Archive for September 2023

Best Visual Novel Releases – September 2023


The wind rustles the dry leaves on the ground and signals the arrival of Autumn and the riches of the seasonal harvest. Visual novels have reaped a some rich releases this month with some big names getting titles and interesting new ideas being demonstrated. There is everything from games about hacking and cyberpunk to confinement horror to a twisted fairytale and all of them showcasing the variety the medium is known for. Let’s sweep away those leaves and find out what treasures can be found in the world of visual novels.
 

Official Releases

 

ANONYMOUS;CODE

Steam     VNDB    Genre – Sci-fi, Hacking    Play Time – 20 hours


As the latest entry in the Science Adventure Series ANONYMOUS;CODE has some big shoes to fill next to the giants of Chaos Head and Steins Gate. The foundation it chooses to rest its narrative on is that of hacking in a near future Japan where the prevalence of technology is clear to see. From a visual identity standpoint it mixes its sci-fi aesthetic with a comic book presentation as it regularly shifts away from the expected textboxes of the medium into a panel style to highlight key moment of emotion and tension. Even its more direct story push a very different set of feelings on the player compared to what has come before in this series. While there is an element of mystery to what is going on in the world, this is a tale more interested in being exciting and engaging you with the character’s struggles than building up any form of slow boil tension. If you come in expecting this to be in line with what has come before then you may leave disappointed, but that would be missing the point of an energetic and personal visual novel which deserves its place alongside those older titans.
 

Solace State

Steam     VNDB   Genre – Cyberpunk    Play Time – 5 hours

Continuing the theme of visual novels with interesting presentation is Solace State. This cyberpunk title is not content with simple textboxes and instead expands its reach through ‘hacks’ to every vaguely flat surface so long as it makes for an arty and powerful framing. All of this is supporting a tale interested in ideas of community and humanity in the face of division and the march of technology. Putting on the shoes of the protagonist Chloe, you must utilised the power of ‘social hacking’ to engineer a future for her and her friends under the crushing pressure of a harsh world. Solace State is a game which wants to present the consequence of your actions and so leans into the short and wild divergent ending style of visual novel with it boasting about its 38 possible endings. The variety in everything from its world to its characters gives the game a sense of life and life lived that textures its locations and make clear the vision around which the narrative is based in a way only this team is capable of doing.
 

Mary Skelter Finale

Steam     VNDB    Genre – Twisted Fairytale, Fantasy, Dungeon Crawler    Play Time – 50 hours

As a hybrid visual novel utilising a dungeon crawler as its partner, Mary Skelter Finale bring the series to a close in a suitably dramatic fashion. This PC port may not be the best way to play the game due to strange choices made during the porting process which have resulted in a weaker graphical experience, but the issues are not large enough to overshadow what is an excellent example of how visual novels can merge with other types of game. The twisted manifestations of fairytales that the characters encounter as they traverse the jails are reflected equally in gameplay, through the nightmare chases, and in the narrative, through the characters own nature as blood maidens. Atmosphere is what Mary Skelter Finale does best and each second of the game oozes tension and surreal imagery in a way few others in either style of game can match. While not a good game to enter the series with, it is a treat for fans who wish to see how it all ends.
 

Fan Translations

 

H2O √ after and another Complete story Edition

Patch Download     VNDB    Genre – Slice of Life, Romance    Play Time – 40 hours
 
To centre a game around a blind character is an interesting choice for any game to make, even more so for a visual novel where the importance of the visual is even in its name. However, H2O cleverly integrates this disability into its presentation through making it clear that what we are seeing is the protagonist’s imaginary vision of what the world must look like and things start out of focus but shift into clarity as he gains more knowledge about them. This intelligent writing extends to the rest of the game as it deftly deals with the ideas of trauma and how one can heal from those experiences through their own will and through others. Each character brings their own scars to the table and not all of them are open and willing to be healed as their pain has made them defensive against attempts to have a meaning relationship with them. It is the clashes between these contrasting desires of haunted individuals that makes its evocative emotional moments all the more potent. A title for those who are look for some meat on the bone of their romance visual novel.
 

