Archive for October 2023

Best Visual Novel Releases – October 2023


As the cold winds begin to blow in and mark the arrival of November, let’s look back over this October and see how it has been for visual novels. This has been a month of interesting shorter titles and a few longer ones with their own distinctive ideas. On offer is everything from various heartfelt yuri romances to dungeon crawls to DLC content. It has been a month filled with excellent games and the few selected here are the ones that best represent what the medium has to offer. So dive in and see what visual novels you could be playing. 
 

Official Releases

 

GINKA

Steam    VNDB     Genre - Slice of Life, Drama    Play Time – 7 hours

When a girl who has been missing for five years suddenly reappears in front of you what should you do? Such is the situation GINKA’s protagonist, Aoba Ryuusei, finds himself in with the return of his childhood friend who has not aged a day since she vanished. It is obvious from the moment the game starts that this is title which aims to pull on your heart strings and as the characters enjoy their happy moments together the spectre of inevitable tragedy hangs over them. Being a relatively short visual novel works in GINKA’s favour since the drama and emotions it uses as it backbone never become tiring or too predictable. On occasion it does fall into the tropes Frontwing likes to use for their events and characters, but it has enough of its own identity to not be overwhelmed by these traits. If you are looking to cry then GINKA may well be for you.
 

UsoNatsu ~The Summer Romance Bloomed From A Lie~

Steam    VNDB     Genre - Yuri, Romance    Play Time – 8 hours
 
As a developer Lycoris constantly shift the genre of their games, they have produced horror and thriller titles with the only constant between them being the presence of a strong Yuri element. Enter UsoNatsu, a slice of life romance focusing around that common element and bringing it into the spotlight. In many ways this game could be seen as the inevitable conclusion of the way Lycoris' games are written as the relationships in them had always played a major part in how events unfolded. So here is a story about how love and lies intersect while the memories of the past haunt its characters. A heartbroken Kaoru finds herself opening up to the mysterious Shiori and the two agree to help to overwrite each other’s painful memories and as they attempt to do this they come to realise things about themselves and their feelings. This is a well told Yuri romance which should definitely be on your radar if you are a fan of either genre.
 

Synergia – Sunrise

Steam     VNDB     Genre – Cyberpunk, Dystopia    Play Time – 1 hour

The original Synergia was an immersive cyberpunk dystopian narrative that managed to delicately tread the line between its bleak setting and the rays of hope embodied by the characters. To see this title receiving a free DLC epilogue, Sunrise, three years after the original release was a pleasant surprise and works to tie up a few loose ends left behind in the story. While the overall tone and substance of Sunrise is noticeably different due to the changed nature of the setting and characters, the undeniable quality of the original is still present and it knows exactly how to invoke subtle emotions in a tactile manner. Obviously this is something to be played after the base game, but since it is free why not pick up that first amazing title and receive this as a nice bonus?
 

Fragile Feelings

Steam    VNDB    Genre – Yuri, Romance    Play Time – 4 hours

Having the spectre of terminal illness hanging over you is no easy thing to deal with, it inhabits your thoughts of the future and paralyses all forward momentum. Such has been the life of Ann Clements, but she has defied expectations and survived beyond her nineteenth birthday. Now she is confronted by an even more terrifying idea, that she has future and no idea what she should do with it. When she meets the new nurse Asaba Kohaku, who is everything she is not, she begins to see through Kohaku a chance to break out of her shell and build something for herself. This game’s balances its delicate subject matter and emotive relationships with a skilled hand as you would expect of Ebi-hime. For those looking for a Yuri tale which touches on some very human issues then Fragile Feelings offers something memorable and right up your alley.
 

Gears of Dragoon: Fragments of a New Era

Steam   VNDB    Genre – Fantasy, Dungeon Crawler    Play Time – 60 hours

For this month’s hybrid visual novel we have one merged with a dungeon crawler set in a world mixing technology with magic. Gears of Dragoon is not pushing the envelope when it comes to either end of its gameplay, but is instead a title which aims to provide exactly what its audience expects. In this case it manifests as a somewhat light hearted tale with a lot of cute girls with enough twists and turns to keep the player engaged over its long play time. The characters are the part of the package which holds it all together and they exude a sense of infectious fun to compliment the overall narrative direction in order to make them the most memorable part of experience. On the dungeon crawler side of things it has the series of standard interlocking system you would expect from the genre, but is generally easier than many of its peers even if it can suddenly spike in difficulty without warning. Looking for a visual novel with some other gameplay on the side, then you will have a good time with Gears Of Dragoon although this is not for everyone and you should consider if you would enjoy what it has on offer.
 

