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- A Clockwork Ley-Line Trilogy Review – A Mistifying Mystery
Sunday, January 8, 2023
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.
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.
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.
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.
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 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.
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.
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.