Archive for October 2022

Best Visual Novel Releases – October 2022


 

With the spooky month reaching its climax with Halloween, it is about time to go over the cream of the crop when it comes to visual novels. There have been relatively few good releases this month but their quality has been outstanding. We have a landmark titles receiving their first official English translation, an excellent otome and a spine chilling indie game. These are all visual novels you should not miss out on, so without further ado let’s get started.
 
 

Official Releases

 

Fragment’s Notes Plus - 

Nintendo Eshop    VNDB   Genre – Romance, Slice of Life   Play Time – 8 hours

Our first game is an upgraded Switch port of a previously mobile only title. It boasts redrawn artwork and is now fully voiced, making this version a significant step up from its original. Notes is a strong example of how a bit of spice in a narrative can go a long way to helping the game stand out in the crowded Slice of Life / Romance space. The special sauce in this visual novel is the presence of the protagonist’s future daughter who has travelled back in time to change his life for the better and help him find love. Having a character with a lot of knowledge about the future adds a lot to the comedy side of the story with high jinks ensuing and it also provides some touching moments between father and daughter as the two bond. While the overall narrative is nothing we have not seen before, Notes’ unique flavour adds enough sources of engagement for it to be an entertain ride.
 

CHAOS;HEAD NOAH -

Steam    VNDB   Genre – Thriller, Horror   Play Time – 40 hours

This is a visual novel which seemed to be cursed to never get an English release. Despite being the first entry into the Science Adventure series, all the other later titles including its own squeal, Chaos Child, were released before it. Now thirteen years after its original Japanese release we have the Director’s Cut style version of Chaos Head called Noah. This game follows the unreliable story of Nishijou Takumi as he struggles to distinguish the real from the delusion and discover the truth behind a string of horrific murders. Chaos Head is a strong example of the power of utilising paranoia both on the part of Takumi and the player to construct an effective horror / thriller atmosphere which keeps the player on the edge of their seat. If you are curious about how the Science Adventure series started then you are in for a treat with one of the strongest visual novels to have ever been created.
 

soundless - A MODERN SALEM IN REMOTE AREA - Final Verse - 

Itch.io    VNDB   Genre – Denpa, Horror   Play Time – 6 hours

Our only indie title on this list is here because it is a noticeable upgrade to an already excellent game. Final Verse adds a slew of new features including a new post-game epilogue, an improved resolution of 1280x960 and a violent images toggle. All these create a smoother experience for the player and make this version the definitive way to play the game. This is an intense horror narrative which plays on paranoia and isolation to warp not only the protagonist’s perspective but also the player’s through careful control over what they are allowed to know. Soundless understands the Denpa genre and how having the familiar behaving in unfamiliar ways has a powerful effect on the player, which is utilised in game to create a suffocating tension to each event. If you have not played soundless before then there is no better time to pick it up and feel the fear of this extraordinary horror visual novel.
 

Harmonia - 

Nintendo Eshop    VNDB   Genre – Nakige, Sci-fi   Play Time – 5 hours

Getting a Switch release seems to have become a common way to expand the market of your visual novel after it has been released on Steam. So here we are with the latest port for the Switch’s library, Harmonia. This is one of Key’s shorter titles which sits alongside Planetarian and focuses on providing their signature Nakige style in a condensed form. It follows a somewhat familiar formula of having a robot protagonist learn what it means to have feelings and through this express what it is to be human. The execution of this narrative thread is where the strengths of Key’s writing shines through in the characters who make you strongly empathise with their struggles and the heart wrenching moments which make your cry. Harmonia is a strong example of why Key are one of the leading visual novel developers and the game’s short length makes it an accessible entry point into their work.
 

Paradigm Paradox -

Nintendo Eshop    VNDB   Genre – Otome, Mahou Shoujo   Play Time – 30 hours

For our big otome release this month we have the mahou shoujo focused title, Paradigm Paradox. This visual novel stand out from its peers with a strong and colourful art style which invokes its magical girl influences and it mixes them with a narrative that is not afraid to shy away from darker elements. However, this is no Madoka Magica and the aim of the darker elements is not to subvert expectations or examine what it means to be a magical girl. Instead, its focus is on adding a more adult edge to its narrative to appeal to an older female audience and provide an exciting flavour to their romance adventure. Paradigm Paradox artfully manages to tow the line between these two competing tones and provides a compelling otome story for indulge in.
 

