Archive for May 2023

Best Visual Novel Releases – May 2023

As the rising summer heat brings this month to a close, the visual novel sphere has been on fire with an array of excellent releases that showcase the best the medium can offer. We have romances from yuri to yaoi with a dash of otome for good measure and they accompany a selection of mystery and drama stories that have a bit of something for everyone in them. So without further ado let’s dive into the list of the best visual novels of the month.
 

Official Releases

 

Akai Ito & Aoishiro HD REMASTER

Steam     VNDB    Genre – Yuri, Mystery    Play Time – 30 hours per game

This pair of yuri mystery visual novels have received a much deserved HD remaster as well as their first official English releases. These games focus around a series of fantasy mysteries that specialise in building up an atmosphere of disquiet and distrust as the player and the protagonist struggle to find a way out this maze of actions and consequences. The yuri element is integrated into this mixture with grace as the game puts the longing of yuri to good use by placing that desire to bond against the fear of what the other person could be hiding and asks the characters to overcome it. Through the contrast of these emotions the games leverages the players investment in each half of the experience to boost the engagement with the other. Serve all this with a good helping of bad endings and the result is two games that have stood the test of time as definitive yuri titles.
 

All Idleness and Ephemera

Itch.io    VNDB    Genre – Yaoi, Middle Eastern     Play Time – 2 hours

Ebi-hime is at it again producing an excellent romance visual novel. This time she has chosen to go to the opposite end of the homosexual spectrum then where she normally writes with a yaoi narrative core. An alternative version of her other middle eastern styled work, All Ashes And Illusions, this game takes those strong characters in a new and interesting direction present in decidedly more sensual terms. In re-framing the emotions and ideas of the previous game is an effective method of engaging the player and seeing another side of Yuel fulfils this purpose with flying colours as his struggle to understand the new found feelings inside him makes his other actions take on a new light. Its short length also helps sell this title as a supplementary experience to the original game and you should pick it up if you enjoyed that game or are looking for an spicy yaoi tale.
 

Tamayura Mirai

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

There is always at least one good slice of life title and month and for May this slot goes to Tamayura Mirai which with its magic and monsters adds some much needed danger to the genre. It follows the tale of Yohane Mutsuki a sorcerer tasked with maintaining the peace in a town where people live alongside a plethora of supernatural creatures. As you can imagine this leads to a lot of tension and conflicting interest and this is where the game finds most of its stakes which play into the heroine routes for dramatic effect. There is also the theme of coming together despite our difference and this is well communicated through both conflict and romance to form a strong backbone to an enjoyable experience. A game which is not aiming to be more than it first appears and ultimately is better for that focus.
 

Winter’s Wish: Spirits of Edo

Nintendo Eshop      VNDB    Genre – Otome, Historical     Play Time – 50 hours

Aksys Games are at it again with another otome title, this time one set in Kyoho era Japan with monsters mixed in. Our heroine can see the ‘thread of emotion’ and this leads her to become involved with the mysterious Oniwaban set up by the Shogun to counter the monsters. In coming to know the men who make up its members she will find her place in the world and come to know the truth of the dangers that she and her friends face. It is interesting to see a game set in this often forgotten period of Japanese history and it makes for a flavourful background upon which the cast can act out their drama. Another excellent visual novel to add to the otome fan’s collection.
 

Fan Translations

 

Dei Gratia no Rashinban

Translation Download     VNDB    Genre – Sci-fi, Thriller, Mystery    Play Time – 45 hours

Our last game this month is one which wears it inspiration on its sleeve and when that is Ever 17 it has some large shoes to fill. Just like that game it take place in a confinement situation in the depth of the sea and more is going on than the basic events initially let on. This time it is set in a deep sea cruise submarine and it makes for an interest bit of world building to compliment the technology on display and the ideas presented by this sci-fi setting. Dei Gratia no Rashinban has an understanding of what made Ever 17 such an impressive game in terms of tension and mystery management over the course of a story, but does not just wholesale copy its influence as the game is more than willing to betray the player’s expectations so long as it serves to sell the narrative. Overall this is an interesting visual novel which fans of the niche formed around Ever 17 will absolutely adore.
 

Hybrid Visual Novels – An Anatomy of Visual Novels


The Best Of Both Worlds?