Gensou Rougoku no Kaleidoscope

Patch Download     VNDB   Genre – Confinement, Horror    Play Time – 7 hours

This game lists Ryuukishi07 as its scenario writer and that alone should already cue you in to the kind of twisted horror game on offer here. Follow the story of girls who find themselves confined in a mysterious place with their life on the line. Do not be fooled by the cute visuals this is a title not afraid to engage in bloody scenes and bring out the worst in its characters in order to unveil them for what they truly are inside. Its short length also helps it since the narrative has a relatively simple and direct destination which allow it to be bite sized bit of fear and prevents the shock value the game relies on outstaying its welcome. Overall it is a nice treat for fans of horror with one of the greats of visual novel horror at the helm.
 

Character Customisation – An Anatomy Of Visual Novels


What Shall I Be Today

 
There is a leaning in visual novels to have some degree of self insert aspect in their protagonists due to the prevalence and intensity of first person narratives. Some of them take this to its natural conclusion by giving the player a means of deciding parts of the character they are going to inhabit and these manifest as customisation options. They range from choosing the protagonist’s gender and pronoun to directly naming them to visual elements such as clothes. Each builds upon the foundational idea that the more control the player has over a character the more they will project onto them and empathise with their plight. While this might bring to mind images of dating sim style games, there are a great variety of visual novels which make use of this technique to achieve a similar but distinct effect, from subversion to secondary character reactions. How and when this customisation is presented also decides a lot about its perception and there are many ways to bring it into the game for differing effects. Let’s load up the character creator and find out how visual novels use it to charm the player.
 

Naming Characters 

 
By far the most common form of player customisation is the ability to name the protagonist in some fashion. This could be anything from just their first name all the way up to naming everything about them including what nickname they are called. Regardless of the extent of the name customisation given, the effect is a sense of co-authorship with the game and room to self insert into the protagonist you have helped form. When you name something you impart a bit of yourself into it in the same way a parent does when naming their child and the bond formed is a surprisingly potent one. For visual novels, the developer and the player are the co-authors and parents of the protagonist that the player named and this joint venture places the player in a supportive role cheering on the character. This method is common in otome titles such as Collar X Malice where the developers have a set identity for the protagonist in mind but want the player to understand that without losing the link between player and character. In Collar X Malice’s case the player gets to give the protagonist a first name but the family name is set by the game as Hoshino and in doing so makes it clear to the player what type of control over the character they will have during the game. This manifests as the choices which decided the ultimate fate of the protagonist, but not what type of person they are nor how they react to the consequences of these choices. Providing distinct divides about what the player can expect allows for these games to avoid disappointing the player as well as giving them some agency to help engage them. 
And the player can be the protagonist
 
On the other hand being able choose the entire name of the protagonist let the player completely sink into the character as a self-insert by let the game signal its intent to allow for such a type of role-playing. Taking a look at Doki Doki Literature Club shows how effect this can be at getting the player immersed in the setting and how it can be used against them to subvert expectations. Since Doki Doki plays off the tropes of romance visual novels it was only natural it would have a nameable protagonist from which the player can view the narrative and project onto in order to better emphasise with the heroines. This closeness is taken advantage of by the game when it starts to address the player more directly and the established link formed by the self-insert naming makes sure this does not come out of nowhere and is instead an expansion of what the game has already established. Either approach leans into the open relationship between game and player in a collaborative way leading a generally amicable air around the experience.
 

