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- Lamunation! Review - It's A Mad And Brilliantly Shining World
Sunday, December 11, 2022
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.
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.
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.
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.
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.
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.
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.