 
When talking about visual novels there is a tendency to present the medium as pure and distinct from all other types of games. Of course the reality is that other games influence visual novels and visual novels influence other games in a cycle of mutual adaptation and growth. The most noticeable manifestation of this union is the hybrid visual novel. This being a visual novel which includes another style of gameplay. While this might seem like a simple definition at first glance it is slippery when examined more closely as it is unclear where it ends and the other gameplay style becomes the dominant aspect. Straddling this line between worlds provides many unusual benefits and showcases the strength of visual novel design, but runs the risks of harming the overall vision of the game through confused presentation and engagement. Let’s seek to bridge the gap and examine what makes hybrid visual novels such an interesting part of the medium.
 

Defining the Hybrid

 
Debate over the point at which a hybrid ceases to be a visual novel and transitions to another genre of game is one few people can agree on. This makes defining what constitutes a hybrid visual novel a difficult task as the only thing most people will agree on is that it is a merger of visual novels and some other gameplay. However, even this is not set in stone as there are those that would argue that the addition of another gameplay style fundamentally changes the game and excludes it from being a visual novel. So rather than providing a rigid definition. the extremes of the design space will be demonstrated by examples in the hope of presenting the idea in practice.
It is surprising how even the smallest things can change a game

If there is one visual novel which exemplifies the hybrid approach best then it is VA-11 HALL-A. This game blends in a strong gameplay element in the cyberpunk bartending where the player must mix drinks to meet the individual needs of each customer. What is important here is that the emphasis is on the visual novel part of the game rather than on the bartending sections. Both work in tandem to sell the experience of the narrative and provide a sense of place the visual novel elements would lack on their own. As a complementary whole the game spends more time in the important visual novel sections and brings in the bartending to break up the scenes, control the pacing or sell the sense of being in the protagonist’s job. On top of this VA-11 HALL-A is informed by visual novel design sensibilities throughout its entirety which manifests in the way it places and uses its assets to present key moments and how the dialogue is utilised. All of the techniques found in VA-11 HALL-A are the hallmarks many hybrid visual novels choose as their basis.
Visual Novels are not the only games to like portraits and textboxs

Standing on the opposite side of the divide are the many games which include aspects from visual novels but are definitely not hybrids. The one chosen for this example is Persona 5, a JRPG that stands far apart from visual novels. The reason for its inclusion is the presence of textboxes in combination with portraits that are generally associate with visual novels and yet their existence here does not make Persona 5 a hybrid visual novel. While it might be tempting to just point at the large sections of RPG dungeon crawling to prove that the is not a visual novel and call it a day, there is more to it than that simple statement. The way in which Persona 5 presents its narrative is baked in a RPG understanding of story presentation which is visible through the manner it chooses to use its 3D models and how place them within a scene. In this contrast we can see what makes a hybrid visual novel and that is the design behind it and how the creators use the assets to achieve the desired effect. Hence why something like AI: The Somnium Files can be considered a visual novel despite its heavy use of 3D assets and space, as it has a visual novel ideas baked into is very presentational fabric.
 

Informed By Visual Novel Design

 
Being so focused on visual novel design philosophies leads to every part of the game becoming warped to meet these needs and results in a heavily influence on how the secondary gameplay manifests. This often means that the gameplay is something which is dipped in and out of to make a narrative point before returning to the visual novel alongside an ability to present character ideas through subtle cues. Danganronpa’s debate sections showcase this warping well. The main focus of these sections is the deducing sequences and mini games, but they are regularly broken up by visual novel story sections that go on for long stretches of time. This makes it clear which part of the gameplay the important content lies in since everything on consequence happens in them. The deduction and mini games serve to highlight specific thoughts Danganronpa wants the player to remember while at the same time selling the atmosphere of a live or death mystery. In addition, these elements continue the visual novel tendency towards character intimacy found in Danganronpa through a fixation of the actions of individual cast members and their interplay with the story.
Mixing together ideas is how new approaches are born

For hybrids where the other gameplay has a greater presence, the visual novel design makes itself felt through how the two parts interact with one another and flow as a whole. This often results in visual novel elements poking through and directing not only the narrative but the next objective for mission completion. These gameplay ‘missions’ also lean into an emotional resonance to obscure their mechanical nature and brings them into line with the visual novel aspects surrounding them to prevent a clash of identity for occurring. Games from Eushully are some of the most gameplay leaning hybrids that manage to maintain their visual novel core focus and Kamidori Alchemy Meister perfectly encapsulated their design philosophy. This mix of visual novel, shop sim and turn based tactics combat is blended together through their common element, characters. It starts off with the visual novel sections acts as the backbone of the character interacts and shows the player what kind of person they are inside and out. This is then reflected in the shop sim and tactics sections where character abilities take on the characteristics we have come to know them for in a practical setting and helps from an emotional link that informs how missions and narratives play out.
Not exactly a screen you would associate with visual novels

