Archive for June 2023

Best Visual Novel Releases – June 2023


With extremes of heat and thunder storms engulfing us, the shelter of the worlds held in visual novels have come to offer some sweet relief. This has been a month defined by fan translations of major titles and hidden gems which all demonstrate just how important the fandom is to enriching the visual novels we play. Not that official release have been slacking off as they bring us strong games for the otome and simulation genres. Without further ado let’s cool of in the shade of these excellent visual novels.
 

Official Releases

 

Butterfly's Poison; Blood Chains

Steam     VNDB   Genre – Otome, Taishou Era, Drama    Play Time – 20 hours

First on our list is the PC release of an otome set in Taishou era Japan following a young aristocratic woman who must navigate these changing times and maybe even find love along the way. Here we have yet another historical visual novel that makes good use of the key features of the time period it is set in to seep the narrative in a sense of place it would otherwise lack. For Butterfly's Poison this manifests in the sense of a world undergoing change which is also reflected in the protagonist’s struggles against her misfortune and how this forward momentum waits for nobody. Supporting this tonal thrust are a series of distinctive suitors who each relate to a different aspect of the heroine’s world from other aristocrats, servants and even the military. The result is an emotional and well thought out otome perfect for those looking for an immersive romance.
 

Jack Jeanne

Nintendo Eshop     VNDB   Genre – Reverse Trap, All Boys School, Theatre, Simulation    Play Time – 55 hours

There are plenty of visual novels where a male cross-dresser enters an all girls school, but very few where a female cross-dresser goes to an all boys school. Enter Jack Jeanne, a simulation visual novel hybrid which presents this less represented dynamic through the lens of one woman’s theatre dream. This is a game that takes full advantage of its theatre centric narrative to play up its key events in an almost over the top manner as if the characters can never escape the idea they are performing for an audience and it gives the a sense of weight to scenes otherwise lacking in punch for a more even experience overall. These strong character beats are used well to pace out the simulation gameplay through the standard time management style many have come to expect for the genre. While this side of the game does nothing revolutionary, it still does a good job of holding the game together with a regular pattern the player can return to and cool down after important moments. Jack Jeanne is not the most innovational visual novel on this list but there is no doubt it knows how to make the best out of what it has.
 

Fan Translations

 

Nakoruru: The Gift She Gave me

Patch Download     VNDB    Genre – Romance, Action

This is by far the oddest game on the list being the translation of a Dreamcast visual novel about Nakoruru, a character from SNK's fighting series Samurai Spirits. Originally released in 2002, it is soaked in the design and narrative sensibilities of the past, many of which have been lost over the years and the experience it offers is refreshing. There are no moe girls doing silly things and instead the focus in around an emotional core the narrative wants to present through an immersive setting and tone with characters who exist as more than plot points. While not knowing about Nakoruru beforehand does lead to moments where the game winks to camera and you just stare back blankly at it, the main story is detached enough for its source material to be an entertaining time even without that context. This is perhaps the definition of a hidden gem and is a good window into older visual novel design for those who are interested.
 

Tsukihime -A piece of blue glass moon-

Patch Download     VNDB    Genre – Urban Fantasy, Action    Play Time – 60 hours

If there is one thing you should take away from here today it is that you should play Tsukihime. The original game was one of the founding titles of Type Moon and it was there that their style gained cohesive form and influence many other developers through Fate Stay Night. We are once more placed into the shoes of Skiki who returns to his family home after a long time living with distant relatives to find that his home is closely connected to the supernatural and when he meets the vampire Arcueid everything starts to spiral out of control. This remake takes the first half of the original game and expands upon it in an attempt to refine the narrative while fixing issues with pacing and relevance to the plot. It is an especially relevant task as the original game is increasingly difficult to get running on modern systems so this new version may be the only way new players can experience this defining aspect of Type Moon’s past. For those who are already played the original there is enough new content here with the extensive rewriting to provide enough distinction from that first game to justify playing this one. Why are you still here, you should be playing Tsukihime already.
 

