Archive for July 2023
Best Visual Novel Releases – July 2023
As
we pass through the halfway point of what might become the hottest
summer on record, your thoughts naturally turn to what this month has
brought for the world of visual novels. Well then you are in for a
treat with the usual suspects in Slice of Life and Otome being
accompanied by some truly inspired, or perhaps mad, games with a port of
a mobile game and pixel art horror comedy showcasing what pushing
boundaries really looks like. Such a line up is a sight to behold so
let’s to the extremes of the medium and see what we can find for
you.
Official Releases
Grisaia: Chronos Rebellion
Here
we have an odd visual novel formed from the salvaged remains of the
Grisaia mobile game with additional story content to sweeten the
deal. Gone are the none visual novel elements of that previous
incarnation and there has been a concerted effort to weave this
narrative into one befitting of the more standard framework. It takes
the cast of the original games and Phantom Trigger, puts in some
original characters and pushes them into a truly mad series of events
on a different level of silly from what the series normally serves.
In many ways it is reminiscent of a fan fiction with its original
characters coming across as being forced in and the plot diving off
into insanity while having the two older casts interact and bounce
off one another. This is not a particularly negative aspect if you
are willing to accept it for what it is and turn your mind off to
enjoy being alongside these characters again on another adventure. A fan
of the Grisaia games will get a lot of fun out of Chronos Rebellion
but on the flip side it has absolutely noting for someone not already
invested in this series.
The Shell Part I: Inferno (Kara No Shoujo)
The
release of The Shell marks the second time that Kara No Shoujo has
been released on Steam and hopefully this time it will actually
remain on the store for a long time to come. It follows private
detective Tokisaka Reiji as he become involved in investigating a
string of horrific murders and it becomes clear that only young women
are being targeted. He must use all his wits to overcome this killer
and the many other people blocking his way to the truth. Having a
more accessible version of the excellent macabre mystery visual novel
is a great step forwards for the series and opens it up to many who
would not otherwise known about it. If the success of the Flowers
games is anything to judge by then there is an appetite for this
studio’s work, while The Shell is not in the same genre as Flowers
the quality of its narrative offers the same intense experience.
There is no better time than to take a dip into the enthralling
murder mystery of this series and with the more extreme elements
sanded off it is unlikely to lose people with its darker elements. In
the same vein those who already own the previous version of the game
will find nothing new here and may even find the changes not to be to
their tastes.
Radiant Tale
Nintendo Eshop VNDB Genre
– Otome, Fantasy Play Time – 40 hours
A
circus is certainly a unique central element to base a visual novel
around and, with a dash of magic to spice things up, it acts the main
framing device of Radiant Tale. The idea of performance is ever
present as each hero has their own role within the circus and the
heroine becoming accustomed to that before bonding with them forms a
large part of the appeal of the narrative. Performing things in the
right way also stands out as a repeated motif especially given how
important these performances are to the cast. These aspects nicely
mould around the romance that forms the basis for most otome and
works well to add the tension and spice the game needs to stand out
from the crowd. There is more than enough here to make this an easy
title to recommend to an otome fan looking for another spin on the
genre.
My Klutzy Cupid
This
month's moe slice of life visual novel takes the form of a story
centred around the a book called the Love Note which shows the reader
how fated they are to be with another person. What follows is a light
hearted journey through our protagonist’s love life with all the
comedy scenario that you would expect. While there is nothing here
you have not seen before it does understand the player is likely to
be familiar the formula and in order to compensate for this
potential issue doubles down on the sincerity with which it presents
these events. Each heroine is given the time they need to shine and
sell the bond with the protagonist and there is no sense of them
outstaying their welcome as the game smoothly leads you back into the
common route to see what would have happened with a different
heroine. At the end of the day this is a game for those who know
exactly what they want from their slice of life stories since you
can look at My Klutzy Cupid and instantly tell if this is for them or
not.