Reasons For Creating A Hybrid

 
By far the biggest selling point of choosing to make your visual novel a hybrid is the additional avenue it provides a developer to create a link between the narrative and the player. Through this more immediately visceral extension the player can be made to experience a simulation of the characters actions without losing the internal and complex ideas that are the core of visual novels. In doing this merger the game gains an extra level of robustness since if the player misses a subtle theme or character moment provided by one part then the other offers another chance from them to pick up on it and preventing them from losing interest. We can see a good example of this practice in Eiyuu * Senki. The main thrust of this game is the world conquest and the idea of uniting while overcoming our differences. These two ideas are present in both the visual novel and SRPG sections with each offering a different expression of them. Having the SRPG sections provides the game with an avenue of presentation it would not otherwise have and allows it to express its events through direct involvement in the conquest and by having the people the player recruits have a role in helping their success. Without these additions the narrative would not have the same impact and in through their link to the narrative and the player they can form an emotional resonance not possible if either part was in isolation.
An odd mixture, but one that works well

Beyond the way the two parts interact there is a simpler benefit to the hybrid approach that all visual novel could in some way take advantage of and this is the breaks from the story it gives the player. These intermissions from the visual novel segment allow for breathing room to be made and the player to properly process what has happened while the game maintains engagement through a different path so as it not overwhelm them. The puzzle rooms from Virtue’s Last Reward are a strong example of this use case. Each one offers a pause that still continues the overall mystery of the game through a more manageable smaller mystery to solve and act as a place for the player to try and piece together the complicated narrative. In creating these spaces Virtue’s Last Reward prevents its twisting story from losing the player’s interest due to an over-saturation of information that would be present without these well placed breaks.
 

Risks Involved In The Hybrid

 
Including another gameplay style invites the risk of it either overwhelming the visual novel element or becoming so detached from it that the two feel as if they exist in separate universes. By inviting this aspect into your visual novel you also saddle yourself with the accompanying genre expectations and the temptation to lean into them often leads to the aforementioned issues since they are not always compatible with visual novels. The Bunny Black games fall into this trap with their dungeon crawling gameplay as it ends up entirety segregated from the main narrative. This is the result of its emphasis on the complex party management and min-maxing which it inherits from its genre influences and how they do not fit alongside the themes and emotions presented by the narrative. It is not initially a major problem with a good balance being struck in the early game, but as the later game brings in more extended and complicated systems and enemies the gap between visual novel sections lengthens to the point that the two come across as unrelated to one another.
While not a bad game, it does come across as confused

Conclusion

 
While it might be difficult to pin down exactly what exactly counts as a hybrid visual novel, there is no denying their ability to expand how the medium engages with the player and way they form their narratives. Possessing a design informed by visual novel sensibilities gives the other gameplay style a unique means of interacting with the player and invoking the right emotional resonance within them. By providing another avenue of expression and an ability to create breaks to make longer visual novel’s more manageable, the secondary gameplay element can merge with the visual novel sections in an organic way and contribute to the game’s overall vision. However, if handled incorrectly the two parts can become detached to each other and create a dissonance that cannot be repaired. Despite this risk, the hybrid approach to visual novels is definitely one your should consider as it offers a distinctive set of tools not otherwise available to the visual novel developer.
 

Developer Spotlight - Love In Space

Twitter     Steam    Patreon    Youtube 


From The Depths of Space To The Heart Of An Idol

 
One of the greatest advantages of the approach to visual novel development outside of Japan is the range of different themes and gameplay styles a developer can mix into their games. Love In Space are an excellent showcase of the innovation and freedom this allows and how it can push a developer into new directions to not only create exciting future titles but also improve upon existing series. Their portfolio of titles covers two main through lines, these being the Sunrider and the Shining Song Starnova games and these two could not be more different from one another in terms of content with one being a sci-fi adventure and the other being grounded in the idol industry. You can never be quite sure what Love In Space will do next and how they will put a new spin on something familiar. Just when you think you have them pinned down they take a turn into somewhere you least expected. Now let’s dive in and see what exactly makes Love In Space’s approach to visual novel development work and how has been reshaped over time.
 

