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

Steam    VNDB    Genre – Action, Thriller    Play Time – 40 hours

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)

Steam     VNDB   Genre – Murder Mystery, Detective    Play Time – 20 hours

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

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

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

DLSite    VNDB    Genre – Surreal Comedy, Horror    Play Time - 6 hours

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 

Steam     VNDB

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

Steam     VNDB

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

Steam    VNDB

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. 
For an extra mode this is quite elaborate

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. 
There are many ways to sell tone

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.
The Name Tags are an interest example of a collectable extra

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.
Each one is a bad ending. Are they meant to be serious or a joke?

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. 
Detectives come in all shapes and sizes

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.
YU-NO loves to encourage you to explore it

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.
Not cute at all if you ask me

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.
Greatest stealth mission ever

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.
There is plenty of good action in 9 -nine-

 
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.
Each heroine bring something new to the table

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.
Who's this? That's right it is the best girl.

 

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.
There is nothing beyond what you would expect here

 
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.
 

- Copyright © Towards The End Sky - Hatsune Miku - Powered by Blogger - Designed by Johanes Djogan -