Archive for April 2023

Best Visual Novel Releases – April 2023


Spring has truly made its presence felt this month with all the flowers coming into bloom at the same time and visual novels are similarly bristling with colourful new releases. This has been a truly packed month to the point where it has been hard to pick out only a few titles to showcase for you, but after much struggle the list bellow was complied for your viewing pleasure. There has been everything from a Danganronpa imitation to a post-apocalypse filled with superpowered people and killer machines to a coffee themed sequel. Let’s dive into the fields of brilliant visual novel flowers and see what is the best way spend your time.
 

Official Releases

 

Shugaten! -sugarfull tempering-

Steam     VNDB    Genre – Slice of Life, Moe    Play Time – 20 hours

This month’s award for comfy moe visual novel goes to Shugaten! -sugarfull tempering- which secures the place with its warm and cosy atmosphere with just enough mystery to keep you engaged. Our amnesiac protagonist finds himself at a patisserie called Folkroll after the shop’s employees wished for someone to help them during the night of the fairies and he must use his wealth of knowledge about baking to aid them. While this mystery forms the backbone of the hook to keep the player guessing, the game is careful to never show its hand and instead supplements it with a healthy dose of moe presented through its heart-warming character stories and its bright colour palette. There is strong understand in Shugaten about how to use the elements of slice of life with a delicate hand and never letting any one part overstay its welcome or potentially bore the player through familiarity. Definitely a title you should pick up for your monthly dose of cuteness and easy feelings to relax with.
 

LACKGIRL I - "Astra inclinant, sed non obligant."

Steam     VNDB    Genre – Action, Urban Fantasy    Play Time – 6 hours

While this visual novel did technically release at the very end of last month, it somehow managed to slip through the net but it is still worth talking about regardless. As the first episode of the Lackgirl series this is a strong opening act which establishes the world and powers of this magical boarding school inhabited by the magical girls who form the backbone of the narrative. The game demonstrates an understand of how to conduct the build up for a narrative focused around magic combat and keep the protagonists as the underdogs while still give them interesting powers that are a joy to see clash against one another. This game should definitely put this series on your radar if magical action visual novels are up your alley as it shows all the signs of being a fun ride as these distinctive girls struggle to overcome their fates.
 

Process of Elimination

Nintendo Eshop     VNDB   Genre – Murder Mystery, Thriller    Play Time – 30 hours

Danganronpa has been extremely influential within the visual novel space, spawning many imitations along the way and the latest of these is Process of Elimination. When fourteen detectives come together to discover which one of them is the mysterious murderer Yatsuzakikou who has been terrorising the country they will get far more than they bargained for. This game is an interesting take on the genre with a greater leaning into the thriller aspect than its inspiration and does its best to carve out its own identity with characters who pop in the way only those from Nippon Ichi are capable of. It mixes in a good dose of puzzles into each chapter which fit in with the mystery solving theme and work to sell the group as the ace detectives they are meant to be. If you have a Danganronpa shaped hole in your life then you can’t go wrong with this title to scratch that itch.
 

Kunado Chronicles

Steam     VNDB   Genre – Action, Post-Apocalypse    Play Time – 40 hours

Purple Software games are always on the precipice of greatness and Kunado Chronicles is the closest they have ever come to realising this potential. Set in a distant post-apocalypse future where the living metal monster known as Tekki have driven humanity back to the medieval times and reduced them to a shadow of their former selves. Into this world is thrust Shin, a man frozen in time from the distant past and he is tasked with bringing his ancient knowledge into this new world so its people might be able to rebuild. This is a tale interested in what it means to be human in a the face of the spectre of death and it asks what value the things we hold dear in the modern world really have when all is stripped away. Now if only these games would stop be so relentlessly horny all the time maybe the next one could fulfil the legacy of this visual novel.
 

Flight Of The Exorcist

Itch.io     VNDB    Genre – Mystery, Horror    Play Time – 30m

Alright, this is not some big new release but instead my latest visual novel made for NaNoRenO. Rather than blowing my own horn too much I am going to recommend you go the game jam page and see for yourself all of the brilliant small games released there. This year had an amazing turn out and the result is a variety of genres and subject matters which you would not be able to find anywhere else. Each entry brings something unique to the table both in terms of narrative and in term of their interpretation of what it means to create a visual novel. My own entry is is a short visual novel about a crisis of faith in the face of suffering and a world where demons influence the fate of humanity. The titular exorcist must contend with a case of demon possession of which she is the primary suspect and must now confront the monsters of both supernatural and man-made origin. Can she find the source of the possessions and will she be able to save her own soul?
 

