Archive for January 2023

Best Visual Novel Releases – January 2023

 
A new year has begun and in this month of new beginnings we all start out into an unknown future and visual novels are no different. It has been a quiet march across the start line for major releases with this month seeing none of note. However, it is exactly in this down time where the indie scene and fan translations can come to the front and make themselves felt. We have engaging Yuri and Otome, a visual novel and action rpg hybrid and an innovative game presented entirely through letters. Let’s look at what the first month has brought us.
 

Official Releases

 

Miracle Snack Shop -

Steam    VNDB     Genre – Slice of Life, Management Sim    Play Time – 7 hours

Fancy something sweet? Well this visual novel has you covered in both senses of the word with the strange tale of a Korean snack shop. Rather than being a pure visual novel this is a hybrid with a management sim where the day to day running of the snack shop is simulated to immerse the player in the narrative. It also has a sizeable fantasy element in the form of a main heroine, Philia Salis, who appears from a portal and is queen of an icy land, and this should give you an idea of the overall tone of the game and, while there are a few twists, it mostly sticks to it throughout the entire play time. It is not everyday we get an interesting Korean visual novel like this translated into English and it is a refreshing insight into a culinary culture different from what is normal for Japanese or English language releases. If you are looking for something short and a bit different then Miracle Snack Shop is for you.

 

A Maiden Astrologer Divines the Future -

Steam    VNDB    Genre – Yuri, Slice of Life    Play Time – 5 hours

Various kinds of divination are often used as throw away tropes and are rarely given the spotlight as the central narrative device. A Maiden Astrologer Divines The Future aims to buck this trend with a heart-warming Yuri story which makes full use of divination as its core thematic element. The story follows Mizushiro Isumi as she divines the future for her clients in a small coffee shop, but strange things start happening around her and as she starts to investigate she meets a girl named Maki and her life will soon be reshaped by their bond. Since this is a short game the emphasis is placed on the main relationship and its dynamic to hold the entire experience up and for the most part it succeeds with a pairing which showcase how to play contrasting personalities off one another. Overall it is an excellent bite sized and comfortable romance story with a distinctive spin on the formula.
 

Hoping This Finds You Well -

Itch.io    VNDB     Genre – Historical, LGBT    Play Time – 30 mins

Finding the right words to communicate your feelings is hard and it is easy to get sidetracked with unimportant details. This is what Hoping This Finds You Well captures through its choice to present its narrative as a series of letters written backwards and forwards between two people. The result is a tale which show both the intimacy and distance present in a relationship and how people can talk passed each other even when they mean well. A relationship is an awkward and messy thing were both participants are never completely sure what the other is thinking and this is something the game manages to express with surprising emotion. It is an extremely short visual novel but has some of the most unique presentation in recent memory and a concisely told story that does exactly what is sets out to do.
 

Tristia: Restore - 

Steam     VNDB     Genre – Fantasy, Action Game    Play Time – 10 hours

Having a genius protagonist risks alienating the player when the character achieve their goals with little effort and cheats the narrative out of the catharsis of overcoming the odds. The answer which Tristia: Restore reached was to lean into a light hearted tone and play up the endearing characteristics of its protagonist to make her victories still hold meaning as you want to see her succeed in her good natured deeds. Thus in Nanoca Flanca we have a protagonist who makes for a most entertaining point of view character for this action/visual novel hybrid game. This is a game that lets you know immediately it does not want to be taken seriously. From the moment you start the game the colours and dialogue sell the low stakes and relaxing vibe it proceeds to immerse you into. Something for those who want a light and simple story with action gameplay to keep them engaged.
 

Fan Translations

 

Brothers Conflict: Precious Baby -

Patch Download    VNDB    Genre – Otome, Romance    Play Time – 60 hours

The dream of being surrounded by hot guys is very much alive in Brothers Conflict: Precious Baby and it knows exactly what its Otome loving audience wants to see. This is a game which is very open with its romantic fantasy to the point of being slightly absurd and, while it might turn off some people, those it resonates with will find a visual novel that knows how to play to the strengths of the genre. When Asahina Ema’s mother remarries Ema suddenly gains eleven new brothers and the player gains a wide selection of romance options all with the spice of forbidden love. Given how spread thin the play time is between each hero, there is an astonishing level of character definition achieved for all of them and this goes a long way in selling them as legitimately compatible with Ema. While this is not a visual novel for everyone, but it knows its audience and for them this is a gem worth their time.
 
