Archive for September 2022

Best Visual Novel Releases – September 2022

 
Autumn has rolled up and firmly placed itself over us as the days get shorter and the weather gets colder. In this month of transition we have been given a wide selection of visual novels to tide us through the coming darker days. A little bit of otome, a little bit of comedy and a lot of quality games are on the table. So without further ado let’s begin our perusal of the best title on offer.
 

Official Releases

 

Renai X Royale - 

Steam    VNDB   Genre – Slice of Life, Comedy.   Play Time – 30 hours.
 
Renai X Royale marks the third ASa Project visual novel to have been translated into English and shares those previous games’ focus on comedy. The idea of a love battle royale is at the heart of the humour with four girls all vying to be chosen by the protagonist and their attempts to win him over and undermine the competition is the focus of the narrative. This blend of slice of life high jinks with the standard romance story lines of other games stands out from its peers with its colourful and hyperactive tone and characters. However, those who have played the other titles might find themselves experiencing a strong sense of deja vu as the developers adhered to the idea that if it isn’t broken don’t fix it. The result is a game which will appeal to those who love their style but not to anyone who was looking for some innovation to this formula.
 

Heart de Roommate Remastered - 

JAST Store   VNDB   Genre – Slice of Life, Comedy.   Play Time – 12 hours.

Recently JAST has taken to remastering some of their classic titles and Heart de Roommate is the latest game to receive this treatment. It has been given a face lift in the graphical department with HD artwork and user interface as well as improved compatibility with modern systems. This is a much needed update as the previous version of the game was originally released in 2003 and was showing its age. Heart de Roommate is a classic visual novel from an era in their history where the school comedy ecchi genre was in its prime and this game is very much a reflection of the popular tropes of the period. It acts as a snapshot of that moment in visual novel history and makes for an interesting comparison to the modern state of the medium. Even beyond the historical value of Heart de Roommate, it is a pleasant and funny game which works surprising hard to get you to feel for its heroines.

 

Piofiore: Episodio 1926 -

Nintendo Eshop    VNDB  Genre – Crime Thriller, 20’s, Otome.   Play Time – 40 hours.

As the sequel to the excellent Piofiore: Fated Memories, Piofiore: Episodio 1926 had some big shoes to fill and it more than lived up to those expectations. This game is a collection of stories which extend the previous game’s narrative in various ways. There are episodes for each of the main characters where they get another chance to shine and wrap up their stories, an intense murder mystery tale and a what-if style story where the player gets to experience a new angle on the original game. Overall, it is an expansive package which keeps all of the qualities that made Fated Memories such a stand out title, while offering its own twist on the narrative. 
 

Amnesia: Memories + Amnesia: Later x Crowd -

Store Links - Memories    Later x Crowd   VNDB - Memories   Later   Crowd   Genre – Fantasy, Romance, Otome.    Play Time – Memories – 30 hours. Later x Crowd – 16 hours.

This is double release from Idea Factory with the Switch release of Amnesia: Memories (you can read my recent review of it here) and the first release of Amnesia: Later x Crowd which is a combination of the two fandiscs. These two titles are some of the most interesting otomes to have been released in English with their ability to blur the line between player and protagonist for the sake of creating tension and mystery. The addition of the fandiscs adds some much needed new life into a series which has not seen a new release in some time and they provide a variety of side content to keep the discerning otome fan engaged for many hours.
 

Dreamy Planet -

Steam    VNDB  Genre – Yuri, Romance.   Play Time – 2 hours.

It feels as if I talk about a Ebi-hime game almost every month and each one is somehow just as good as the last. This time we have Ebi-hime returning to the yuri sphere with the short game, Dreamy Planet. It is a tale of two women, Haruka and Shiina, who were once inseparable from each other but have since drifted apart. Five years later they reunite and make an impromptu visit to a derelict theme part called Dreamy Planet. The exploration of their damaged relationship is at the heart of this games narrative and as it picks away at what drives each of them you are left with a sense of profound emotional weight. A short and powerful visual novel which will stay with you long after its ending.
 

The Mysteries of Ranko Togawa: Murder on the Marine Express -

Steam    VNDB  Genre – Murder Mystery, Comedy.   Play Time – 3 hours.

Here we have another short visual novel but it could not be more different in tone from the previous one. With its distinctive pixel art, The Mysteries of Ranko Togawa: Murder on the Marine Express stands out as it puts its own spin on the classic locked room and whodunit style detective mysteries. There is a definite focus on emulating the older elements of visual novels and text adventures in terms of presentation while updating it for a modern audience. Rather than being a tense pursuit of the murderer, it is instead a somewhat light-hearted joyride through a colourful and charismatic cast of characters who are all focused on bringing a smile to your face. It is a bite-sized title which is enjoyable bubble gum for a few hours of fun relaxation.
 

