heroines/heroes to choose from and it can be overwhelming to make a choice about which of their routes you wish to pursue. A Common Route creates a space in which the player can get to know these characters before they need to make the important choices about routes and this allows the player to switch the character they are going after if they change their mind. This is important as it creates an understanding of the characters in the players mind and enables the player to choose the part of the game they are most likely to enjoy first, which helps ensure a good impression of the overall game.
Controlling the pace and tone of a visual novel is what a Common Route does best.
On a more practical level the Common Route is a useful tool to control the scope of a visual novel. There is obviously the contraction into a single section of the world building and character set up as mentioned before, but on top of that it is an easy area to insert in events from other routes which were cut for pacing reasons and need a new location to play out. In addition, it is a section which the player will repeatedly traverse through meaning it allows for a padding of the play time if you need to control how fast the player consumes the game.
 
Broadly speaking the weaknesses of the Common Route come down to the bad writing habits it can cause in some writers if they are not careful with its implementation. We often see this in the poor pacing which can be found in many Common Routes. The desire to put all the exposition and character set up in the Common Route can lead to an over-saturation of this content leading to a bloated and slow feeling pace and as a result it can struggle to hold the players attention. The Common Route should never outstay its welcome, it is not the star of the show just the warm up act. As such knowing what length of Common Route is appropriate for your visual novel is a key skill for the game’s overall pacing.
 
Common Routes thrive on character interactions.

Another common issue associated with Common Routes is that they can feel as if they disconnected from the routes which lead off them. This can happen for a variety of reasons, perhaps the transition between the Common Route and the other routes is sudden jump which makes no sense or perhaps the Common Route differ noticeably from the other routes in terms of tone with too much slice of life content compared to the rest of the game. These problems are symptomatic of the balancing act of content distribution in a visual novel. There is a temptation to put all of your slice of life elements into the Common Route so your other routes will be free to focus on their main stories. However, this can be done to the detriment of both Common and main routes by creating a clashing tone and uneven distribution of character moments.
 

The Foundation of Many Faces - Types of Common Route 

 
In order to accommodate the needs of the countless different visual novel in existence, the Common Route has been adapted to suit their differing purposes. In this section, some of the most common types of Common Route will be covered to see why each one is used.
Katawa Shoujo is a game which wastes no time.
The most standard of all Common Routes is the straight line. However, even this simple structure has some important variations to it in the form of whether it has early or late branching routes. This decision changes the dynamic of the player's interaction with game. Common Routes which start branching earlier generally have a faster pacing and a shorter length as the routes rapidly take centre stage. This type is generally chosen when the visual novel either wants to quickly split the plot into distinct sections with heavily divergent events or wants to focus in on specific characters rather than there interactions with one another. Tsukihime is a strong example of the first category, it has an opening Common Route which introduces the characters in a basic fashion before splitting into the Near Side and Far Side routes which focus on different aspects of the plot and the world. The second category is best exemplified by Katawa Shoujo which does not dwell on its Common Route and instead diving into the routes quickly so that the focus in placed solely on the characters and their struggles. These examples of early branching Common Routes reveal the strength of using one, the ability to emphasise a particular aspect of the narrative by shifting the focus into it rather than dwelling on the Common Route itself. For visual novels with a focus on plot or characters as its core appeal having an early branching Common Route allows them to keep the momentum up while playing into their strengths.
In-built flowcharts are something more visual novels should have.
Late branching Common Routes are by far the most frequently used of the two standard types and are without a doubt what many people associate with visual novels. The reason for their extensive use is space they provides the player to just exist in the universe with these characters rather than having the constant pressure of choices breathing down their neck. As such late branching Common Routes tend to favour slower paced games which is why most romance based visual novels tend to use this type. You could pick up any number of visual novels and find examples of this type of Common Route, a relatively recent release which falls under this category (and has been reviewed on the blog) is Cafe Stella. All of the game’s branches occur at the end of what is a long Common Route and are decided by the cumulative choices over its duration. For Cafe Stella this allows the Common Route to focus on telling its story set up and self contained short vignettes to make the selection of which route the player wants to pursue something they are certain about. The popularity of the late branching Common Route is a testament to how important a distinct Common Route can be to the pacing and feel of a visual novel.
Despite its age Tsukihime is an example of good Common Route structure.
The last type of Common Route which will be covered here is the Ladder Structure. Of the Common Route types this is by far the least used by developers and this is due to the fact it requires them give up a lot of the non-linear aspect of visual novels in exchange for its strengths. In a game with a Ladder Structure the Common Route takes on the role of containing the main plot which would normally be contained in the routes and forms the majority of the play time. Character routes generally diverge off the Common Route at set intervals such as near the end of chapters (hence it forms a kind of ladder), though they are generally optional and only expand on the Common Route rather than containing key plot points. The only exception to this is the final route which comes straight off the end of the Common Route and is almost an extension of it to conclude the story. The most iconic example of the Ladder Structure is Steins Gate which follows the above formula to a fault with each heroine getting a small route but with the focus clearly being on the Common Route and its push towards a narrative conclusion. This works for Steins Gate because of its thriller writing style which keeps the pace up throughout its duration and the side routes act as a sort of breather from the main plot and it results in a more even experience than a standard route based game. The Ladder Structure works best for visual novels which want to emphasise their more linear stories but still want to have some routes to keep the reader engaged through choices. It trades the benefits of a more non-linear structure for a tighter narrative experience.
The use of phone for choices is one of the smartest design decisions in Steins Gate.