 
 

Meaningless Choices – An Anatomy of Visual Novels


Empty and Pointless?

 
The illusion of choice is one of a video game’s most fragile tools, a single contradiction or misstep in presentation and the whole thing shatters and the player feels cheated. As such the idea of a Meaningless Choice is one which is viewed in a negative light as something to avoid alongside the idea that all choices must offer some form of consequence, no matter how minor. Games such a Mass Effect and output of Telltale embody this fear of making anything the player does feel as if it does not matter. A Meaningless Choice is one which does not effect the outcome of the game in any noticeable fashion outside of a possible change in one or two lines of dialogue after the choice, or could even be the same choice offered multiple times, and it is the boogeyman of narrative choice focused games.
This is perhaps the most icon Meaningless Choice and for good reason

When it comes to visual novels the picture becomes noticeably blurrier, on the one hand there are those which follow the common wisdom and make the choices all have meaning, such as increasing the affection value with a heroine, but on the other are those which use a large amount of Meaningless Choices in their structure, often mixed in with real ones. It is this second group which will be the focus of this analysis and the surprising ways that the unique position of visual novels allows them to be more flexible with the presentation of choice.
 

Engagement For The Player

 
At their most basic level all choices serve the purpose of engaging the player, be it through the consideration of romantic options or life or death battles. Meaningless Choices also fall under this category, but due to their inherent low value they act upon the player in their own distinct manner. Rather than providing any grand spectacle, their role is to keep the dial of engagement ticking up and prevent the player from losing interest by showering them with smaller doses of the highs given by more significant decisions. These small nods to the player involve them more directly in the narrative and give them a moment to pause and ponder what has just occurred, which engages them with story in a more conscious manner while they make their decision. It is easy for the player to slip into a trance like state and not be properly looking at what is being presented to them and, given the narrative heavy nature of visual novels, could lead to a sense of boredom due to the lack of other gameplay elements to keep their attention. By containing small points of engagement, visual novels can avoid this pitfall and also create a cohesion throughout the entire experience, hence the use of Meaningless Choices. Aokana -Four Rhythms Across the Blue- uses this approach to pad out the space between its important choices but uses them sparingly enough to make sure they are still effective and unobtrusive. There is a careful balance showcased in Aokana between having Meaningless Choices to increase engagement and just using them to fill space which could cause the player to become irritated with the constant interruptions, and this is key to their presence in a visual novel being beneficial.
Can you determine a Meanless Choice from a real one?

Choices As Roleplay

 
By far the most common use of Meaningless Choices is as a means for the player to roleplay as the protagonist. This generally takes the form of deciding their reaction to events which are obviously of no importance and provide a selection of in character choices to give the player a little room to co-author the character. Having a co-authored protagonist is far from unique to visual novels as many western rpgs use similar techniques for their player character with perhaps the most iconic of these being Geralt from the Witcher games. However, it is far more prolific in the medium of visual novels, pick up any of them and you will likely find each one has some degree of Roleplay Choices. This prolific presence is no doubt due to the increased importance choices have in visual novels as the primary means of interacting with the player, outside of including some other gameplay style, and means that visual novels must make the most out of this limited resource. OELVNs in particular tend to use Roleplay Choices due to their closer cultural relationship to western rpgs with games like Sunrider leaning heavily into this aspect of visual novels to supplement the narrative feel of their events.
Sunrider is a game which leans heavily into the Mass Effect school of choice design

The advantages of Roleplay choices are twofold, on the one hand it disguise the fact that these choice have no consequences by presenting enough personality in the choices that the player cannot be sure if the choice has any greater meaning, while at the same time still knowing they are of only minor consequence. A camouflage like this helps the visual novel maintain a sense that its choices have gravity, with some having more significance than others, and prevents their sense of agency from being compromised. On the other hand it allows the player to form an attachment to protagonist through their role in shaping the character in their everyday life and as a result they feeling invested in the outcomes of the narrative when things get tough. Since visual novels are often focused around a single point of view character, it is all the more important that the player feel investment in that character as without them the player may loose interest the longer the game goes on and Roleplay Choices offer a clean and easy to implement means of preventing this issue.
 