Developer Overview 

 
When it comes to the output of Love In Space they lean heavily into the realm of hybrid visual novels, these being visual novels with another gameplay style attached to them which emphasises the narrative being told in some manner. These complementary elements come in many different forms from tactics gameplay to dating sims, but all work to help the visual novel sections communicate their messages and ideas. It is this balance between the two competing halves of their games which is by far Love In Space’s greatest talent and the biggest reason to play their games. However, this is not to say that they cannot create brilliant pure visual novels as when they turn their skills to this task they prove that their stories can stand up on their own and do not need the accompanying alternative gameplay elements to shine brightly. This ability to occupy both ends of the spectrum of visual novels gives them a depth of perspective that helps inform each new title they make in a way which creates a compounding of experience and the results of this process speak for themselves.
 
Sitting beside this flexibility of mechanics and approach to what defines their visual novels is Love In Space’s wide range of themes, settings and subject matters. This is a developer who thought that pivoting from space adventures to idol management was the way to go and through their deft hand actually managed to pull this transition off. Despite their regular shifts in gameplay and narrative style there is an emotional and character driven focus which ties their work together and defines their identity as a developer. This manifests in their fixation on motivations and how they like to deeply pull at a character’s inner thoughts to help the player get a rich understanding of these people and their struggles. Above all else empathy is what each interaction and carefully crafted plot point drives home with an impact that is both satisfying and lingers in your perception of the characters involved.
 

Selection of Notable Works

 

The Sunrider Series

Steam     VNDB

Upon the wings of the Sunrider Love In Space came into their own and had their first big success. Now consisting of four entities, the Sunrider series follows the adventures of Kayto Shields as he commands the titular Sunrider through its spacefaring exploits and the crew who reside within it. These games are the best showcase of the improvement of Love In Space’s skill set and refining of what they want their games to present to the player. Comparing First Arrival to the most recent game Captain’s Return is like night and day. Everything has improved across the board from the artwork to writing and the gameplay has been completely reinvented to inject new life into the ailing systems. However, despite all these changes the core identity of the series shines through in exactly the same way. This is a tale of a captain and his crew and the games never lose sight of that fact as each one of the characters has to grapple with the conflicts they encounter and the truths they uncover. These people never remain the same but they do retain what makes them who they are and Love In Space knows how to make that an exciting and wondrous journey through the star and people’s hearts.
 

Shining Song Starnova

Steam    VNDB

Idols were not what many expected from Love In Space after the success of Sunrider, yet that was exactly what they did and the result was a fresh experience that maintained the core strengths of the developer. The game follows the rise of a producer in his new job and the misfit girls who will bloom into stars on the idol stage and it charts their struggles to overcome their flaws and create a future for themselves. This is by far their most character focused work and has quite a large cast and the similarly large number of routes, but despite this broad nature there in an intimacy to the player’s relationship with each heroine that helps sell them as people. Each route knows how to focus in on the main heroine to get the most out of their conflict without losing sight of the other character’s relationships and how they relate to the main pair. While the overall plots of the routes might be more familiar to those who have played other romance visual novel, there is a considerable effort to introduce at least one exiting twist to the standard formula per route.
 

Sunrider Academy

Steam    VNDB
 
 
With Sunrider Academy we can see Love In Space’s first attempt to move away from the turn based tactics gameplay that they had up to this point been relying on. What they chose to experiment with is the dating sim genre with a heavy focus on stat management and a tight time frame to achieve the results need to secure the heroine’s affection. Taking the Sunrider cast and placing them in a slightly sci-fi school setting was a stroke of genius as it allows for these characters to present another side to their personalities which is born of this lower stakes environment. The heroines are introduced as the heads of their failing clubs and Shields is tasked with bringing each club into a reasonable state or they will be shut down. As a starting point for a relationship this is excellent as it pushes Shields into direct contact with the heroines in a position of mutual interest from which the more personal conflict can spawn. You can see many of the beats and techniques that Love In Space would later refine in the Starnova games.
 

