Archive for November 2022

Best Visual Novel Releases – November 2022


The year has gone by so fast, it is hard to believe we are on the cusp of December and Christmas is right around the corner. This month has been a relatively quiet one for visual novel releases, no doubt due to the closeness of the holiday season. However, despite this there have been a few noteworthy titles which will be covered here and they have an exciting variety to them including a conclusion to a mystery trilogy and an intriguing thriller tale. So without further ado let’s find out what has shaped the world of VNs this month.
 

Official Releases

 

Hoshizora no Memoria -Eternal Heart-

Steam      VNDB    Genre – Slice of Life, Romance, Fantasy.    Play Time – 20 hours
Seeing the release of the Hoshizora no Memoria fandisc, Eternal Heart, makes me feel like an old man. I remember playing the fan patched version of Hoshizora back in 2012 and thinking that we would likely never get a translation of the fandisc. However, after all these long years it has arrived and is everything I had hoped for. Eternal Heart contains additional story routes for Mare and Yume as well as after stories for the rest of the heroines. The sections dedicated to Yume and Mare are the main appeal of this game since the original Hoshizora did not entirely complete their stories, which is especially true in the case of Mare. For the most part these additions succeed in expanding on what was established and providing suitable catharsis to their stories and if you wanted closure for their stories this provides handily. The after stories are also of a good quality, but there is a definite sense while playing them that their narratives is just going through the motions with characters who’s journeys are over. This is a package designed for fans of the original game and while it does add noticeable strength for Yume and Mare, it will not appeal to those who had mixed feeling about the original.
 

Gore Screaming Show

JAST Store    VNDB    Genre – Horror, Mystery.    Play Time – 25 hours
JAST seem to have made it their niche to release older visual novels and Gore Screaming Show is their latest addition to the list. The first thing that should be brought up is that, being a horror game, Gore Screaming Show touches on ideas and imagery which may not be for everyone so make sure to check if you are okay with its content before playing (as you should with any horror game). With that out of the way, it is interesting to see an older horror VN and how it shapes up to a more modern sensibility. This is a game which released in 2006 and has the elements visual style that one would expect for the era and it gives Gore an undeniable charm which it knows how to twist it to unsettle the player. On top of this, the overarching mystery is a surprisingly interesting one given how it is initially presented and does a good job at incentivising you to keep playing. If you are interested in seeing an older style of horror in the visual novel medium then Gore Screaming Show may well be what you are looking for.
 

Milk inside a bag of milk inside a bag of milk / Milk outside a bag of milk outside a bag of milk

Nintendo Eshop      VNDB    Genre – Surreal, Meta.    Play Time – 3 hours

Switch users are getting another great visual novel port to add to their library with this double release. It combines two releases by Nikita Krjukov into a single package and the result is a the best way to experience these games. Trying to talk about these games is somewhat difficult for two reasons, firstly they are incredibly short so saying anything about them is some kind of spoiler and secondly they are just so surreal that talking about them almost immediately descends into a discussion of the themes and ideas of the narrative. These are games which are not very straight with the player and ask them to engage with what is being presented to build a complete picture of the themes and ideas on offer. Its relatively short length also compliments this allowing for repeat playthroughs in a short time frame and not outstaying its welcome. Combining these two elements and you have a bite-size and thoughtful visual novel which is well worth your time.
 

A Clockwork Ley-Line: Flowers Falling in the Morning Mist

Steam     VNDB    Genre – Mystery, Fantasy.    Play Time – 20 hours
This is final installment of the Clockwork Ley-Line trilogy and comes hot on the heels of the previous game without the massive gap between releases which happened last time. The second game left the series in an interesting position with some big plot twists and Flowers Falling in the Morning Mist picks up these threads and runs with them into an exciting finale. It is also a much more even experience than the first game which had to spend its play time setting up the world and characters or the second game which was occupied with the big twists. However, there is no real effort to accommodate new players in this game and if you have not already played the previous two entries then I recommend you start with them rather than this final entry.
 