Developer Spotlight – Winged Cloud

Twitter     Patreon    Steam 


Flying In A Straight Line

 
Stick to what you know might well be Winged Cloud’s company moto and why would it not be in the face of their continued success as a developer. Most well know for their Sakura games, Winged Cloud has a specialisation in short romance visual novels which focus around a single idea shown in their title and have some sort of erotic element to spice things up. On the surface it is surprising to see the degree of their continued popularity despite their output not being dissimilar to the many other developers who produce throwaway romance titles, yet they all do not have the staying power of Winged Cloud. Is this a case of being in the right place at the right time for their early games or is there something more fundamentally attractive about the bite-sized worlds and characters they produce? This mystery demands a closer examination of what is perhaps the oddest Western developer. Let’s find some cute girls with a very specific gimmick and uncover the strengths of Winged Cloud’s brand.
 

Developer Overview

 
Sometimes being direct with an audience can be exactly what they want, no complicated plots or tormented characters, just what the game says in its title. It can be refreshing to sit down and not have the game demand anything from you and this appeals to those who just want to turn off and relax. Here is where Winged Cloud have made their home with titles than do not aim for the stars, but instead provide a level and consistent experience that is familiar while each one still having enough distinctiveness from the last to separate them. This aim makes romance the perfect genre to centre each game around since it is an immediately recognisable and understandable narrative foundation and love is an emotion we can all instinctually comprehend without the need for explanation. Combine these two elements together and the result is a light visual novel where the player can be enveloped in a warm fluff narrative that makes its one unique feature stand out to provide a bit of stimulation, but not enough to overpower the sense of familiarity they will be consumed by during their play time. Romantic fluff is a form of escapism which has a long history in a variety of mediums and its continued longevity even here showcases the appeal of playing out this type of fantasy. Winged Cloud know this fact and have not deviated away from producing games in this space for their entire existence. Their continued success should speak for how they have mastered this particular niche of the visual novel world.
 

What is known and familiar can be at once comfortable and warm while also providing a source of emotive symbols we can all easily recognise. Such is the nature of the cliché, at once the most looked down upon part of aspect of the medium and yet one that still manages to hold people’s hearts. The reality of its use is that moderation and short play time are its best bedfellows and allow it to invoke specific and predictable emotions in people. It also presents easy to identify signals for the player and they know what this cliché is likely to include which holds them in suspense for the inevitable. Just as romantic fluff can lead to a form of escapism so too can a well placed core cliché and this is something Winged Cloud understands well. Each game they create employs a single cliché around which the entire experience rotates around and this is signalled to the player before they even start the game through its title. Be this Shrine Girls, a Maid or a Cupid, there is never any attempt to conceal the core of the game and this ensures the only people who play the game are those who are willing to go along with the ride. A bond forms between player and game whereby there is an agreement about how the player should behave based on their prior encounters with the cliché in question. They know what emotions they should be experiencing and engage with the visual novel on these terms to gain a sense of familiarity and comfort from the old idea made into something slightly different.
 

Selection Of Notable Works

 

Sakura Succubus 1-7

Steam     VNDB

If there is one series within the Sakura franchise that embodies Winged Cloud’s philosophy for narrative and game design then it is the Succubus games. This seven game long story centres around the simple idea that the protagonist Hiroki has a natural sent succubi find irresistible. It stats out relatively simply in the first game with three succubi and piles on more succubi as the games go on until it takes another turn into a more direct romance. All of this is very obviously a form of male fantasy escapism and follows a lot of the clichés associated with it, such as the sudden and inexplicable attractiveness of our otherwise normal protagonist and the assembling of a harem of women who are all in love with him. These games make absolutely no attempt to hide what they are and wear this identity with pride to the point of poking fun at itself in later game as if to signal it knows how increasingly silly its premise has become. However, it is in this unabashed attitude where the Succubus games derive their staying power within the minds of players. Knowing your audience and catering to their desires and expectations holds a lot of potential desirability to counter any lack of memorable features. When players know what to expect from a series they will always return to it so long as it continues giving them the hit they crave.
 