Shinseiki Evangelion - Koutetsu no Girlfriend -Portable-

Patch Download    VNDB   Genre – Mecha, Sci-Fi    Play Time – 8 hours
 
Evangelion’s reach extends far beyond its origins as an anime and has now crept into almost every type of product it can. Enter Koutetsu no Girlfriend, Evangelion’s jump into visual novels back before the rebuild movies were even a thought in anyone’s mind. This is a game very much bound to the late 90s style of anime narrative from which Evangelion emerged and the game benefits from retroactively have a distinctive identity due to how much the medium as a whole has changed. As the later PSP release there are a selection of quality of life upgrades a gallery and auto saves as well as new scenario which make this version the definitive way to experience this time capsule of old Evangelion. Its short length also makes this an excellent title for someone looking for a bite sized classic Evangelion experience.
 

Built-in Flowcharts – An Anatomy Of Visual Novels

 

 

Divergent Paths To The Future

 
For the longest time when you wanted to know how to get to a specific route in a visual novel the only options open to you where trial and error or looking up a walkthrough. However, in more recent years there has been a trend to include built-in flowcharts that fill out as the player progresses through the game. These help the player understand the structure they are working within as well as the consequences of each choice. More importantly it opens up an interesting design space for visual novels to interact with and set up their narratives around to increase the player’s engagement and sell these games as a total experience. It is rare for a game to have such direct avenue to show its internal workings and this offers a unique opportunity to examine how a player reacts to having this knowledge. With all this said, the built-in flowchart’s biggest benefit is also its biggest weakness as all mystery about action and consequence is lost which is a killing blow for any visual novel focused around those things. There is definitely a fine line to be found here so let’s trace the paths of destiny and discover what this design element means for visual novels.
Complicated narratives demand fancy flowcharts

The Utility Of The Flowchart

 
By far the most common reason for the inclusion of a built-in flowchart is the developer’s desire to provide a tool of convenience that allows for an easy presentation of the visual novel’s structure. This feature allows the player access to information that would normal be hidden and removes the need to look for external sources of information to help complete the game. These flowcharts often include a function to select and jump to one of the displayed scenes which Yuzusoft games, such as Senren * Banka, have made a core part of their accessibility features. Despite how simple these games are structurally, the ability to jump where the player needs to go frees them from needing to sit through the same common route content that they have already played through, and instead get to the next route without unnecessary delays. 
Yuzusoft flowcharts are clear and easy to parse

For visual novels which aim to keep the player engaged through emotion rather than complicated plots, this removal of downtime is a great benefit as it ensures the player will not lose their bond with the characters that might occur while they skip through material. Standing on the opposite side are the plot heavy game who benefit from the flowchart in the clarity it brings to their intricate plots and the way it gives the player a set of guidelines to follow what is going on. Sorcery Jokers is a good example of how this is implemented as it has two protagonists who act separately from one another and they are often doing things at the same time as each other. It can be difficult to conceptualise how the two protagonists’ stories relate to one another with the constant jumping back and forth between them and this is where the flowchart comes in. Through showing the relationships between events in visual form the game brings an order to the plot which can be easily understood at a glance even as the big twists are revealed.
 

Flowcharts As Narrative And Mechanical Tools

 
While many visual novels simply use built-in flowcharts for utility purposes, their representation of the narrative’s structure offers an intriguing angle through which the player can be addressed and the very structure can be put to use to tell the story. The way that the flowchart often grows as the player explores the game space not only gives them a sense of forward momentum in sync with events and characters, but can also do the opposite and provide a sense of being trapped in a maze and constantly running into dead ends. For the sense of confinement that the flowchart contributes to, there can be no better example than the Zero Escape games. These visual novels all focus around characters being trapped in an unknown place and forced into a game for their lives. Everything in these titles rotates around feelings of isolation and loss of control, this includes the flowchart which invokes these emotions through showcasing the blocked and spider web like paths available while daring you to overcome them. On a similar level of narrative complexity we have 428: Shibuya Scramble, but rather than trying to sell an oppressive feeling the flowchart instead works to give the game a sense of constant progress. In combination with the switching between characters the flowchart facilitates, its stream of newly revealed scenes and how they relate to one another pushes the player forward on a tide of new information that stimulates them at every turn. These two contrasting uses of the narrative incorporation of the flowchart demonstrate the degree of flexibility it has as a means of targeting the player’s perception of events in a meta context.
Do you feel trapped yet?