Shining Song Starnova: Idol Empire


The logical continuation of the original Starnova was to give the player direct control over the management aspects of the setting now that the character arcs have all be concluded and this is exactly what Idol Empire does for the series. Idol Empire has the player juggling all the parts of the idol industry in a package which has fun playing with the previous game’s established relationships and presenting a dynamic set of systems. The various modes allow for the player to express themselves and engage with the gameplay in whatever manner they desire as some modes promote a focused story while others give them a tool box to freely play with. Having the confidence to present so many options to the player and being sure that no matter what they choose they will have a good time is testament to how far Love In Space has come with their unique identity and how much confidence they have in it. There is a definite sense that this has been built upon their previous experiences which they gained from Sunrider Academy and remade here into a more refined and for purpose product that truly shines because of the insights gained beforehand.
 

Conclusion

 
Love In Space is a developer who has formed a unique and flexible identity that has served them well over a variety of settings and mechanics while providing the player with new and fun visual novels to play. Focusing in on the characters and making them the core of their narratives through the lens of motivations and picking away at what makes them tick through well thought out conflicts gives their games a common and strong core to form around. Coupled with their ability to smoothly introduce new gameplay styles to their visual novels and the resulting packages are compelling in a way that few other developers can match.
 

AI: The Somnium Files Review – The Mysteries Of The Mind

 

Genre – Mystery, Detective, Sci-fi    Play Time – 30 hours    Developer – Spike Chunsoft   Steam 

 

One Eye Lost And Another Gained

 
Found wandering in the street with a missing eye and no memories, Date is taken in by a woman calling herself Boss, given a new eye/partner Aibo and takes up the role of detective. Now years later he finds himself investigating the murder of a former friend and uncovering truths which will reshape how he sees himself and those around him. From the developers of the Zero Escape series, AI: The Somnium Files is a radical departure from their previous escape room style narratives and into the genre of murder mystery. Their unique fingerprints are still all over this game but they take new and interesting forms to better compliment the other changes in design. No longer being bound to the rigid escape room structure opens a great many possible spaces to explore for The Somnium Files but also presents many chances to slip up that were not present before. There are few games which bank on their plot and mystery more than The Somnium Files does and this is both a blessing and a curse as it highlights issues with other aspects of presentation and narrative. However, there is little doubt that this visual novel will leave a strong impression on you one way or another and this review will cover the reasons for this distinctive flair. Let’s team up with a sassy AI and solve this mystery.
 

A Dream Towards The Truth – Narrative and Themes

 
If there is one area above all else in which AI: The Somnium Files triumphs it is its plot and the way the entire narrative is shaped around it in a complete and engaging fashion. This is formed from the way it blends its mysteries with its core plot device, the Somnium, and makes the unknowns of each interweave in a way that keeps the player guessing. Alongside it is the use of a limited but effective presence of story branches that help the package feel like it is giving the player room to explore the mystery. However, not everything is up to this level of quality and most of it takes the shape of the game's many tonal issues.
 
At the core of any good detective story is a mystery which the player and the protagonist must solve to overcome the threat against them and bring the killer to justice. The medium that AI: The Somnium Files uses to immerse the player in this fantasy is the titular Somnium, the mental landscapes of the people Date dives into. These worlds are abstract in nature and provide fertile ground on which speculation can form about what the person is hiding and how they fit into the overarching plot. Each Somnium is distinct from one another with some being places the individual has been in the past while others are twisted representations of their current state of mind and these places are bursting with imagination that provide just enough information to engage the player but never enough that they feel satisfied. As such they are a perfect trail of breadcrumbs to lure them into continuing to play both for more knowledge and to see what strange place they will be able to experience next. Outside of the Somnium scenes themselves this plot device is not treated as an element isolated to those few moments, but as a feature which shapes everyone in the story and they grapple with the implications of the technology which makes this miracle possible. There are moments where Date is too eager to use the Somnium to solve his problems rather than deal with them through conventional means even when there will obviously be consequence to doing so. The Somnium occupies this gray space in the mystery and brings out the best and worst in people and acts a thematic bridge between their feelings and the reality of the situation by providing a tempting power which promises to give solutions to issues that seem insurmountable. 
The Somnium are strange places

Unlike the developers’ previous games AI: The Somnium Files is not a sprawling web of story branches but instead a tight set of a few paths for the player to explore. The aim this time seems to have been to tell a more personal narrative while still retaining the freedom their games have been know for. These few directions of travel through the game go a long way to solving the almost paralysing level of choices that had become a staple of their titles and it is much better for it with a tighter focus on key characters with a clearer vision of how the plot will take place. These all tie nicely into Date’s relationships to the characters and do a lot to sell the state of mind he is in to make the choices that the player selected to set him this path. Complimenting this is the way the choices are merge into the Somnium sections in an organic way that allows for a smooth transition from one path to another in such a way that the player will not immediately notice until the distinctive tones of each route come to the forefront. This is a system that has been developed by people who understand the kind of story they want to tell and know when a more hands off approach is needed to help ease the player into the experience.
These are meant to be highly trained and dangerous mercenaries