Sakura MMO

Steam      VNDB

On the other end of the wish fulfilment spectrum for the Sakura games is the MMO series. These titles follows a female protagonist who finds herself in a world that bears a remarkable to her favourite mmo and gets involved with a colourful cast of characters. This basic description should immediately cue you into the fact that this is an isekai story and the game goes along with the tropes of this type of narrative by having our protagonist be overpowered. The choice to have a female main character recontextualises the many women who flock to the protagonist from a standard harem into a yuri harem which changes the nature of their relationships. Not everyone wants the almost lustful and direct tones of a normal harem which a yuri harem avoids by emphasising the ideas of female purity and sanctity associated with yuri in general to frame the bonds in a positive light. By using this technique the games can shift their appeal to a slightly different audience which other Sakura games would not be able to cater for. This selection of various approaches is at the core of the Sakura franchise’s broad appeal since it offers a lot of different audiences a bit sized morsels of what they desire to keep them coming back.
 

Sakura Dungeon

Steam      VNDB

Every so often Winged Cloud decide to do something different. While they never deviate too far from the formula which made them successful, what is added does make these games stand out from the rest of their titles. Sakura Dungeon is one such visual novel and the unique addition it makes is presence of dungeon crawler mechanics. This is no pure visual novel like the majority of Winged Cloud’s output but instead a hybrid which pushes them in front of an entirely new audience of DRPG fans. From a narrative point of view it is exactly what you would expect of a Sakura game with all the expected clichés, although it leans more towards the MMO end of the spectrum rather than the Succubus with its female protagonist. When it comes to the dungeon crawler mechanics it uses, they are fairly basic with the only noticeable exception by the monster capture system whereby you can recruit the enemies you fight as party members in a loose collectable element. Instead of the complicated mechanics the DRPG genre is known for the result of Sakura Dungeon’s design choices is a light and accessible version of what, for many, is an impenetrable section of gaming. This way Winged Cloud can hedge their bets by not alienating their old audience with overwhelming gameplay while still testing the waters with another potential group of players.
 

Conclusion

 
There is an undeniable staying power to Winged Cloud’s games for they understand exactly what their audience wants and provides them a condensed dose of it. Focusing on simple romance narratives is a the heart of many of their titles with an eye to creating a short and sweet experience that does not demand much from the player. To enable this approach the stories lean into familiar clichés to set the player's expectations and cue them into the exact feelings they can expected to have in order to prevent any surprises. Add to this a good helping of various kinds of wish fulfilment from normal and yuri harems to overpower isekai and the result is a warm, fuzzy and unchallenging time which can often be what people want from a game. Sometimes Winged Cloud do slightly step out of their comfort zone by introducing other game mechanics in an attempt to attract in new audiences. Even if you might not like their style of visual novel, there is still much to learn from their example when it comes to the audience expectations and how to play into them.
 

Polyamorous Endings – An Anatomy Of Visual Novels


A Relationship With Many Sides

 
When it comes to relationships most forms of media present monogamous pairings as the normal and rarely explore beyond this line of thinking and when they do the presentation of the opposite extreme is generally negative. Enter the visual novel, here is a space where polyamorous relationships are given an equal examination to their more traditional peers through these games' endings. While they by no means form the majority of romantic interactions in the medium, they do exist in significantly higher numbers than elsewhere and each is presented with the sincerity it deserves. When it comes to how polyamory manifests in narratives there are two groups, those involving exactly three participants and those numbering greater than that baseline. These have differing means by which they come about as well as how they end up defining the people they connect which gives each a unique flavour for the player. Despite the nuance on offer from these endings there are various problems with perception due to people’s ingrained ideas of the value of monogamy and the way more erotic titles also make use of this type of ending for a different effect. Let’s expand our romantic horizons and see how visual novels use polyamorous endings.
 