From Madness With Love
No
words can properly convey just how strange it is to play From Madness
With Love. It bounces backwards and forwards between comedy and
horror on what almost seems like a whim and works hard to keep you
guessing from one moment to the next. You know a game is aiming for
insanity when the reason provided for the protagonist’s transfer to a new school is
because their old one was bombed by terrorist and the game refuses to
elaborate as if being bombed is nothing to write home about. The
surreal atmosphere extends to the characters who are presented in a
way that prevents the player from pinning them down and predicting
them as they are prone to doing some truly abnormal things. This is
one hell of an experience to play through and its short play time
makes sure the constant bombardment of new twists and strange turns
does not become too tiring. If you pick this one up just make sure
you know what you are getting in to.
PixelFade – Developer Spotlight
Website Twitter Patreon Steam
Knowing What You Are Good At
Sticking
to what you know is a fairly common feature for a developer and it
makes sense given the monetary and time investment required to make a
game. Most developers tend to at least try to somewhat off the beaten
path in order to keep their games feeling fresh, but there are some
that stubbornly stick to one template for all of their titles and
PixelFade is one of them. This is by no means a bad thing with a
focus on a single framework leading to a refined and polished
product. As such PixelFade make for an interesting test case as to
the pros and cons of this approach while also showcasing the amazing
work possible within the western visual novel scene. They have craved
a niche from themselves in a way common among their peers but in a
far more direct and unapologetic manner which is impressive in its
own right. Let’s dive into a whirlpool of romance and drama to see
what makes PixelFade tick.
Developer Overview
For
PixelFade the maypole around which their games rotate is the romantic
adventure. This being a series of conflicts acting as a flavour to coat
the romance between the protagonist and their chosen heroine to
distinguish itself from the many other romance stories and provide
pacing to that romance. It takes many different forms in PixelFade’s
work, from mecha combat to isekai, but all share the characteristic
of being background elements placed in such a way as to overwhelm
what the game is really about. In knowing exactly what they want from
their visual novels, PixelFade has had the time to pin down the parts
of the experience they see as its core and they seem to have settled
on the idea of the romantic journey. The beginnings of this approach
can be seen in Ace Academy through the directed nature of the common
routes core conflicts, it then comes to the forefront in Crystalline
where everything about the game is pushing the player forwards and in
Ethereal Enigma they find the happy middle ground between the two
previous extremes. Over the course of their lifetime as a developer
they have made dozen of similar changes to their formula and it is
like night and day when it comes to the overall quality of their
later games.
Even
from their very first visual novel PixelFade have maintained a sense of
quality through how they effectively use their specific skill set.
The most immediately striking example of this is the exclusive use of
live 2d for character portraits with not a single static one in
sight. Before anything else this marks it out since there are few
other visual novels making sure prolific use of it at the moment due
to the technical know-how required and this gives their work an extra
avenue to stick in the player's mind. On the practical level it animates each
scene with a sense of playfulness as the exaggerated emotions of the
scenario play out in motion in front of the player and sells the
tone in a way few others in the medium can match. In setting itself
apart in this way PixelFade can ensure an instantly recognisable
standard of quality that any prospective player will associate with
them no matter the context in which the see those games.
Selection Of Notable Works
Ace Academy
Mecha
school action was the starting point for PixelFade’s production of
visual novels and what a way to state your intentions it is with a
stylish basis from which all their other work would diverge. It set
up the features that the studio would become know for such as full
English voice acting and the extensive use of live 2d and still
managed to be a solid example of its genre. Following the protagonist
as he transfers into the titular Ace Academy and discovers that his
hand me down mech might not be as outdated as it seems. What results
is a game drawing heavily from its shounen influences to the point of
spending a good degree of its duration focused around a tournament
arc. At the same time the romantic elements are ever present as the
decision about which heroine to pursue keep the downtime feeling
exciting as each one of them offers something distinct to the group
dynamic. With all this said it is the most flawed of all their game
and suffers from a variety of issues from pacing problems to
characters behaving as the plot demands rather than what makes sense
for them. However, despite these shortcomings the title saw success
and started PixelFade’s path into the realm of visual novels.
Crystalline
After
the route based structure of Ace Academy there is a noticeable shift
into a more curated and controlled direction for PixelFade’s games.
