Archive for March 2023

Best Visual Novels – March 2023


With cold winter months now behind us, we are fast approaching the warmer days of spring and visual novels are here to help tide us over the finishing line. March has been a bumper month when it comes to the variety of different genres covered by new releases. We have the standard slice of life content, but there has been a good deal of comedy games with interesting twists on their premises and titles that aim to be thoughtful or present a greater theme. Having such a wide suite of options can be overwhelming so I have made sure to include the best representatives from the pile. Let’s awake from hibernation and see what the world of visual novels has to offer. 
 

Official Releases

 

Norn9: Var Commons

Nintendo Eshop     VNDB    Genre – Otome, Sci-fi    Play Time – 50 hours

While this is not the first time Norn9 has been released in English, the title finding its way to the Switch is a cause for celebration since the last time it saw the light of day was in 2015 on the PSVita. Norn9 distinguishes itself from its Otome peers by have three separate protagonists, each with their own set of three romances and the story is told through how these characters form an intertwining web of relationships. It is impressive how well the story can juggle this many characters without any of them feeling half baked. They all bring something to the table that reflects onto their respective heroine and the overall cast and plot in some truly emotive and profound ways. The mystery of the Norn9 and the people who live within it gives the character threads a strong basis upon which to grow and helps form the core identity of the game. This is definitely a game every otome fan should try and might even convert a few people if they give it a chance to shine.
 

Slobbish Dragon Princess 3

Steam     VNDB    Genre – Comedy, Slice of Life    Play Time – 4 hours

This month’s comfort food comes in the form of the third Slobbish Dragon Princess game. There is not an original bone in this visual novel’s body, but that is precisely why it is appealing. It offers a short and satisfying experience, perfect for a bit of light evening entertainment when you do not want to play a complicated game. It continues the story of our NEET protagonist and his misadventures with a group of dragon girls who pull him in directions that are becoming increasingly absurd. Slobbish Dragon Princess is a title which lives and dies on its humour and it is a good thing then that each situation our protagonist is thrown into play up the characters in a genuinely funny manner. If you are looking for a visual novel to relax to this month then you cannot go wrong with this simple but heart-warming title.

Tokyo NECRO

Steam     VNDB    Genre – Action, Sci-fi    Play Time – 40 hours

When it comes to interesting and engaging games that push the type of stories that can be told to new limits, there are few developers more willing to do so than Nitro+. Tokyo NECRO continues this trend with a world in an ice age and the dead rising to haunt the living. The story revolves around the hunting down of necromancers, the people responsible for bring the dead back in unholy forms, and the game is always sure to play up these encounters for all the action value they can offer without undercutting the core messages of the scenes. This achieves a nice balance of accessibility since the game presents its more complicated ideas through the lens of easy to understand action to prevent the player from becoming bored. It also does not shy away from the darker aspects of the themes it touches upon and this helps solidify its distinctive identity. Looking for a game to really sink your teeth into then you cannot go wrong with Tokyo NECRO. Just remember that like many of Nitro+’s other games this one is also strangely horny all the time (even without the 18+ content) so keep that in mind.
 

Disaster Detective Saiga: An Indescribable Mystery

Steam     VNDB    Genre – Comedy, Mystery    Play Time – 6 hours

Now from something completely different, an absurd comedy that really puts its protagonist through the wringer all in the name of making you laugh. Saiga Tendo is perhaps the most unlucky protagonist in any visual novel as the shadow of an evil god has fallen over his town and he is the least suitable person to confront it. However, his very weakness might end up saving him as his misfortune is his greatest weapon. This is a game which is tongue and cheek with its plot and characters and, while not entirely undermining its own narrative tension, likes to play with expectations to get you to smile. Are you in the mood for a humorous tale of insanity? Then Disaster Detective Saiga: An Indescribable Mystery has you covered.
 