Coffee Talk Episode 2: Hibiscus & Butterfly

Steam     VNDB    Genre – Cafe Sim    Play Time – 5 hours

Rather than trying to reinvent the wheel this sequel to the original Coffee Talk chooses to expand on the already strong foundations of that game and provide more of the same excellent experience. Back behind the counter of your coffee shop you will meet faces new and old as they come and go while expressing their concerns and you lend them a willing ear. The game spices up the beverage making with new ingredients adding a wrinkle to an already solid gameplay loop and this provides a surprising number of new drinks to marvel at. However, if you did not enjoy the previous title then this one will not do much to change your mind and assumes a level of investment in its characters some may not have developed. Hibiscus and Butterfly is worth your time once you have completed the first game and want more the same characterful flavour.
 

Fan Translation

 

Traumermaid

Patch Download     VNDB   Genre – Yandere, Horror    Play Time – 3 hours

Traumermaid is yet another entry in the Yandere genre of horror which has a strong following and has produced some interesting games. This title focuses around the standard set up of being reunited with two childhood friends after returning to your home town and getting involved in a love triangle. Of course being a Yandere game this love gets twisted into dangerous forms as their feelings get tinged with jealously and eventually violence and it here that most of the horror elements stem from. The spiral into madness and paranoia is palpable and grips the player’s mind in a way that allows them to get into the heads of the characters in a cathartic manner. Its short length also makes it an excellent game to pick up you have been interested in this genre and want to give it a go.
 

Enforced Play Order – An Anatomy of Visual Novels

Directions From On High

 
The player is a wild and chaotic beast prone to doing what you least expect and are both the joy and bane of developers. This is especially true for any game which focuses on narrative as its core element since there is no guarantee the player will experience the story in the way the designers intended and even more so if there is any form of freedom offered. Visual novels fall into this category and since their narratives form the backbone of the experience it is vital for many of them to ensure the player never gets lost or confused as to the intentions of the story or finds a major plot point before they should. The solution which many visual novels have developed is the Enforced Play Order. This is a restricting of what parts of the game the player has access to at one time and acts to control their progress while ensuring a smoother transition from one route to another. However, there is no unified approach to how this Enforced Play Order should be implemented. There are instead three main ways it implemented, a completely rigid play order, only having the finale locked and moving in and out of controlling the player’s progress. It is these which will form the basis of discussion in this article and will be explored to see the pros and cons of each method. So let’s follow the path laid out before us and dive into the Enforced Play Order.
 

Rigid Play Order

 
Sometimes the best approach is to give the player no freedom at all, why risk them misunderstanding something when you can take them by the hand and make sure they experience everything correctly? This is the idea at the core of the Rigid Play Order and it is the realm of the plot heavy visual novel which would suffer the worse from the possible confusion of the player. Being rigid does have its advantages and does not necessarily exclude them from the benefits of the more flexible approaches.
 
Controlling the player’s approach to the game provides the developer with a rigid framework to shape their visual novel around as they do not have to account for any discrepancies which might occur due to the order a player experiences it in. In other words they have control over the pacing and plot progression in a way which is simple for both them and the player. Having a tightly paced game makes sure the player is on the same page as the game and forges a more memorable journey as the highs and lows are presented to the player in a way that feels natural. A more free-form visual novel risks becoming more lumpy with sections of good and bad content showing unevenly throughout and leaving an inconsistent taste in the player’s mouth. Rigid Play Order avoids this pitfall through the smooth direction it can give the player and the way it can ensure that they are given the best content at the right moment to leave them with an overall positive impression while communicating its ideas. 
Everything has its place and is shown when needed

If there is one game which embodies this approach it is Wonderful Everyday. Each route exists in a linear order with a distinct segregation to make it clear when the narrative has moved on and ensures the player knows exacts the direction to go next. Despite this there is a strong flow throughout the entire experience as the different character perspectives on the same events slowly fill out the player’s understanding in a rewarding way that makes sure they have exact amount of new information to be engaged while keeping the mystery thick. This would not be possible without the exacting control offered by the Rigid Play Order since without this backbone it would not be possible to know what the player would do first and so be forced to spread the content thin across the game while not giving the larger nuggets present in the actual game.
 