Immersion In A Feeling Of Helplessness

 
Sometimes the sense of agency provided from choices can be turned on its head, the player can be stripped of power through Meaningless Choices and be made to feel the powerlessness of the characters. Most other games would fear the idea of putting the player in a position of weakness like this since many lean heavily into a power fantasy and would be concerned about the player losing interest if this illusion is not constantly fed. Visual novels by comparison tend towards a variety of forms of emotional resonance and often choose to have lows to complement the highs which other games would struggle to implement. 
Atmosphere is what Cartagra values above all else

Stripping the player of their primary agency while still offering the pretence of choice is what Meaningless Choices excel at. They make it clear to the player how helpless the protagonist is and how nothing they attempt changes an outcome they never had any control over. Rather than simply being told this is the case, the player gets to experience the character's feelings through their own actions in the face of this unchanging reality. Cartagra: Affliction of the Soul is a strong example of how effective this technique can be for creating empathy. While it does have some real choices mixed in, it uses a heavy amount of Meaningless Choices to communicate to the player the desperation and powerlessness of its protagonist in the face of the murders which threaten those he holds dear. It compliments the overall bleak tone of the game and allows the player to sink into the atmosphere and character mindsets without the game having to spell it out from them. Of course this approach is a balancing act, be too aggressive with the choices and the tone can become overbearing or silly in the absurdity of the lack of consequences, but be too light in their use and the player may not even notice the intended effect at all.
 

Disguising What Choices Actually Matter

 

As alluded to earlier, the function that ties together the use of the Meaningless Choice is its ability to disguise what choices have consequences and what is just filler. This not only functions as a form of engagement by keeping the player on their toes, but more importantly it also serves to create a more believable experience. Our lives are not only determined by single large choices but also the smaller choices of our everyday activities can collectively have just as much of an impact. As we grow up we learn the intricacies of these choices to the point at which they almost become second nature and are only thought about at the back of our minds. It is this lower level decision making which Meaningless Choices simulates and so the player inherently ascribes value to them where none exist since it resembles something they are intimately familiar with. In doing so Meaningless Choices hide the important choices in a coat of noise while helping them to appear more natural in an apparent web of choice and consequence. Most visual novels using Meaningless Choices utilise this technique in some fashion, even if it is only by accident, it is a fairly common feature in the Slice of Life genre such in the Sakura games and My Girlfriend is the President who use it to create a sense of normality to their worlds.
The Sakura games have some of the most vanilla choice design in the medium

Conclusion

 
Every part of a visual novel serves some function even if it was not intended by the developer, and Meaningless Choices are a strong example of how careful consideration of every aspect is needed to avoid any undesired influences on the player. They can form a solid backbone for the more substantial narrative elements by providing the space to roleplay and disguise the choices which actually matter while helping hold the player’s engagement. On the other hand they can offer a chance to disempower the player through a feeling of helplessness in the face of what appear to be unavoidable fates. There is an impressive degree of flexibility to Meaningless Choices and they are a strong tool in your development toolbox and are more than filler, just beware of overusing them as the illusion could quickly breakdown.
 

 

Top 10 Yuri Visual Novels


There is something special about the Yuri genre, it captures a feeling of wistful longing and the power held by our desire for human connection. Visual Novels are an especially good medium for capturing these emotions due to their inherent leaning towards more internal focused narratives through the extensive time we spend in the characters’ heads. This list differs from my Top 10 LGBTQ+ list in that it is focused around the games which encapsulate the feelings which are the strength of the Yuri genre. So let us find our destined love and begin to count down.
 