Why are common routes so common?

 
When looking at visual novels as a whole, this is a natural question to ask given the frequency of Common Routes. The obvious answer is to point to the benefits which have been listed above as the primary motivating factor for their inclusion and this is in part true since Common Routes provide what visual novels need in terms of structure. However, there is another factor at play, expectations. Common Routes have become such a ubiquitous part of the medium that the audience expects one in every visual novel, whether the game needs it or not. This is especially true for romance based visual novels where the player's choice of heroine/hero is so important that not having a Common Route might anger some players since it betrays their expectations. That is not to say that there are no visual novels without Common Routes, we can find plenty of examples from the simultaneous story sections of games like Wonderful Everyday and Zero Time Dilemma to the recent trend for episodic games like Phantom Trigger and 9 nine. Instead this perception of the necessity is just a limit on the creativity of visual novels and one which needs to be broken if we are to see more interesting and experimental games in the medium.
Different stories have different needs and it is important to remember that fact.

The Best Fit For All? 

 
Common Routes are at the heart of visual novel design as a pillar of support for the non-linear aspects brought about by the presence of routes and it provides these games a flexible anchor they can build around. The exact structure and use of a Common Route has mutated into different forms over time to fit the needs of each story, but at their heart they focus on marrying the linear and non-linear. Despite how useful they can be, you should never become too attached to them and instead ask if they are what best fits the story you want to tell. Be inventive with your Common Routes and maybe you will create a new type Common Route which revolutionise the world of visual novels. After all there is nothing common about a good Common Route.
 

Are Visual Novels Video Games?


The Big Question

 
The debate about whether visual novels are Video Games or something else entirely has been a topic of discussion among many people. This is especially now since their exposure to a more mainstream audience has brought in new voices. Those who argue against visual novels' status as video games point to a seeming lack of gameplay mechanics as proof that they something entirely distinct from Video Games. However, is gameplay the single element which defines a video game? If visual novels are not Video Games what are they?
 

What is a Video Game?

 
This seemingly simple question is strangely difficult to answer. As mentioned above some people would define a video game by the presence of gameplay mechanics though this is equally vague since then we have to define what even counts as a gameplay mechanic in the first place. If we look to define that we find it is equally unclear and we continue to be unable to clarify what should be included under the title of Video Game.
Many Visual Novels have other game elements mixed in.
Instead let us look to a dictionary to see how Video Games are defined from a linguistic standpoint. The Cambridge English Dictionary says that a Video Game is “a game in which the player controls moving pictures on a screen by pressing buttons”. This answer is even less clear than the use of gameplay mechanics as a definition though they do share the common feature of requiring inputs in order to be classified as a Video Game. However, that alone could mean that almost any program on a computer could be considered a Video Game if you were to argue along those lines since every one of them needs some kind of input to function.
There are certain stories which can only be told through visual novels.
Ultimately it is probably best to see the term video game as a simple marker which differentiates it from traditional physical games like board games and sports. In this light the great variety of games under the banner of Video Games makes more sense as does the vagueness surrounding its specific meaning. It is a simple catch-all for a new medium of games.
 

Visual novels as Interactive Narratives

 
One of the most common categories proposed as an alternative to Video Games for visual novels is Interactive Narratives (or some variant of the term). This is used due to the emphasis visual novels place on the story as their primary element of engagement. There is a certain truth to this argument since without their narratives most visual novels would not have anything left, so on the surface the term Interactive Narrative might seem to fit them. However, let’s examine this phrase more closely and see where the cracks begin to show.