ALPHA-NIGHTHAWK - 

Steam    VNDB   Genre – Sci-fi, Mecha   Play Time – 7 hours


Lair-soft is one of the most distinctive visual novel developers around and any new translation of one of their releases always deserves attention. For Alpha Nighthawk they decided to go with an interesting mix of kemonomimi and mecha in a far future space setting which as you can imagine leads to a uniquely imaginative style of narrative presentation. This is put to use in a story filled with Liar-soft’s distinctive flare where evocative characters are placed with a plot focused around metaphor. Having a short play time makes this an excellent entry point for a new player  into the wider works of Liar-soft, so if you have every found yourself curious about their previous titles this is a great game to start with.
 
 

Collar X Malice -Unlimited- Review - After The Storm Has Passed


 

Genre - Crime/Police, Otome, Romance.   Play Time - 30 hours.   Developer - Otomate, Design Factory.   Nintendo Eshop   VNDB

 

A Story of Light and Dark

 
Fandiscs are difficult to get right. Sitting in a strange midpoint between sequel and expansion of the original game, they have to balance the desire for more of the same with the sprinkling of something new they need justify their existence. The answer Collar X Malice Unlimited presents to this problem is to create a contrast between its new and old aspects by taking the lightest and darkest moments of the original game and expanding upon them. This approach results in a Fandisc which stands out among its peers but this approach it is not without its own drawbacks. Let us dive into the mystery behind X-Day once again.
Getting to see this excellent cast again is a pleasure.

 

What Happens After The Curtain Falls – Narrative and Theme

 
It is in the narrative structure of this game where the focus on the contrast between light and dark can be seen in sharp relief. Unlimited is broadly split into two halves, the After Stories and the Adonis Route. These two could not be further apart from each other in terms of tone and work well to provide a balanced package by preventing the overall feeling of the work from swinging too far in one direction.
 

-After Stories -

 
These are the follow ups for each route’s true ending and we get to see where Hoshino’s relationship with each hero went after the dust settled from the Adonis threat. The strength of the interactions between Hoshino and the male leads continues here and the singular focus on the romantic elements allows for the banter to take centre stage. Getting to see them just be themselves without being under constant threat is a nice change of pace from the original game and gives some much needed growth to those relationships. They are also the perfect length to not overstay their welcome with just enough romance and conflict to wrap up their character arcs while still being concise. These light stories act as a great antidote to the dark parts of Unlimited and are a great pallet cleanser.
Okazaki is definitely best boy.

However, the After Stories have a few glaring issues which hang over them and prevent them from being the star of the show. The loss of the primary narrative thread of the original game does result in the After Stories feeling a bit lost at times as they need to contrive some form of conflict to replace it, and they can often meander too much. There is also the unevenness of the After Stories with some being dramatically stronger than others. The After Stories for Yanagi, Shiraishi and Okazaki are noticeably better written than those of Enomoto and Sasazuka. We can attribute this to the fact that the first three characters had some room left for development since their issues had only begun to be solved by the end of the original game, while the other two had reached a more or less complete resolution. With nowhere to go for two heroes, the resulting After Stories feel uneven and might disappoint players who liked Enomoto and Sasazuka.
 

-Adonis -

 
Exploring what happens after the Bad Ending of a visual novel is something which rarely happens. However, this is exactly what the Adonis Route does, it expands on the ending from the original game where most of the cast die and Hoshino accepts Saeki’s offer to join Adonis. To start from such a bleak point is a bold decision and one which lets the writers explore the darker side of this world and the people who inhabit it. 
Exploring the dark side of a story is always a treat.

The route itself is focused around a cycle where Hoshino has been tasked with discovering a traitor within Adonis. In order to find out who this Judas is, she must interact with each member of Adonis and get to know them in a bid to uncover their true intentions. As such the player is presented with a choice each day of who among the key members of the group to spend time with as the clock slowly ticks down to the new X-Day. Humanising the members of Adonis is the focus of your time with them. They are all broken people who desperately want a place to belong and Adonis has taken advantage of that to use them as tools, but in the end they are still people with hope and dreams just like the heroes. However, you have to look beyond that and ask if they what they present to you is their true self and this is helped by the impending X-Day adding tension to each encounter. This route is the meat on the bone of this Fandisc and is the main reason for playing as it stands far above the After Stories
 

The Humanity of Heroes and Villains – Characters

 
Unlimited is a game about the struggles and triumphs of its characters even more so than most in its genre. As mentioned earlier, the main conflict of the original game has been resolved and as such this Fandisc only has the smaller personal conflicts left. This means that it leans heavily into how attached the player is to the established cast for its narrative backbone and luckily for it these are a strong set of personalities.
Unlimited is a story about the people of its world.