Scar of the Doll

Nintendo Eshop     VNDB   Genre – Thriller, Mystery.    Play Time – 4 hours
Our final visual novel this month is an odd one. This is a remake of a much older title which started out life on the PC in 1999 before being ported to IOS and then back to PC and is now a Nintendo Switch game. It latest incarnation boasts a shift into a more modern anime style aesthetic, a remastered soundtrack, additional story content and the strange option to turn the horror elements on or off. The narrative is focused around Kamijou Asumi and her search for her older sister who she has lost contact with. In this pursuit she uncovers disturbing facts which undermine what she thought she knew and her life ends up the firing line against an unexpected threat. Overall, this is a solid and short VN with enough charm to keep you entertained over its duration. Something to pick up if you want some quick thriller amusement.
 

Hello Lady! Analysis (Spoilers) – Pieces of Potential

 

Academic Subterfuge 

 
The English release of Hello Lady is a game in a strange situation. Being a translation of the Complete Edition, it is effectively three games tied into one which leads to some interest quirks. I knew that I would have to play the game since I enjoyed one of the developers previous works, Coμ. Coμ was a flawed but entertaining game and it is with these expectations I when into Hello Lady. What I got was an extremely compelling but uneven experience and here I will endeavour to explain the causes and strengths I encountered.
 
In this analysis I will cover my broader thoughts on Hello Lady which could not be included in the review since they contain spoilers for most of the plot. As such I advise you to read my original review before continuing onward if you just want to know whether you should play the game.
 

The Fires of Love and Revenge – Route Analysis

 

-Common Route -


Hello Lady’s Common Route is on the longer side and as such has to keep things engaging through a variety of events. There are your standard slice of life sections, which do a good job at establishing the characters, a mock superpower battle, for a little bit of action, and a sizeable dose of tension between the character's motivations. The majority of the Common Route is nothing terribly special with it leaning into established genre ideas as its backbone. However, what makes it stand out is how it ends. The curtain is pulled back and the player gets to see the true extent of Narita’s desire for revenge and how far he is willing to go. It is almost theatrical in how it frames Narita’s act with a specially made replica gun and perfectly timed entrance in order to inflict the greatest amount of fear in his target. Narita is the lead actor in a tragedy fuelled by hate and we have front row seats for this disaster.
 
As mentioned in my review, the main problem in the Common Route is the choices presented to the player regarding their feelings towards the school. These fail on a number of levels. There is the issue of how vague the notion of feelings is with only a binary like and dislike system available and no method of understanding what this means in practice. On top of this there is no indication about which heroines want what number of like or dislike choices in order to access their route, with some requiring one or the other and some which do not care about either. This is made even more confusing by the presence of joke bad endings if you pick too many of either the like or dislike choices which can make the player believe they are doing something wrong by choosing these options. Overall this is just a poorly though through system that adds a blemish to an otherwise excellent Common Route.
 

-Akahito Tamao -


This is a route which opens and ends strongly but has a meandering middle. The inciting incident of Narita discovering Tamao is a spy acts as a great source of tension with the two teaming up to plan an infiltration of the secret lab while not trusting each other. However, this conflict goes out of the window once Narita confesses his love for Tamao and the narrative never quite recovers from this loss. Shifting the focus onto the romance between the two might seem like a sound choice in theory, but they are meant to be getting ready for a life or death situation and seem to lack any sense of danger. The interactions between the two are cute and do a good job at selling their budding relationship while setting up for the gut punch later on. Tamao’s route regains focus in the final stretch with a heart wrenching battle of wills between Tamao and Narita over Narita’s desire for revenge and it is a high point of the story which saves it from the dip in the middle.
 
Tamao and Sorako are the two initially available routes and share some similar problems. As mentioned in my review, the game cannot know which of them you will choice first and as a result there is a lot of repeated information in each which can kill the pacing of whichever one you choose second. On top of this issue there is the feeling that these two routes only have one route’s worth of new information in them and can feel empty at times as a result. Tamao’s route covers the secret lab and Sorako’s route covers Narita’s past, but neither cover their topics in much depth since the major revelation are being kept for later in the game.

-Katsuragi Sorako -


Sorako’s route is a much more even experience than Tamao’s even if it never reaches the same highs as that route. Having Sorako act as a constant remainder to Narita of the past and how it was not all as bad as he wants to remember it being. Coupling this with Sorako’s generally more positive disposition, makes her an excellent foil to him with her both supporting his actions and undermining them in the same breath. The overall character arc for Sorako is a strong and familiar one with her gradually gain the confidence to make her wishes a reality and make Narita see her for who she is rather than his memory of her. 
 
