Archive for December 2022

Best Visual Novel Releases – December 2022


Christmas is here and it is the time to be jolly and mingle, but there is no rest for the world of visual novels with some of the year's most exciting releases. We have everything from a long awaited translation from a major developer to a new studio's time travel release to a courtroom filled the intelligent birds. Our medium is one which knows how to keep surprising its players even as the year comes to a close. Let’s open these glittering presents and see what is worth your time this month.
 

Official Releases

 

Aokana - Four Rhythms Across the Blue – EXTRA2

Steam     VNDB   Genre – Sci-fi, Slice of Life, Sport    Play Time – 7 hours

This second Extra game for Aokana is a welcome expansion to the main game’s narrative and this time focuses on the after story of Misaki. It has arrived quite some time after the first Extra which released in 2020 and this long gap is surprising given this is not exactly a lengthy release but at long last we can return to this sci-fi sports world. Extra 2 only contains the after story for Misaki and as such there is nothing here for people looking for content about other characters or new stories, this is all about concluding Misaki and Masaya’s joint story and there is not much space for anything else. Sometimes presenting a narrow vision of what a narrative wants to achieve is for this best and this one of those times. Having more time to spend with this endearing pair allows for a further strengthening of the player’s bond with them and gives them a proper send off. A definite pick up if you enjoyed Misaki’s route in the original game.
 

Napoleon Maiden Episode.1 ~A maiden without the word impossible~

Nintendo Eshop     VNDB   Genre – Time Travel, Romance    Play Time – 5 hours

Moesoft is a new visual novel developer on the scene and Napoleon Maiden marks their first release with a title set in French revolution. Let’s start with the elephant in the room, every historical figure featured in this game has been gender swapped if they were originally male. The biggest example being the titular Napoleon who is now a cute pink haired girl. To be fair to the game it does provide the excuse that this is an alternative universe our protagonist has been thrown into, but this will be a big turn off for many people who have grown tired of this trope. If you are not one of these people then you are in for an interesting time with this title as it offers up its own takes on these important people within French History. While this is the first part of the overall narrative and thus relatively slow paced, there is the beginnings of an intriguing plot and an adorable blossoming romance which makes this game worth your time.
 

Witch on the Holy Night

Nintendo Eshop    VNDB   Genre – Fantasy, Action, 80’s    Play Time – 30 hours

Many including myself had long given up on ever seeing an official release of Witch on the Holy Night with an English translation. Type Moon has for, some unknown reason, shown no interest in providing proper avenues for English speaking fans to purchase their games. For whatever reason, Witch on the Holy Night has become an exception to that rule and what a glorious one it is as we step back into the tightly crafted, and thankfully servant free, creases of Nasu’s mind. This magically tale follows Shizuki Soujuurou as he finds himself drawn into the lives of two mages, Aozaki Aoko and Kuonji Alice, and the strangeness contained in their everyday existence. Enhancing this journey is the choice to set the game in the 80’s which gives the whole experience a loosely historical feeling as well as cleverly sidestepping any narrative problems modern technology could introduce. Overall this is one of the biggest releases of the year and you should play it if you have any interest in Type Moon’s work.
 

Otome * Domain

Steam     VNDB   Genre – Cross Dressing, Slice of Life, Romance    Play Time – 23 hours

There is a strangely prolific sub-genre within visual novels where a male protagonist is forced to crossdress and attend an all girls school. Otome * Domain is the latest release in this sub-genre and commits to this specific fantasy with a warm and comfortable atmosphere which has a strong emotional core for each character. While this title does not step too far away from the standard structure expected of a romance visual novel, it manages to stand out through the way in it flips the gender role expectations to create a strong set of comic interactions. Our protagonist often exhibits more feminine traits than the entire female cast and this juxtaposition works wonders for making the characters feel alive, as they show themselves to be more than what they at first appear. A solid visual novel and something you should consider picking up if this sub-genre appeals to you.
 

Aviary Attorney

Nintendo Eshop     VNDB   Genre – Parody, Courtroom Drama     Play Time – 7 hours

Birds, why is it always birds? Between this and Hatoful Boyfriend, why do western developers seem obsessed with turning popular visual novel genres into bird versions? Anyway, here is Aviary Attorney, the bird infested version of the Ace Attorney style court room game. If it weren’t obvious this is a parody title taking the elements which form the genre and pointing out their absurdity by making them even more over the top. It thrives in this comedy environment, pulling off some impressive jokes and demonstrating how well the developers understand the games they are using as their basis. This does mean that if you have not played normal titles from this genre which this title is referencing a lot of the entertainment value will be lost on you. Aviary Attorney is a niche product but if you are its target audience then you are in for a parody gem.
 