On the one side we have the returning cast of heroes for their After Stories which gives each a chance to have one final dance in the spotlight. However, the issue with using established characters who have already been the focus of an entire game is they may not have much in the way of new interactions to give. This is a problem which Unlimited has a hard time juggling as there are many conversations and events which feel like the game is just wholesale repeating itself with how similar it sounds to their interactions in the previous game. Thankfully this ends up not being too bad since there is an effort to space out the familiar by including new developments for the characters and expanding on old ones. It does not completely remedy the issue and playing the After Stories back to back makes it stand out more with the repetition becoming somewhat tiring.
 
The Adonis side of the narrative does not suffer from the issues of the After Stories in quite the same manner. Its cast are the antagonist characters from the original game and these were not expanded upon there given their role as an obstacle for the heroes to overcome. This gives the writers a lot more room to expand upon what was established about them and show a human side to them which was previously absent. The result is new and colourful selection of characters to get to know and their quirks make for engaging interactions with the now stoic Hoshino. There is also one new character who appears in the Fandisc, Tachibana Chisato. He is one of the weaker aspects of Unlimited due to the fact even in his introduction he has to play second fiddle to the main cast. As you might expect from such a packed game, he barely gets any development and he feels incredibly tacked on as a lazy antagonist for the heroes to swiftly beat. Overall, the cast remains strong on the backbone of the original game but the stretch marks are beginning to show themselves.
Yanagi is one of the characters who had the most new material for the story.

 

A Familiar Coat of Paint – Visual, Audio and Technical

 
Reusing assets is the name of the game when it comes to Fandiscs and Unlimited is no exception. A vast majority of the visuals and audio are recycled from the original game. This is not to say that there are no new assets, for example there are a selection of new CGs scattered throughout both the After Stories and Adonis Route. However, they are so sparsely used that you would be hard pressed to differentiate a screenshot of Unlimited from one of the original game. While it is unreasonable to expect a Fandisc to make an entire game’s worth of new assets, it is nevertheless disappointing encounter so little new material over the thirty hours you will be playing. A few more splashes of new imagery and sound would have gone a long way to helping Unlimited stand out in its own right.
The new artwork is still of the same high quality.

On a technical level, Unlimited is identical to its predecessor with one exception, the mechanics of progression, and it is here where the game has its most noticeable weakness. Gating the Adonis Route behind the completion of some of the After Stories is a massive misstep. Not only is it unclear which After Stories you need to complete to unlock it, it also makes you play through content you might not be interested in to get to the main attraction of the Fandisc. On top of this once you reach the Adonis Route you have to start from the prologue section after each cycle in order for your progress to count. This might not seem to be a big deal at first until you realise the game allows you to access any scene you have completed in the route, which are displayed in the same list as the prologue, creating an unclear line of progression for the player who might accidentally choose the wrong scene. These issues cause needless confusion and muddies an otherwise amazing experience to the point where you question why these design choices were made.
 
 

Verdict – 9/10 – 

 
An excellent fandisc which expands on both the light and the dark elements of the original game in a well paced and presented package. 
  

Pros and Cons - 

 

Pros

 
+ Expanding on one of the original game’s Bad Endings is a clever move and expands the depth of Adonis as an organisation and the humanises the people within it.
 
+ Hoshino continues to be one of most well realised otome protagonist with a more even power dynamic between her and the other characters.
 
+ Revisiting the romances for the After Stories gives a good sense of how these relationship have developed.
 
+ The banter between Hoshino and the heroes is still a pleasure to watch and their interactions are the main appeal of the After Stories.
 
 

Cons

 
- Being forced to do the After Stories before you can access the Adonis Route is an unnecessary barrier.
 
- Uneven quality among the After Stories with some being distinctly better and more thought through than others.
 