PARANORMASIGHT: The Seven Mysteries of Honjo

Steam     VNDB    Genre – Mystery, Supernatural    Play Time – 10 hours

If there is one title on this list that exceeded all expectation which were placed upon it then there is no better candidate than Paranormasight. This mashing together of mystery, supernatural and a game of wits should not work, but the result is compelling in the way only a unique blend of genres can be. It follows a narrative formed from the perspectives of multiple protagonists as the grapple with the Seven Mysteries of Honjo and end up finding far more than the bargained for. Their competing motivations make for some strong character interplay and ensure that the balance of power never remains static for long. Curses also play a major role in the story and are well utilised to get the characters into interesting and tense situations through which they have to show their true colours. A game for someone looking for something a bit off the beaten path and willing to try what might on the surface seem like a messy combination.
 

Fan Translation

 

Akaya Akashiya Ayakashino

Patch Download      VNDB    Genre – Mystery, Supernatural    Play Time – 20 hours

Our only fan translation this month offers a supernatural tale of Japanese folklore and monsters backed up by a series of well constructed mysteries. Following the carefree Yue, the story focuses on his encounters with a variety of colourful individuals as he ventures beyond the confines of the shrine he has lived his life within. It is impressive how Akaya Akashiya Ayakashino can keep a sense of tension even though much of the narrative does not openly have high stakes. This is done through the smart leveraging of the unknown which permeates every part of the world and it becomes clear very quickly that many of the characters you meet know things the protagonist does not and it is never quite clear if this is for a good reason or they mean him ill. The amazing visual novels that receive fan translations never cease to be one of the best sources of good games and this is a strong example of why.
 

The True Ending – An Anatomy of Visual Novels


Final Destination

 
Controlling how your game ends is crucial to the impression of it the player walks away with. This is an especially pressing issue for games with any kind of choice system which provides the option of alternative endings. If not handled correctly this can cause the narrative to come across as inconclusive and lacking a coherent identity. Something to tie the events of the game together is needed to ensure the player in clear as to the intent of the story. For visual novels this manifests in the True Ending which gives developers an immediately recognisable tool with which to create their branching narrative without having to worry about issues relating to interpretation. This is one of visual novel’s most well known features, outside of perhaps the Bad End, and has shaped how they form their structure and mechanical elements. However, is this a deserved reputation or have people merely become too intrenched in what is familiar to see the clear weaknesses in this method? Let’s meet our inevitable fate and see what the True Ending has to offer.
 

What Is A True Ending?

 
For the sake of this argument the True Ending will be defined as the primary ending to a route shown through the structure of the route itself and through the finality of its presentation. At first this might seem like a fairly simple definition, but it is in its interaction with other ending types and the overall structure of a visual novel that it becomes muddier. The first thing many people do is place in it a contrasting position to the Bad End, but this is more than a bit misleading. It assumes that a True Ending needs to be positive in nature in order to be the opposite force and this is simply not correct for many True Endings. Their ability to be flexible is one their greatest strengths and this includes being bittersweet or tragic in nature. By the same measure they are sometimes confused with Good Endings under the false assumption that the True Ending has to be happy. The only defining element that binds all True Endings together is their role as a conclusion to a route’s narrative. Another confusing interaction is with the True Route which is a technique many visual novels also utilise and can make for a lot of head scatting for an outside observer. Put simply a True Route concludes the game while a True Ending only concludes a route, through a True Ending can conclude the final route of the game but it generally plays second fiddle to the force provided to the narrative by a True Route.
 

Providing Resolution

 
At its core a True Ending is primarily interested in giving closure to a narrative. This is a complicated task as tying all the parts of route into a whole that leaves the player satisfied requires finesse. One of the main ways it has to achieve this aim is through the route’s focus character. Since the whole route revolves around this character the player’s eyes will be on them and they will likely have a great investment in this character’s struggles. As such a True Ending can frame itself through this character by linking its events to the end of their character arc in way that suits the overall themes of the story. This might seem like something an ending of any story should do, but the way it commits to it is different as it has an eye to how this individual route fits into the puzzle of the visual novel’s totality. 
 