The Sub-Heroine Route – An Anatomy of Visual Novels


She Was Always Right Beside Me

 
A story always has its heroes and heroines, defining characters who shapes the narrative and break out of the normal to change the world around them. These are the people who the player remembers long after they have put the game down and are the focus of a developer's time and effort. But what about the supporting cast? The men and women who stand bellow our protagonists and who sit closer to the normal and mundane, individuals who would normally stand in the background of a scene. Visual novels have found a place for them within their structure in the form of the Sub-Heroine Route. This curious phenomenon is the topic of this article and it has a surprising degree of complexity and variety to its form. From its implementation to its effects within the narrative, there is a fair amount to cover. And perhaps along the way you might see the value and place of including a Sub-Heroine Route in your own work.
Being cute is not a requirement of a Sub-Heroine, but it does help
 

In The Shadow Of Importance – Defining The Sub-Heroine

 
The category of Sub-Heroine is one which is somewhat vague by its nature. It has been used to refer to a variety of characters, such as those who have major routes but are not focus of the overarching narrative or those are not the clear favourite of the writers. However, the set of characters which this article poses as the real Sub-Heroines are those minor characters or important supporting character who would not under normal circumstances have a route of their own due to their nature as secondary characters. They tend to either reflect the more normal aspects of the protagonist’s life or they are some type of plot device required by the story and in most cases these are the people the developers tend to want the player to not fixate on. So having entire, albeit shorter, routes dedicated to them is a strange choice under normal circumstances. Their routes tend to take two forms, shorter unlockable routes and offshoots of an existing route, and it is these which we will be examining.
 
Perhaps the common manifestation of the Sub-Heroine Route is in the form of shorter unlockable routes in which the protagonist chooses said heroine over the main cast. These are generally the home of Sub-Heroines who are minor characters which would normally occupy supporting roles and have little influence on the overall narrative. This type of Sub-Heroine Route is treated as a form of unlockable reward for the player to incentivise them to keep playing and potentially uncover more hidden content. In terms of structure, they focus around a single point of conflict, often romantic, and spend their entire play time exploring it without any diversions or interactions which are not absolutely necessary. Sometimes they are even paired up together with another Sub-Heroine Routes if their content is similar enough in order to save on space. A prime example of this practice can be seen in Senren Banka with the coupled routes of Koharu and Roka who share an initial build up before splitting off into their own self contained sections. Their shared path is disguised as a competition between the two heroines to see who will get to be with the protagonist, Masaomi, and gives them a change to shine through various character interactions before they enter their isolated routes. It also allows them to serve as a sort of antidote to the grander narrative plots of the main heroine’s routes by offering a glimpse into the mundane lives of the rest of the cast.
Roka is a good example of normal life style of Sub-Heroine
 
By contrast the Sub-Heroine routes of Sankaku Ren’ai are detached from one another but serve a similar purpose. The heroines in question are Akane and Olivia and their routes have virtually nothing to do with one another yet they share the briefness common to most Sub-Heroine routes. They also serve as a good example of the issues present in a lot of such routes which stem from their lack of space. Both struggle under the weight of their narratives and often feel rushed while at the same time feeling like they lack in substance due to the speed at which they have to progress. Akane in particular suffers from a pacing problems with the romance appearing to be rushed to its conclusion without being given the time to breathe.
Sub-Heroines have more space to be a bit more silly then the main cast

A less common type of Sub-Heroine Route is one which exists as an offshoot of a major route. In these the narrative will shift off the original main heroine and moves onto the Sub-Heroine while maintaining the same thematic and tonal aspects. The Sub-Heroines often found here are those which under normal circumstances would serve as plot devices or form part of the world building and the routes they off shoot from are generally the ones they have an important role to play in. This results in an expansion of the player’s understand of this character and their role in the story. It is less prevalent than the separate route type due to the effort required to set it up and there being no call for such a route in many less narratively complex visual novels. An interesting example of can be seen in Hoshizora no Memoria with Mare’s route which is an offshoot of the final route of the game. Here the player gets to see the mysterious Mare behave in more human fashion as opposed to the aloof manner she has been throughout the game and serves to tie her character up. Mare is a constant presence in the narrative but never shifts out of a supportive role, acting as a means of moving the narrative forward both within a route and in an overarching sense. There is a definite argument that Mare’s route is not a particularly good Sub-Heroine route due to it being short in duration and lacking in substance, but it is nonetheless a good example of how this type can be presented and placed inside a visual novel.
Plot device characters are often left underdeveloped
 