It might be tempting to paint the entire approach to Rigid Play Order as one that comes at the cost of player freedom but, while there is some truth to this idea, many visual novels which follow this method have a flexibility that becomes available upon repeated playthroughs. Most games using this technique do so through a series of unlocking routes and these extend from a common route like most other visual novels. So once all have been unlocked what remains is a standard free-form narrative many expect from the medium and this makes the next playthrough one tailored by the player as they can pick and choose which parts to replay. This freedom is fine for the Rigid Play Order since it is mainly interested in ensuring the first experience is as strong as possible and as these games often rely major plot elements not being spoiled there is no reason to constrict the player after the curtain has been pulled back. 
 
In choice presentation Hello Lady is the same as many other visual novels

A showcase of this can be seen with Hello Lady. During the first time a player traverses the game there is very little choice given to them as to which heroine they will be picking next with only the opening two routes providing any freedom of choice. However, the lead up the each route is presented in the standard manner and the lock disguised by subtly shifting the player onto one of the available route rather than the one they had been moving towards by slowly emphasising the next important heroine to signal to the player where to go next. What is left over after the player has unlocked everything is the familiar heroine based structure as the differing direction cues which helped the player find where to go are merged into a background noise and what remains does not guide the player but instead lets them loose. This unfurling approach is common among Rigid Play Order visual novels as it allows them to still have some of the replayability present in their more free-form kin.
 

Finale Only Lock

 
Not every game wants to tell a complicated story but many still want to have the sense of conclusion and cohesion offered by a more rigid narrative. To answer this need the approach of the Finale Lock was born. This method gives the player freedom within the main narrative but prevents them from accessing the final route or section until all other content has been completed. As such this leans heavily into the more free-form nature of visual novels.
 
Placing characters front and centre is what this approach to Enforced Play Order thrives on. As the visual novel cannot rely on the order a player experiences the game outside of the final route, it instead has to make the thrust of its themes through each routes’ main heroine and have the final heroine acts as the thread that ties the emotional core of the game together. This leads to a style of narrative favouring a resonance with the player over engaging their minds and by extension is free-form due to not being constrained by a need to tell a story in a set order as it relys on the feelings of the player to form its identity. The final route is provides a means to bring the character beats together into something more cohesive rather than the soup of emotion it would be otherwise. Clannad is a good example of this character emphasis and its role within a final route. For the vast majority of the playtime it gives the player free rein over its many different parts but once these are completed the After Story final route is unlocked. This brings together the emotional heart of Clannad which was spread out over the game into a place where it can be easily viewed and player can come to appreciate the journey to this point. It also works to pay off the feelings built up in each route and gives the player a place to come to terms with them in a structured manner.
After Story is the most powerful section in Clannad

Of course not every visual novel using this approach is interested in anything as complicated as emotional resonance, for many it is simply a means to give a conclusive feeling to the game and reward the player for getting through the rest of it. They achieve this by packing the majority of the plot and action into the final route to create a sense of escalation after the relatively static structure of the heroine routes. This contrast acts as a type of reward with everything that came before being a strong form of catharsis and this works to encourage a tired player to continue to the end. Once a conclusion is reached to the final route, the release of coming out of the high of the climax gives it a sense of finality which leaves the player with a wave of satisfaction. When looking at Date A Live: Rinne Utopia this approach can be clearly seen. The final route belongs to the titular Rinne and is a distinctive deviation from the standard structure present in all the other routes. Coupled with the general sense that everything is falling apart at the seams and the route take on a unique identity that immediately grabs the player and revitalises their interest in the game. It is in many ways the carrot dangled in front of the player throughout the game given Rinne’s obvious importance and this adds to the sense of finality present as the climax of this final route arrives.
This is not a game aiming for anything complicated

Mixing Control and Freedom

 
Of course between these two extremes are the visual novels who want to merge control and freedom in order to best fit their narratives. For these the approach of moving in and out of controlling the player’s options was formed to suit their needs. To achieve this these games will open with freedom or control and shift into the opposite one and back again as the story they are telling demands. What results is an experience formed around the narrative but it is a delicate balancing act with many points where the player could lose interest.
 
This approach to the Enforced Play Order is a delicate balancing act between freedom and control and runs the risks of both extremes. If the game leans too much into control it could lead to the player feeling restricted, but too much freedom and it could confuse the themes and ideas it is attempting to show. Just enough of each end of the spectrum must be shown to the player to achieve the desired effect before switching to the other end in order to prevent either from outstaying its welcome. Should the equilibrium be struck then the visual novel can have the best of both worlds, gaining the clarity of one and the openness of the other. A good example of this is I/O which starts out with an extremely rigid series of sections before opening up for a time and then closing up again for the finale. Having this space in the middle allows the game to provide room for the player to contemplate the mysteries the previous sections set up and tackle the part they want more information about. This is directed by how the rigid sections controlled their presentation of its mysteries and so even in a free-form space the player still have a concise direction to follow with their curiosity.
I/O is an odd one from beginning to end
 