Choosing Gender And Pronouns

 
Standing equal to naming in terms of character customisation is the ability to choose gender and pronouns, but the effects these two have on the visual novel differ quite a lot. Creating a protagonist who can be any gender or use any pronoun the player desires would be an extremely difficult task for the narratively intense medium, so instead many developers who use this customisation element tend to have their protagonist be silent or say as little as possible. This way the player can fill in the gaps with the identity they have assigned to the character. However, another angle is to have the other characters acknowledge this choice by it bringing up in natural conversation and having it affect the characters' view of the protagonist. For a good example of this we should look to Analogue: A Hate Story which gives the player agency of the protagonist’s gender. This is particularly important given the emphasis on traditional Korea gender roles and so the manifestation of this viewpoint, Mute, treats the protagonist subtly differently depending on their gender. These changes are never heavy handed and generally exist as as slight alterations in her speech patterns or off hand comments that she thinks of as minor but reveal to the player a lot about her world view. Unlike with a name there is no need to constantly remind the player of their choice in a direct manner as in the real world the reactions of people to gender are far less pronounced to the point of only the slightest hints existing about how they see you.
Mute certainly has interesting things to say...

 

Visual Customisation

 
The ability to customise the appearance of characters is most prevalent in hybrid visual novels that have an RPG or dating sim element as their companion. This choice of secondary genre stems from the role-playing aspect already having a presence there and allowing the player freedom when it comes to the visual identity of their characters. There is no stronger element of our appearance than the clothes we wear with their striking colours and as you can imagine this makes them the primary means of visual customisation. The player is often given them as unlockables that lets them treat the characters like they are dress up dolls to express what the player thinks these people should be or what best matches their personalities. Just as child get attached to their favourite toy or action figure, so too does the tool of visual customisation make the player invested in these characters. Tokimeki Memorial Girl's Side makes use of visual customisation to help the player project onto the blank slate protagonist so they can feel as if they are romancing the heroes by proxy. Being able to pick out the outfit the protagonist will wear gives the player room to conceive of the character as a person they can relate to and who has similar tastes in both clothes and men. Even the slightest touch of empathy can do a lot to bridge the gap between the real and the fictional in a game so centred around it as its key selling point.
Clothes make the woman?

 

Conclusion

 
Giving the player control over the characters in any capacity can be a scary thing for a developer as the player could ruin their vision for the characters. However, the advantages of this choice for certain types of games far out way the risk of the player giving the protagonist a stupid name. Through naming a character the player can engage in a co-authorship of them or be able to completely sink into the role of the protagonist which allows the developer to set their expectations as well as create empathy. Should the game also use gender and pronouns as customisation options then the opportunity arises to have the other characters change their reactions based on the player’s choice to make them feel more involved in the narrative. If that is not enough then the developer can give up aspects of the character’s visual identity to provide a compelling source of player investment. Not all visual novels demand customisation and those with extremely defined characters will not want to give up any control of them, but the benefits are worth considering if you are creating a game with a less defined protagonist or cast.
 

Developer Spotlight – Studio Elan


Website     Twitter    Patreon     Itch.io    Steam


A Gentle Touch, A Quiet Bond 

 
Not all stories need to have a grand scale or expansive themes, sometimes the most profound things can be expressed in the smallest moments between two lovers. There is an energy and life to Studio Elan’s visual novels which forms a feel good ethos surrounding the characters as they come to know their own feelings and is infectious in its presentation. This is infused into their yuri narratives that tend to lean into some element of magic or fantasy to support the bewitching atmosphere as the pair explore their feelings. As a small indie studio their portfolio is not large, but what is here is some of the best the western visual novel scene has to offer in terms of well told and heart felt romances. Above all else it is a studio never content to rest on the familiar and are always pushing their ideas out into new stories and characters. Let’s take a closer look at what Studio Elan bring to the yuri genre and how their approach to visual novel design defines them.
 

Developer Overview

 
At first glance it might be tempting to characterise the narratives of Stuidio Elan’s games as simplistic or standard in nature. On a surface level this is true with a leaning into direct stories that present their core ideas to the player without any attempt to conceal or surprise. However, looking beyond this level we can see what the developers are truly interested in and that is the nature of romantic relationships, particularly those between women. Each game places its pairing in the direct light of the narrative and slowly peals away their masks to reveal the different parts of a person that go into forming a bond with another. This is often accompanied by the developers characteristic magical element which reflects some aspect of the heroine’s emotions and adding a touch of mystique to proceedings. What results is a brilliant stage upon which the cast dances, revealing to us and to each other the universal truths about the closest bond a person can have. It is at once theatrical in its directness and intimate in its contemplations which is an impressive line to tread, one that Studio Elan regularly does with grace.
 