Commonly this manifests as the ending leaving enough space in the character’s personality for growth in later routes while also not undercutting their resolution in the route itself. A good example of this is how G-senjou no Maou handles its character route endings in relation to the narrative’s progress. Each True Ending is paired up with a Bad End to ensure it has the highest impact through showing the failure of the character arc and how it relates to it success. There is an effort to never make the True Endings too happy in order for the character’s victories to come across as hard won. It also allow for later routes to provide them with a different type of resolution which does not come across as hollow by comparison to the character’s own route. What results is a controlled establishing and fulfillment of character resolution on the character route level and within the context of the complete game.
Impact is something True Endings thrive on

The other important manner in which True Endings present resolution is through the use of the route as a marker within the visual novel’s overall plot. A route can assume a role as within the narrative both in terms of plot development and the message of the game. The True Ending of a route can leverage this through line to highlight itself as tying up this element of the game so it can be clearly burned into the player’s mind. When presenting an aspect of the plot, the True Ending can provide a moment of clarity for the player and tie up that part of the story so it does not have to be constantly reinforced, while also giving the ending a sense of satisfaction. On the other side, we have the message the game is trying to present and how an individual route plays into that idea. A True Ending can piggyback on the part of the message contained it its route by making this its core driving force in contrast to the other endings. It acts as a resolution to this element and this reflects back onto the ending, giving it a sense of closure and connection to the game as a whole.
 

Flexibility With Tone

 
Of all the way to end a route there are none as flexible as the True Ending and this is due to its ability to shift dynamically to fit the needs of both the route and the game overall. As has been alluded to before, one of the most noticeable ways it achieves this is through its ability to set the expectation for the ending in a way that does not demand the ending be neither happy or sad, but simply satisfying. In having this player expectation a developer can use True Ending to present what they want without worrying about disappointing the player and potentially losing their interest in the rest of the game. It also results in a wide variety of different ending constructions even within the same game and helps provide excitement since the player feels as if they cannot entirely predict how things will pan out. Fate Stay Night showcases this design philosophy well with its satisfying but not saccharine endings which play out dramatically differently to one another. The True Endings of Unlimited Blade Works and Heaven’s Feel could not be more different from each other in terms of vision and outcomes, despite still feeling as if they belong in the same game. This is due to how they take their respective route’s core ideas and drive them in contrasting directions to highlight a different angle on the same message. Without the expectations provided by True Endings, the way they play with events which do not end entirely happily for those involved might be viewed as a betrayal of the time the player put into the story.
True Endings make the same ingredients sing in different ways

Providing satisfaction is not the only way in which player expectations can be leveraged to the benefit of a True Ending. For internal True Endings, those that do not conclude the game, there is an understanding that they are not entirely final in nature and this can be used to allow for a form of open ending to provide greater route flexility. This gives space for the ending to shape its own identity while not being tied to concluding everything it has covered and avoiding stepping on the toes of what other routes are going to focus on. In Corpse Party: Book of Shadows can be seen a series of good examples of how useful this aspect can be. Book of Shadows is a collection of connected smaller stories which each cover a different element of the story and world, so there is a lot of overlap between them as their respective themes and plots intersect. The True Ending of each story uses the expectations of the player to cleanly conclude their own narratives and still provide the room for the other stories to exist and form a whole puzzle together.
 
All of this flexility makes the True Ending a wide spread staple of visual novel narrative construction across all genres. This is due to it ability to change shape meaning that it is not tied to a specific set of ideas or tones in the way other ending types, such as the Bad End, are through their focus on achieving a specific effect. The general applications are so neutral in nature that everything from horror to action to slice of life uses them in some fashion or another. Even visual novel spin-offs of other media franchises use it such as with the True Ending in Date A Live: Arusu Install which fulfils its most basic function of being a conclusion to the narrative and providing a definite sense of finality to proceedings. When a tool is so ubiquitous that even side projects from other mediums are using it, there is a clear sense that the True Ending is a uniquely powerful and adaptable framework. 
Unfortunately you are not the true heroine of this story