Incompatible With Immersion

 
Despite the many opportunities and benefits that having a built-in flowchart provides the developer, it is not something all visual novels find desirable to include due to its effect on the player’s immersion in the narrative. Between the complicated web like narratives of games like the Zero Escape series and the simple structures of a Yuzusoft game are a set of visual novels focused around telling a story interested in emphasising their plots but only offer a limited axis for player choice. If these games where to include a flowchart they would lose any ability to derive tension from their choices as the player could easily see at a glance their extremely linear and simplistic nature. Since choices are one of the primary methods of engagement for visual novels, this makes the flowchart a poison for this subset of games and has led to their continual absence from many titles despite the increasing adoption in many others. 
Is this a major turning point? Probably not, but you do not know that for certain.

We can see in Steins:Gate a visual novel with a relatively simple structure that attempts to obfuscate the exact effects of its choices by presenting them in relation to the phone rather than standard boxes and by constantly shifting timelines. This gives the game a disempowering quality as the player is swept along through events while being unsure if they are making a choice or just taking a phone call. If Steins:Gate were to have a built-in flowchart all of this tension and mystery would be lost since the player would know exactly where they stood and what actions have consequences, potential killing their interest in the game’s attempt to get them into Okabe’s mind set. Think of your favourite plot centric visual novel and ask yourself, would this really benefit from a flowchart? You will find that there is often just as much of an argument against their presence as for it.
 

Conclusion

 
Presenting the game’s internal structures to the player has a surprisingly diverse effect on how they perceive it. The built-in flowchart provide a developer with not only a useful utility but also a strong meta narrative element to engage the player. It is a clear method of presenting information and ensures the player knows the actions and consequences available to them while also giving them a means to jump to a desired scene. Within a narrative context it offers a visual means of conveying an emotional tone without any need to specificly spell it out and instead have it seep into player’s mind on a subconscious level. Of course, as with all tools it is not a fit for every game and those which rely on mystery or the concealment of the action and consequence economy would be harmed if they where to include one since it undermines a key strength. So should you include a built-in flowchart in your visual novel? If your game is not aiming for a tone which would be damaged by its presence then it should be a definite consideration. The flowchart is a tool of convenience many players are coming to expect from their visual novels so they do not have to rely on external sources to complete your game.
 

Yandere Horror VNs – Genre Deep Dive

 

Obsessive Love

 
The Yandere is perhaps the most iconic ‘Dere’, not just within visual novels but within the more general anime fandom, with their distinctive mix of love and violence, they have found their way into everything from Comedy to Slice of Life. It is the particular combination of Yandere and Horror that is the focus today and the way this niche aspect of visual novels has captured the hearts of many. For what appears to be a simple concept at first sight, there is a surprising amount of variety to the Yandere through how they create fear as well as how they play into the work in its totality. On top of this, the normal side to a Yandere’s personality has a lot a possibilities to it which helps obfuscate the Yandere and suprise the player, but also provide a humanising element to drive home the contradiction in their nature. So let’s lock our crush in the basement and examine this fascinating sub-genre.
 

Defining The Yandere

 
In short, a Yandere is an individual who initially appears to be normal and caring but once the mask drops reveals themselves to be willing to resort to violence, be that against the target of their affection or those around them, in order to right something they perceive as intruding on their idealised vision of a relationship. The mental instability which characterises them when the mask is off is focused around this idea of violence, but this does not always mean it has to be physical in nature and more often than not it is a psychological angle that the Yandere takes to achieve their desires. In turn there is also an elemement of them being true to that desire in a way no other type of character can be. This would almost be an admirable trait if not for the extreme to which they take it. It is these extremes surrounding their romances that separates the Yandere from someone who is merely possessive and manipulative and it is in them where the horror finds its material. Their mask or ‘dere’ side is not a completely fake exterior and instead is a more even version of their true nature crafted to allow them to exist in society. They are a presentation of the way human interactions and hierarchies change a person and how it twists our true selves taken to its logical extreme in pursuit of the one thing that might set them free, the unconditional love of another. Through the combination of these two halves the idea of the Yandere has burned itself into our consciousness and is ripe for exploiting to create a sense of fear.
 