In their games there is sensitivity to emotion few other developers can match. When a character expresses their feelings it is always in a gentle and sympathetic manner where each word carries a human fragility. Yet this is never presented as a weakness but instead a well of strength the characters can draw from to work towards their dreams together. Every relationship reflects this positive forward momentum even when the character does not necessarily end up with what they want and this evenness prevents it from becoming to unbelievable. The greatest benefit of this angle is way it smoothly integrates the romantic core with the other themes the game wishes to cover by bringing them into a cohesive whole that the player will never question. In reverse this also means that when the chips are down and the lovers take centre stage, they are never overshadowed or interrupted by side elements or unresolved ideas since they have already been dealt with in the lead up to this moment and this gives the couple space to be themselves without unnecessary narrative burden. 
 

Selection of Notable Works

 

Highway Blossoms


Road trips are an exciting prospect where many interesting and unusual encounters can happen along the way to your destination. Highway Blossoms taps into this sense of adventure and freedom to push our two heroines, Amber and Marina, towards each other as the space given to them allows for a searching of their own feelings as they overcome the trials. The motivation for this journey is the recently discovered journal of a gold miner filled with cryptic clues that promise hidden treasure. So a new ‘gold rush’ is sparked as our heroines join a race to uncover the hidden riches and this provides a background sense of this period in American history which acts as a nice contrast to the romance’s value on the intimate and immaterial. Overall this is by far the studio’s most grounded work but even this early on you can see the sensitivity and understanding of relationships which would come to define their later works. 
 

Heart of the Woods

Itch.io      VNDB


The supernatural presence in Studio Elan’s works goes up dramatically with Heart of the Woods with our protagonist, Madison, actively seeking it out as part of her role in an online show on the subject. Of course when she goes to a remote village in the woods she get far more than she bargained for both in terms of ghost from the past and love. It also has an ex-girlfriend who is actually present in the story and Madison has to sort out her feelings about this former lover as love for someone else blooms, which makes for one an interesting back and forth as they try to decide where they stand in relation to each other. This interest in the dynamics surrounding romantic relationships and how they begin and end is carried over to the rest of the cast. Each one brings their personality to bare in this debate of values through their actions even as the supernatural threat is out to get them. Giving both sides of this divide, plot and romance, the right amount of time and the sensitivity to the characters intimate emotions is the game’s greatest success.
 

Please Be Happy

Itch.io      VNDB


Knowing love and loving another are integral parts of being human and Please Be Happy takes this angle to explore the meaning of having humanity and its value. This is a tale where the most human people are supernatural in some way such as our protagonist, Miho, who is a fox turned human on a quest to find a certain kind human. Despite seeing the darker aspects of humanity she remains good at heart and this is very much a tale of good people who are just a bit awkward with their emotions. Finding their happiness is something the cast struggles with as their past, affections and commitments pull them in different emotional directions which leads to the majority of the game’s conflict. Please Be Happy is by far the studio’s most character centric narrative with emotions and interpersonal conflict being almost the entire narrative substance and this clear purpose allows for their distinctive style to shine at its brightest here. 
 

Conclusion

 
The strength of Studio Elan’s sensitive narratives cannot be overstated and works to make their visual novels some of the best in the English speaking sphere. Being able to tap into the well of complex emotions which go into human romantic relationship through the lens of yuri gives room for a proper consideration of what they mean to each character. Placed alongside their game’s sympathetic and gentle presentation of the fragile nature of the human heart and the result is a series of extremely well rounded titles which are willing to push their characters within the framework of the plot into revealing to the player who they really are deep down. Picking up a game from this studio is always a worthy investment of your time if these are the kind of experiences you are looking for.
 

Tsukihime -A piece of blue glass moon- (Remake) Review – Reimagined Under A Brilliant Moon

 

Genre – Urban Fantasy, Suspense, Horror, Action    Play Time – 30 hours    Developer – Type Moon   VNDB

 

Will It Disappear At Dawn?