Crystalline makes this immediately felt with a story that leads the
player from event to event with PixelFade acting as a kind of absent
dungeon master who is attempting to keep the pacing even. The
consequences of this methodology are profound as characters now exist
in a shared space where they cannot expect to be given their own
screen time and so the focus shifts onto the dynamics of
the group creating a selection of very human party members. As for
the content of the story itself, it is a fairly predictable isekai
narrative which is carried by the sincerity of its teller and
PixelFade clearly have a love for this genre and it shows. There is
nothing here to convert someone into a fan of the genre but for those
who already are it is a fun time. The presence of a fully formed
romance not involving the protagonist is a nice bonus and helps make
the world feel as if it does not whole revolve around the player.
Kaori After Story
Existing
as a fandisc like expansion to Kaori’s ending from Ace Academy,
Kaori After Story has none of the pressures for a forward moving
narrative since all the work has already been done by its
predecessor. Instead, this is a game focused on the relationship
between Kaori and the protagonist to the point of spending the
majority of its play time having the protagonist be accepted by
Kaori’s family. Concise and to the point perfectly describe this
visual novel, it knows what it wants to be and head right for that
goal with none of the diversion of PixelFade’s other titles. As the
relationship with Kaori is what the game wants to sell, there is a
thick air of romance and every opportunity is taken to create cute
moments which relies of the player already having a strong bond with
the pairing. This can be an issue at times since it puts no effort
into setup and can feel like it is spinning its wheels with nothing
to contribute to these characters. Its short length ultimately
prevents this problem from distracting from what is an entertaining
demonstration of the pair’s bond.
Conclusion
There
appears to be no slowing down for PixelFade’s output with the
upcoming Astral Ascension taking their stories to space for an
adventure across the vast black. Their fixation on a single
style of narrative has served them well in refining their ability to
give their audience what they want and maintaining a strong
presentation to their games which immediately tells the player who
made it. If what they are selling is to your tastes then you are
guaranteed a good time and should pick up whatever setting among
their games takes your fancy for the best experience.
An Anatomy Of Visual Novels – Unlockable Extra Content
Shiny New Things
Everyone
likes to be rewarded for their effort and video games are happy to
oblige with a variety of Extra Unlockable Content. These bonuses are
often treated as a side show disconnected from the important main
sections of the game and relegated to a sub menu where it has little
impact on the greater structure. For visual novels this unlockable
content has a much more profound effect them due to its more limited
design space and options, leading to the choice to include these
extras stand out. Both developers and players perceive the game
differently depending on how this feature is handled and it achieves
everything from holding player interest to encouraging an exploration
of the narrative space. Not all the consequences are good and a
poorly implemented extra can undermine key tonal and thematic
elements. When talking about Unlockable Extra Content this article
does not mean the unlockables common to most visual novels, such as a
CG or music gallery, but instead to the bonuses that go above a
beyond with side stories, concept art or even entire extra games.
These stand out the most and draw the attention of the player because
of the effort they showcase and as such they influences perception to a
greater degree. With all that out of the way, let’s be filled with
a sense of achievement and dive into the world of Unlockable Extra Content.
Rewarding The Player’s Interest
On its most basic level, Unlockable Extra Content provides a key means
of rewarding the player in order to keep them invested in the game.
Broadly speaking these rewards take two forms, those unlocked over
the course of the game and those unlocked after the game’s
completion. Incremental bonuses act as a bread crumble trail for the
player and cue them into the fact that they are progressing in the
right direction. Each individual reward does not even need to be the
actual bonuses themselves, but instead the promise of a future
unlockable as can be seen in Professor Layton vs. Phoenix Wright: Ace
Attorney. In this game the player is given a currency as they play
and overcome certain challenges and this currency can be spent to
unlock whatever they desire in the extras menu. Here the possibility
of what the player could unlock if they continue playing is more
powerful than the actual content and serves as an excellent
motivation for casuals and completionists alike.
On the other hand,
the type of extra content unlocked after the end of the game aims to
act as a final fanfare for the game’s best moments, while keeping the
player engaged for just that little bit longer after the curtain has
fallen. These big dumps of bonuses can be quite cathartic for players
as they can revel in fun they had playing the visual novel and
remember why they played it all the way to its conclusion. For an
impressive example of this approach then look no further than the
Danganronpa series which has a whole unlockable post game bonus mode.