A Matter Of Degrees

 
When it comes to the usage of the Yandere in horror there are broadly two ways of integrate it into the narrative, make it the sole focus or use it to highlight a specific moment. These two offer vastly different executions of the Yandere due to their contrasting uses of space and their differing aims. However, this contrast reveals some interesting aspect of the sub-genre.
I think we might be in danger

Forming a game around the concept of Yandere Horror presents some interesting challenges, especially since the focus on a Yandere is often used as the primary selling point of the title and as a result the player already has some idea about what is going to happen. So rather than try to pretend that the Yandere is not going to appear, they instead lean into this inevitability as a source of tension and dread as the player knows that the peaceful life and love presented to them will end soon and this makes them jumpy at even the slightest sign that something is wrong. This technique is exaggerated by the way these games make the real Yandere hard to spot and giving other characters red herring personality traits to throw people off and the player is often led to jump at shadows or misread the situation as they too slowly descend the spiral towards paranoia. Traumermaid provides a good example of how these ideas are implemented in practice. It plays up the cliches of returning to your home town after an absence as well as being reunited with childhood friends to create an almost inviting atmosphere. However, from the very start something is subtly off and the player can feel it but it is difficult to pin down exactly what it is that makes them feel this way. Only as the curtain is pulled back and the illusion of peace shattered does the source of this fear become clear. Assisted by its leanings into the trappings of fairy tales, the encroachment of the Yandere pulls the player deeper into the spiral of disaster. Drawing the entire experience around Yandere Horror is an all consuming task for a game and in turn that is felt by the player.
Things look normal now but just you wait.

On the other end of the spectrum, the Yandere forming only a part of the overall experience allows the game to put their natural high impact to good use. Concealment and distraction are the name game for this use of the Yandere with hints about their existence being mixed into the other narrative elements in such a way that makes their reveal a surprise but not to the point of feeling out of place or poorly set up. This form of horror is used to enhance specific moments and help create a sense of escalation or climax using the Yandere’s appearance to quickly shift the game into direct tension and an immediate threat. As a result they generally burn bright and disappear just as rapidly once their role has been completed so they do not get in the way of the other elements present in the game. Perhaps the most iconic example of this use of Yandere Horror is Doki Doki Literature Club! which has multiple instances of it within the game’s relatively short play time. Each time Doki Doki invokes the Yandere it is to signal the end of a section of the narrative and a raising of the stakes for the protagonist as his clubmates slowly lose their sanity and the safe space is eroded away. To top all this off the major antagonist force is also a Yandere and is involved in the largest continual tension scene in the game as they exert their controlling nature to capture the protagonist leading to the dramatic resolution. Without the presence of the Yandere none of these elements would have had the same effect since they rely on this shift in personality to help draw attention to key elements while keeping the feelings of unease the game has been building up.
 

Tension Between Desire, Love and Ownership

 
The aspects of the Yandere which horror utilises all revolve around the ways they reflect back onto us the darker parts of our desire and relationships, the thoughts we never act upon. Ownership is the idea the Yandere taps into the most with them often becoming paranoid that the target of their affection might be stolen away from them. We all want to be the focus of our partner's affection and may even get a little jealous when they turn to talk to others, but, since most people are well balanced enough to realise these feelings are illogical, we do not act on them. However, the fact that those thoughts existed inspires a quiet fear of our own thoughts and what sort of person we would be if we acted upon them and a hope that nobody else would act on similar thoughts against us. By contrast the Yandere does not have that filter or self control and so acts on this part of themselves and as a result are a figure we can empathise with while also fearing since we know what their desire demand and what it means for us. Building a bond between the player and the Yandere before the inevitable decay into madness is key for this element of Yandere Horror to work correctly and The Way We All Go showcases this set up extremely well. It achieves this through mixing in romance to the formula to humanise the Yandere and deal with them within an everyday context to drive home just how similar to the player they really are before they lose control. The banality also acts as a contrast to the extremes of the acts performed later by the Yandere and they stand out all the more, but at the same time these actions calls back to those simpler times to make it clear where the Yandere’s line of logic originated from. Sometimes there is nothing scarer than a person pushed to their limits.
Is approaching her a good idea or will it seal our doom?