The narratives which can be told through games are countless.
By presenting Interactive Narratives as a separate category to exclude visual novels from the title of Video Game there is the implicit notion that Video Games are not Interactive Narratives since it is used as a term to differentiate between visual novels and Video Games. This is obvious not true as there are plenty of stories within the various genres of video games, from RPGs like Mass Effect to FPSs like Call of Duty, and they all allow differing levels of acting out the narrative presented to the player. Beyond this there are the narratives inherent in the act of playing a game, the little stories each session offers as we overcome its challenges, for example Space Invaders has a simple structure but each time you play it you create your own unique narrative of success or failure. As such the choice to try and frame visual novels as solely Interactive Narratives makes little sense since Video Games are inherently Interactive Narratives of differing types.
 

Why Visual Novels being Video Games Matters

 
Now we reached the big question, why does any of this arguing over the meaning of words matter? The simple answer is that the title of Video Game has a certain power and legitimacy to it and especially so to those who are viewing visual novels from a position of ignorance of the genre but a familiarity with other Video Games. These people will see the marker of Video Game and be more willing to give visual novels a chance since it has a known quantity to it and as a result visual novels will have an easier time finding new audiences. Obviously the Video Game title has negative connotations for those unfamiliar with the medium since it has gained associations with laziness, violence and moral corruption in  the minds of certain people. However, this trade off is worth it overall as it is unlikely you are going to convince the latter group to accept visual novels.
Visual Novels have so much to offer to those who give them a chance.
Overall, names and categories are important for the success of a genre and a medium more generally, especially in this digital age where there is so much content to consume it can be overwhelming. By being seen as Video Game, visual novels can find a form of acceptance and recognition from players in a crowded market and spread the wonders of this medium of games to new eyes. More sales means more games and that is good for all of us.
 

fault – StP – LIGHTKRAVTE Review - Capturing A Moment Of Beauty

 

Genre – Science Fantasy. Playtime – 6 Hours. Developer – ALICE IN DISSONANCE. Publisher – Phoenixx. VNDB

 

Before The Storm

 
LIGHTKRAVETE marks ALICE IN DISSONANCE’S first new fault title in seven years and this gap has lead to a substantial change in their overall style. Gone are the static character portraits, now each character has their own live 2d style model which moves as they speak and react. A dynamic camera now changes to focus on key characters or background elements and gives each scene more life. However, do all these bells and whistles come at the cost of what made the fault series so special? Let’s find out.
The main menu is truly beautiful.
 

A World of Wonder - Narrative and Structure -

 
There is something special about the world of fault. Its blend of fantasy and sci-fi concepts always made for an engaging read in their previous games and this trend continues in LIGHTKRAVETE. Unlike in previous fault games there is no overarching villain to push the narrative forward, since this is a prequel, and as result the world building has to do more of the heavy lifting. The story starts by presenting the kingdom of before the events of the first game which provides it with a sense of place that had previously been lacking and sets the stage for the story. Once this has been established the narrative moves onto the meat of the world building, the technical mystery. Without spoiling the exact nature of it this mystery, it is an exploration of the limitations and practicality of utilising magical technology for a new purpose not previously achieved. This section of the story is by far the strongest as it has the player piece together the solution along with Khaji, our protagonist, by having the two gain a full picture of the puzzle at the same rate and when the solution is revealed it is extremely satisfying. 
This game has an encyclopedia of in-universe terms.
The only issue with the emphasis LIGHTKRAVETE places on world building is its overuse of in-universe terminology to the point of being actively distracting. One such example of this is the in-universe word for bear which is beare. This might at first glance seem like a petty nitpick, does a single letter difference really matter? The answer is in the frequency and the way these instances impede the players enjoyment by forcing them to stop and reread the sentence to understand it. This collectively adds up to distract for the excellent core narrative and, since most in-universe terminology is used were standard English would have been clearer, the writers could have easily avoided this problem by reducing their usage of these terms.
Ignoring something does not make it go away.
A story cannot exist on world building alone and so LIGHTKRAVETE has a character focused narrative to complement the world building and give it context. It is through Khaji’s struggles that this aspect manifests and we slowly get to see the development of his character in tandem with the growing mystery. His overall character arc is one of the most cathartic experiences in a recent visual novel release as he grows before our eyes from someone who is cowardly and unsure into a person who achieves his dreams. While it is not the most original arc, it is used by many for a reason and here its strength is obvious.
 