Statement of Themes And Ideas

 
The significance a True Ending holds within the structure of the narrative makes it the prefect framing device for a game’s themes and core ideas. As the player is expecting a finality to what is presented to them during a True Ending, they will be paying heightened attention to what is transpiring and be more susceptible to any implications or subtleties the developer wants to send their way. By mixing in themes and ideas from the rest of the game into this conclusive segment, the player will become more aware of how these elements have been present throughout the whole experience and come to understand the point of what the game is saying to them. This has a tendency of manifesting in visual novels with a single high impact True Ending such as Steins Gate which has its entire game structure push the player towards this ending. Its funnelling of the player gives a focus to the True Ending and makes the process of helping them understand the themes easier since all its important ingredients were presented in an obvious line. A True Ending just allows for these pieces to be brought into the light and Steins Gate exploits this opportunity to the full extent of its worth.
Steins Gates True Ending is masterclass in proper conclusion

How a True Ending relates to its fellow endings can be used to create a thematic contrast in order to allow the message of the visual novel to spelt out for the player. This generally involves having the True Ending be connected to choices and outcomes which are fundamentally different from any of the other endings. The result is a section of the game that stands separately from the rest and shines a light onto the problems in the thinking which lead the player to the other endings. WE KNOW THE DEVIL utilises this method especially well by having the other endings focus on a single characters struggles in isolation and having the True Ending showcasing that the solution to their issues can only be found through all the them facing their problems together. This contrasts isolation with unity provides a strong statement about which one the game thinks is the more compassionate and human path. While this is a particularly extreme example it nonetheless showcases how the True Ending can be used as a tool within the framework of other endings.
It is amazing how much you can get out of a simple contrast

Conclusion

 
There are few features of a visual novel more memorable than its True Ending and this is due to how powerful a technique it is for leaving an impact on the player. Its focus around providing resolution for characters and plot elements gives it a flexility to imbue these parts of the narrative with the impact they deserve without causing issues for any future routes or overarching plot. Not being bound by expectations of tone lets a True Ending be satisfying for the player without needing to compromise itself and be suitable for use in any genre that might need what it offers due to its neutral narrative nature. On top of this, it offers a chance for the developer to make a statement about their vision for the ideas and themes of the game due to the conclusiveness of the True Ending or through its contrast with all the other endings. Through all these unique features the True Ending can offer you a chance to shape your visual novel and leave the player with a powerful memory that will stay with them long after they have closed the game.
 

Horror VNs – Genre Deep Dive


There Is Something Behind You

 
Genres define the games they inhabit and how the game uses its unique features to achieve or subvert the expectations of the audience. This is especially true for horror which aims to invoke feelings in the player that many other genres deliberately steer clear of. As such it is an excellent candidate to begin to observe how visual novels adapt themselves to accommodate and play to the strengths of a specific genre. When a developer sets out to make a horror game they are shaping their game into a framework with the aim of creating fear and dread in the player. This is an extremely narrow set of priorities which often leads to creative use of assets and ideas, but also restricts what a game has access to in terms of standard motifs since it is highly incompatible with other genres. Visual novels are by nature a medium of limited means of expression while still being extremely flexible and has lead them to have an odd relationship with horror. Let’s dive in and find out exactly how the bond between them manifests.
 

Less Is More In Horror And VN


The strongest bond between horror and visual novels is their understanding that less is more when it comes to narrative and presentation. For horror this is about not giving away too much information in order to insure that the source of the fear and dread does not become a known quantity and thus familiar to the player. By contrast visual novels lean into this narrative style more out of necessity due to the limitations of the medium and the need to keep the pace of story up while making the most out of the assets available in creative ways. Regardless of their differing reasons for this choice, it makes for an excellent pairing with horror which is able to cleanly achieve its aims and not put a burden on the resources of the visual novel. Perhaps the most iconic example of this common trait is the original Higurashi. This title had a very limited budget to work with resulting in the creator having to make all the artwork himself and splitting the overall narrative into a series of shorter visual novels. However, these apparent shortcomings were in fact strengths for the horror focus of the game. They prevented the source of the fear from becoming an easily identifiable element through the odd style of the artwork and limited nature of its implementation does as much for obscuring the truth as the narrative. While other horror visual novels might not practice this technique to the extremes of Higurashi, they nevertheless lean into it for both budgetary and artistic reasons to help form the desired dread in the player.
 