Top 10

 

10. A Kiss for the Petals Series (NSFW) -

VNDB     Play Time – 4 hours each
If there is one series which has attempted to cash in on Yuri genre to the largest extent it is A Kiss for the Petals. These games focus entirely on a different single pairing each game and follow their journey to becoming a couple. Since they are a mass produced product there is a predictable formula to how events will transpire with variations based on the personalities of the lovers. This does leave the games feeling stale if they are played back to back and there is no doubt the developer drained all the life they could out this limited version of the Yuri setup. However, it does manage to capture the special emotions of the genre with surprising regularity and it is difficult to pass this off as an accident. Each story has just enough of this genre understanding that the games collectively manage to make it onto this list, just make sure to pick out the pairings you like for the shortest and sweetest experience possible.
 

9. Nurse Love Addiction

Steam     VNDB    Play Time – 20 hours

Of all the games on the list this is the one which almost did not make it. It does contain the feelings required for an excellent Yuri tone and narrative but it sits alongside a darker element that has no interest in these emotions. While they form a strong whole, this is a list designed to showcase the best of the genre’s content. Ultimately, what sealed Nurse Love Addiction’s place was its impressive ability to cultivate the feelings of longing and internal focus in different yet believable way for the protagonist’s relationship with each heroine. Many Yuri visual novels fail to keep this up consistently and the resulting uneven presentation can make their protagonists’ come across as existing just as a vessel for the player and not their own entity. Having a bond to invest in is key to the genre and Nurse Love Addiction manages to achieve this will all its couples which is no small feat given the other thematic plates the story is spinning.
 

8. Heart of the Woods

Steam    VNDB     Play Time – 7 hour
Our first OELVN and one with an interesting twist as one of the heroines is already dead. Before the romantic element has even begun to take root there is a wistful and transient feeling established and the game utilises this as a strong foundation to build the main relationship. By playing off this sense of tension between desire and the reality of death, Heart of the Woods can invoke a sense of longing in the pair as they form their bond. This differs from the usual issues many other games choose for their heroines such as the standard uncertainties about if their feelings are social correct or just a passing phase. In playing off a different angle to its peers Heart of the Woods captures the same feelings in a fresh and distinctive way and forms its own identity within the genre.
 

7. Heaven Will Be Mine

Steam    VNDB    Play Time – 9 hour
In my review of Heaven Will Be Mine I did not make any mention of the Yuri romantic element between the lead characters. This is because the game takes the same approach and does not draw attention to their relationship exclusively in this light. Instead it chooses to merge it into a greater feeling of longing for others and a place to belong through its uniquely vivid metaphors and emotive confrontations. It is this way of framing the emotions of Yuri in order to produce a powerful overall effect which earns Heaven Will Be Mine a place on this list. While it may not have the purest representation of these feelings, it certainly has one of the most immediately identifiable use of them and there are few games that can match the impact it achieves.
 

6. The Expression Amrilato

Steam    VNDB    Play Time – 11 hours
Language is The Expression Amrilato’s choice of material to sculpt the emotions of Yuri with its couple. The manner in which it uses a language barrier to both communicate intimacy and at the same time a distance that breeds longing is the game’s most impressive feat. Having the language problem be slowly overcome both by the protagonist and the player at the same rate, as the game teaches both the basics of an alien tongue, builds a strong resonance between them and strengthens the impact of each step in the protagonist’s romance. Being able to connect the player so directly to the feelings of the couple is key in most Yuri games, but few are as successful as The Expression Amrilato with only their core narrative and gameplay element. The commitment to this single point of connection between the couple is a testament to how a focused game can produce stronger feelings of Yuri.
 

5. Aoishiro

VNDB     Play Time – 35 hours
Shifting gears completely, the next game on the list to a title creating a complimenting tension to the romantic kind through life and death situations. Aoishiro surrounds its Yuri core with a fantasy narrative containing various mysteries and uncertainties which it uses to put the player into the right frame of mind to be receptive to each couple’s feelings. In placing the romantic interests within an unknown threat the game allows doubt about their intentions to form in the player's mind and this contrasts nicely with the longing of the characters for each other despite the dangers. Aoishiro understands the power of extremes to highlight the emotions and threats involved in a narrative and how it can bring player and protagonist together over shared uncertainty and desire. The couples always remain at the centre of the games narrative space even as events spiral out of control and their longing is made all the more memorable because of it.
 