What Lurks Behind The Smile

 
People can be scary, they hide their true intentions behind masks to get what they want or lie to play the social game to the point that we can never be truly sure we know even our closest friends. While this line of logic is mostly just nonsense as very few people are actively out to get you, the thoughts which lead to it have a power over our imagination perfect for Yandere Horror. The Yandere is the epitome of this fear with a loving exterior concealing their violent and dark inner thoughts. Playing into this concealment is by far Yandere Horror’s greatest tool as it makes even the simplest actions come across as suspicious to the player in order to build up tension or creates a greater sense of betrayal and being up the creek without a paddle. Tapping into this opportunity requires the game to commit a decent amount of time as YOU and ME and HER: A Love Story does with a large section of its first half being used to presenting a veneer of sanity and normality for both the characters and the setting. A lot of effort is placed into preventing the player from sniffing out what is going to happen and at the same time creating a feeling of unease that the player wants to shake off as their own natural paranoia. The game’s use of fourth wall adds a directness to this switch as the person being addressed by the Yandere’s darker desires is not some in game character but instead the player themselves. This breaking of the fourth wall follows the same escalation as the treat posed by the Yandere and this ensures that it does not come across as silly due to a smother transition into these elements.
For now....

Conclusion

 
The Yandere is an odd creature, at once loving and faithful yet also violent and possessive, but it is exactly this contradiction that makes it the perfect subject for visual novel horror. This can be the entire focus of the experience or just an aspect to highlight a key moment. Regardless of which is chosen both share the common desire to play up the tension of the Yandere’s reveal and actions around the player character. Much of the fear invoked by the Yandere is born from how their actions are exaggerated version of our own thoughts. They act on the parts of ourselves we would rather deny, our possessiveness, jealousy and fear of the two faced nature of humans. So when the Yandere appears before us it is a mirror onto our own faults and the urge to look away is just as strong as the desire to stare in facination. Yandere Horror is a fascinating sub-genre and spreads well beyond the visual novels covered here and, since it works well as a supplementary element, there is a lot of explore if anything here has tickled your interests.
 

Kunado Chronicles Review – A Beautiful Post-Apocalypse With A Side Of Mechanic Menace


Genre – Action, Post-Apocalypse, Supernatural    Play Time – 35 hours    Developer – Purple Software    Steam    VNDB  

 

Beneath the Sakura

 
Once the apocalypse is over and all the damage is done will the world be a peaceful place? And what of those who come after, how will they adapt? These are the questions Kunado Chronicles opens with and it uses them as the foundations upon which to build its themes and characters. As with many of Purple Software’s other titles this is a game about the inner struggles of its characters and spends much of its play time focused on them. However, unlike its predecessors it knows how to leverage this emotional power for a greater narrative purpose. The main route knows what it wants to achieve and fixates on a small set of ideas which it lets permeate the entire experience. Can it shake off Purple Software’s bad habits and allow these flickers of brilliance to shine through? Let’s wander into a world reversed and find out.
 

What Is Old Is New – Narrative And Themes

 
A world after the storm might be the backbone of the opening, but this is a game which quickly shakes off this starting point and expands in its own unique direction. Through a strong and constant thematic presence, the narrative can worm itself into your head and, alongside the questioning of the modern world it offers through contrast, what is told is a compelling and well directed visual novel. The one exception to this quality is the tonal inconsistencies which litter the entire duration and in particular the pervasive horniness that exists in many scenes.
A world where the idea of a teacher is alien is a strange experience