It is just a shame then that this route is plagued by questionable choices which add nothing to the route. The choice to have Sorako be a cross-dresser is an easy example to use of this problem. There is precisely one scene in which this aspect of Sorako is explored and it only gets a few lines dedicated to what has been a repeated and obvious visual part of her identity. Nothing else is done with it, Sorako never behaves like a male, it never effects how anyone treats her and even her own family (the very people she is trying to impress by doing this) never bring it up. It is almost to the point that it seems as if Sorako may have original been written as a male character but was changed later in development and the cross-dressing is a remnant of that process. This would explain why it is not brought to our attention much since a male dressing as a male is not something you would draw attention to. Overall, it is just a strange clash between how visible this trait is and how little it actually matters.
 
Another major example of the confused narrative choices made for this route is Sorako’s split personality. This is a very sudden plot twist which comes out of nowhere at the start of her route with no foreshadowing or proper set up. It feels jarring to be introduced to this new character at the start of a route rather than during the Common Route and the whole thing is rushed through so we can get on with the plot. Then the game proceeds to do nothing with this new character, they do not have their own character arc and just seem to exist so Sorako has someone to talk about her feelings. They do not do anything within the story which could not have been done by Sorako herself and as such this split personality could have been written out without issue. While it never ruins the experience, it does distract as you wonder why they even included this plot point.
 

-Takazaki Eru -

 
With Eru’s route the overarching narrative picks up and we get lots of information to help understand what is going on. Watching the interactions between Eru and Narita is the highlight of this route since Eru’s no nonsense attitude contrasts wonderfully with Narita’s tendency for flamboyance and they bounce off each other well. Of the routes from the original game, this is the strongest with an excellent flow to it. We get an opening which sells the start of romance between Narita and Eru with two coming naturally together as they bond over their common interests while Eru slowly opens up about her past and develops beyond the idea she is a doll. Throughout this there is always a sense that Eru is hiding something which adds a nice tension to affairs.
 
The final part of Eru’s route has some of the best and worse aspects of the original game. It becomes very clear that Saku is not in her right mind any more as it is revealed she is responsible for the murders of people with powers. This creates a situation where Eru’s loyalty is tested and she turns on Narita, but comes around after Narita pushes through Eru’s power. Having this conflict between hero and heroine is a strong way to finalise their relationship and it is the highest point of this route and plays off what has been established between the two throughout the narrative. It is after this point which the greater issues with Hello Lady start to rear their heads. Saku’s dropping of any illusion that she is not the antagonist here and going to town on the school set her up nicely as a threat and makes you question which Saku is the real one, this one or the one we knew before. This is an interesting direction to go in but runs into the problem of having to hold back a lot of information about Saku and any revelations about her powers until her own route. As such the confrontation with Saku is incredibly underwhelming, Narita attempts to attack Saku only once and when this fails simply lets Eru use her power to win in an anticlimactic manner.
 
Eru’s power is systematic of the strange ability design at play throughout Hello Lady. The ability to influence the mental state of another person to the point that attempting to harm Eru cause the person to attack themselves sounds like a cool idea in theory, but in practice is highly incompatible with the action focused nature of the narrative. It appears the developers were aware of this problem as there are only two proper fights involving Eru, the one just mentioned above vs. Saku and on in the final route. Both consist of two people standing opposite each other making noises as they have an invisible mental battle. This does not exactly make for compelling viewing especially for the confrontation with Saku since it is meant to conclude Eru’s character arc and is an underwhelming note to end the route on.
 

-Otonashi Saku -


Oh boy, here we are at the finale of the original game and the route with the most missed potential and strangest twists. It has a lot of ground to cover in terms of plot points and for the most part it is well paced with a good build up of the relationship between Narita and Saku while giving the final nail in the coffin for the legitimacy of Narita’s revenge. The cracks only start to show once we reach the finale were Saku’s lack of flaws reaches it apex with her being effectively absolved of any wrong doing with regards to her evil self which makes her hard to empathise with especially in contrast to the mentally anguished Narita. Evil Saku is barely utilised throughout the route's duration with this part of Saku only surfacing on a few occasions and even then only for a moment. It really feels as if the developers did not want to have this part of Saku effect the players impression of her in any negative way. This is furthered by the revelation that this part of Saku was not really her succumbing to Onslaught Syndrome and was in fact her being possessed by Ruri and used like a puppet to commit those murders. This puts Saku in the clear for being responsible for those deaths since there is no way she can be expected to fight against a mind control she had no idea was even happening. Honestly this is a lot of missed potential and in a later section I will expand on this in more detail.
 