- The lack of many new assets is a disappointment, but is understandable given this game’s status as a Fandisc. 
 

Top 10 Horror Visual Novels


It is the spooky time of year again and what better way to get a chill down your spine than with a horror visual novel. While this is not the genre visual novels tend to venture into frequently, those which do offer some of the most compelling horror experiences available in any medium. This list will cover games of various lengths and types of horror in order to give a good overview of what is out there and its quality. Now let the scares begin...
 

Top 10

 

10. Miniature Garden -

Steam  VNDB   Play Time – 7 hours
One of the most important aspects of a good horror game is a constant tense atmosphere since there is nothing that kills fear faster than a sense of safety. It is this tension which Miniature Garden uses as the sole basis of its horror and is an example of how this feeling can be used to its full effectiveness. Very little of what might be traditionally called scary actually happen in game. There are no jump scares and no monsters stalking the hallways, instead it is the unknown which drives the sense of fear experienced by the player. Just as the protagonist, Yasunari, is trapped by supernatural forces with no understanding of what is going on, so too do you share this position of weakness. Our fear of what we do not understand makes us jump a shadows and Miniature Garden gives the player a bread crumb to get their imagination rolling, the rumor that an unnatural death will befall someone on the night of the festival.  Its relatively short length means that this one trick does not overstay its welcome and the game provides a concise morsel of horror. 
 

9. Sound of Drop -fall into poison-

Steam    VNDB   Play Time – 10 hours
The ocean is a big and scary place filled with strange creatures whose alien forms inspire as much wonder as they do fear. An aquarium is a human made microcosm of the human obsession with the deep blue and it contains many specimens to stare at from behind glass. But what if that safety barrier of glass went way and this once human place became the realm of that unknown world. This fear is the backbone of Sound of Drop’s horror and it understands how the sea can be leveraged to get under a player's skin. In particular it makes liberal use of bad endings in order to sell the danger of the situation and the powerlessness of our protagonists. To support this horror there is a strong mystery which slowly comes into the light as events unfold and acts as a hook to keep the player engaged with the narrative so they have something to grasp onto to overcome their fear and press onward through the game. Overall this is a strong and focused visual novel which knows how to get the most out of its chosen source of spooks.
 

8. Lynne - 

Steam    VNDB   Play Time – 2 hours
For the eighth place we have a less standard form of horror, the trauma of being a teenager. At first glance this seems like it would be less scary than having a monster chase you or some other more direct threat, but it is in the human mind that the greatest fears can fester. Lynne perfectly captures the lost of control over mind and body which teenagers experience and uses it to resonate with the players own memories of this time in their lives. In doing this it creates unease and as events slowly spiral out of control you feel the dread of what is to come build up since these are feelings you have had writ large on screen. This a game with a strong emotional core which it cleverly uses to invoke a dread centric horror and plays with your own experiences.
 

7. Corpse Party: Book of Shadows -

Steam    VNDB   Play Time – 25 hours
Of the visual novels so far on this list, Book of Shadows is the first to utilise the more traditional trappings of horror such a gore and violence. These are used in a moderate manner with key horror scenes being given free rein with these tools and restraint being shown in everywhere else. Book of Shadows is a game focused around playing with highs and lows. This could be high and low tension or the highs and lows within a narrative context. It takes an almost gleeful approach to building up the players hopes only to dash them or subvert the standard outcome. Not knowing how things are going to turn out adds a great deal of weight to each choice the player makes and creates a fear born of this uncertainty. Book of Shadows is not for the faint of heart, but for those looking for a new twist on a more standard horror game are in for a treat.
 

6. Doki Doki Literature Club! -

Steam   VNDB   Play Time – 6 hours
Placing Doki Doki Literature Club in a horror list might count as a spoiler given how it initially presents itself, but it has been out long enough that even people who have not played it know about its genre shift. While this visual novel is somewhat of a one trick pony, this single trick is extremely effective the first time you play through it and has justly earned the game a reputation for the narrative and mechanical tricks up its sleeve. It is difficult to say to much about what it it does since its short length means there are not many examples to draw from and talking about even one of them is ruining a good portion of the fun. Instead I will say this, Doki Doki Literature Club is a visual novel which completely understands the trappings of its medium and by extension how to mess with them in a meta context to create a horror atmosphere through taking the familiar and undermining it.
 