This extra content focuses around the characters that act as the
game’s most distinctive and memorable feature and in doing so
further highlights them in the players mind to ensure a lasting
impression. It helps that this mode is well put together and on the
same level as the main game before it, albeit in a different genre,
and it is a victory lap for the player to make them more likely to replay
the game again.
Encouraging Exploration Of Narrative Space
Incentives
can be used in far more specific ways to steer player behaviour and
for visual novels this involves getting them to explore the
game’s narrative space. Many players will be tempted to stick to
the most direct path through the game since they will be invested in
the central narrative force and sideline the rest of the content.
This is a major issue for visual novels with a more open narrative
space or those who want to encourage certain slower pacing as it
directs the player into a narrow and hard to control head space. What Unlockable Extra Content does is offer another avenue to try and
correct the player impression of the game into the developer’s
intended one.
Both Fate Hollow Ataraxia and Psychedelica of the Ashen
Hawk utilise bonus side stories to achieve this effect, but the
implementation and exact results could not be more different. For Fate
Hollow Ataraxia these side stories present the player with a direct
incentive to explore beyond what is required to complete the game as
they can only be unlocked through none mandatory content. This steers
the player by giving them a concrete signal that what lies beyond the
beaten path is intended as part of the core experience and rewards
those who are curious about what it has to offer. In contrast
Psychedelica of the Ashen Hawk uses its side stories as a means to
expand the narrative space in a more direct fashion through the very
stories themselves which act as a supplement to make the player give
greater consideration of events. Their optional nature also means
they are not invasive and instead provide a gentle nudge for the
player to consider other sides to the narrative space to improve
their overall experience.
Changing Pace And Context
Sometimes
we need a break from the core direction of a visual novel, because
either it is too emotionally taxing or gives clear stopping points,
and unlockable bonus content can be exactly what is needed to keep
interest within the context of the game. These often break the tone
of the main content completely and many even address the production
of the game itself in order to provide as much distance as possible.
By showing another angle on the game’s material the player’s
interest can be brought back to the main sections once they have
finished with the extra content, ensuring a cycle of highs and
downtime as new bonuses are unlocked that helps balance out the
overall length of the game. However, it can also backfire on the
visual novel since if the extra content is too disconnected from the
tone and substance of the main content then a player may feel
completely brought out of the experience the game was trying to sell
and lose any enthusiasm to continue. We can look to Corpse Party:
Blood Drive for a template of this approach to bonus content. Its
unlockable material runs the whole spectrum from collectable tags to
short audio snippets from the voice actors and they work as
contrasting points which build a small area separate from the intense
horror of the main game. Being so focused around fear makes Blood
Drive susceptible to burning people out since there is only so long a
person can stand to be held in tension before they long for something
else, as such have a side space to unwind does wonders for keeping this
pressure from become overbearing.
Gamification At The Cost Of Immersion
Not
all applications of Unlockable Extra Content are beneficial to visual
novels and using it inappropriately can risk a damaging gamification
of key narrative spaces. Bonuses are inherently external to the core
direction of the game since they hang off the side as optional
segments and so when they are highlighted they draw attention to
work’s nature as a game. This is not an entirely bad feature with
many of the above benefits relying on a mild use of this disconnect,
but should a visual novel lean on it unnecessarily or in a way that
contradicts the intended tone then the consequences can be quite
dire. Take for example Fate Stay Night, its has a collection element
to its bad endings and getting them all results in a special scene
not available through other means. The desire to collect stands in
firm opposition to the way the main game depicts the bad endings as
undesirable since the outcomes are terrible for characters the player
has come to care about. In this confused messaging the tension these
endings are meant to provide is lost as the player is pulled in two
directions and given how many of them there are it is an ever present
reminder that this is a game leading to the possibility of player apathy.