Next we come to fight between Kurofune and Narita which the entire game has been building up to and is completely undermined by Saku’s presence. The fight has to constantly stop and start so that Saku and Kurofune can debate their actions and explain their motives. This completely kills the pacing of the fight with Narita barely being involved in a scene which should be the climax of his character arc and revenge. To put Narita in the background of his own fight and instead favour Saku, who has far less investment in this fight and does not actually throw a single punch, is a strange choice and leads to this fight feeling somewhat like a damp cloth to end things on.
 
Of course this is not really the end as our eleventh hour villain takes the stage. Ruri is very poorly set up and is basically a cardboard cut out evil who is just there to be defeated. However, this section has some redeeming features which elevate it above the Kurofune fight. It nicely acts as the final blow to Narita’s motivations as the source of his desire for revenge is still alive and was not the person what he believed her to be. On top of this, the fight against Ruri is suitably climatic with everyone pitching in to overcome her and her own powers being excellent for a final antagonist. At this point it is worth bringing up the elephant in the room, Saku’s power. It turns out she has the ability to negate anyone else’s abilities and can take them from the person if she wants to. This ability is so absurdly powerful in the context of Hello Lady given how prominent those with powers are in the narrative. Saku is basically invincible if she chooses to actually use her powers which for the most part she does not so the plot can happen and seemly for no other good reason. It is a shame Ruri’s fight is finished because of Saku’s Deus Ex Machina power but I suppose Saku had to be involved somehow.
 
Thus ends the routes contain in the original game. Quite a mixed bag with just as many excellent moments as strange narrative choices. If this were the entirety of Hello Lady I would not remember the game so kindly. However, it is not the end and what comes afterwards goes a long way to filling the holes in the original game.
 

-Kabutoyama Mitori -


When I realised one of the two New Division routes belong to Mitori I cannot say I was very interested in it. In the original game Mitori is a character who’s death, at the end of the common route, acts as an inciting incident to break the status quo and introduce a new layer of mystery to the game. There was not much else to her and as such my expectations were low for her route, but little did I know she would become my favourite character and her route would stand head and shoulders above the rest.
 
Let’s begin with the common problem which both of the New Division routes share, which is they begin without any build up and assume you are familiar enough with the events of Hello Lady to follow along. Mitori’s route does suffer from this more than Hishia since it begins with an immediate action scene which does not let up for quite a while. However, neither route is ruined by this issue and it just means the player may initially be lost as to what has happened before to this opening.
 
Mitori’s slow decline as she struggles against the Onslaught Syndrome as it is eating away at her is everything I had hoped for when Evil Saku was introduced. Witnessing this decline from both her internal point of view and from Narita’s makes for a compelling narrative as both have to grapple with this problem in their own ways, all the while being on the run from the school who are doing everything in their power to kill Mitori. The way this decline is contrasted with the growing relationship between Mitori and Narita, even in the face of this inevitable demise, works to heighten the tension and make their bond a beacon of light in this dark time. The whole experience plays out as any good tragedy should, we know how this is going to end and no matter how hard the characters struggle they cannot escape the ending. It is precisely this fight against the inevitable which makes their efforts beautifully futile and you cannot help but cheer them on. When Mitori’s end does come it is with one of the best fights in the game between herself and Narita and perfectly encapsulates their relationship while still being a climatic showdown. Few visual novels do this kind of tragedy and it was a pleasant surprise to find an example of it in Hello Lady.
 

-Hishia Mori -


This is a route characterised by its tendency to meander. It spends the majority of its play time dumping flashbacks and information about Hishia and Narita’s past. Most of this knowledge we could either already infer from what is known or adds nothing of value. This is a shame as the actually relationship between the two is a sweet romance focused around how the pair have a similar traumatic past and find solace in one another. If it were not for the poor pacing for the majority of the route this would have been one of the better example in the game of how to handle romance.
 