 
The remake of Tsukihime was once considered a dead project by the fanbase due to how long it took to show any results to the point of being a running joke. Even when it finally did produce something the resulting visual novel only covered the first half of the original with the second half coming later. This release was subtitled A Piece of Blue Glass Moon and is the subject this review. The game covers the Near Side routes, these being Arcueid and Ciel, which focus around the greater world of Tsukihime with its supernatural forces on full display. In the original this was arguably the weaker half of the game given its role to act as set up for the other routes and in particular how much Ciel’s route retreads a lot of Arcueid’s route. Through this remake Type Moon tried to address these shortcomings of the original 2000s title and create a definitive version of their first work with the bells and whistles provided by modern techniques and a vastly bigger budget. Was the wait worth it or does this vampiric tale burn in the light of day? Let’s skulk under moonlight and find out.
 

Once Again Walking With Death – Narrative and Themes

 
As a remake there are certain expectations the game inherits from the original when it comes to content, characters and overall theming. This is a strong and well defined legacy to inherit and there are times when you can feel the game struggle under its weight as it can occasionally give certain moments more emphasis then they deserve. However, overall the title is a broad success in terms of preserving and enhancing the elements which made the Near Side so distinctive, these being a commitment to psychological and vampiric horror, a leaning towards action and world building. For Arcueid’s route this hold especially true since the game copies much of that route verbatim with the only real alterations being made on the moment to moment interactions between characters, otherwise this revision is faithful to a fault. Beyond the adhering to the original there is an understanding of what the new technology can bring to older scene that enhances them in a such a way that you know the original would have done the same if it had the ability to do so. This includes the proper use of movement, lighting and camera angles to sell the emotion the text is trying to invoke in a subtle way so as not be as unnoticeable as it is powerful. The effect these enhancements have in making the remake seem more like you remember the original cannot be overstated and is one of the game’s strongest aspects for returning fans.
Ciel is by far the character who benefits the most from the remake

On the opposite side we have the many changes the remake has made in order to rectify the flaws and limitations of the original work. These includes range from minor things like the reordering of events to make more sense and the expansion of certain character moments to increase their prominence to the wholesale rewriting of Ciel’s route. The original version of Ciel’s route suffered from borrowing too much from Arcueid’s route and a general sense that it had been rushed so it was a perfect candidate for a reimagining to bring out the potential of Ciel’s character. However, rather than throwing out the entire original route, the broad strokes have been preserved and the new material fitted around them so as to maintain the identity of Ciel’s route and offer a little subversion for returning players. The new additions to the route revolve around exploring Ciel’s past in a more expansive way which was a previously lacking area. It does this through having more character’s related to the Church being present for Ciel and Shiki to interact with and by drawing more parallels between Shiki’s plight and the experiences that have shaped Ciel into the person she is today. These touches do wonders to improve upon Ciel’s characterisation and give the route a much needed identity distinct from Arcueid’s route. The revitalisation of Ciel’s route is by far the game’s greatest success and the main reason to play it if you have already played the original.
 
This reimagining is accompanied by a need to be bigger and better than the original, even more so when it is only half of the overall narrative of that first game. Due to this need to fill space the remake can often extend scenes beyond their natural ending and adding in fluff events that are cute but do nothing to progress any part of the game forward. This is most noticeable in Arcueid’s route where the changes to what was a tightly paced experience are more obvious due to the way they temporarily grind events to a halt to accommodate them. While downtime is necessary to keep the player from burning out from all the tension and high stakes, there is a difference between having these moments further character dynamics and just repeating the same basic jokes or adding in long-winded monologues that do nothing to engage the player. Throughout other parts of the game you can feel similar occasional hiccups in pacing and they temporarily bring you out of the story as they put on the breaks in a highly unnatural manner. However, they are overall uncommon enough as to not destroy the game’s core narrative and are instead a series of minor nuisances.
Umm... are you okay Shiki?