Conclusion
Visual
novels are a sum of their parts in a way other types of games do
not have to deal with and this is exemplified by the influence Unlockable Extra Content can has on them. They provide strong
incentives to explore the rich narrative space available for the
player while rewarding the time the player commits to the game and
offering a change of pace so they remain engaged. Of course it is by
these same methods a visual novel might be ruined since there can be
an unintended gamification of serious and emotional elements which
leds to a regular undermining of its tone. However, as a tool for a
developer Unlockable Extra Content is a surprisingly precise
instrument that gives them a subtle way to shift the player’s
perceptions of the overall experience and as such should definitely
be taken into consideration when you are making your own visual
novel.
Mystery VNs – Genre Deep Dive
Through The Lies And Deception
Of
all the genres Mystery is perhaps the one visual novels have the most
tools of engage with. The levels of subtly and the
precise execution needed to ensure a balance between the known and
unknown so that the player is never lost is no easy task and
demands a degree of control many games lack. At the same time they
have to be able to spin other delicate plates such as character
empathy and a natural feeling escalation to make sure none of these can come
at the cost of the core mystery. The ability of visual novels to
achieve these aims smoothly can be seen in the many types of mystery
on offer from murder mystery to death games to supernatural
happenings and with new ones popping up every day. So let’s puzzle our way
through the villain's web and find out what mystery means for visual
novels.
Subtly, Setup and Solvable Mysteries
The
most important parts of any mystery are the clues provided to the
player and the game’s ability to convey them. If they are too
obvious then the player will figure out what is going on before the
big reveal and too subtle then they may miss out on information
leading to a feeling that the mystery makes no sense. Fortunately for
visual novels, their natural narrative closeness to events opens a
space into which clues and hints can be dropped without seeming out
of place due to the way they are blended into the words and actions
of the characters and world. Not only does this include what is said, but also the way something is framed as there is a lot of
control over how something is presented to the player available to visual novels. This setup
ultimately results in a more satisfying pay off when the player find
out which of their deductions were correct while still being
surprised at the twists offered. There are few visual novels with a
more complicated central mystery than Virtue’s Last Reward yet it
makes the most out of each element to keep the player informed even
if they do not know it yet. Its clean integration of cleaver hints
into exposition and narrative beats as well as the way it makes full
use of its leanings into 3d space to convey the subtle intentions of
its cast gives the game a sense effortless intrigue to its mysteries.
Every interaction in Ace Attorney is a gold mine of clues and cues |
However, you don’t need a grand mystery to make use of the tools
available to visual novels as Ace Attorney shows with its individual
cases and larger than life characters. Initially it might seen to be
the furtherest thing from subtly, but upon closer examination it
reveals multiple levels for the presentation of clues. The most
obvious of these are the investigation segments and this extends
beyond the clues we are immediately presented with into the way the
game cues the player into which characters to keep an eye on through
subtle slip ups in their part. This extends into the court scenes
where how a conversation plays out often provides more information
than the words with which you are trying to trip up the culprit. In both
cases the result is an immensely satisfying reveal as the player and
game share a knowing look while the curtain falls.
Intimacy With The Detective
A
compelling and well structured mystery is nothing if the player does
not care for the person investigating it. The detective comes in
many forms from a professional to those who are forced into the role by
circumstance. They are generally the focal point of all conflict
in the narrative and by extension the mysteries. Visual novels tend
towards an intimacy centring around characters and in particular the
point of view character who in mysteries is often the detective or
their assistant. This presence inside their mind and the way it allows us
into their lives and struggles in an all consuming manner helps
create a parallel between their personal victories and their solving
of the mysteries the game’s story rotates around. Through these
bonds visual novels can create a cohesive experience and
avoid any potential issues were the mysteries seem detached from the
detective’s own struggles or the detective being uninteresting and
pushed into the background by the mysteries.
Despite the fact that
both Higurashi and Umineko switch between point of view characters,
they know to make sure the player is engaged with the current
detective through how much the characters has to lose if they fail and uses
paranoia and misdirection to put you into their head space. These game
series understand how to use the perspective provided by visual
novels to shape a relationship between player and the detective’s
plight which they milk for every drop it is worth. In a similar vein,
Chaos Child uses the detective perspective to misdirect, narrows their perception of the world to down to a
point and makes them clearly unreliable. Yet they are our only window
into this mystery so we have hope to piece together the truth by
closely examining their behaviour to get a sense of how they think.