However, there is one part of this route which makes it worth playing through all the dry backstory and this is the fight against Kurofune. Here we can see what the fight in Saku’s route should have looked like and how you do a climatic fight where the heroine contributes without overshadowing the main conflict. Let’s pick apart why this works and Saku’s does not. Firstly, Kurofune is established as a threat by demonstrating his strength directly against Hishia and Narita, rather than being constantly interrupted, which allows for a greater catharsis when he is defeated. Second, character growth is naturally tied into the procession of the fight with it coinciding with the resolution of the main relationship. Finally, Hishia contributes to the fight in a way which makes sense for her character while not taking the limelight way from Narita who is the person with the greater investment in this fight. It also helps that Kurofune is given an expanded suite of moves to make the longer fight feel fresh throughout. This fight is one of the best in Hello Lady and it amazes me that it is consigned to a fandisc route.
 

-Superior Entelecheia -


Hello Lady’s grand finale route is juggling differing priorities. It is at once an explosive conclusion for the story and characters as well as a remedy for the issues of the original game’s narrative. Despite being pulled in these two directions it does an excellent job making sure neither overshadows the other and ends up as a suitable send off from the whole game.
 
When it comes to being a conclusion to Hello Lady, this route knows it has to up things to eleven to keep the player engaged to the very end. It achieves this by giving all the characters enhanced versions of their powers to increase the spectacle of the fights and having all the major conflicts in the prior routes come to a head at the same time. This might sound like it would be overwhelming but in practice there is a strong flow to events in part due to it using a lot of elements the player is already familiar with, ensuring they will not become lost in the non-stop action.
 
This route’s second objective is to fix issues with the original game and the two most prominent examples of this are Saku and Ruri. Saku gets the smaller enhancement with greater emphasis being placed on her fear of being left behind by those she loves and more general weaknesses to counteract the damage done by her own route making her too perfect. Overall the game is successful in crafting a more compelling personality for Saku, but there is still the lingering harm done by her own route which is difficult to undo. Ruri on the other hand is given the majority of the spotlight since she essentially had no personality before this route as anything other than a throwaway villain. Her transformation from generic bad guy to empathetic heroine is this route’s greatest success and the main appeal of playing it. By placing her in contrast to the rest of the cast and playing her off against Narita, the player gets a nuanced look at what motivates her and how despite everything she might say that she is as human as the rest of the cast. Having her be forced to question her world view also adds a lot to her character and we get to see her struggle to come to terms with what is happening around her. It also wonderfully expands Nartia by acting as a chance for him to be a real family member now that the mask has dropped and the resulting interactions create just the right balance of tension and feeling.
 

Greater Than The Sum of Its Parts – Overarching Thoughts

 

-Three Game Chimera -


As a merger of three games there is some inevitable strangeness in how the whole package is put together. Going from the cohesiveness of the original game to selecting the next route from the main menu rather than from your own choices is quite a jarring shift. It bring a certain awareness of the fact this a game to the forefront of the player’s mind and this is one thing most games strive to avoid wherever possible. While this is not the end of the world for Hello Lady, it is disappointing that there was no attempt to merge these detached routes into the original game. This would have certainly required some additional effort on the developer’s part, but the benefits for immersion into this wonderful narrative and the coherence it would have provided would have been well worth it.
 

-Saku’s Missed Potential -


When Evil Saku was introduced in Eru’s route I was immediately intrigued by the twist that a previously beacon of moral purity has a darker side to them. This is initially presented as Onslaught Syndrome but the player is clued into the fact it is not this because of how the sympoms of Onslaught Syndrome do not exactly match what is happening to Saku. She is too in control and too human. However, this potential dies as you enter Saku’s route with it being pushed into the background and ultimately revealed to be a case of possession by Ruri and not anything related to Saku’s character.
 
This is the single biggest missed opportunity in Hello Lady, especially given how many of Saku’s plot points and character traits would play well into a darker self and her overall arc. So join me as I engage in a thought experiment (read as Fanfiction) about how this could have been handled better.
 