Monster Of The Week


When it comes to structural elements, there is one type which both horror and visual novels love for longer form storytelling and this is the episodic format. The most common manifestation of this format for horror visual novels is a monster of the week style where the threats facing the characters changes regularly to keep the player on the edge of their seat. By not sticking to a single monster the game can preserve the overall sense of the unknown since it can discard an individual threat the moment the player no longer feels fear from them. It also allows for the build up of a greater and insidious final antagonist to act as a capstone for the game through an escalation of the dangers facing the characters, thus making the entity responsible for all the previous monsters come across as particularly threatening. 
 
The Death Mark games showcase this compatibility through the various ghosts and ghouls the developers based their episodes around and the way in which the visual novel format complements this approach. Each self contained segment has its own mystery and mechanical puzzles to complement the associated monster and provide a pacing tool through which the game uses to control the build up and release of tension. This is important as for a game of Death Mark’s length as it cannot keep a constant tension otherwise it will wear out the player and cause them to want to stop playing the game. So the solution Death Mark hits upon is to simulate the highs and lows of an overall horror experience on a smaller scale to give space to breathe and generate excitement for what is coming next. It is the also a great pacing tool utilised by visual novels in general to make break their longer games into manageable chunks, leading to them slotting nicely alongside horror.
 

Control Over Information

 
One particular sub-genre of horror which does not adhere to the episodic format is Denpa, a genre where controlling the player’s access to information is critical to the effectiveness of its fear. Given the limited means visual novels have of presenting the player with information, they are capable of providing a developer with precise control over what is know, while still offering the option to drop hints and create striking moments. This might be through the use of specific character portrait placement, subtle audio cues or the clever narrative moments. There are a surprising number of avenues to rely ideas down but these have limitation on the amount which can be conveyed at once and this sets the player’s expectations for what they are witnessing. 
 
Together these are excellent tools to sow doubt in the player's mind and invoke a paranoid state in them that is the hall mark of Denpa. Soundless - A MODERN SALEM IN REMOTE AREA – is a good example of how compatible Denpa horror and visual novels are at their core. The overall aim of Soundless is to create a sense of claustrophobia and doubt the game can channel into making the player question everything as events decay into a whirlpool of madness. To do this, the game establishes a status quo through a set of symbols and sounds that meet the player’s expectations while subtly cueing them in that something is not right, but never allowing them to put their finger on what it is. Thus when events start to slip into an uncontrolled descent, the player cannot tell if the protagonist is a reliable narrator to events given how off they can be at times, but still having to grapple with them as their only source of information. The restricted space to understand what is happening provided by the limitations of the visual novel medium ensure the player will always be in the palm of the developer’s hand and experience the desired dread.

What You Imagine Is Scarier Than Reality

 
Sometime it is best to let the player hang themselves with their own nightmarish vision of what is hiding under the bed. No game can possibly match the power of our own mind when it comes to creating fear, so why not let it help the game’s main purpose. Visual novels are especially well placed to exploit this feature of the human mind since they by nature have large gaps in the presentation which they expect the player to fill with their imagination. These spaces around the edge of the threat can be positioned by the game so that they do not come across as holes in the narrative, but instead as the insidious and unknowable nature of the horror. Controlling this balancing act is key for this techniques success, the player must never know that they are the source of the fear and must believe in the game’s power over their emotions. This kind of horror can be difficult to maintain for long play times and as such visual novels with this as their core then to be on the shorter side. We can look to Phenomeno for a concise example of this approach since it is entirely reliant on it to scare the player. The game heavily leans into the implications of a threat without ever showing anything, from unsettling music and sound effects to ominous visuals since, its monster lacks a form to appear in. In doing this Phenomeno has to tread the fine line between the player’s desire to see the threat and their dread about seeing it, which it does through never dwelling too long on any one source of fear.
 