Fan Translations -

 

Kimi ga Nozomu Muv-Luv -

Patch Download    VNDB  Genre – Comedy, Drama.   Play Time – 5 hours.

Muv-Luv is a franchise which produces an exceptional variety of content within its visual novels due to the contrasting genres of the original games. Here we have another example of how far this series can go with the madness that is Kimi ga Nozomu Muv-Luv. This fandisc is split into two sections, a crossover story between Kimi ga Nozomu Eien and Muv-Luv and a short story about daily life of the JFK Curry Restoraunt crew. These heavily lean into the insane comedy which is the hallmark of the slice of life centric Muv-Luv stories and is all the better for it. Stay well away if you are not already an age fan as the amount of references to past works is intimidating even for those who have played their games.
 

Ima Sugu Onii-chan ni Imouto da tte Iitai! - 

Patch Download    VNDB   Genre – Slice of Life, Comedy, Romance.   Play Time – 30 hours.

What we have here is an example of the 'past version of the same setting but not a prequel' genre, a strange subset of stories which want to use the popularity of a previous narrative without being too bound to it. The game being piggybacked off here is the much acclaimed Koi to Senkyo to Chocolate with which it even shares a few characters. Thankfully, this is more than a simple case of cynical moneymaking as Ima Sugu Onii-chan ni Imouto da tte Iitai! is a strong story in its own right. With a fun and engaging cast, this is a tale which focuses on the slow-boiling romance between the protagonist and the chosen heroine and it plays into the strengths which Koi to Senkyo to Chocolate established. You do not have to be a fan of the previous game to get the most out of this story and anybody who enjoys a good love story is in for a treat.
 

Amnesia: Memories Review - A Wonderland Of Love And Paranoia

 

Genre – Otome, Mystery, Drama.   Play Time – 35 hours.   Developer – Otomate and Design Factory.    Steam     VNDB

 

Reinvigorating The Cliché

 
Using amnesia as plot device is a common tactic by many creators who want to put the protagonist on the same level as the player, but its use rarely goes beyond being an excuse for exposition. Enter Amnesia: Memories, as you might have been able to guess from its name this is a story about a protagonist with amnesia. However, unlike many other titles this one uses the amnesia as a key point to build around and create tension between the player and the unknown. This is a game about uncertainty, be it in relationships or unknown motivations, and overcoming it to build a future together with the one you love. It is also a perfect example of the pros and cons of a complete self-insert protagonist and how it can be used to effectively sell a tone and immerse the player. Overall it is a very interesting example of its genre and as we move forward you too will come to appreciate how it achieves its success.
Be prepared for a lot of card related imagery.

Can You Every Truly Know Another? - Narrative and Theme

 
When it comes to narrative complexity Amnesia: Memories is on the simpler side with a focus on a few well worn themes and ideas. It is how these elements are put together which raises it above many of its kin. The methods it uses to achieve its success are focused around putting the player in an unknown social situation and asking them who they can trust. Back this up with a solid selection of romance options and the result is quite impressive given how similar it is to its peers on a base level.
Oh no, a hot guy!
 
The vast majority of the tension present throughout the story originates for the question of who to trust. By placing the protagonist in the same position of ignorance as the player through their amnesia the player cannot look to the protagonist's interactions for guidance which enhances the sense of isolation. Feeling out which of the male leads you can trust and tentatively getting to know them forms the bulk of the experience. The acts of opening yourself up to these people through the protagonist is a strangely cathartic experience and adds an intimacy to character moments knowing that they had to earn your trust. Later in a route the tension provided by the unknown is refocused solely on the hero who is the object of the romance and in some cases even ratchets it up further by revealing a hidden side to a person you thought that you knew. Through the game’s willingness to play into our fear of the unknown and shift the source of that uncertainty when needed it can achieve an engaging current to push the player to continue to play.
 
Having a strong sense of romantic storytelling is key to the success of any otome and Amnesia is no exception. Each hero is distinct from one another both in terms of personality and the content of their routes and this allows the player choose from a wide variety of experiences to meet their tastes. This mixing of choice and blind uncertainty heightens the romantic tension between the player and their selected hero and feeds into their investment in the struggles of that character. By playing on this feeling, the narrative of the route can hold the player's interest though the slow revelation of the hero’s flaws and their intimacy with the protagonist. While the actual content of the routes is not necessarily the most original for an otome, it uses the above techniques to obscure this with a sincere presentation of the story which does its utmost to sell the emotions of each scene. 
 