Saku’s character arc can be broadly split into two parts, her fear of being left behind born from her friend’s death and her struggles to reconcile the idea of being noble with the realities of an unfair world. Her struggles with her friend’s death are the fertile breeding ground for the construction of another personality to deal with the issues Saku does not want to face. Multiple personalities as a part of having powers already has a precedent with Sorako so this would not be out of left field. This new Dark Saku would be assertive, ruthless and willing to do whatever it takes to deal with threats and in particular problematic people with powers, everything the original is not or does not want to admit to being. 
 
The focus on those with powers would stem from the established fact that the person who killed her friend was someone with powers who managed to get away with what they were doing for a long time and was not somebody the normal authorities could handle. So Dark Saku’s answer is to kill these people to prevent them from causing harm since nobody else is willing or able to do it. Saku would have some awareness of what is happening to her but not remember the events when she is Dark Saku (as in the actual game) and also cannot quite bring herself to fully reject her other self’s methods. It is also easy to justify why Dark Saku would have killed Eru’s Owner given how he treated Eru as a thing rather than a person and thus would be unacceptable to Saku’s values. Saku would also feel responsible for Eru since she would be aware of being involved in Eru’s current state and as such she would take Eru under her wing even if she is not comfortable with Eru’s attachment to her. 
 
Saku’s route would focus on the same issues and themes as the original but frame them through the duel personality and having Saku come to accept this other self. Dark Saku would be more present, like Evil Saku is in Eru’s route, and acts as both a mirror to Narita’s own negative traits and a source of tension as the player would not know if they are friend or foe. The Kurofune fight could also used as a perfect ending to Saku’s arc by reconciling her and Narita’s feelings with Kurofune acting as an opposite ideal to them and forming a coop fight much like the one in Hishia’s route. As for Ruri’s appearance, this is a more fundamental issue which one route cannot solve and simply requires better set up throughout the entire game. However, on a character level Ruri could act as an opposite in terms of someone who stands above everyone else in terms of power and how they should behave. Ruri believes everyone to be lesser because of their weakness and uses them like toys, while Saku wants to protect them with her powers and adhere to the ideal of being noble. This makes Ruri occupy the same role as Kurofune but from a power centric view rather than focused around beliefs.
 

Conclusion

 
Quite a lot of ground has been covered in this analysis but I hope that it was insightful as to the many strengths and flaws of Hello Lady. It should be obvious now this game is far from perfect with odd pacing issues, problematic choices of superpowers and general missed potential. However, it should be equally clear that it shines brightly with emotive character arcs, outstanding action scenes and an understanding of how to get the most out of each moment. Never has a visual novel made me so conflicted about if I think it is good or not throughout its entire length and swinging wildly backwards and forwards on which side of the divide I sit on. So ends my brief journey into madness and I will now try not to think about Hello Lady for a while, it has occupied too much of my mind.
 

Hello Lady! Review – Revenge Is A Dish Best Served Hot


Genre – Superpowers, Action, Multiple Route Mystery.   Play Time – 50 hours.   Developer - Akatsuki WORKS.   Steam   VNDB


It Started With Fire

 
The quest for revenge is a time worn tale which has assumed many forms and is notoriously difficult to get right. It can be a struggle to get the audience to empathise with a character who is seeking revenge, especially when they start destroying the lives of others and potentially killing people. Hello Lady throws its hat into this complicated ring and presents its answer to this problem through a merger of mystery, romance and action. The version we have translated into English is the Complete Edition which includes the base game, the New Division fandisc and an extra final route. This package leads to some strange overall narrative quirks, but are its strengths enough to overcome them and craft a compelling tale of revenge? Let’s step into the shoes of Narita Shinri and find out.
 
The idea of what it means to be noble is a common motif.

A Game of Three Parts - Narratives and Themes

 
Despite being a merger of three separate sections (Original Game, New Division and the Final Route) written at different times there is a surprising level of cohesion between their overall narratives, but also some strange choices which lead to moments which don’t quite add up. Each part brings something unique to the table and explores the world or characters in order to create a complete experience for the player.
 