5. Chaos Head Noah / Chaos Child -

Steam - Noah   Child   VNDB - Noah   Child   Play Time – Noah – 40 hours Child – 60 hours
For our fifth place with have a pair of visual novels from the same series which share a similar approach to enacting their horror, Chaos Head and Chaos Child. These both centre around their protagonists being unreliable narrators and creating a sense of fear from that lack of a safe source of information. This is further emphasised through the Delusion Triggers which act as these games’ choices where the player is asked to muddy the waters even more by choosing a false set of events for the protagonist to witness. So when sudden and violent things happen you are never quite sure if it is real or just a figment of an unreliable mind, but you are still left with the feeling something is wrong and you should be worried. These games masterfully use this uncertainty to build up their horror in a creeping manner which slowly seeps into your mind as you begin to realise exactly what sort of situation these characters are in.
 

4. Spirit Hunter: NG -

Steam   VNDB   Play Time – 20 hours
Urban legends, ghost and spirits are common features of horror but few can do them justice in the visceral way Spirit Hunter: NG manages to achieve. If there is one thing this game understands it is that build up is key to making a monster scary. It is quite common for there to only be the hints of a monster's presence for a long time before you get to see them in the flesh. Their horrific traces tell the tale of what they can do and this builds a tension which makes the actual encounter with the monster all the more scary. This is wonderfully complemented by the exceptional designs of the monsters themselves and their motions as their grotesque forms writhe and twitch in wholly unnatural ways. NG is a treat for fans of monster focused horror and never has it been so much of a joy to be attacked by these monstrosities.
 

3. soundless - A MODERN SALEM IN REMOTE AREA -

Itch.io   VNDB   Play Time – 6 hours

Isolation and paranoia are powerful emotions which form the heart of soundless’ introspective horror. Mercy is isolated and cut off from her emotions making her the perfect protagonist for a story about descending into madness. She has been wronged by those around her and it is this which the game uses to get the player to sympathise with her before everything spirals out of control and right and wrong become much blurrier. Watching stability descend into unrelenting chaos and the feelings of powerlessness over the situation on the part of the player keeps the fear of what will happen next high in your mind. With the recent release of the Final Verse update there has never been a better time to get immersed in this twisted tale.
 

2. Higurashi When They Cry -

Steam    VNDB   Play Time – Over 100 hours total
It should come as no surprise to find Higurashi on a list of the best horror visual novels. There are few games which can match its ability to stimulate fear in the player and maintain it for such a long time. Higurashi makes use of the contrast between its slice of life and horror sections to heighten the effectiveness of both by having the player emphasise with the characters and invest in their struggles to stay alive. This is all supported by a mystery which keeps you guessing the whole way through and even as truths become revealed the unclear nature of the picture shifts to make sure you remain engaged. Keeping the delicate balance between each of these parts is something Higurashi excels at and is the main reason it earns its position on this list.
 

1. Phenomeno -

VNDB   Play Time – 3 hours
The number one spot is occupied by a somewhat unusual game. Phenomeno is an adaptation of a horror novel into visual novel form and does an excellent job at showcasing how the medium can elevate a horror narrative. This is at its core a haunted house story with a heavy dose of the supernatural and a lot of uncertainty to create the complete horror package. Since the game was developed by Nitro Plus, it comes as little surprise that there a strong understanding of how to use the features of visual novels effectively throughout its short duration. We have it all here, cleaver use of sound and music, distinctive and clear visual style and a mastery over using text placement to control the tone of the narrative. While Higurashi is arguably the better game, it is difficult to recommend it given its over 100 hour length but Phenomeno is a much shorter and sweeter experience for someone looking for a scare this month and so ultimately won out as the best horror visual novel.

 

NVL VS. ADV – An Anatomy of Visual Novels


For visual novels, the written word is their backbone and how it is presented to the player is key to controlling their tone and pacing. Over the years the methods of presentation have been standardised into two types, ADV (ADVenture) and NVL (NoVeL). These two have become the dominate styles and are often positioned as diametric opposites in what they set out to achieve. When a developer creates a visual novel they will often exclusively use one of these two types based on if it fits their intended vision. But what is it that drives their choice and why have these two methods emerged as the dominant forces in the medium? This article will examine these two competing styles to find out what makes them tick and how you can utilise them when making your own visual novel.
 