Conclusion

 
Horror, just like humour, varies by person, some find grotesque monsters scary while others find the unknown a source of dread. Regardless of what type of horror experience is desired, visual novels offer a flexible environment to create an emotional roller-coaster for the player. Their compatibility with horror is founded in a fundamental commonality with how the two approach their structure and execution. From an emphasis on a limited means of presenting ideas, to an episodic centric approach to long form stories, to an ability to create gaps into which the player can project their own monsters. Together they can create games and narratives which would not be possible in other mediums due to their more expansive tool sets and differing player expectations. Horror is a genre defined by its ability to make something from very little material and visual novels understand this approach in a way nothing else can hope to match.
 

Gnosia Review – In Space No One Can Hear You Scheme

 

Genre – Mystery, Social Deduction, Thriller    Play Time – 20 hours    Developer - Petit Depotto    Steam   VNDB 


With Knives Out and Masks On

 
Trapping a group of people in a remote location and forcing them to into a game of social deduction is a premise with a surprising among of interesting scenarios to give despite how simple it is at its core. We have death games like Danganronpa, more mystery orientated titles like Virtue’s Last Reward or multiplayer experiences such as Among Us and each brings a unique angle to the same basic idea. Gnosia seeks to add its own flavour to this sub-genre by taking the social deduction aspects of a game like Among Us and simulating it in a single player narrative visual novel where the player is trapped in a time-loop focused around this element. There is more to this game than that simple summery allows and bellow the surface is a distinctive sci-fi world. However, do all Gnosia’s parts work in combination or is the idea of a single player social deduction game a fundamentally flawed idea? Let’s get trapped a spaceship with a monster and find out.
Even the main menu will come to reflect your journey

Trapped In A Nightmare With Me – Narrative and Themes

 
At its core Gnosia is a mystery thriller with a large helping of sci-fi to spice up proceedings. The cast has just escaped the destruction of a world at the hands of the gnosia only to find out there are an unknown number of gnosia onboard the ship. The gnosia infect humans and as such it is impossible to immediately tell which of the crew have been turned and only through debating it and social deduction can the crew save or doom themselves. This is the base premise the player is initially presented with but soon after they have navigated their first encounter the gnosia to its conclusion, they find out that they are trapped in a time loop where they relive these debates again and again.
 
On a base level this gives Gnosia a constant sense of tension since you never know who is on your side and who is against you whether they be gnosia or someone who believes you to be a gnoisa. This feeling that everyone has their knives out and is just waiting for a chance to off you creates a narrative paranoia which the player must overcome as it is the only chance they have of escaping this loop. On top of this you are given the opportunity to choose to be the gnosia and turn the dynamic on its head while seeing the story and characters from the angle of the monster and providing another means to understand what makes them tick and piece together what is really going on and why you can be the both hero and villain of the story. It helps that the overall pay off for the time spent in these loops is engaging and suitably ramps up the stakes to make the later cycles hold more weight in the journey towards the truth.
This a game with its fair share of strange moments

One of the most striking ways in which the game complements this pit of snakes is through contrasting it with the vivid universe it provides snippets of. A world were people merge themselves with cats, dolphins walk among us and complicated cast systems rule the galaxy from the shadows. These elements and more help shape our impression of this world and their variety makes each new fragment of information a delight to uncover and move towards a more complete understanding of the situation. Just as the overarching mystery is careful to never reveal more than is necessary, the world is kept to single pieces of knowledge told to us by characters who consider it normal and do not expand on it in much depth. This allows from it tantalise the player with the possible complexity on offer but also does not overstay its welcome and make the player wish the game would just move on to something more important. Despite all this praise the universe of Gnosia, it can sometime rub a bit too close to the stupid and causes tonal problems when put alongside the life and death drama the characters are undergoing. While this issue does not come up very often, it can still be jarring to have it happen when you were trying to take the events seriously.
 