- The Original game -

 
This is the first section of the game which the player has access to and it is here they will spend the majority of their time. It follows a structure of sequentially unlocking routes in order to control the information given to the player and provide a sense of progression through the overarching mystery. However, this results in there being little sense of agency on the part of the player with the only freedom being given in the very beginning and even then only in the choice of two routes. As such it falls on the characters and plot to hold up the narrative and they succeed wonderfully. Narita Shinri’s pursuit of revenge and how it interacts with each of the heroines differently makes for a gripping tension as each brings a unique angle to his quest and calls it into question his motives. These dynamics are extended to the supporting cast with Narita having to dance around them in order to conceal his intent from them and enact his plans. This atmosphere between the characters is further enhanced by the mystery of the plot as the secrets of the school and of the world are slowly revealed and play on the sense that Narita is not in control of the situation.
There is a good balance of light and dark moment

While the overall story of this section is strong there is an unevenness to its quality. For example the two initially available routes can feel like they repeat each other due to them being only able to assume the player has played the common route before hand. Coupled with this is the sparsity of new plot points for the overall narrative and these two routes come across as one route’s worth of content split into two, which is not a great first impression. There are strange quirks like this all the way through Hello Lady and to top it all off the final route has an eleventh hour villain who pops up out of nowhere and is defeated just as quickly. All of these little issues do not detract from the enjoyment of the game as a whole, but if this was the only part of the game then it would have scored lower since it can feel as if it lacks focus.
 

- New Division -

 

New Division consists of two routes which are accessed entirely separately from the original game and as such have no build up to them as the player is suddenly thrust into the heart of the narrative. As you might expect this can be a bit disorienting, but it is mitigated by the routes making it clear when they take place in the timeline of Hello Lady
 
The two routes added are for Kabutoyama Mitori and Hishia Mori who were previously minor characters and now step into the limelight. Mitori’s route is the stronger of the two with a heart wrenching story which not only expands the characters involved but also the explains some unanswered questions and grows the world building in interesting ways. It is one of the best routes in the game and only held back by how it can only build on certain plot points and not conclude them. On the other hand Hashia’s route is more uneven. The opening parts of the route repeats information we already know or could infer as well as containting numerous information dumps about Hashia’s past with Narita. This leads to it feeling very front loaded with content and kills any forward momentum the route might have be able to develop. However, this is balanced out by an extremely impactful finale where all the build up is turned into payoff with Narita and Hashia having a joint fight which is not only a spectacle but also ties their character arcs together. An overall slow route filled with filler content is ultimately saved by Hello Lady’s distinctive ability to make every conflict engaging and tense.
Everyone has something to hide

- Final Route -

 
It is difficult to say much about this route without spoilers since it acts as a culmination of all the previous sections. What can be said is that it is a worthy finale for the whole game and wraps up everything from character arcs to stray plot points. It also understands that in order to be a send off for the game it needs to crank things up to eleven and it does so in a brilliant explosion of action with new enhanced powers for the entire cast. On top of this it gives much needed depth to the eleventh hour villain from the original game and turns them from a cardboard cut-out designed only to be beaten by the heroes into one of the most interesting characters who wonderfully ties Narita’s story together. Without this route Hello Lady would have been a much weaker experience and its presence more than makes up for the short comings of what came before.
 

Web Of Liars – Characters

 
The cast of Hello Lady covers a variety of roles effectively with characters switching positions between ally and enemy depending on the route and events. Their banter and tension does a great deal to sell the narrative and make each section of the game distinctive. However, they are not without flaws and there is a particularly glaring failure to be found.
 
It is rare for a visual novel to have a main cast this evenly strong and intriguing to watch dance around their scars and hopes. Narita is our protagonist and point of view character and epitomises the game’s standard of characters. He is a complicated and conflicted person who at once driven by his quest for revenge and his empathy for those around him. This conflict between his aims and the new companions he has found forms the strong backbone of each route's narrative and themes. It is also nice to have a protagonist who will get things done rather than waiting for the plot to move them forwards as can be found in many other visual novels.
Few things can stop Narita once he gets going

Of course the heroines are similarly well written with every one of them testing a different part of Narita’s motivation. Tamao has a fiery temperament and is always up to challenge Nartia but similarly to him genuinely cares about those around her. Sorako indirectly forces Narita to face his past as well as how his future will be shaped while she herself finds the inner will to guide her forward. These are just a couple of examples and from them it is clear the lengths the developers went to make sure each heroine has not only a function within Nartia’s overall story but also be compelling in their own right.
 