The biggest strength of Kunado Chronicles’ narrative is its ability to maintain a constant theming throughout its length and changing focal heroine. This provides a concrete identity to the game and makes sure the player know exactly what the game is try to communicate and avoid the potential for confusion. Individual identity and how is plays into a desire to belong and community is the main theme which is applied to most aspects of the story. This manifests in a variety of ways from visuals, in the form of the fox masks the residents wear, to the character arcs of the heroines as they work through their troubles, to the ever present Tekki threat and their lack of individual thought. Its all encompassing nature lends the setting and characters a consistency since the concerns of the narrative appear reflected in the struggles of the people and nemesis they fight against. This is prevented from becoming too contrived by presenting it serenely from the characters own mouths while also allowing a degree of levity in their non-thematic conversations, which this makes them come across of varied and not hyper fixated around a single point. As for the non-human factors, the game ensures they never outstay their welcome and instead mostly exist as abstract ideas for the character to engage with in the context of an ever present threat or a societal issue that needs addressing. Together these parts form a strong whole that richly drip feeds its content in a digestible and thought provoking manner.
 
Bring up ideas and institutions taken for granted in the modern world and having the protagonist attempt to fit them into the vastly alien culture he finds himself in allows the game to shine a light on their value or lack thereof. Topics discussed among the cast have wide breath such as how to justify marriage in a world where everyone has distanced themselves from one another due to the likelihood of sudden death and how to introduce money to a society without any concept of currency. Both the positives and negatives are talked about and the values of the modern world are never forced on this new humanity with the strength that has allowed them to survive seen as something equally admirable. Each time the characters start to think on these issues the game adds a level of context and understanding that not all problems can be solved in a simple and direct manner which fits alongside the core theming nicely. These debates act as important palette cleansers to break up the superpowered action and moments of dramatic tension by providing a much needed pause for contemplation about what the characters are fighting to create. This works wonders in preventing the narrative from becoming too fantastical and detached from the setting which is its foundation. Obviously these extended talks will not to be everyone’s tastes, especially those who where simply expecting an action game with a focus on emotion over thought, but what they ultimately add to the experience cannot be overstated. Just keep this point in mind when you consider picking this game up.
Opening the game upside down is one way to make a first impression

Knowing when and where to make jokes and insert other non-core elements is something Kunado Chronicles does not understand and this results in an uneven feeling in the moment to moment content. Being excessively horny is the largest example of this issue. Having some horniness is to be expected in an eroge, but this game does not know when to stop and it pervades the entire game, even in otherwise serious moments. We are talking about panty shots in life or death battle and a constant stream of the protagonist’s inner thoughts about the female cast’s bodies, when he really should be focusing on the major character moments taking place. As you might notice the issue here is how poorly the horny elements match up against a narrative that otherwise want you to take it seriously and engage in its thought experiments, which is hard to do if it keeps providing tonally clashing side elements in an almost constant stream. This almost feels like a left over from their earlier more simplistic visual novels where it would have been more in line with the slice of life genre and the developers simply let it slip in since they are so accustomed to writing like this, not realising the effect it has on the player’s experience.
 

Of Machine and Man – Characters

 
All these interesting narrative elements would be nothing without a strong cast to hold the player’s attention and Kunado Chronicles delivers on this front with the usual Purple Software style. Distinctive relationship dynamics between the protagonist and the heroines help sell them and, backed up by supporting characters who work to link the elements of world building, they tie together the package to create a bond between the narrative and the player. Not everything is up to this standard of quality as some characters struggle to justify their existence and this can lead to an unnecessary sense of confusion.
This happens a lot

Character bonds are key to making the player care about these individual and cheer for the characters to overcome the trials put before them. Our protagonist, Shin, has a good spread of relationships with the main heroines of the narrative with Yuuri’s serious and no nonsense approach, Haruhime’s gentle camaraderie and Akane and Aoi treating him like a new squeaky toy. Each one brings something different out in Shin reflecting an aspect of the setting they connect to and this is on top of it just being fun to see them interacting with him. This above all else keeps the narrative from becoming a dry series of abstract ideas and debates as the main heroine's bonds inject life into every conversation and their banter or heart-warming emotions bring home the reality of the world they live in. During the main route these relationships are sequentially addressed and given appropriate space to breath while acting to balance the overall pacing of the game through the highs and lows it offers keeping players on their toes. However, when dealing with the side routes for the heroines the quality of these bonds remains but without the focus of the central narrative they tend to meander and repeat the character arc concluded by the main route.
 