This subtly moves the player into the detective’s head space and results in a very similar connection and impact to both Higurashi and
Umineko, showcasing how wide the means of applying this idea are for
visual novels.
Open Narrative Exploration
From
a higher level design perspective the structure of the narrative
space offered by visual novels and the player’s means of exploring
it contribute a lot to the medium’s compatibility with mystery
stories. The routes and winding pathways visual novel are know for
are the perfect home to hide mysteries within while still having an
exceptional degree of control over when and what is shown. Moreover
the way this open structure encourages the player to explore the
space around the mystery for clues and move towards an understanding
of both the mystery and the greater narrative they are passing
through. In doing this visual novels can provide engagement with the
player being allowed to proceed in an order decided by them and at
the same time subtly controlling their perceptions through the previously
mention methods. This leads to the mysteries permeating every level
from meta to micro which makes the experience of playing a mystery
focused visual novel an captivating affair. We can see this
practice even as far back as YU-NO with its free-form common route
and various heroine routes all feeding the player’s curiosity as to
what is around the next metaphorical corner with the teasing of the possibilities of a different path.
Emphasising this idea of structure as part of the mystery has almost
become its own subgenre of visual novels which follow in the
footsteps of games like YU-NO and maybe more influentially Ever 17
which has resulted in this design opportunity going relatively
unexplored outside this niche.
Conclusion
Few
genres require the level of technical and narrative polish to achieve
their aims that the mystery genre demands from its developers. The
delicate balance present in these games makes them a difficult
proposition for many since a single split up with how you frame your
clues can have the whole experience coming crashing down. However, it
is precisely these restriction which allow visual novels to merge
with the genre so well. This manifests in everything from its ability
to give the stories a narrative closeness which offers both a chance
to blend clues seamlessly into its scenes as well as create a bond
with the detective to the more open structure exploration that gives
a sense of investment and agency for the player to latch on to. In
combination the result is a toolset that has produced some of the
greatest mystery titles in any medium and still has space to grow as
new avenues of structural expression are developed.
9 -nine- Series Review – Fragmented Artefacts From The Beyond
Genre – Supernatural, Action, Mystery Play Time – 9 hours per game
Developer – Palette Steam VNDB
No Power Without Consequence
Everyone
wants superpowers and think themselves far more capable of using them
than the fictional heroes from comics or movies, but what they rarely
consider is that for every hero there must be a monster and this
monster will be destructive to their lives in ways they cannot begin
to imagine. Such is the backbone of the threat which hang in air for
9 -nine-’s entire duration as while its protagonist Niimi Kakeru
gains supernatural powers and loyal friends, he has to contend with
an equally powerful murderer who has little interest in playing by the
rules and a willingness to kill that continues to surprise Kakeru
with each death. This urban fantasy visual novel chooses to present
this suspense laden tale through a series of separately released
episodes with each one covering a different heroine and forming a
complete story. Rather than talking about them individually this
review will cover the series in its totality and examine the broad
strengths and weakness present in all the episodes while avoiding
spoilers wherever possible. There is a fair amount to discuss as 9
-nine- showcases the episodic storytelling well and how a more plot
orientated narrative is effected by this design choice. Let’s
investigate some murders and find out if this plot hook can support an
entire series.
Cycles Of Fate – Narrative And Themes
When
constructing a narrative over the course of a series of episodes it can
be difficult to maintain a coherent vision with each release being
upwards of half a year apart from one another. This strain works in 9
-nine-’s favour as well as against it and the result is a
series characterised by a continual identity painted in contradictory
colours. Its compelling mysteries and excellent superpowered fights
live alongside a constant tension between the romance and plot
elements of each episode.