4. Kindred Spirits On The Roof

Steam    VNDB    Play Time – 25 hours
Most Yuri games focus around either one couple or the possible relationships of one protagonist. This is done to try and keep the focus on a small cast and prevent the story from becoming bloated and meandering. Kindred Spirits On The Roof achieves what these games can only dream of, a cohesive narrative with a large selection of different couples, each fleshed out and separate from one other. The secret to its success lies in its episodic style structure with each romantic pairing having their own section to resolve their issues, and a protagonist who is a constant over the course of the game to act as glue for the whole experience. It is amazing how each couple manages to invoke the same sense of longing and desire which define Yuri within such diverse relationships while keeping the feelings constantly fresh for the player. Building bonds and showcasing them in vivid stories is the reason Kindred Sprits On The Roof makes it so high on this list.
 

3. Flowers Quadrilogy -

Steam    VNDB    Play Time – 20 hours per game, 80 hours total
Mystery is one of the strongest bedfellows for Yuri, both start unassuming and build into something greater and both create an investment in knowing the outcome of a story. The four Flowers games focus their romantic relationships around different couples each game and have the overarching secret of the school act as a bridge between them, and a method of highlighting the emotions present in these bonds. By mixing the longing of the characters for each other with the longing to know the truth, the narrative invests the player in both and draws a line between the exploration of a person’s feelings and the discovery of the unknown. Linking these two allows Flowers to imply the ideas of one while talking about the other and provide a rich written landscape for the player to ponder as they watch the struggles of the couples.
 

2. Katahane

VNDB      Play Time – 20 hours
Katahane is a game of two halves and it in how they interact to form the longing and loss that define its Yuri. Through the combined knowledge of these parts the player ends up knowing more about the characters involved in the romance and this makes them root for the relationship to be a success in the face of what has happened before. It plays with the certain past and uncertain future to form a catharsis for its romantic conclusion and sense of tragedy for what has happened long ago, and uses them to create longing in the player, placing them in a similar mindset as the characters. The amazing amount of power this resonance between player and character earns Katahane a place on this list and there are few other visual novels that can match the empathy it manages with its Yuri.
 

1. Sea Bed -

Steam    VNDB    Play Time – 18 hours
The number one spot goes to a visual novel which knows that the best Yuri is a slow burn which provides space for the player to contemplate on the longing. Like some of the previous games on this list, Sea Bed utilises a mystery as a means of narrative progression, but it also merges this with three separate protagonists each with their own stake in what is happening as well as their own feelings to sort out. This is prevented from becoming unmanageable by having the space the narrative occurs in being small, so protagonists are regularly present on screen even if they are not the point of view character at that moment. Everything about Sea Bed circles around a feeling of intimacy which is at once tense and desirable, it something the characters long for and are at the same time afraid of it hurting them. It is a balancing act the protagonists never quite achieve and this allows them to express their weakness and humanity within the romantic context to perfectly capture the feelings of Yuri while having a greater story for the player to engage them.
 

A Clockwork Ley-Line Trilogy Review – A Mistifying Mystery

 

Genre - Mystery, Fantasy.   Playtime - Roughly 20 Hours Each, 60 In Total    Developer -  Unison Shift: Blossom  Steam  VNDB

 

Three Ley-Lines Shall Reveal The Truth

 
Creating a trilogy of games is an ambitious undertaking and one where so many tiny things can go wrong and ruin the whole package. It needs a glue to hold it together and keep the player invested in the long term, sometimes this is a grand adventure or a world ending threat. A Clockwork Ley-Line chooses an overarching magical mystery to hold its games together while it focuses on telling episodic stories which feed into each individual game’s themes. The stakes are decidedly more personal than many other trilogies, but is this to these games benefit or does do they collapse under their own weight? Let’s begin our search for Mists and find out.
Prepare for a strange ride

Granting Wishes At A Price – Themes and Narrative

 
The structure of these games is their most distinctive feature with a focus on episodic narratives which each correspond to a route in a ladder style visual novel. An overarching mystery sit behind these cogs and makes sure they are not just a series of unconnected incidents. However, having so many interconnect parts does cause some unwanted friction between them.
 