Why Writing Sub-Heroine Routes Is Hard

 
There are relatively few Sub-Heroine routes in visual novels compared to total number of titles which just include a spread of standard routes. This drought has come about for a variety of reasons with the most prominent being that the compact nature of a Sub-Heroine routes requires a certain set of narrative skills. Writing a long main heroine route is very different from a short form narrative with a single focus. As has been expressed earlier, this is a problem which many Sub-Heroine routes suffer from and there have been various attempts to mitigate it such as the aforementioned partial merge of two routes in order to give the developers more space to work with. However, these are just band-aids and demonstrate the writers are much more comfortable creating a longer story than managing the swifter pace of a short route. Knowing how to keep events to their necessary space while at the same time not making the whole route not feel rushed is an off-putting challenge for many and so they simply choose to avoid the problem entirely.
Mare is an example of these problems to the point that the Fandisc attempts to fix them

Another noticeable barrier to the effective inclusion of a Sub-Heroine route is the fact that the emphasis they place on mundanity through these more minor characters is difficult to make engaging for the player. Our everyday lives are not filled with constant excitement and so a narrative focused around such ideas and themes may bore an audience which is expecting an escape from that life. There is also the issue of how it can rub up against a serious and supernaturally inclined story with the sudden shift into a slower paced route coming across as jarring and even as a betrayal of the experience the player signed up for. It is a delicate line to tread when designing a Sub-Heroine route and there are as many aspects to consider as there are in a main route even if the outcome differs. Balance has to be found between the heroine’s arc, their lower narrative stakes and their shorter length, and this is a struggle for many Sub-Heroine routes. As such their quality varies even more wildly then normal routes despite how relatively few of them there are and it is perhaps a sign of how flawed their core ideas are in practice.
 

For The Importance Of The Sub-Heroine Route

 
If Sub-Heroine routes are so hard to get right within their constraints and they focus on less important characters, why would anyone choose to use them at all? This is the inevitable question which comes from the issues shown above and a perfectly reasonable reaction to them. However, even in the face of these concerns the Sub-Heroine route offers some unique strengths which allow it act as an important narrative pillar for the main routes. The first of these, which has been alluded to before, is the contrast it provides. By supplying a point of reference for the player for what the more grounded elements of the world and characters are like, it gives the player a lens through which to appreciate the dramatic highs of the central plot. It makes clear that not everyone lives in the high powered drama and action which the main cast finds themselves in, there are normal people living their lives and doing their best to deal the changes brought by the protagonists. This sense of perspective is lacking in many visual novel and the Sub-Heroine route can give a space where the developers can insert the necessary fleshing out of their vision.
Suzume's route is one of my favourite in recent memory because of it being a Sub-Heroine route

The other strength offered by the Sub-Heroine route is the opportunity it gives for humanising more minor or plot device characters and providing another angle to their interactions with the main cast. There is an inherent imbalance necessary in a standard linear narrative to allow for a proper pacing of events and arcs which visual novels have assumed to make certain they can keep the player engaged. However, it is only in breaking out of these conventions where the medium can truly show its uniqueness. The Sub-Heroine route plays into the non-linear nature of visual novels by allowing for the exploration of characters who would normally go ignored and in doing this expands the player understand and investment in the overall game. No longer are these character to be simple background noise, they are as alive as the main cast and in many ways more relatable due to the smaller scale of their problems and triumphs. In addition their optional nature ensures the player will never become bogged down by them and helps keep the Sub-Heroines from the possibility of overshadowing the main heroines.
 

Conclusion

 
If there is one thing which the existence of the Sub-Heroine Route demonstrates it is the flexibility and engaging nature of visual novels. Having the ability to examine the side characters of a story within a cohesive and thematic section of the game is a major advantage of the medium. While Sub-Heroine routes do have their issues in terms of being difficult to write for, due to their short length and focus on the more mundane, the ability to humanise these characters and provide much needed contrast greatly outweighs these problems. The debate as to whether a game should have one or not is a matter decided by the overall narrative need for these strengths and a defined enough secondary cast to utilise it with. Having a Sub-Heroine route can elevate a story in a surprisingly effective manner and should definitely be on your list of possible options when you create your own visual novel.
 

Lamunation! Review - It's A Mad And Brilliantly Shining World


Genre - Comedy.   Play Time - 15 hours.   Developer - WhitePowder.   Steam   VNDB

 

Always Be Happy!