In
the first game’s opening hours two big mysteries take centre stage,
the origin and nature of the powers the cast now find themselves with
and the identity of the murderer who has been going around petrifying
their victims. These provide a sense of threat to the character’s
safety on an internal and external level making the early sections a
series of tense encounters where everyone is potentially out to get
the cast. Obviously this is not sustainable over the course of an
entire series so the later games smartly shift onto other mysteries
of a more immediate and plot centric nature to compliment the shift
into open conflict with the antagonists. Moving through these
differing styles of narrative gives a good sense of forward momentum
to the series as a whole and keeps the threats faced by the cast
feeling fresh. This is on top of how the stories distinct to each episode feed into these overarching mysteries in a well thought through
manner leads to a positive feedback loop of connected events and
character arc playing into one another to form a cohesive series.
Despite the occasion hiccup between plots of individual episodes the
space provided by the staggered releases has been put to good use to
ensure the best possible narrative escalation and mysteries to keep
the player guessing even to the end.
Superpowered
action starts as a minor element to build tension but over the course
of the series it escalates into some of the most impressive fights in
the medium. There is a variety of powers on display here from allies
and enemies with their interactions and the situations where conflict
takes place forming a constant stream of engaging moments. 9 -nine-
understands the need for these battles to speak to some sort of
greater emotional struggle between the parties involved, rather than
them simply being spectacle and this makes the lesser early battles
feel as meaningful as the later climatic ones. For example Kujou
Miyako, the heroine of the first episode, has the ability steal
objects and make the owner forget about said item and initially it is
used in fights in the direct way you might imagine, taking the
enemy’s weapon. However, in the later episodes this simple power is
part of imaginative strategies that showcase just how far she has
grown as a person and how she has come to understand her own powers. It is this
merger of progression in scale and character growth which makes each
episode a joy to read. If there is an issue it is that the most
climatic and impressive fight occurs at the end of the third episode
leaving the battles in the final episode feeling hollow by comparison.
While this is not so terrible as to ruin these moments it does lead
to a sense of a narrative spinning its wheels as it reaches it
conclusion.
By
far the biggest black mark against the 9 -nine- series is the tension
and unevenness existing between the romance and plot elements of each
episode. This takes the form of the sudden and jarring shifting
between the two parts, one moment you will be having a climatic plot revelation
and the next the game will ‘remember’ it has a romance it needs
to progress and switch over without any transition creating a sense of
whiplash. The issue is mostly concentrated in the latter two episodes
where the plot takes centre stage as the stakes are upped, but they
still felt the need to include romances for the remaining heroines
even when it does little for the narrative. Separately these elements
are excellent in their quality, it is only when they rub up against
one another that their issues emerge and it becomes clear there are problems with how the game handles them. What was once the palette
cleanser now feels hollow and tone deaf to what is going on around
the characters as their very lives are on the line. There is a
time and a place for everything and this is something these episodes
struggle with.
Powers Maketh The Man – Characters
Gaining
supernatural abilities is no walk in the park and changes the person
who now plays host to them. The characters reflect their powers often
in surprising ways when their multilayered personalities rub against
one another as they form a team to take down the killer. A colourful
central cast is one of the most memorable elements of 9 -nine- and
especially how well they interact with Kakeru in their own
easy to identity manner. It is a shame that the villains by
comparison are such a mixed bag with many of them being flat and
having extremely weak motivations.
Team
dynamics are key to a visual novel as focused on a small cast as 9
-nine- is and the game’s characters are careful structured in order to
take advantage of this expectation. We have the morally upstanding
Kujou Miyako, the bantering little sister Niimi Sora, the shy and
sweet senpai Kousaka Haruka and the chuunibyou leader of the group
Yuuki Noa. Each one bring their own flare to the team to create a
melting pot of beliefs and personalities that help to sell the
current episode’s heroine as the remaining members support her
growth and love. This cycling in and out of the spotlight for each
team member gives a chance for them to shine and it means that even
when they recede into the background their arcs are still reflected in
the way they treat each other. There are also small shifts in the
dynamic to fit the themes of individual episodes with each character
assuming subtly different roles in a way that helps sell the ideas
of the narrative without compromising the integrity of the
characters. These smart uses of the main cast gives them a palpable
life and provides a sense of belong to this group of misfits as
they overcome the trials before them.