ADV

 
In general ADV refers to a text box which only occupies as small section of the screen. It is normally located at the bottom but also can take different forms such as speech bubbles or other hovering text boxes. ADV is by far the most popular type of text presentation with over 19000 tagged games in VNDB and it can be seen as the face of the medium given how much it is associated with visual novels.
 
One of the primary reasons for this popularity is the faster pace it offers. An ADV textbox can only show a few lines of text at a time which the player can quickly read before clicking to show the next lines. This means the player is always being presented with new content and encouraged to never dwell on previous lines which gives them a sense that they are rapidly and constantly progressing through the game. As such the overall pacing of the game is sped up and for games focused on action or want a less dense feeling to their narratives, the choice to use ADV makes sense. This can be further controlled to the developer’s liking through the mixture of dialogue and narration to slow or speed up the feeling of a scene. The 9-nine- series is a good example of this practice with its mixture of slice of life, suspense and action scenes demanding a shifting but brisk pace. The game’s ADV delivers this by mixing speech heavy sections with rapid descriptions of events depending on the needs of each scene. Even with these elements it can be difficult to slow the player down and make them contemplate what has occurred due to the inherent forward momentum in of ADV and the lack of space it gives to what has just happened.
9-nine- demands for fast pacing come with episodic format

Complementing this faster pace is the lighter tone offered by unobstructed visuals. The smaller textbox of ADV places a greater emphasis on the backgrounds, portraits and CGs behind it and these cover the major of what the player will be seeing. As you would expect this means the visuals have to carry more of the weight in selling the narrative and is a consideration for visual novels where their art style is a big selling point as ADV allows it to shine. A focus on visuals also creates a less serious tone than NVL due to the shorter segments of text and an overall brighter feeling due to their prominence. This is the main reason slice of life and romance visual novels prefer ADV as their aim is create an enjoyable but not demanding experience for the player which they can comfortably slip in and out of and ADV provides this flexibility to the developers. One of the most prominent examples of this practice can be found in any Yuzusoft game where the lighter tone of ADV is utilised to its full effectiveness with their decorative and translucent text boxes and bright aesthetic. It is impressive to see how small changes to the colours of an interface can shift the player's perceptions of a work towards a more relaxed atmosphere.
It is amazing what a proper use of colour can do for setting the mood

By emphasising images through the smaller textbox of ADV, the styles of narrative told using it tend towards an external focus. What this means in practice is that these visual novels tend to have flat or self-insert protagonists with the focus being placed on the interactions between and other characters to carry the players interest. Amnesia: Memories is an extreme example of this external focus with its complete commitment to the self-insert protagonist and reliance on conversations between characters to carry the narrative weight. There is only a limited amount of introspection possible in a format which is inherently forward moving and what is present tends to be brief and supported by emotional moments with members of the core cast. This is one of the major downsides of the momentum offered by ADV, slowing things down can be difficult without killing the pacing of the overall narrative.
ADV places more emphasis on the characters in front of you

Another downside of ADV is lack of control it has over what text is shown on screen at any one time. This is due to the limited space in the textbox only allowing for a few lines to be displayed at once. As such there is very little room for a game using ADV to experiment with what and when things are shown on screen and the potential effects this can have on a scene. The narrative presentation of this type of game is simpler in general and tends towards a more balanced approach rather than focus on the quality of the writing which is why it is more popular with new developers and those with a more mixed skill set.
 

NVL

 
The approach of NVL to text and narrative presentation is in many ways the other extreme to the ADV method. It generally manifests as a single large textbox covering most of the screen, sometimes with a boarder around the edge, through which the visuals bellow can be seen even if they are partially obscured. 
 
When a developer chooses to use NVL it is clear they want the writing to be front and centre with the player's undivided attention. This is a result of having the text take up a good portion of the screen and it changes how the player interacts with the game. The presence of more lines of text on screen at any one time creates a slower pace to the narrative since past lines linger on the screen and the player may reread them in light of the new information being presented to them. We can see this clearly in Higurashi When They Cry which utilises its tense and horror based narrative to make the player hang on each sentence for a clue and attempt to find meaning in how the lines are presented, which in turn fuels the atmosphere in a cyclical manner. A side effect of this approach is the introduction of a more demanding tone than is found in ADV due to the increased prominence of the text and the way in asks you to dwell on the complete picture each page is showing instead of just a since line. These combine to favour more narratively complex stories since these elements of NVL are often overkill for simpler tales.
There is a reason Higurashi focuses on its writing.