The single largest problem within the narrative of AI: The Somnium Files is the tonal issues which plague it from beginning to end. This is a game with horrific murders and high stakes that demand a the player take it seriously but it cannot help but constantly put in stupid jokes and banter in moments where the stakes are meant to be high. We are not talking about the occasional bit of humour to prevent the mood from becoming too dark but rather a pervasive inability to maintain a straight face for any extend period of time. Often this manifests silly banter in situations that are otherwise dire or jokes about what a bunch of perverts the man in the story are. Having banter between characters is an important way to build and sell their relationships in a believable way but there is a time and place for it. Where The Somnium Files missteps is having these interactions in otherwise serious moment such as investigating the mind of a person they believe to be a murderer. Rather than being focused on the dangers in front of them and treating each with the severity the game has communicated them as having, they instead joke around and behave in a flippant manner not suitable for how the scene has been built up and as a result kill the tone. This plays into the regular jokes at the expense of the male cast which paints them as a bunch of dumb perverts. Perhaps the most egregious example is the treatment of a band of mercenaries who are introduced as a major threat to the lives of the cast but are defeated because they get distracted by a porn magazine thrown their way. It is not just one of them who falls for this obvious trick, they all do, at once. They all come over and abandon their attempt at murder because of a porn magazine. The issue here is the extreme clash between the seriousness of the plot and the sheer stupidity of so many moments within its narrative. Instead of being funny it is just confusing, does this game want me to take it seriously as people get brutally killed or is this a slapstick comedy where dumb things happen?
 

To Catch A Killer – Characters

 
In order to have a good murder mystery you need a good collection of characters with many among them having possible motives and means for the murder to create a soup of relationships to compel the player to engage with them. AI: The Somnium Files meets this need through a charismatic cast who have larger than life personalities and clashing dreams that are all the better to muddy the waters. Underpinning the narrative is the dynamic between the main duo of Date and Aibo as they banter backwards and forwards in a way that sells the closeness of their bond and their complementary strengths as detectives. Of course the ugly tonal issues rear their head here as well and alongside them are a selection of characters who are overemphasised despite being clearly minor to the overall story.
This duo are the heart and soul of the narrative

Front and centre of the narrative is the dynamic duo of Date and Aibo, they are rarely separated from one another especially since Aibo takes the form of Date’s eye just to drive home their intertwined lives. Their banter is a gold mine of fun interactions with neither one of them being assigned a set role in their relationship and instead being flexible depending on the needs of the scene. This means that Date can be the straight man in one section and then in the very next one Aibo switches around with Date to be the straight man. Rather than it feeling like they do not have a set personality, the result is a believable friendship where the two can play along with whatever nonsense the other comes up with and know how to have a good time as they are comfortable with each other. Having a relationship like this is an important part of a good detective story since the player will be spending a lot of time in the heads of this pair so making them empathise and feel like they are part of this small group is important for the later trails they will undergo. Without this bond the later revelations in the plot and the pair’s eventual triumph would not have the desired impact. The duo of Date and Aibo easily steal the limelight and serve as excellent point of view characters into this world and the mystery which threatens them.
Is she innocent or just pretending?

The rest of the cast are in many ways just as charismatic as the main duo but the emphasis is different for them. Rather than being solely people the player is meant to empathise with, they are instead a muddied mire of emotions and concealed intent that paint them simultaneously as innocent and guilty. Their actions leave enough potential for each of them to be the murder that you are encouraged to analyse every word that comes out of the mouth for some clue as to their motive and threat. Despite the possibility of them being a killer they all maintain a strong humanity that makes you want to believe in their innocence and helps ground them so you will never see them in a detached fashion. Iris is one of the strongest examples of this mixture, she is a cheerful internet idol who has boundless curiosity even if it often get her into more trouble than she bargained for and coupled with the loving friendships she has with many of the other cast members and the result is an instantly endearing character. However, throughout the game Iris behaves inconsistently in an almost mentally unstable manner and alongside the undeniable link between her and the murders which begins to form as more information is revealed, the seeds of doubt sprout in your mind no matter how hard you try and deny them.
Outa's role in the plot can be somewhat questionable at times