The one major issue with this approach is the fact that there are times in the story when it can come across as nothing more than a hot guy buffet for the player to choose from, rather than a selection of believable people for you to invest yourself into. This is mostly a side effect of the blind choices presenting options whose only immediately perceivable consequence is the affection of a specific hero and leads to it feeling a little shallow at times. However, the problem is only really noticeable after a few play throughs when you have a feel for the game’s tricks, before that point you are too focused on the tension of the unknown to notice it.
 
Oh, please do continue...

In order to maintain momentum over the course of a long game, Amnesia has an overarching plot which links all the routes together through common narrative elements as the truth is slowly revealed. These revolve around the protagonist’s amnesia and the more supernatural aspects of the story. In order to not spoil the nature of these twists I am forced to be vague but I will endeavour to give my high level thoughts on the subject. Broadly speaking this method of storytelling is less effective in the separate routes than it is in final conclusion route. What is shown off in each hero’s route is ultimately too minor to be memorable and is smothered by the more compelling central narrative of the route, which results in these revelations being easily forgotten between routes leading to a lack of any sense of build up. On the other hand the final route makes up for this by providing a cathartic pay off to a game’s worth of emotional build up. This is not only for the focused characters but for the cast more generally and acts as an excellent send off for the narrative. Since it is also the last thing you will play in the game it leaves a strong positive impression which helps obscure the lackluster build up to the route.
 
 

Full And Empty People - Characters

 
Discussing the characters of Amnesia: Memories presents an interesting problem as it is a narrative defined by the presence of a none-character as much as it is by the heroes. This gaping void takes the form of the protagonist and their complete lack of personality creates a unique set of problems and opportunities. Of course the main cast are still the stars of the show with an excellent variety of personalities which clash and complement the overall narrative choices of the game.
 
Having a self-insert protagonist who only speaks through the dialogue choices made by the player is hardly a special feature of Amnesia with the dozens of other game which uses this narrative device, especially in the mobile gacha space. Instead what makes it stand out is the way in which it commits to this protagonist for the purposes of immersion and building atmosphere. Rather than being content to simply let the player project themselves onto the protagonist, Amnesia takes things a step further by placing the protagonist, and thus the player, in a position of vulnerability through her amnesia and the contrasting information provided by a cast of unknown people who claim to know her. By bringing the player and protagonist closer together it makes it easier to blur the line between the two and allow the player to experience similar emotions to the protagonist through their emotional investment into her. 
Our protagonist, the cause of both this game's strengths and weaknesses.
 
The inclusion of a self-insert protagonist comes with a few noticeable downsides. First of all there is the issue of how to fill the down time where the protagonist is on their own or where the narrative needs to express some idea or feeling and cannot use another main character to do so. The answer to this problem for Amnesia and many other games using similar protagonists is to have a companion character who acts as the voice of the narrative and set the mood or delivers exposition. In this case the role is assumed by Orion, a character whom only the protagonist can see and plays a critical role in the plot as the instigator of the amnesia issue. While he is relatively inoffensive for the most part, there are times when it becomes too obvious that he is the voice of the developer trying to push you into a certain state of mind and in these moments he can come across as an irritation. 
 
The second issue with this choice of protagonist is the lack of proper back and forth between her and the male leads. This results in sections where the hero talks at the protagonist rather than having an interaction with them as a consequence of her silent status and developer not wanting to overuse choices in order to keep them feeling special. Thankfully these moments are uncommon, but when they do happen they can bring you out of the experience by making you more aware of the limitations of this narrative design choice instead of focusing on the emotional weight of what is being said.
Orion acts as the primary voice of the narrative.

The majority of the main cast consists of the attractive men who form the list of potential love interests for the player. They embody of a great array of personalities to interact with as they slowly reveal their secrets to the protagonist. We have characters like the womanising Ikki and the sharp tongued Kent who play off each other and the protagonist to create some excellent banter and sow doubt in the players mind about their intentions. There has been a conscious choice on the part of the developer to have characters with a trait which casts some doubt on them such as how Ikki can be strangely observant at times and Touma can overstep boundaries without care. Under normal circumstances these traits would not be important and may even be overlooked by the player, but given the way the game emphasises the sense of tension and mistrust, these simple acts become suspicious within that paranoid mindset. Together with their strong characterisation these heroes paint an engaging picture for the player to examine and reflect on as they try to pick apart their mask and see the truth.
 
