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- fault – StP – LIGHTKRAVTE Review - Capturing A Moment Of Beauty
Thursday, July 7, 2022
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.
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.
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.
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.
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.
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.