Just like with Rigid Play Order, this mixture of freedom and control is a matter of emphasis and pacing within the game’s structure. Switching between such vastly different feeling structures creates a distinctive divide that highlights each section through the peaks and troughs provided by changing between them. What results is a mechanism via which the visual novel can shape how the player views certain parts with the use of contrast to create a looser form version of what Rigid Play Order aims to achieve. Perhaps the strongest example of this can be seen in Virtue's Last Reward which subtly weaves in and out of a free-form structure as the player makes their choices and hits locked sections they need to complete another part to access. These locks funnel the player down set paths but in such a way that does not immediately feel restrictive and instead fuels the player’s curiosity as to what is hidden behind them. On top this it ensures the player can never stumble upon anything important without proper context which in a narrative focused game like Virtue's Last Reward is critical for its success. 
Look at all the fun things you can find

Conclusion

 
Exercising control over the player is something which offers visual novels a lot of options when it comes to tailoring the experience they are presenting. An absolutely rigid approach give the game the means to pace itself to the player’s benefit for a smoother and even structure. On the other hand just having a single unlockable final route provides a sense of closure the game might otherwise lack. If you mix these two methods together the result is a flexible ebb and flow to the game but at the risk of gaining the negatives of both. Overall the Enforced Play Order is an interesting tool in the visual novel developer’s pocket and offers an opposing design space to the more kitchen skin approach for a healthier spread of constructions. It is definitely something to keep in the back of your mind as your game comes together as even a small amount of it can significantly change the perception of its narrative.
 

Yuri VNs – Genre Deep Dive


Forbidden Love?

 
If there is one genre which thrives in the visual novel space it is Yuri. While other mediums and types of games touch on Yuri, there are none that put their entire focus on it in quite the all consuming way present in visual novels. Rather than being a sideshow for another genre to use as romantic fluff, it is front and centre in many of the best and defining titles you can play. On top of this prominence there is a distinct difference of approach to the genre taken by Japanese and Western developers. One presents a romance steeped in purity and idealism while the other focuses in on the issues of identity and belonging that effect the characters. These divergent paths have led to a variety of content and themes not present in many other spaces. Over the course of this deep dive these elements will be explored as well as a rich landscape of creators and visions of what Yuri means. Let’s fall in love with a cute girl and find out what makes the genre tick.
 

A Vision of Purity – Japanese Yuri

 
Pervasive within Japanese Yuri is the idea of the romance as being akin to a garden of flowers and the pairing as the most brilliant blooms among them. The focus on a very specific set of emotions adds some distinctive flavour to the love story and helps this genre stand out. However, under the surface there is the same treatment of love as a form of titillation to sell a product in many games which use Yuri as a secondary element.
 
At its core the link to flowers and purity found in this style of Yuri stems from an extreme idealisation of the lesbian romance. It is placed in opposition to a male centric romance story which is by contrast is a tale of desire and lust with love being the ultimate driver behind it but obscured by this layer of impurity and dirtiness associated with men. In contrast the female is seen as the purer sex and thus it follows that any love between two of them would be equally pure. Even when lust does enter the conversation it treated with a sanctity as if it were the precursor to a holy act of union. Generally this is caked in vaguely Christian iconography and language, such as the pair attending a Catholic school, to present the pair’s relationship as an act before some kind of unseen divine presence which accepts their choice of partner. 
Sono Hanabira's world is one of brilliant colour and dazing purity
 
We can see this in the Sono Hanabira series where the complete focus on a single couple makes it stand out the most. For each game their pairing is presented with a sort of all consuming sanctity, everything points to the couple from the supporting cast to the everyday events, even previous games’ couples act as conduits to insure the new couple comes together. An entire world orientated towards an outcome is a pretty convincing argument for its legitimacy. Theirs is a union painted through bright colours and delicate gazes and there is an almost otherworldly glow to their encounters to better emphasise the feelings they are enraptured by and the purity of their intention. Sono Hanabria is a particularly good example of these traits since it leans into lust as part of its content and even there the colours never let up, their acts are done in the light of day and have none of the messiness of a male orientated union, but it is instead one where only the cleanest intentions are realised and this is reflected in their language and generally cleanliness of proceedings. Overall it is a unique presentation of romance that puts this particular coupling on an almost unattainable level.
 