Power level might seem like an odd thing to bring up as a criticism of a game which has always had its fair share of action, but it is in the inconsistency of that power level where the biggest issue with this remake lies. The problems manifest at two distinct points, fights related to the vampire Vlov and the final battle at the end of Ciel’s route. These conflicts are almost apocalyptic in scale and feel so detached from the rest of the game which deals in relatively down to earth and deadly threats. This is especially strange when considering our protagonist Shiki is presented as fragile and human outside of these battles but inside them he displays an ability to fight and survive damage he never uses outside of these moments. Vlov is the bigger offender since he is in the middle of the narrative meaning that the power level spikes when he appears and afterwards drops like a stone back down to its original levels. This causes a strong sense of whiplash and a feeling that Vlov does not belong with the rest of the game making it obvious he is a new addition. The final fight in Ciel’s route at least attempts to justify why the power level spikes, but its problem is the jump is just so ridiculously large with the strength of the characters involved moving from vaguely realistic to completely over the moon in a short space of time. It seems to be this way so as to have a big finale for the game since it now lacks the second half and must end on some kind of resolution to provide catharsis for the player. Since these two examples constitute a very small amount of the overall play time it would be misleading to say they ruined the game, but the poor way they were handled as part of the whole narrative does leave a sour taste in your mouth as it kicks you out from enjoying what are in isolation very impressive fights. However, they feel like the belong more in Fate Grand Order than they do in Tsukihime.
 

Of Vampires And Mortals – Characters

 
The majority of the remake’s cast is inherited from the original Tsukihime and they are as distinctive here as they have always been. Time has been kind to the main characters, they have remained relatively unmolested by imitators or an obsession with moe and feel as fresh as they did back when the original was released. Having a protagonist like Shiki at the helm helps a lot since his mixture of kindness, violent urges, supernatural powers and physical weakness makes for a soup from which a variety of character arcs are possible and provides things for the heroine’s to bounce off to create engaging dialogue. He is at once likeable and interestingly flawed which makes seeing events through his eyes an entertaining journey and his mortality adds stakes to every confrontation with the world of vampires. The two main heroine’s of the game, Arcueid and Ciel, strike the right balance between being proactive driving forces for the narrative and being vulnerable enough that it is believable for them to need Shiki both emotionally and as backup in battle. Beyond this the rest of the returning cast have mostly background roles in this game but even here they showcase a degree of complexity while hinting at what is yet to come. Together they are as memorable as always and the remake captures why they entranced so many people over the years.
Noel is an... interesting character

As for the new cast members introduced in the remake, those which are directly involved in the plot work to expand the horizons of the narrative and provide a more well rounded character experience. They are mostly related to the Church and thus shine in Ciel’s route, but make enough of an appearance in Arcueid’s route so as to not appear out of nowhere when it is their time on screen. Their existence is an effort to give Ciel and Shiki some characters to interact with who relate to the side of the world Ciel exists on which the original was sorely lacking. For example Noel acts as Ciel’s work partner and is a complete contrast to Ciel’s personality being a strange mix of cowardice and adult, almost predatory, charm. This makes her an excellent character for Shiki to interact with and receive information that Ciel would not be willing to give up and allow Shiki to express feeling through an outlet beyond the main heroines. All the Church related cast broadly act in a similar manner and allow for a richer understanding of the world, past and beliefs of Ciel that were not properly explored before. It is in the new content that they shine their brightest and showcase the wonders well constructed additions can do to breath life into existing stories.
Oh boy is this guy creepy

Not all the new additions are used quite as effectively as those related to the Church and these are the characters who are in the waiting room for their important role in the next game. They mostly relate in some way to the Tohno household which is the subject of the Far Side routes but is only loosely touched upon in this game. As such they appear repeatedly in the common route before mostly dropping off the face of the earth as soon as a heroine route starts. Saiki Gouto is a good example of this as he is introduced early on with a unique antagonist relationship with Shiki and his abandonment of the Toono family. After this he appears a couple more times to deliver cryptic messages and veiled threats and then he is never heard from again. He is probably the most blatant set up for next game character in the entire visual novel and this makes he come off as a distraction which is wasting the player’s time since there is no pay off to his presence. On top of this it gives a general sense of the game being only half finished which is not something you should be regularly remaining the player of while they are trying to enjoy what is here.
 