 
Most visual novels use comedy in some form, be it a joke to break tension or a scene to make the player empathise with the characters, but few commit to it as the single focus of their identity. This is for a good reason, humour is subjective and as such making a comedy game with a wide appeal is a difficult feat. Lamunation comes along and says ‘but what if we just double down on our style, twice the intensity should mean twice the appeal’. It makes for quite a strong statement of uncompromising vision and it is this which will either enrapture you or turn you off the experience. However, does this gambit really work to draw you into its humour laden world? Let’s find out.
My only question is... Why?
 

So I Hear You Like Ramune – Narrative and Themes

 
Lamunation has a surprisingly diverse set of narrative tools and tricks to break up its comedy into manageable chucks while offering something substantial to chew on. This a game which knows how to lean into the emotions it draws out through its humour and utilises them to create a bond between player and characters. However, this approach is not without its issues and these force a strange balancing act with the game’s writing.
 
When a game opens with the cast skydiving with no safety equipment just to get the perfect photo you know what sort of experience you are in for. Setting the tone for the type of humour the player will be presented with and acclimatising them to this content is one of Lamunation’s greatest strengths. While it opens with a bang there is a concerted effort to make sure that future jokes and events have some basis in what has come before, and in doing so establish the boundaries of this humour within the player’s mind. This is cleverly used with a selection of delayed pay offs to keep earlier moments of the narrative in the front of your mind in a manner that does not detract from your enjoyment of the immediate joke or scene. These work in tandem to ensure a coherency throughout the entire game which is surprising given how off the rails it gets.
Know where your nearest bathroom is kids.

As for Lamunation’s particular brand of humour itself, it sits in the Pop Team Epic end of the spectrum rather than the more traditional Slice of Life humour found many other visual novels. What this means in practice is a parade of increasing improbable and elaborate situations which serve as the focal point of whatever joke is being made and it is interested in having its characters be both the straight man and the advocate of this madness, often at the same time. However, it never reaches the disconnected segments which define Pop Team Epic and instead structures them along character route lines with certain through themes for each which are a constant presence for the player to latch onto. As such this is a particular friendly example of this type of humour for newcomers, it never ventures into complete nonsense and meets them halfway by offering a familiar route based core so its tendrils of humour can wrap around you.
 
If there is one noticeable weakness to the narrative of Lamunation it is the lack of a plot centric driving force, outside of Corona’s route, to propel the player and keep them hooked. There are forces at play in each route to keep the narrative going but they lack any overall direction and are only relevant in that single moment. It is hardly a unique feature of Lamunation as many other visual novels use similar techniques, but it is a problem here due to its combination with the focus on humour. As you might imagine this can lead to the story feeling like a string of jokes which are going nowhere in the grand scheme of the game. Thankfully this is only something which comes to the front in retrospect after a route has been completed, but it does hurt player retention since it might make them feel as if there is no point to playing another route since they have seen all it has to offer. A stronger foreshadowing and focus on building up Corona’s route would have gone a long way to alleviating this issue and it is a shame the developers did not choose to play up an overarching narrative.
The entire cast romance is certainly a distinctive recurring gag.

While the character routes might lack a strong plot through line they make up for with the focus on making each scene as memorable as the last with a gradual escalation in their quality. Lamunation understanding how to get the most out of every single screen of the game and milk it for as much humour as possible. It manages to make sure that this constant barrage of new content is not overwhelming by ensuring it never puts two events which are too different next to each other, which help to provide a sense of progress and continuity to what would otherwise be a seemingly random series of encounters. Helping this along is the core of most visual novel routes, a focus on a small subset of the cast. This trick is especially effective in Lamunation as it gives it an otherwise absent bedrock for the player to identify with and invested in. In combination, these traits create an extremely impactful experience in the moment supporting the humour at the core of the game’s presentation.
 
The one exception to most of what has been talked about above is Corona’s route. This is the only route which has a focus on a plot and it acts as a finale to all of the ideas and character beats present throughout the rest of the game. Given the complete absence of plot up to this point, Corona’s route is exceptionally strong as it plays on how the humour and narrative have been previously been set up to both throw a curve ball into the mix and add a new level to every event before this point. Each joke comes full circle and each character arc is moved to a suitable conclusion with the structure helping to tie the entire tale into a nice knot. It is a strange choice to have such a strong sense of narrative momentum only be contained within the effective final act of the story, but this is one hell of a bang to go out on and well worth all the time spent to get to it.
 