Forming the backbone of the narrative is the theme of identity which finds its way into every aspect of the game. From the mechanic search for the identity of the gnosia, to the characters quests to define their own identity in the world, to the player’s choices about what sort of person the protagonist is, it is an inescapable thread linking all these parts together. It works especially well with both the serious and the upbeat moments by being a universal concept etched on our lives through the ups and down. This makes it easy for player to empathise with the struggles of the characters when they are presented to you through a familiar lens but in an unfamiliar manner to spice this know quantity and create an engaging story. Gnosia is one of the strongest representations of what it means to hold an identity in the modern world and provides a uniquely nuanced and accepting look at the consequences of this environment. Despite this being a future were we have not resolved our differences, it is still an oddly hopeful one when it comes to freedom of identity and how this process heals everyone involved.
 

Space Is A Strange Place – Characters

 
In a game so focused around social deduction the quality of the characters holds greater significance than it would in other genres, since it needs them to act as both narrative and mechanical elements. Gnosia mostly sticks the landing with its colourful cast but there are a few aspects of how they are often presented which prevent them from truly reaching their potential.
Being pulled along is how you move forward

The narrative focuses around the duo of the player character and Setsu who share the ability to remember previous loops and for most of the run time it is their struggles you will experience. Having a companion in your endless cycles gives a surprising level of warmth to the cold void of space knowing that, even if they stand against you in the debate, they are working towards the same end goal as you. It also helps invest you in Setsu’s own journey as they come to grips with their place in this crew and in this universe as a whole and your closeness to them lets you form the bond necessary to cheer for them every step of the way. By investing in this connection the player furthers their immersion in the role of the player character through a little bit of role-playing stimulated with the focus around a central companion character. This bond is by far Gnosia’s most impressive narrative achievement as it could have gone wrong so easily if Setsu had been too present or too absent from the story or simply had an irritated information dumping role and it is a testament to the developer’s skill that the final result is such a strong dynamic.
 
A ship of fools is perhaps the most apt way of describing the rest of the cast. Each brings something wildly different to the table, they often rub each other the wrong way and they all have something to hide. Forcing them all into a life or death situation where they have to work together to find the monster hiding among them allows these characters to slowly reveal more about themselves in a natural manner. In combination with the many loops the player undergoes, there is enough space to explore them in great detail both as crew and as gnosia and this possibility of being the antagonist gives them a depth by showing them not simply as they want to be seen but also as they are like with the mask off. The variety of personalities on display is astonishing with the energetic Comet being contrasted with the silent Kukrushka and the reserved Gina with the arrogant Raqio. The narrative thrives off their interactions and for most of the early game scenes between small sections of the cast form the majority of what the player experiences, so it is a good job that they are so strong and emotive. Gnosia would not be nearly as memorable as it is without the focus on these characters and when you walk away from the game it will be your time with them that you will remember above all else.
Okay I get it you look like an alien can we move on please...

There are two characters who muddy the waters of the excellent cast and these are the talking dolphin Otome and the grey alien like Shigemichi. They are not by any means bad characters but they suffer from the same tonal issues present in the world building. Both are played up for humour far more than for serious moments resulting in them feeling like joke characters by comparison to the rest of the cast who have levity but only in small amounts and are generally more well rounded. This is not helped by the fact that the game often uses them as jokes even when they are meant to be a threatening gnoisa which indirectly undermines the menace of the gnosia in general. There is always some need for humour to prevent a story from becoming so serious that it wanders inadvertently into parody, but this is a fine line and one which Gnosia repeatedly stumbles over much to its own detriment.
 