A Revitalised Full Moon – Visual, Audio and Technical

 
Visuals and audio were never the strong points of the original Tsukihime so any improvement to them would make the remake stand out against it. However, rather than simply replacing the identity of the original’s visuals and audio, the remake takes them as a basis to improve upon and regularly invokes these elements of the original through subtle nods or complete recreations. Above all else it brings these aspects of Tsukihime in line with the standard of modern Type Moon and makes them more accessible to a modern audience. There is a surprising amount of movement on display as the characters display a dynamic suite of positions and expression for their portaits to sell everything from the power of a blow to their hidden feelings. This move towards the unifying of the game’s style with the rest of the developer’s catalogue does come with an occasional hiccup where certain characters can look very similar to character from other games they have developed. Arcueid and Shiki suffer from this when they drift into looking like Saber and Shiro respectively and this is very distracting when you are trying to be invested in these characters. On the musical front, the majority of the tracks are entirely new since the original only had a handful of songs, but some of that old catalogue is maintained here in the form of remixes and bringing in motifs from them. In combination they make for delightful soundtrack perfect from enrapturing both new and old fans.
Flowcharts are important for a more complicated visual novel

On a broader technical perspective, the remake makes use of a variety of presentation and accessibility elements to create an experience that is both tense and flows well. The choice of NVL as the game’s formatting style carries over from the original and is as good here at building atmosphere as it was before. There have been a few touches to make the potential walls of text more intelligible through having only the most recent line of text be bright and all the previous ones take on a darker hue to ensure clarity. In line with this move towards lucidity, a flowchart has been included in the game which allows for the player to see their progress, the consequences of their actions and jump to any unlocked scene at will. This lets the player navigate through the game without having to worry about constantly saving at every choice and wondering what action caused what outcome and, with the return of the helpful Teach Me Ciel Sensei, every effort has been made to ensure the player is never lost. 
 

Conclusion

 
Tsukihime is certainly a game that needed a remake, but it is also a game with a lot of exceptions and baggage attached to it and for the most part the remake does a good job of capturing the essence of the sections it adapts. It is at once faithful to the original while taking on board new ideas to improve the weaker elements of the base game. In doing so it does run into some issues with how it handles the power level of the game which leads to a feeling of inconsistency at times. The old characters continue to be as charming as ever and the new additions who stand out here share a similar level of quality. There are some new characters that exist as set up for the next game and they feel really out of place here given they have no real role to play in the narrative. From a visual and audio stand point the game is a dramatic improvement over the original and breaths some much needed life into it. Modern conveniences have also been included in the remake with things like a flowchart making for a more streamlined and smooth experience. This is about as good a remake of Tsukihime as could be expected and with the second half coming at some point it will be interesting to see what the complete title will look like.
 

Verdict –

A gold standard for visual novel remakes which captures the essence of the original while not being afraid to improve upon its weaknesses, even if it does stumble under the weight of these changes.

 

Pros -

 
+ Faithful to the narrative and themes of the original visual novel.
 
+ Adds additional content where needed to expand upon the weaker elements of the narrative, in particular with Ciel’s route.
 
+ The old cast is as memorable as ever and they are joined by a set of new characters who wonderfully fill holes present in the original game.
 
+ Having a modern coat of visual and audio paint does wonders for the effectiveness of the emotional beats.
 
+ Modern accessibility features such a flowchart allow for a smoother recovery from any potential bad endings.
 

Cons -

 
- The inconsistent power level of the battles can draw you out the experience and make it difficult to suspend your disbelief.
 
- Not all of the new cast are utilised in this game and many of them exist as set up for the next title.
 
- Having a modern Type Moon art style can sometimes lead to characters looking eerily similar to ones from their other games.
 
- The new content can make the game feel bloated at times.
 

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