These distinctive traits do allow for the exploration of some emotions often forgotten about or sidelined in a more traditional romance story. The two points it excels at are the capturing of the feeling of wishful longing and the power our desire for human connection has over us. Capturing the essence of wishful longing within a romantic context is something many stories gloss over in favour of the more dramatic aspects of a relationship, such as the confession, and the intense focus affords to it in Yuri helps the genre stand out. Needing to be with someone else for your happiness is a part of love that effects both participants in often vague ways and the pale colour and idealises space of Yuri is a perfect place for exploring this since it can shift its already vague imagery towards this equally vague subject. In doing so it can present the emotions of its characters and explore the reasons for their emotional state and the effects it has on people. By extension the power of the human desire for connections is expressed through the completion of the longing and the realisation of the pair’s bond. Similarly to the longing this is made possible by Yuri’s extreme emphasis on the emotional states of its characters and makes the strength of their desire for each other clear and gives a good space for exploring what exactly this means in practice. 
It is at moments like this writing difference from traditional romance stories become clear

The Flowers games are an excellent manifestation of this ability to capture these unique feelings through Yuri. Each game presents these ideas through a different character lens, sometimes with a timid protagonist at other times with a sassy lead, but it keeps the common motifs and presentation of its version of Yuri to ground each encounter in the same mental space for the player and helps them experience and explore the same emotions as the characters. The resulting narrative gives the feelings of longing and the desire for human connection a means of melding with the colours and imagery to be expressed in a purer form and mindset than would be possible anywhere else but in Yuri.
 
Of course not everyone sells this vision of purity for the right reasons, there is no denying that the teasing of Yuri is a strong selling point for a product and there are many visual novels which lean into this for all the wrong reasons. These are the type of visual novels which have Yuri as a flavour to entice in an audience without then committing to the idea as in practice they pay it off with only vague insinuations. They also make use of the aesthetic by signalling the colour and composition associated with Yuri to paint the game in Yuri to complement the main thrust of the game, but the result often feels hollow because the juggling act between these elements is difficult to manage while keep a consistent tone. An example of this attitude to Yuri can be seen in The Curse of Kudan which uses it as a side element to drive the emotional core behind its main mystery focus. What results is a confused experience with the Yuri cues not matching the serious and darker mystery causing a form of narrative whiplash. Alongside this is the problem of the romances feeling undercooked and merely in there to act as bait to keep the player hooked without the developer considering that will have to pay this off at some point. This type of treatment for Yuri is strangely common despite its very mixed results from an overall game standpoint and more often than not leaves a sour taste in the player’s mouth.
Mixing Yuri with other elements is a difficult act to get right

A Vision of Reality – Western Yuri

 
For Western Yuri the presentation and priorities are very different than with Japanese Yuri to the point at which the only commonality at times is their base subject matter. Rather than pastel idealism there is instead a sense of the weight to the relationship. It is something to be treasured but there are many experiences which will be difficult or strange to those under these emotions. This shift in approach from their Japanese peers stems from the different origins of those creating the influential titles and the space around the topic which has developed.
The setting plays a large role in how a story is presented

Even when the setting is fantastical Western Yuri has its sights firmly set in the real and grounded experience that reflects the lives of actual lesbians. These take the issues and frames them individually within events and characters who bring it into an easy to digest form that emphasises the emotions involved. Presentation of these themes is not limited by an established visual language and instead plays host to many contrasting uses of imagery from other genres with interesting merges taking place in order to get the desired effect. As a result there are a lot of different interpretations of the same ideas that have arisen leading to many new ways of approaching the Yuri design space as well as a fair amount of cross-pollinating from popular games. One of the best examples of this culture of design can be seen in Blackberry Honey. This visual novel, set in mid-19th century England, takes the issues surrounding lesbians relationships and puts them into a distinctive historical context which allows them to standout against a world hostile to their existence. In assuming the visual identity of the era the game gains a presentation it can play with to better convey its ideas without being bound to a set of prescribed iconography. On the other hand this does mean the game has to work twice as hard to make sure it is clear in its intent since it has nothing within the player’s established understanding of the genre to fall back on. It is a trading of stability for freedom and it is a common choice among many Western Yuri games.
 