Now lets address the elephant in the room, Saku. For the majority of the game she is a strong character and acts as a foil to Narita with her moral righteousness contrasting with his crookedness. They work well as a duo to highlight the flaws in each others approaches to life and their aims which adds to the already dynamic cast interactions. However, this all goes out of the window once the player enters Saku’s route. The game becomes obsessed with painting Saku as pure and true to the point at which they blast way anything previously interesting about her character and make her flawless. At one point it looked as if the game was going to have Saku be involved a moral complicated situation but it back peddles on this plot point and absolves her of any possible wrong doing. This is all before we reach the issue of how her power is a deus machina which could solve so many threats in the narrative if she decided to use it, but of course she does not so the plot can happen. Overall, this leaves a sour taste in the mouth and, while the final route does a lot to mitigate this damage to Saku’s character, it feels like there is a favouritism towards Saku over everyone else.
Saku's perfection detracts from the rest of the cast

 

Superpowered Spectacle – Visuals, Audio and Technical

 
When it comes to the polish of the moment to moment gameplay, Hello Lady delivers some noticeable highs within a competently put together package. The game is not without flaws but it is clear the developers have an understanding of how to get the most out of their chosen medium.
 
Juggling the different tones and selling them through the visuals is a delicate affair and one which Hello Lady manages to thread nicely. By utilising a wide array of colours to complement the type of scene they are accompanying and makes it clear to the player what emotions they are trying to invoke. Bright colours and strong still poses show that you are in a slice of life or romance section, while darker colours and dynamic stances turn up the heat for an action or dramatic section. The art style itself is nothing you have not seen before and utilises a very standard anime aesthetic, but the developers are comfortable with it and know how to get the most out of it.
While the art style is not original it is used well

The audio is a similar story to the visuals. Sound effects are suitably crunchy but are otherwise unremarkable. However, the music fairs better with a selection of standout tracks which are excellent to listen to in their own right and are spaced out throughout the experience so there is always something new to listen to over the course of what is a long game. This does not mean the entire soundtrack is excellent with a lot of the more relaxed tracks being extremely forgettable and, while not of terrible quality, they do lessen the quality on offer elsewhere.
 
On the technical front, there are some nice touches which elevate the game and one very questionable choice. For the good features, there are changing title screens which switch every time you complete a major section of the game and give a sense of progress for the player. In addition, Hello Lady is a game which uses both NVL and ADV to their full effect alongside each other and this merger elevates scenes and the tone of the game. As for the big misstep, it takes the from of the choice system and how it add unnecessary confusion. The choices come in two forms, ones which directly increase a heroines affection and ones which increase or decrease Narita’s stance towards the school. Heroine affection choices are the most standard, pick the option your chosen heroine likes to gain points. This is made easier by the game including a little picture each heroine on the options they want picked. 
 
The issues begin to appear when you factor in the choices which effect Narita’s feelings towards the school. Some heroine routes require a certain stance towards the school by Narita while others do not care about it and there is no way to know outside of trial and error which ones want what stance. This leads to a lot of confusion for the player with them repeatedly having to go through the common route and test various combinations of choices to see what gets them on a route. As you can imagine this is a frustrating experience and not conducive to keeping the player engaged. To top it all off the routes do not in any way recognise the stance of Narita based on these choices and just focus on the heroine leading you to question why they even exist. 
 
The choice system is needlessly confusing


Verdict – 9/10

 
While there is an unevenness to Hello Lady's quality, it is ultimately an extremely compelling package which keeps you engaged with revenge and mystery and plays on your feelings for its characters.
 

Pros and Cons - 

 

Pros -

 
+ A compelling overarching mystery and an emotive tale of revenge form an exceptionally strong narrative core.
 
+ Having proactive and morally questionable protagonist with a drive to get what he wants is a breath of fresh air.
 
+ The various and competing desires of the cast make for some tense and heart-warming moments.
 
+ Careful use of visuals and audio alongside an understanding of how to get the most out of the medium allow each scene to shine.
 

Cons -

 
- The quality of the narrative is uneven with some sections being stronger than others, which is not helped by the game being a messy merger of three different games.
 
- One of the most nonsensical choice systems in any visual novel.
 
- Saku is favoured too much by the writers to the point at which she barely has any flaws and is far too virtuous.
 
- Certain plot points are not developed properly or given space to breath, most noticeably the original game’s eleventh hour villain.
 
 

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