Brilliant Stars In The Night- Visual, Audio and Gameplay

 
When it comes to the technical side of the game Gnosia there is a clear vision of how to implement its features to sell the feeling of being trapped on a spaceship in the far future. The music and visuals do a lot of heavy lifting to immerse you in the strangeness and tension of the setting. While the gameplay makes the player feel the experience of a time loop in an almost visceral way. However, a few strange missteps led to unnecessary frustration and poor pacing.
Important elements are made obvious from the moment you see them

The art and music direction of Gnosia is the place where its world building and characters are invoked in sensory manner to complement the way they are written. Visually the distinctive character designs lend a lot to presenting their personalities to the player without them having say a word. You can tell the type of world that they belong to by the way they dress and hold themselves as well as providing small hints as to what to expect from them when the debates start. It also makes it clear who they are at a glance which helps prevent any confusion that might occur in the chaos of the debate where everyone is regularly cutting in with their own opinion and it might otherwise be hard to tell them apart. They also comfortable fit into the general sci-fi aesthetic of backgrounds and CGs to form a whole vision of a distant future entirely distinct from our own time. The music complements this feeling with its synthesiser tones and leanings into a looser and almost magical audio landscape. In its totality the experience of playing the game is greatly aided by how much the two aspect complement each other.
 
To effectively communicate the situation of the player character, gameplay is utilised in the form of a repeating cycle where a new gnosia much be identified. Each loop consists of a series of debates about who is the gnosia interspersed with down time to try and convince other crew members to side with you and intermittent character and plot scenes. This repetitive structure works in the game’s favour by immersing the player in the role of the player character through having them experience a similar situation. It also allows for little triumphs and failures to occur more often, while preventing either from becoming so common as to frustrate the player or make the challenge of the debate seem trivial. A wonderful balance has been reached with how the game gives the player new skills to use in the debates and the increasing escalation in the complexity of the debates and the result is a well rounded progression of difficulty. Having the resistance escalate as the player grows closer to escaping the loop helps increase the tension and also the longing for success as the player knows that this is a sign that they are on the right track. It is surprising how well all these elements work in tandem to create the time loop without stepping on each others toes and the final result justifies Gnosia’s choice to implement these systems.
When the game provides you with an ability graph you know what it has planned

There are some strange issues with the gameplay which hold it back and these have to do with the way it backloads most of the plot and how the later sections introduce gameplay scenarios which are wholly dependent on RNG. The game opens strongly with a flurry of plot developments which are nicely tied into the character arcs of the main narrative players, but shortly after this point new plot scenes almost entirely dry up. This results in the middle of the game feeling as if it drags on for far too long with the player simply left to play through the loops without any sign that they are making progress. A choice like this risks loosing the player and is highly unnecessary given the later plot elements could have easily been redistributed, since they do not have anything which specifically requires them to be located at the end of the game. As for the late game scenarios, these consist of challenges the player must overcome in order to progress which sounds like a fine idea in theory but run up against the inherently RNG nature of the debating system. Turning debates to focus on a specific direction is difficult to achieve due to the other crew mates attempting to do the same and the system where the player is punished for being too aggressive in their attempts to move events by having the crew turn on you out of suspicion. The result is a frustrating reliance on the whims of other crew mates to carry the debate and they are often more of a hindrance than a help.
 

Verdict – 

Its unique brand of single player social deduction coupled with its vivid universe and strikingly human characters make for an enthralling take on the genre.
 

Pros

 
+ A cast who are flexible in their personalities allowing them to be the hero or villain of a loop without it appearing contradictory to who they are at heart.
 
+ Touches on a variety of issues relating to identity and makes them fit into the character arcs.

+ The setting is rich in a distinct style that merges the mundane with the absurd to create a living universe.
 
+ Through the debates the player gets an intimate sense of what defines the characters which complements how they are presented elsewhere in the narrative.
 

Cons

 
- Some characters feel as if they exist as just a joke and feel out of place next to the heartfelt struggles of everyone else.
 
- The plot progresses extremely slowly after the early game and it can feel as if you are doing something wrong.
 
- There are some scenario’s in the later part of the game which are frustratingly wholly dependent on RNG for your to suceed at them.
 

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