The difference in approach originates for the far more indie centric development of Yuri visual novels due to the way the market has developed in the West. Rather than being defined by an industry in need of profit to survive, the Western scene is defined by individuals or small groups who act within the genre out of a love for it and as a result the vast majority of the visual novels produced by them are passion projects that their developers do not expect to make large (if any) profits from. As you would expect this leads to a diverse field both in terms of game concepts but also the people involved due to the low barrier for entry and easy access to simple but competent engines. Of course such a wide array of releases leads to an unevenness in terms of quality with many being basic in nature with a few which stand out for their distinctive originality, but each one has the same passion and contain the experiences and thoughts of their developers. NomnomNami is a good example of an individual within this space. Their projects are small in scale but tight in focus and have allowed them to develop a visual and narrative identity of their own that reflects their passion for the ideas they express. Rather than being made with an eye for sales their projects are the stories they want to tell and this comes across in every moment of these games. They also showcase of how there is a lot of overlap in Western Yuri between the genre and other LGBTQ+ narratives and spaces. Many of their works often touch on, if not outright make the focus, other feelings effecting this group and the commonality between them.
We all know where this is going...

All of this might leave you with the impression that Western Yuri is absent of the Yuri baiting and the using of Yuri to sell a product. However, this is obvious not true as it is just as present in the Western space as it is in its Japanese equivalent. Perhaps the most well known presence in the market relying on this trait is the Sakura series which has used Yuri as a selling point for its visual novels in many instances over the years. In these cases there is no depth to the Yuri presented and instead it is a means of offering male centric fan service to appeal to this audience and make their products desirable. It also feeds into the disposability of their games as this lack of substance and blatant pandering works for a short experience designed to be played quickly, forgotten and then the next title purchased. They in many ways resembles their Japanese counterparts which is not surprising since their motivations and use of established ideas as a backbone stems from a similar origin.
 

Conclusion

 
Regardless of which of the two approaches you might follow in your own work or play, there is no denying the unique power that Yuri has to inspire the presentation of often unexplored ideas and emotions in relatable fashions. Be it through the bright colours, pseudo religious imaginary and idealism of Japanese Yuri or the grounded, alive and real issue orientated Western Yuri, there is no limit to the sheer variety of expressive tools on offer for budding developers. Each one offers some angle on love that a more traditional romance experience would shy away from but which Yuri makes front and centre for all to see. The strange mixture of longing, desire, hopes, acceptance and realisation which make the space such a sight to behold continue to attract more people into the genre. Perhaps something here tickled your creative juices and you want to explore this space more and doing so would definitely be worth your time as the diversity on display is not something any one article can possibly capture.
 

Sunrider 4: The Captain’s Return Review – A Glorious Return?

 

Genre – Sci-fi, Action, Mecha    Play Time - 22 hours    Developer – Love In Space    Steam

 

Return From Exile

 
A fall from grace changes a man and exile from all he has ever known can break him. Such is the state of Kayto Shields as the curtain rises on the fourth game in the Sunrider series. This is the tale of how he pulls himself up from the pit he has fallen into, but this journey will be far same smooth sailing. Love In Space are back again with another space adventure through the brilliant Sunrider universe with a familiar crew, but now on the back foot as both enemies and former allies see them as a threat. The game also features a complete rework of the combat systems and leans into creating more realistic feeling battles with tactical depth. But how does the whole package fit together and is it the worthy sequel we have waited five years for? Let’s jump into our ryders and travel to the edges of the universe and find out.
 

The War is Over – Narrative and Themes

 
To be in exile is to be left behind by the world and on your return you may find that the world no longer wants you. It is this feeling which Sunrider 4 focuses its plot and themes around to great effect and manages to balance the needs of a sequel with its own unique identity. It builds on Liberation Day in all the right ways, picking up the plot points left by that game and running with them inside its own narrative. The choice to put the heroes on the back foot also factors strongly into the effectiveness of the core events of the game and they work together to communicate the journey of the crew. Of course it is not perfect and the game’s relationship with the additions to Liberation Day is an uncomfortable one at best.
How far the great have fallen

A sequel should build on what came before in its own distinctive manner and this is no easy task, especially so when that game in the fourth in a series. The way in which Captain’s Return chooses to tackle this problem is by taking the points which defined the previous games and asking what they really meant and what people beyond the crew thought of them. This extends from both the obvious fallout from the Liberation Day massacre to smaller relationships between the crew and works to create an overall sense of both progression and returning to a familiar place. It takes the ending point and runs with it, drawing many ideas presented in that game to their logical conclusion within the tone and context of Captain’s Return, be this reinventing familiar mechas in new forms or haunting the characters with past traumas. Relying on this pre-existing backbone means the game does not have to worry about explaining every little detail again to the player and can focus on the heavy lifting of expanding the already rich universe in new and exciting ways. These all combine to make Captain’s Return a benchmark most sequels can only dream of reaching.
 