At its core A Clockwork Ley-Line is a monster of the week narrative. Each chapter is a different episode in which our heroes must uncover the identity of whatever Mist (magical artefact) is terrorising the school and put a stop to it. Of course this is just the basic formula and the game has a great deal of fun with how it establishes and resolves the Mists and makes full use of the secondary characters who get pulled along for the ride. This approach emphasises the character stories and how they play into the main cast’s arcs by relating them to their own personal weaknesses or by having them personally invested in the outcome of an investigation. Cleverly A Clockwork Ley-Line varies the tone of its episodes throughout the whole spectrum, some are comic and others are tragic. This ability to switch suddenly is utilised add a degree of unpredictability to what the player will experience next and how it will end in order to keep the formula from becoming stale. If there is one problem with this episodic approach it is that in the final game where the overarching narrative takes centre stage, the structure of individual stories can feel a bit redundant when everything one of them just flows directly into each other with little to idenify between them.
Mist incidents are always a fun suprise

Attached to each episode (except the last one of a game) in the first two games is a side route exploring a character in a romantic context. Together these form the ladder structure of Ley-Line and give it the much needed space to present the player with more in-depth character studies. The focus afforded by this structural choice allows these routes to have the ability to communicate the more mundane aspects of the world, how it links our characters and in particular how its effects the protagonist, Koga Michiru. It does help that the romances are all handled quite well with suitable build ups and believable bonds between each one and Koga and there is an effort made to make every heroine of their relationships noticeably different. 
 
On top of this is the fact each route in the ladder is optional, meaning a player can skip them if they just want the main plot or pick and choose what they want to appear. This prevents these routes from killing the pacing of the central story while providing the player with a sense of agency over the fate of the cast. There is one glaring flaw in these routes and it is that some are strangely redundant or come off as unnatural progressions of the relationships in the attached episode. The most problematic example of this being a route in the second game which is invalidated by that game’s ending plot twists and the route adds nothing of value to any character involved. However, these routes are the exception rather than the rule and the overall quality is good and engaging.
Another day in the life of the Bureau

There is a question which hangs over the trilogy and binds it all together. Who are the Night Class and where did they come from? It is a suitably weighty one with a lot of parts to the final answer and revelations are provided to the player at an even pace to keep them hanging on every scrap of information. The grand reveal and resolution at the end it both climatic and cathartic with every narrative tread coming together in a way which reflects back onto the characters’ journeys to get here. There is one problem and this is way the mystery is paced across the three games. Very little of importance to the main plot happens in the first game and what there is can be found concentrated at the end and the story only feels as if it gets going in the second game. While there are a lot of important character moments in the first game, it is difficult to shake the feeling that it could have been trimmed down and merged into the second game for a shorter playtime.
 

Student By Day, Magical Problem Solver By Night – Characters

 
To investigate a mystery you need a team and clients with problems to solve. A Clockwork Ley-Line puts together a strong cast to fill these roles and relates them to one another through their adversities. However, these games do not have an entirely even approach to the presentation of their characters.
Ushio and Koga are the highlight of these games

The central cast of Ley-Line are the members of the Bureau for the Investigation of Special Affairs which starts out as just Koga, Kotarou and Ushio and, while it does expand as the games progress, these three carry the emotional heart and soul of the story. Their initial relationship is a somewhat rocky one with Koga and Ushio often rubbing each other the wrong way and Kotarou having to act as a mediator between them. Seeing them come together as a skilled team and overcome the Mists they face is one of the highlights of the trilogy structure of these games. The later additions to the Bureau all further the group dynamic by forming connections to the original three and are used to bring out their flaws and strengths. Chemistry is the greatest asset Ley-Line has and it makes use of it cleanly with the main cast.
 