Behind the main cast are the supporting cast who act as the backbone not only for key moments but also for the world building. Characters such as Some fill the gaps provided by the heroines need to focus on the romantic and thematic element required by their role within the narrative and in doing so these background characters take on a whole distinct flavour not available to the main cast. Some, for example, is a tailor in Kanto and she shares Shin’s love for the cute female clothing designs giving them pair a common ground on which to bond. Alongside this Some is pregnant for most of the game and acts as a window into the realities of relationships within the new world and their utilitarian nature. Rather than being told in the abstract, the player is shown over the course of the game what this way of living looks like, why it came into being and how engrained it is in the people of Kanto. Combine these elements and you get a character who is both relatable while acting as a window into the workings of the world and this is the pattern reflected in all the secondary cast to one degree or another. They give much need humanity to Kanto which might have been stripped away from it with its focus on preventing unnecessary relationships with things like the fox masks.
Some is a wonderful contrast to the heroines

Despite how strong the cast is, there are a few characters who stand out as pointless and struggle to justify the space in they take up in the game. One such character is Fuyuhito who is a regular feature of the story since he is one of the Swords, the superpowered warriors who defend Kanto, but he never adds anything to the scenes he is involved in and even when his own conflict does come up it is resolved almost immediately while adding nothing to the narrative. This strange unwillingness to commit to or utilise these characters in any meaningful way makes them feel like black holes of personality and it is difficult to care about given their almost flat nature. This is not a deal breaker for the game but it is distracting when one of these characters is on screen as they stand out against the rest of the well rounded and endearing cast.
 

Returning To Nature – Visual, Audio And Technical

 
Presentation is an odd aspect to discuss with Kunado Chronicles since it is once beautiful and incredibly stilted. The visuals and audio invoke a distinctive vision for this new world, but in motion they are almost entirely static and lack the life needed to sell the scenes. This contradiction haunts the game throughout its entire length and harms the impact of important narrative moments.
The Tekki are both antagonist and opposite to the main cast

There is no denying the strong vision Kunado Chronicles has for its aesthetics and audio. Ever inch exudes a traditional Japanese presentation from character clothing to the buildings to the music and each one presents a culture which has returned to its roots out of necessity while still retaining it identity. Yet it not a complete invoking of the past as some elements are subtly off and show Kanto to be the future with items and ideas that would be anachronistic in a past setting but here help sell Kanto as its own beast. Immersing yourself in this unique blend is a joy in of itself and when it is broken up by the mechanical Tekki their power and alien nature is made all the clearer contrasted against the more natural wooden Kanto. It is through this ability to play with the aesthetics to create emotional states in the player and then suddenly swap it out for something entirely different that gives the game its ability hold the player's attention.
The chibi art is incredibly cute

It is a shame then that the brilliant and cohesive presentation is undermined when put into motion during the game. It is almost entirely static with only a few portrait movements, through the transition from one expression to another, and overall comes across as lifeless. This is most noticeable in actions scenes where the game is trying to sell the chaos and violence of battle to create tension, but what is shown to the player is a series of static CGs which can be on screen from minutes at a time just passively staring at the player. As you can imagine the result are some extremely dry sequences and they are perhaps some of the weakest in visual novels given the budget on display in all other aspects. In moments of down time or during discussions this static nature is less of an issue since nothing of visual importance is happening there and it is possible to forget this issue exists. 
 

Verdict – 

A surprisingly thoughtful game which blends its strong characters and complex themes into a narrative which grips from beginning to end.
 

Pros -

 
+ The themes of individuality and community are etched into every part of the game and it makes for an immersive experience.
 
+ Utilises it setting to cleverly question the value of the modern world.
 
+ Characters are endearing in all the right ways.
 
+ Time spent with the supporting cast helps sell the world and its inhabitance.
 

Cons -

 
- Has major tonal issues and struggles to keep a straight face when needed.
 
- This version of the game lack polish and comes across as stilted and off especially during action scenes.
 
- Some characters struggle to justify their existence and merely take up playtime.
 
- Character routes feel vestigial as most important character arc take place in the main narrative.
 

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