Placing the crew on the back foot was one of the smartest choices made in Sunrider 4’s development. This inverts their role from heroic liberators who could influence the outcome of events into a broken and hunted group who must desperately gather together their scattered teammates. Alongside the change in circumstance is a change in tone, no longer is this the simple happy go lucky space adventure where the captain will save the day, now he has to face the consequences of his choices and some of them will haunt him in ways he least expects. What this results in is a feeling of oppressiveness that is subtly in the back of every choice the characters make and gives each scene a type of tension not utilised before in the series. It also provides a convenient reason why you have to rebuild your upgrades and resources from the ground up since nobody trusts you any more. Coupled with the new mecha designs and even the familiar build up of mechanical power has a new freshness to it given how much more is at stake this time around and how failure would mean the ruin of what little they have left. Seeing the characters overcome these seemingly insurmountable odds is one of the main appeals of the game and being able to experience this underdog perspective elevates the already strong space adventure storytelling of the Sunrider series.
Getting the gang back together will be no easy task

If there is one flaw in this otherwise excellent narrative it is the uncomfortable relationship it has with the additions made to Liberation Day after its release. These changes expanded on some key points of that game’s plot and by extension the plot of Captain’s Return. However, the reality is that Captain’s Return picks and chooses which parts of those modifications it considers cannon and this leads to many moments where the player will experience a sense of whiplash as what they have experienced in the previous game is ignored by the new one. These points vary from minor details from the side story to major events and set up from the main game’s ending. It is clear that Love In Space were not entirely happy with the choices they made in the rushed additions to Liberation Day and wanted to trim back things that did not fit into their vision for the future of the Sunrider series. This does not change how this choice can take the player out of the experience which counter to how much effort the game put in to making you feel as if you are a part of this world.
 

A Captain Is Only As Good As His Crew – Characters

 
Sunrider’s cast has always been one its biggest strength and means of getting the player invested in the plot. Captain’s Return does a good job of developing the characters and focusing the new additions to help create a lively universe with people who exist beyond the main conflict of the series. However, there is a glaring issue staring you in the face for much of the play time and this is the inconsistent characterisation of some key characters.
The crew continue to be the biggest selling point of the series

Captain’s Return could have relied on the affection the player base already has for the cast and cruised through the narrative without emphasising the characters too much. Instead of resting of their laurels Love In Space made sure to give every member of the main cast some sort of arc both big and small. Sola and Kryska being the crewmates who get by far the most exploration of their personalities as both are faced with very different events which shake what they once held as fundamental truths. There is also notable elements of discord between the crew and Shields who's actions create a disconnect between them and him in a subtle way which never oversteps its bounds but instead highlights Shields’ increasing desperation. This compliments the generally darker tone of the plot by providing a dose of much needed reality to the more idealistic characters and pushing them to the extremes of their beliefs. Shields as the protagonist embodies this push into an examination of the true motives for each person’s actions as he starts at the edge of what he can mentally take and is then pushed far passed breaking point. What results is a fascinating presentation of the kind of mind set that lead him down his path to ruin and having him face and accept this truth sets his character up to be ready for the challenges of future games.
 
Most of the new characters added by Sunrider 4 serve the purpose of expanding the world building and help provide a more balanced perspective of this universe. Previously the player’s view of the Sunrider universe was limited to the areas directly involved in the conflict which gave a very narrow perspective. To rectify this issue Captain’s Return makes all the new characters serve the role of fleshing out this setting. Since the player is no longer limited to the area of conflict for the war, the narrative can take them to places and people who could not have otherwise been interacted with. Pre’ator Qisah is a good example of this technique as she serves as the player’s main point of interaction with her culture. She is a part of a people who live at the edge of Alliance territory and had their resources bled dry by them, now they are just a backwater nobody cares about. Despite this the player gets a sense of how proud this people are through the actions and words of Qisah who fervently acts on to defend her people with the will of someone that truly believes in their cause. There are countless examples of this communication of place through characters and it helps make Captain’s Return the powerhouse in the series it is.
Enemies are now allies and allies are now enemies

Now we come to the issue with Sunrider 4’s characters and this is the fact that some have inconsistent characterisation. This is caused by the constant need to have them perform actions that are either out of character or seem illogical given the situation so the plot can move forward in the desired way. In particular this is most obvious with Claude. Claude is a character that Love In Space are clearly having a problem deciding what they want to do with her due to her role as an element who could resolve so many of the universe’s issues if she decided to act. To try and avoid this they made her a character who acts on her whims but this then runs into the problem how to manage this aspect when you need her for an important plot point. This contradiction between her apparent nature and the demands of the plot creates a strong sense that the narrative is being made up as the developers go along and this does harm to the general immersion of the player. While Claude is by far the most noticeable example of this problem, there are many smaller instances of other characters suffering from similar issues.
 