To have a mystery to investigate there must first be clients and this is the type of character most Day Students fall into. They are each introduced in an episode, come into contact with a Mist, have their problem resolved and then only make minor appearances afterwards. This is a fairly standard approach for a monster of the week formula and Ley-Line knows this so it makes sure to spice up these characters through the bonds they form with the Bureau and how its members grapple with the consequences of the Mists. Each one of the Day Students have been created as a pair to the Mist which effects them and their personalities in some way relate directly to what the Mist offers, since in universe they are drawn to those who desire their powers, even if they do not know it. These dynamics act as the main appeal to each episode and humanise this supernatural conflict which might otherwise seem distant from reality.
It is a shame the Night Student never get the time they needed

It is when we reach the Night Students where the quality and consistency of character presentation begins to drop. Despite being the focus of the overarching narrative thread, they are only really present in the first game before they fade into the background during the second game. When they are presented to the player they often fulfil the same purpose as the Day Students in being clients for the Bureau. In this role they excel and provide a slightly off-kilter version due to their inherent supernatural situation which creates uncertainty about how much of what they say is the truth. This makes them being dropped like a stone in the second game such a shame as it would have been interesting to see how this remixing of the client/Bureau dynamic could have taken further. The choice to reduce their presence is even stranger when you reach the third game where all the plot twists about the Night Students are revealed but they are not there to react to them and feel underdeveloped compared to the Day Students.
 

Clockwork Design – Visual, Audio and Technical

 
When it comes to the design of these games’ systems and assets there is a consistency to them that allows the three games to appear as if they were made at the same time. This philosophy means each game shares the same overall strengths and weaknesses in these areas and a player who has an issue with one of the will have an issue with all three games.
The Night wonderfully remixes the Day

Visual direction is one of Ley-Line’s most striking aspects. These games have the ability to form a spectacular divide between the magical and mundane parts of the setting through their use of colour, backgrounds and even the Mists. The mundane is much as you would expect from a visual novel of this genre and consists of the expected symbols of school life those familiar with the medium have come to expect. It is only when placed against the altered yet beautiful magical world and items that its role as a mirror becomes obvious and the contrast becomes clear. The magical world is one of strong and permeating colours which seep into everything, transforming what we know into new forms with regular patterns being prevalent throughout. Each Mist perfectly encapsulates the feelings embodied by this idea of magic. They are at once majestic and at the same time acting as agents of chaos who represent the wild and dangerous side of magic if not properly controlled. Together these aspects form a duality but not one without subtly and elements of one visual style can still be seen in the other showing how the two are interlinked.
 
On the flip side the music shows the problems with having similar assets in each game, they become overly familiar and stale. Ley-Line’s soundtrack remains mostly static over the course of the trilogy with each game adding one or two new tracks. The quality of this music is high but a lot of it is standard in composition and in line with other games in the medium which means it lacks the identity present in the visuals. That is not to say there are no standout tracks and those added by the second and third games are some of the best of the trilogy. However, this leaves the majority of the soundtrack being forgettable and ultimately the same from game to game creating a feeling of repetition that damages the overall experience.
The soundscape is too similar between games

For the most part Ley-Line follows the industry standard when it comes to technical polish and features. We have the normal suite of unlockables, customisation options and in game interfaces. The only aspect in which Ley-Line deviates from the norm is in how it treats its unlockable side stories and their relationship to one another. These stories are a small collection of what if and after story style narratives and they are structured in such a way as to form their own small thematic package distinct from the main game in its complete focus on the romantic elements of the games. They have a set a pattern for unlocking but there is enough flexibility to allow the player to experience them with a degree of freedom and they rely on their consistent ideas to hold theses stories together.
 
 

Verdict

This three part mystery blends episodic storytelling and a grand narrative seamlessly into an intriguing visual novel which play to the strengths of both approaches.
 

Pros

 
+ A gripping overarching mystery which cleverly integrates the Mists and escalates appropriately.
 
+ Each episodic story offers a bite sized adventure and these are well blended into each complete visual novel.
 
+ Well defined central cast who play off each other and endear themselves to the player.
 
+ Routes offer an opportunity to explore aspects of the world and characters which the main narrative would not have time for.
 

Cons

 
- The first game is almost entirely fluff of no consequence to the overall narrative or character arcs.
 
- Night Students feel underdeveloped and this is not helped by them fading from the spotlight in the second game.
 
- Some of the routes feel unnecessary or badly integrated into the narrative. 
 
 

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