Khaji’s character arc creates some strange pacing issues within the narrative which can sometimes takes the player out of the experience. One of the most frequent early examples of this is an overemphasis on Khaji’s cowardice. This manifests as extended sections of the narrative where events are pulled to a screeching halt so that Khaji can express his unwillingness to do something. If this was a singular incident to show this aspect of his character then it would have been fine, but it happens repeatedly and they all follow the same pattern and the result is a lot of stopping and starting. Thankful this issue dies down in the second half when the technical mystery takes centre stage.
 

A Cast Of Many Qualities - The Characters -

 
The cast of LIGHTKRAVETE is one of the areas in which the game stumbles slightly as character development and interactions are not evenly spread among them leading to some characters feeling underdeveloped or unnecessary. This flaw can be explained by splitting the cast into three groups, the main characters, the minor characters and the old fault characters.
What an understandable protagonist!
Having a memorable main cast is key to any visual novel and LIGHTKRAVETE succeeds at this for the most part. Khaji Oberg has the excellent character arc need for a protagonist and being in his head space throughout the story gives the player a mix of outsider and insider perspectives on the workings of the fault world. This high bar of quality defines all the important characters of the story and it is clear that the writer knew that this was where they wanted to focus their efforts and the fruits of their success are obvious.
 
It is when we reach the minor characters that the cracks begin to show themselves. This secondary cast are noticeable less fleshed out and seem to exist just to deliver exposition. The lack of emphasis on these less important characters is understandable given the short playtime of the game but it is a disappointment none the less. The larger issue is the one scene each of these character has where they explain their backstory and without exception they are tragic in some fashion. This is not so bad in theory, but these backstories are all delivered almost back to back over a small section of the story and the result is a parade of misery which comes across a slightly silly. If they had been spaced out over a larger time frame then this issue would have been less noticeable and each story would have been given the space to breathe.

The final and most problematic group are the old fault characters, Ritona Reighnvhasta and Selphine Rughzenhaide. These two feel out of place in the narrative and seem to merely exist to justify the use of the fault name. Ritona is the worst offender since she has the greater amount of screen time and at times overshadows Khaji with her presence, particularly early on when he is somewhat cowardly. Her presence is meant to act as a reflection of Khaji’s own issues, but instead she comes across a character out of place compared to the rest of the cast with her extreme talent. The story would have been better served by not being so attached to the fault name and feeling confident in carving out its own identity.
 

The Spark of Life - Visuals and Audio -

 
If there is one area where ALICE IN DISSONANCE are at their strongest it is in the visual design and the quality of their narrative presentation. Each character portrait has been given a complicated live 2d style allowing for a stronger suite of dynamic expressions and the addition of motion to formerly static scenes. This works well for the talking heavy nature of the fault series with its focus on ideas and world building and adds emotion and spice to the character’s discussions. Complementing this change is the addition of a dynamic camera which focuses on aspects of the scene to increase the emphasis on certain characters and places while lending a sense of life to the world. Together these elements support the already strong narrative by lending weight or levity when needed to keep the player engaged with Khaji’s story.
The character animations are extremely expressive.
However, this approach is not without issues and even if they are not deal breakers, they are still worth discussing. The first is the mouth movements while the character is speaking. If the game had voice acting then this would not be an issue at all, but since it doesn’t the silent mouth moving as the text is displayed makes the otherwise emotive portraits come across as lifeless dolls. The other problem is that some of the poses which characters take cause parts of their body to noticeable clip through each other. It is not a frequent occurrence but when it does happen it is distracting from what are otherwise effective narrative moments.
As for the quality of the actual artwork itself and the music, they are a step above the previous fault games and show that the gap between the games has helped ALICE IN DISSONANCE step up their craft. The backgrounds pop with life and the character portraits are detailed to a level which has previous not been found in the series. The music focuses on establishing the mood and as a result is not memorable but it empowers the moments it needs to and works well with the type of narrative which is being told.
 

Verdict – 8/10 

 
LIGHTKRAVTE is an astonishing work of character and world building which demonstrates why ALICE IN DISSONANCE are masters of their craft.
 

Pros and Cons -

 

Pros:

 
+The fault universe continues to have some of the best world building around.
 
+Khaji’s character arc has an excellent catharsis to it.
 
+Visuals and animations are astounding.
 
+The technical mystery in the second half is extremely compelling.
 

Cons:

 
-Overuses in universe terminology leading to unnecessary confusion.
 
-Some character poses and movements do not look quite right.
 
-Old fault characters feel out of place.
 
-There are pacing issues in the first half.
 

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