Bring Smiles To Their Faces – Characters

 
Lamunation is a highly character focused visual novel and without its strong cast the humour would not be able to land properly. Their banter and bonds serve as the basis of everything which happens in the game, so it is a good thing that they are utilised to their fullest extent by placing them in strange circumstances and having them react appropriately.
Every member of the cast stands out in their own unique manner
 
There has been a concerted effort by the developer to keep the cast number down with most scenes involving a handful of the five main characters and maybe an occasional side character popping up. Each of their conversations mixes small glimpses of their various personalities with the humour in an organic manner by ensuring the lens of a scene never extends beyond that small group of characters. This enables an intimacy with them which the game can leverage to make sure you are laughing along with their antics as if you were part of the group yourself. The effect of this angle is that the strong and distinctive personalities of the cast are put front and centre as the main pole around which the humour can dance and bring the madness of proceedings into a more relatable format for a wider audience. Such an empathsis on characters is the corner stone on which Lamunation is based.
 
However, a small cast comes with its own problems. This focus comes at the cost of limiting the space for character interactions and the game runs the constant risk of the conversations becoming overly familiar. Having to regularly reuse their pool of character dynamics does provide the desired familiarity but it also breeds a contempt and desire for something new to be thrown into the mix. There are only so many times a pair of characters can play out their similar conversations before it becomes boring and the player loses interest. Thankfully Lamunation does introduce enough to stave off the worst effects of this weakness with imaginative new situations for the characters to act out their interactions in. Nonetheless, it always hangs uncomfortably over every scene and could easily be the thing which makes a player put the game down if they are not quite jiving with the jokes.
Being naked is a big part of Luna's role in the game...
 

Brilliant Moments in Bright Tones -Visual, Audio and Technical

 
Everything about the visual and audio of Lamunation pops with a vigorous and upbeat energy which is infectious in its aggressive positivity. The art style’s sole focus is making the humour and character moments have as much impact on the senses as possible. In order to achieve this it liberally utilises a strong light colour pallet and exaggerated character poses and features which shift and change to suit the needs of the scene. The music follows a similar vein with cheerful tunes that are designed to invoke the feel good vibe at the core of the game’s thematics. These songs lean heavily into synthesiser sounds and this lends a near future feeling to the setting while assisting in detaching Lamunation for the expectations of a realistic narrative. However, both sound and imagery suffer from a common problem in that they can feel somewhat standard at times. Most Slice of Life visual novels lean into similar aesthetic and musical choices for different reasons but the result for Lamunation is the sense that it is just another in a long line of such titles. It never escapes from this feeling over its play time and this is a shame as the visuals and audio are by no means of poor quality.
 
On the technical front Lamunation falls within the standard for the visual novel industry with all the features players have come to expect. It does differentiate itself in a few key way which stem from its understanding of the medium and its desire to surprise the player as much as possible. The game’s most notable trick is its inclusion of semi-regular short videos interjected at key points or funny moments. These increase the impact of the associated moments through the sudden juxtaposition of the relatively static nature of visual novels with they more movement centric one of videos. Through their selective use the game can keep the player guessing as to when they will appear to both keep them on their toes and provide an extra bit of chaos to the humour and narrative elements. More generally there is a keen eye for utilising the systems of visual novels in expressive ways such as abnormal placement of character portraits on screen as well as their proximity to each other.
The little video intros for each character are quite effective

If Lamunation missteps in any serious way it is in the failure to lock Corona’s route behind the completion of the other two. This is a problem because as mentioned before Corona’s route acts as the finale to the game and wraps up all the previous routes, meaning that it simultaneously spoils those routes and references events which it expects you to already know while providing no context. It is truly baffling why the developers would think it is acceptable for an unsuspecting new player to be allowed to accidentally choose a route which could potential ruin their overall enjoyment of the game. Of course if you know about this fact it is easy to plan your playthrough around it, hence why it has been brought up here, but this is not an issue the player should ever have to consider in the first place.
 
 

Verdict –

Lamunation’s uniquely mad brand of humour coupled with its likeable characters creates one of the most compelling comedy visual novels.
 
 

Pros

 
+ A distinctive and insane brand of humour which always finds a way to surprise.
 
+ Visual and audio which invoke a brilliantly bright and memorable world.
 
+ Strong and easily identifiable characters who banter in a believable and funny manner.
 
+ Has some strangely cathartic character routes which work as a pay off to the humour.
 

Cons

 
- Can feel directionless at times with one comic scenario after another instead of plot progression.
 
- With no route unlocks it is possible to play Corona's route first despite the fact it is clearly intended to be the finale.
 
- The small cast is as much a curse as a blessing given how it limits the variety of interactions.
 

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