Romancing
a new heroine every episode forms a key part of the game’s efforts
to keep the player engaged during the down time and invest them in
the characters. Each one offers a different kind of dynamic with Kakeru to keep them feeling distinct from one another
and fresh in your mind. For example Sora’s
relationship is one more about trading wit which
contrasts with the far more gentle showering of mutual affection
present in Haruka’s relationship. These are believable extensions
of what are already know elements of these characters and allow them
to shine in their interactions with the protagonist as we get a
proper sense of what motivates them. Having such a varied definition
of intimacy gives these episodes the space to explore what romance
means to a variety of personalities. Do they want security and
comfort, someone to stand by them as their equal or a person who sees
them as they truly are? While they are by no means a deep examination
of relationships, what they do add is some much needed depth to help
the player invest in these heroines when the chips are down and their
lives are on the line.
It
is a real shame that the villains the cast fight are such a mixed
bag. Rather than matching the charisma and flare of the heroines, they
are instead a collection of generically evil people with equally weak
motivations. They do most of their actions because just because they
are evil and cruel and for little other reason which makes them come
across as flat. Early on this is not so much of an issue since the
mystery of their identity and motives conceal them which makes them
threatening, but in later episodes when this is no longer the case
they can become quite boring and lack presence. Being generically
evil can work if the characters play into in a convincing way and
embrace the somewhat hammy nature of this archetype. However, 9
-nine-’s villains do not commit and instead feel undercooked and
sloppy implemented. There is one exception to this and that is Ghost.
She is the first villain to reveal herself and she commits to the
idea of being evil in an almost gleeful way which helps her come
across as both threatening and genuine in her actions. Her overall
believability is also enhanced by the fact that she is not tied
solely into the role of villain and as events swing things around she
is adapted to fit them and this makes her a strangely endearing
character who can proudly sit alongside the heroines for how good she
is as a personality.
Artefacts Of Astonishing Beauty – Visual, Audio And Technical
From
a technical standpoint the best way to describe 9 -nine- is solid but
uninspired. Its visuals are what you would expect when you imagine a
modern day title in this genre. Backgrounds and character portraits
are clean and expressive while CGs come in fun normal and chibi
varieties, but there is very little about them that gives them any
sense of their own identity. Place them side by side with many other
visual novels and you would struggle to tell them apart. In terms of
features it has the suite that players have come to expect with quick
save and load options as well as control over small elements like
what animations play. This mediocrity never draw attention to itself
and there are no parts of actively bad quality which allows them to
sink from view and not obscure the strong narrative and character
beats. The only exception to this is the outstanding soundtrack that
is worth listening to even separately to the game. It is a mix of
emotive mood music and distinctive battle and scene themes working to
tie each story's beat to a tone in an impactful way. It easily stands
head and shoulders above the quality of the rest of technical
experience.
In
terms of choices and player agency there is some, but it just a choice
about what order to experience the content or choices that exist for
thematic or narrative purposes. 9 -nine- likes to express key plot
elements through choices and has the player act out this part of the
character’s actions to give them a little role playing immersion.
The game does not try to hide what it is doing and it is clear very
early on that all choices have no consequences so the player does not
feel cheated later on. On the other side of this game’s choices are
the ones where it opens the game up a little and gives several paths
forwards which must all be complete but can be done in any order.
These sections of freedom are a good change in pace and provide a
direct sense that the narrative is progressing in a solid and
comprehensible way. You should understand what to expect from the
game and not come in with ideas about being able to decide anything
meaningful.
Verdict –
The new standard for superpowered action episodic visual novels
which combines excellent characters and mysteries with a proper sense
of escalation. Even if it sometimes has trouble smoothlymerging its elements
together.
Pros
+
Compelling series of superpowered mysteries that careful shift as the
tone of the episodes changes.
+
Actions scenes blend character motivations with cool powers for a
very satisfying experience.
+
The main team has some excellent group chemistry and their fun
interactions are a joy to watch.
+
Solid presentation and technical polish supported by an excellent
soundtrack.
Cons
- There is a tension between the romantic and plot elements of the narrative and
the transition between the two is often not smooth.
-
The villains are mostly generically evil in presentation and come
across as boring and predictable.
-
The presentation and technical elements do nothing special and you
would struggle to tell them apart from any of their peers.