Space, Mecha and Soul Searching – Visual, Audio and Gameplay

 
Love In Space have upped their presentation and gameplay with every new game and this is especially true for Captain’s Return as the gap between Sunrider games makes their vast improvement even more obvious. A distinctive visual and audio identity has always been a critical part of the Sunrider games and this fourth instalment does not disappoint. The overhauled gameplay mechanics help inject new life into a system which had reached its limit. Despite these positives there are a few areas where the gameplay stumbles and brings down the experience.
There are some strong designs on shown through the game

Sci-fi has a set of expected design elements when comes to visuals and audio, especially for a game set in a far future. While these are adhered to by the Sunrider series, it has always strived to inject its own flare into proceedings. Perhaps the best demonstration of this is with the mecha designs. On a base level they adhere to the expectations of a mecha, they are humanoid and adhere to the mechanical aesthetic of the setting. However, in practice the strong use of angles and sharp points gives these machines a strangely otherworldly quality with them appearing to almost be an exaggeration of their pilot’s personalities, which is helped by their smart use of colours to make them stand out from one another. It also goes a long way to help sell these mechas as part of the greater setting and when an ancient or special rider appears their designs lean even more into these design choices. This ensures a consistent presentation without losing what makes the regular mechas special. The rest of the visuals and audio follows a similar trend and together allow Captain’s Return to stand out from among its peers with an identity that many game can only dream of.
 
The change in the foundational gameplay made by Sunrider 4 is exactly what the series needed. The system which had been in use for the three previous games was already at its limits and Liberation Day clearly felt like the end of the complexity the developers could realistically add to it without the whole thing collapsing. So this reimagination of the old system was definitely needed and the results speak for themselves. More free-form movement mechanics are the new core of the gameplay and involve a conservation of momentum over the course of several turns. No long is movement a static consideration, instead the player must think ahead about where they want to end up and plan for the future accordingly with it becoming increasingly hard to correct course the faster you go. On the other hand it also means you do not have to dedicated valuable turns to movement and can instead focus on attacking the enemy units. What Love In Space has created here is a uniquely dynamic series of interactions which demand the player consider an array of important actions each turn and keeps them constantly engaged.
If only it the game could maintain the interest captured in the early game

It is a shame then that this excellent system somewhat goes to waste due to the the other elements of gameplay, most notably the lack of mission variety, long enemy turns in the late game and basic AI. There is some attempt to spice up the mission variety throughout the game with a few mission types, but they can all be boiled down to two type, kill all enemies or move to a place. Within these two types there are some changes made to the standard formula, such as using the move type missions as a form of puzzle, but they ultimately do not stray too far form the base formula leaving them to feeling lacking and repetitive, especially as the game goes on. Compounding this problem is the long enemy turns which are a feature of the late game due to the enemy having a lot of units and each one having to perform their actions as well as move. This causes the pacing of turns to be reduced to a crawl as you can spend up to two minutes waiting for the enemy to finish a turn that only took you maybe thirty seconds due to your lower unit count. As you can imagine this kills the pacing of battles and makes them feel like a slog. The final nail in the coffin is that the AI is not even doing anything interesting during their turn since their patterns are incredibly basic. Broadly speaking they will do one of two things, move into point blank range to shoot at you or fire all their missiles at once. This predictability makes them easy to counter when you realise these are the only tricks in their book and results in the player repeating the same actions each battle and by extension causes them to tune out of the actual events of the battles.
 
 

Verdict – 

There are few series which continue to impressive so consistently in each new entry with their narrative, characters and gameplay in the way the Sunrider series manages to.
 

Pros

 
+ A wonderfully crafted space adventure which builds perfectly on the ending to Liberation Day.
 
+ The cast of Sunrider has always been its biggest strength and they are just a likeable and human as before.
 
+ Putting the heroes on the back foot allows for characters to show their less desirable aspects and be forced to confront them.
 
+ Achieve a more lived in feeling universe through a nuanced look at how the politics and people have shaped the world the player witnesses.
 
+ The new gameplay mechanics are a strong basis from which future games can build.
 
+ Love In Space continue to up their visual and audio presentation with each game and Captain’s Return is no exception.
 

Cons

 

- Implementation of the gameplay is weakened by samey missions, long enemy turns and one note AI.
 
- Some character directions stretch believability and seem confused, particularity related to Claude.
 
- Has a very uncomfortable relationship with the additions made to the original Liberation Day.
 

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