 

A Dream Across Every Inch - Visual, Audio and Technical

 
Amnesia’s presentation and technical aspects are somewhat of a mix bag with the game playing it safe in many areas while still having a flair of its own. The overall package is of a high quality due to this title being from a larger studio and established design of their games shows itself throughout. However, this comes at the cost of being unable to distinguish itself from its peers and failing to keep up the quality set by the narrative.
 
One area which does not disappoint is the art direction with striking colours and patterns across every surface and character. The four suits of playing cards is the motif which the game uses for its visual design with each of the main hero being associated with one of them and assigned an appropriate colour to match. Presenting the characters and environments through this stylised imagery creates a striking contrast between each hero and keeps the artwork feeling stimulating over the course of the entire game. Alongside these elements Amnesia chooses to have each background make use of contrast and vague outlines leading to an almost dreamlike feeling to the events playing out in them. The CG similarly play up this strong visual identity, but here it is used to create intimacy and focus on the emotion or idea the image is attempting to invoke by carefully emphasising the key element with distinctive designs and colours. Together the package understand how to play to the strengths of the medium and makes sure each aspect can shine in the appropriate manner.
The use of colour in Amnesia helps sell its tone.
 
The music of Amnesia is less impressive than its art with a soundtrack which is somewhat forgettable. However, this is not the same as bad. Within the game itself each piece serves to set the mood of a scene and compliment the visuals and writing while not drawing attention away from them. In the moment the soundscape it creates can provide a powerful identity to what it accompanies, but outside of that instance you will struggle to remember it in any detail. It is very much a genre standard soundtrack and may feel familiar to those who have played otome or other romance visual novels.
 
In terms of features and technical polish Amnesia is the base level you would expect from a visual novel with a few interesting additions. This is to say that it has the standard list of features, such as a gallery and a skip function. On top of this is has an in-game tracker for the affection, trust and suspicion of your chosen hero which is useful when it comes to figuring out what choices raise each value. There is one strange feature in this package and that is a set of mini-games only available on the main menu. These are incredibly detached from the rest of the game's content to the point where you would question why they even exist, but I suppose they are there for those who want a distraction from the main game. Regardless, those playing Amnesia will not find it wanting on the systems level and most likely will not notice any potential improvement which could have been made.
You will be staring at this menu quite a lot.
 

Verdict – 7/10 – 

 
Amnesia: Memories is a game as much distinguished as harmed by its commitment to creating tension and immersing the player in the role of the protagonist.
 

Pros-

 
+  The male leads give a good variety to narrative and the types of relationships on offer to the player.
 
+ A satisfying final route which raps up all the hanging plot threads in a nice bow and feels suitably final.
 
+ One of the strongest uses of a self-insert to sell the bond between player and protagonist and create a palpable tension through the unknown.
 
+ The art style adds a dream like quality to the game and helps sell the atmosphere and the romantic fantasy.
 

Cons-

 
- Having a self-insert protagonist can hurts character interactions and leads to some stilted scenes.
 
- At times it can be a blatant buffet of hot men for the player to choose from to the point of being off-putting.
 
- A mediocre soundtrack and lack of interesting technical features hold the game back from being a more well rounded package.
 

Developer Spotlight – Ebi-hime

Itch.io     Twitter    Tumblr 


Finding a developer who understands how to subtly and cleverly invoke emotion and play with expectations is a rare occurrence and the developer we will be highlighting today is one such example. Ebi-hime is an indie developer with extensive catalogue of visual novels in a variety of genres from cute yuri stories to examinations of obsession. You can track the growth of her talent as a writer through her games as her distinctive style becomes more pronounced over time and she is always pushing herself out into new settings and thematic ideas. Let’s dive into why Ebi-hime is someone who’s games you should be picking up.
 

Developer Overview

 
When it comes to romance stories which are sweet or have an interesting twist to them Ebi-hime is a developer who understands how to play to the audiences expectations and play off them to achieve thematic goals. Her style is one which empathises emotion to create both resonance with the player and tension which works in tandem to invest them in the narrative. This leads to a lot of her stories being very internally focused within the mind of the protagonist or other key characters meaning we get an extensive look at their growing feelings, be they positive or negative in nature. The result of this approach is character centric games without much in the way of external driving forces and instead one where each character’s actions visibly ripple through those around them. From the powerful to the subtle, emotions and their consequences are the beating heart of Ebi-himes works.
 