One of the largest benefits to using NVL is the minute level of control it is possible gain over what text is shown as well as where and when. This gives the developer the ability to emphasise key moments by breaking from the established structure of the text and surprising the player. These can be something as simple as a single word at the centre of the screen to as complex as an entire scene presented as if it were a text chat log. Perhaps the most vivid example of this is Fate Stay Night which uses the colour, position, font and shapes available to control player perceptions with a level of finesse not possible without NVL. The ability to spice up the narrative presentation can never be underestimated and it injects life into what might otherwise be a boring wall of text. However, there is the ever present risk of overusing this trick and the temptation to show off through it must be controlled since it will rapidly become familiar and breed complacency in the player.
Clever uses of formatting it Fate's specialty 

The focus of visual novels which use NVL tends towards the internal over the external with the protagonist’s intimate thoughts being on display for the player. Having text covering the screen naturally increases the sense of familiarity the player has with its contents and by extension the characters they portray. Linked to this is the needed for an increased amount of words to cover the extra space provided by NVL which often leads to the narrator character spilling their entire train of thought at the slightest provocation. For example, Lonely Yuri is almost exclusively introspection and despite it been a short game it uses NVL to cover the screen with inner thoughts and feelings to sell the mood of work. This is both a blessing and curse as if handled well it can give the player a sense of the depth of each character and empathise with them, but on the flip side it can lead to narrative bloat which can kill the pacing of a scene.
Presenting inner thoughts is what NVL does best

A major drawback of utilising NVL is way in which it pushes the visual aspects of the game into the background. By placing a large text box in front of both the background and portraits, it creates a sense of distance from them and encourages the player to consider them less important than the writing. As you would expect this means that their art styles often tend towards clearer shapes and an uncluttered visual presence since a more distinctive and loud use of colour and form would become muddied or lost under the layer of text. While this is normally worked into how the game presents itself so as to not draw attention to it, there is undeniably something lost from not being properly able to engage with the visual aspects in a more chaotic and expressive fashion.
 

Merging The Two Sides


So far I have been presenting ADV and NVL as if they are entirely opposite and incompatible with each other. Of course this is not true, in reality there is nothing stopping a developer from switching between the two styles depending on the needs of the scene. Do you want to have a moment of introspection then switch to NVL, or perhaps you want a fast paced actions scene then switch to ADV. Wonderful Everyday perfectly encapsulates this mixed philosophy as it weaves in and out of both styles of presentation to allow the importance of a scene or moment to be understood by the player. On top of all of this it allows for the ability to play with player expectations through establishing one of the styles as being only used for a certain character or type of scene only pull back the curtain to reveal the truth later on. The flexibility on offer is endless and can be tweaked to fit the needs of the game’s narrative further adding to the toolbox available.
You know something is important when they whip out the NVL
 
If utilising both styles opens so many possibilities, why is it not used in every visual novel? The simple answer is most games do not need to use it to achieve their desired story. Adding in an additional style could create unintended confusion for the player because they might lose track of what is going to due to the constant switching. On top of this, the bouncing backwards and forwards between the two may lead to the overall experience feeling unfocused. It takes a skilled hand to navigate the correct use of this merger of styles and avoiding these possible drawbacks by focusing on one style and its benefits is often the better choice.
 

Conclusion

 
As with any medium there are differing approaches to presentation and none of these are necessarily better than any other, but instead offer benefits to certain genres and themes. Such is the case with the ADV vs. NVL debate. On the one side we have ADV with its tendency towards faster pacing and external focused narratives and on the other we have NVL with its introspective tendencies and more demanding tone. Of course you can combine the two in the same visual novel and play with their contrasting properties if you are willing to run the risk of confusing the player. Each one of these options is valid when used properly and allow the developer to have control over the effects of both the text and visuals in order to achieve their desired emotion or theme. In the end you will have to make the call about what you feel will work best within your visual novel and lean into what makes your chosen style tick for the best results.
 

- Copyright © Towards The End Sky - Hatsune Miku - Powered by Blogger - Designed by Johanes Djogan -