Once again the aspect of the game which brings it down is the tonal issues. They manifest here as characters who are used for most of their screen time as the butt of jokes suddenly being shifted into a major staring role. This highlights their lack of personality traits and motives forceing the game to give them some and they can feel out of place next to what we already know about them. Their role as joke characters does not help things as before they are pushed into the spotlight they often break up serious moments in ways that destroys the tension that has been building up and they have been involved in too many scenes for their joke to still be funny. They are background characters raised above their station and it is very obvious to the player they should have remained where they were. Perhaps the most noticeable example of this Outa who is painted as this pitiable Otaku type character who is the butt of many of the character’s jokes and generally says and does stupid things every time he is on screen. However, later on he is suddenly thrust into the limelight by the game’s narrative and standing in centre stage it becomes obvious how little there is to his character. This is not helped by the fact that the game continues to undermine Outa at every turn with his actions often appearing pathetic until the climax of his involvement in the story. Overall, if he had only been a secondary character then these issues would not have been so clear and he could have had a strong place among the characters as a palate cleanser, but instead the result is an undermining of tone and content.
 

Diving Into The World Of The Mind – Visuals, Audio and Gameplay

 
In terms of presentation the distinctive style of the Zero Escape games is very much alive in AI: The Somnium Files with stylised 3D graphics and a vibrant soundtrack carrying the game to greater heights. The actual Somnium worlds all have a distinct visual identities that are a treat to look at, but when it comes to the gameplay within them they are somewhat of a mixed bag.
Twist and beautiful a perfect balance

Utilising 3D space for effect is something that the game knows how to leverage and get the most out of each itch. Despite not existing on the 2D plain used by most visual novels it is still very much informed by visual novel design sensibilities in terms of scene framing, emphasis and composition. The 3D space is used as if it were an extension of the backgrounds and sprites found in other visual novels and it is presented with this in mind to capture both that familiar feeling while adding its own unique spin on these ideas. Each movement is composed in a way that makes it clear that it holds some importance and demands the player’s attention in the way only a visual novel is capable of achieving. Supporting all of this higher level design is a visual and musical identity that blends a familiar world with a futuristic method of investigating. Juxtaposition is AI: The Somnium Files’ favourite technique but it understands that there need to be gaps between its use in order that it never becomes too familiar so the futuristic elements are used sparing to keep the player stimulated and looking forward to more.
This choice is simple but later ones are not

When it comes to the Somnium the strong identity and narrative technique are maintained with their free-form nature allowing for more experimental and abstract forms of presentation. There are few spaces as memorable as the variety of Somnium the player will witness over the course of the game and each one has a distinct flare resulting in an impressive level of complexity to the feeling of being in one. They all sell their owner’s mental state in a way mere words could never be able to express and this is by far their greatest triumph. It is a shame then that they are such a mixed bag when it comes to the mechanics. Each Somnium has a time limited attached to it and the player is offered choices which deduct time from that pool and they must deduce the correct path through choices before they run out of time. One the surface this might seem perfectly harmless and for much of the early game it is, but once the later game Somnium hit things go down hill as the choices and correct outcomes become increasingly nonsensical with there being no way for the player to determine the correct path from the information they are given. What results is a tedious mire of trial and error which not only bores the player but takes away from the fantasy of being a clever detective figuring out the mystery by making the player feel as if they cannot possibly work out the solution. This weakness is not a deal breaker since no Somnium ever lasts long enough for this to completely shatter the experience but it does sour an otherwise outstanding visual novel.
 

Verdict -

A gripping mystery and abstract visual identity define AI: The Somnium Files and come together to make for a truly unforgettable journey.
 

Pros -

 
+ An excellent mystery with proper build up and incorporation of the Somnium into its progression.
 
+ Memorable characters who you grow attached to and a strong main duo dynamic.
 
+ Tightly paced narrative containing very little unnecessary content.
 
+ Distinctively designed characters and locations that make the most out the limited space available.
 

Cons -

 
- An extremely inconsistent tone which jumps wildly between life or death seriousness to silly high jinks seemly at random.
 
- Some of the chacters feel out like they should not have assumed a major role but stayed to their background tasks.
 
- The Sommium themselves are a mixed bag with the later ones descending into trial and error nonsense.
 

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