A noticeable feature of Ebi-himes stories is their adherence to a ‘real world’ setting with the almost complete lack of fantastical elements unless the story absolutely needs them. This creates a grounded sense of place within her work and while her stories are set within many different locations and times they never lose the familiarity of the known. This choice adds an almost tactile feeling to the world and characters, as if they are so close to your own experiences that you might be able to reach out and touch them. As such when a fantasy element is added in it stands out all the more due to its contrast with the mundane and makes this little bit of spice able to present its narrative purpose with a clarity it would have lacked in a purer fantasy setting.
 

Selection of Notable Works

 

The Way We All Go -

Steam   VNDB 

This was the game through which I found Ebi-hime and despite her modern work having a more refined writing style it still has many of the qualities which make her stories special. It is a narrative which classifies itself as a hybrid of horror and romance and this is an apt description for a game centred around human based horror. We can see here an example of a recurring interest by Ebi-hime in characters who are less than mentally stable which pops up repeatedly in various forms. In this game it takes the shape of a yandere heroine who is the main driver of the darker elements of the plot as well as the more interesting narrative beats. As with most of Ebi-hime’s work, the game is the incredibly effective at presenting the emotions and thoughts of the characters from their happiest moment to their  darkest depression and it invokes empathy to make the player feel involved in each moment. To top it all off the game plays with common clichés, such as returning to a home town and the childhood friend, in order to set exceptions and betray them when the time is right. Even after all these years I would still recommend The Way We All Go as a good entry point into Ebi-hime’s work if you want something which leans a little closer to the familiar elements of visual novel storytelling.
 

Rituals In The Dark - 

Rituals In The Dark is one of the many yuri romance stories which Ebi-hime has written but what makes this one stand out is its effective use of tone to sell tension without anything explicitly dangerous happening. The core relationship between the weak willed Aspen and the mysterious Althea is characterised by the dancing around each other they do as Aspen tries to figure out Althea while Althea is playing her own game. Having two get to know one another and find intimacy in that bond is sold through a sweet and well paced development which unfurls in a satisfying manner that sticks in the mind long after the game ends. The idea of a haunted house is the backdrop of this tale and confronting and dispelling that conception is at the core of the conflict. This plays well into the Aspen-Althea relationship by adding an underlying tension about why Althea is in the house of a dead women. To top it all off it is set in Scarborough, what more could you want?
 

Lynne -

Steam   VNDB 

When it comes to horror Ebi-hime truly hit the nail on the head with Lynne for there is nothing scarier than being a teenager. While this is the shortest game listed here, it is the story which is the easiest to empathise with as we were all teenagers once and know how painful it can be. Lynne perfectly captures this feeling of not being in control both of yourself and the world around you. It plays out these ideas in a way which sells the oppressiveness of our protagonist’s mental state as adds weight to every word and image presented to us. The simple nature of the narrative and its short play time also compliment this feeling as there is never a moment when it does not focus on this roller-coaster of emotions.
 

Blackberry Honey -

Steam   VNDB 

This is one of Ebi-hime’s more well known titles and for good reasons and it simultaneously shows off her talent for sweet romance stories and powerful dramas. The unusual setting of 19th century England helps distinguish the game within the visual novel space while at the same time providing a sense of place which seeps into the player’s perception of events. By combining her skill with character writing and this distinct sense of place, Ebi-hime is able to make the romance between our two female leads feel powerful and earned in the face of the conflicts around them. The contrast between Lorina and Taohua allows for some excellent banter which reinforces the idea of their growing relationship and well as the distance which exists between their experiences. Overall, this is one of Ebi-hime’s strongest character romance stories and is an exceptional example of the quality of her work.
 

All Ashes And Illusions -

Steam   VNDB 

The final game being covered here is one of Ebi-hime’s most recent works and an excellent example of the variety of subject matter she covers through her games. All Ashes And Illusions is the story of a prince who develops a dangerous obsession with his childhood nursemaid and explores an unequal power relationship, something not many games are willing to do. Adding to its uniqueness is the choice of a middle eastern setting which works together with the themes and relationships to create a uniquely colourful and gripping narrative. This is not a story of the faint of heart but those who are willing to engage it on its terms will find out the range of styles Ebi-hime can work within and how well crafted her work can truly be.
 

In Conclusion

 

If it was not clear from this overview, Ebi-hime is a creator of many talents and the quality of her creations is something truly impressive. While she may not be what you are looking for if you want a hardcore fantasy or sci-fi experience, her focus on grounded settings has yielded some of the most powerful stories in the medium. I encourage you to check out her itch.io page (link at the top of the page) and see if there is anything which takes your fancy within the plethora of excellent content available there.

 

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