Three Is The Magic Number

 
When presenting a non-monogamous relationship to the player it is hard to get them to understand it the further away it is from the two person system they are familiar with and as such adding only one additional participant is the most common polyamorous grouping. One of the major advantages of this trio over a greater number is it can be neatly divided into three pairings and play off the established idea of a love triangle as a form of common ground with the player. Like the sides of a triangle a relationship formed of three people has three lines of emotion which the player has to understand, one from each person to the other two. By having neat and easy to follow lines the player can keep track of how the relationships of each part of the trio inform the eventual collective romantic ending. Another trick often employed is to have only two of the three characters on screen at the same time in an imitation of the standard monogamous interaction and only having all three express their feeling together when the game heads towards its ending. This means the player is never overwhelmed by possible clashing or overlapping love from those in this relationship and it helps them understand the factors leading towards their eventual union, only to reveal it a dramatic fashion for the most impact when the time is right. 
Sisters are a recurring presence in trio relationships

We can look to Ren'ai, Karichaimashita for an example of this techniques through its use of the love triangle. This is a game which plays the idea of a love triangle for comic effect and likes to poke fun at it with dynamic between Emi and Hasumi and it is into this environment that it introduces its trio. Twin sisters Chinatsu and Konatsu form the narratives backbone of this relationship and engage playfully with the love triangle and its tropes even going so far as having the twins swap places to fool the protagonist. However, rather than presenting it as some sort of competition between the twins it eases the player into the unique bond the three develop and uses its undermining of these conventions as a constant source of humour. At its ending all these threads are gathered together to create an acceptance in the player of the relationship which has formed between the characters while not directly shoving the polyamory in their faces. Broadly speaking this is how most non-standard relationships are presented in visual novels and showcase a more sympathetic and relatable take on the subject.
 

Why Stop At Three?

 
Once the number of people in a polyamorous relationship exceeds three it tends to spike by quite a bit, jumping up to anywhere from five to seven. This spike is due to the benefits of the triangle’s simple relationship dynamics being lost so it becomes more important to commit to the characters individual paths towards the polyamorous ending rather than asking the player to keep track of each possible bond in the romantic lattice. Showing the micro level of each character’s bonds has a similar effect to the focus on a single relationship used by trios by bringing these intricate feeling down to an easy to understand level which can be subtly built up into a larger picture. This foundation is then added to as the game piles on the other participants in the polyamorous relationship and little by little a complete picture of formed as it reaches its climax and reveal with the narrative’s ending. Giving the player the space to breath and get to know each character helps form a detailed idea of what would lead a person to this type of bond while asking the player to consider what that tell them about the nature of relationships in a broader sense. 
The build up for polyamory takes a long time
 
Lamunation! provides a good showcase of how to present a larger number of people in a polyamorous ending. To start with it divides its core game into routes following sets of heroines as they deal with their own issues and lets the player see the close feelings they already have with the rest of the core cast. These segregated routes spend a fair amount of time showing how the characters bounce off each other to make the later shift into all of them being intimate appear organic. These are things like Lamune’s inability to say no to the other girls or the Prateado twins tendency to share everything between each other and they provide the reasons and motives for the eventual polyamorous ending once all other routes have been completed. Nekopara follows a similar approach except rather than routes it splits its catgirls into pairs and gives them individual episodes to shine in. By doing this the episodes can rely on the previously mentioned relatable power of trios to show the dynamics forming around them and bringing in past trios to slowly build up the whole picture of this relationship before organically letting it happen.
 

Problems With Perception And Lust

 
It might be obvious at this point that there is an important drawback to the inclusion of a polyamorous ending and this manifests through their negative connection with lust and the dominance of monogamy. In many ways visual novels do not help themselves when it comes the connection to lust since there are a number of games using polyamorous endings which utilise it as a form of erotic fantasy rather than treating as a potential and interesting manifestation of human relationships. These tend to be titles like Imouto Paradise or Funbag Fantasy which have no interest in being taken seriously on any level and exist purely for eroticism with little concern about how they are perceived beyond their target audience. There is nothing wrong with this per se and the continued popularity of this type of fantasy does show there are many people who willing to accept a simple representation of these ideas. However, it does effect how those from outside the medium see polyamory within visual novels and there is a definite tendency by these people to present games including this type of relationship as horny and of a lesser narrative quality regardless of what the truth actually is for each one. Beyond this issue there is a fear by developers that treating a polyamorous bond with complete seriousness might alienate their predominately monogamous audience, hence why all the titles mentioned in this article present it through some lens of comedy. Treating it as a partial joke allows them to deflect the idea that they are supporting a non-standard relationship and make it more palatable for potential players. Overall these problems do muddy the water when it comes to discussing polyamorous endings and are worth always keeping in mind when you encounter one.
This is totally innocent right?

 

Conclusion

 
Addressing polyamory is a delicate balancing act that few are willing to tackle so its presence within visual novels as endings is an interesting convention. While the reality is a mixed bag between sympathetic and emotional presentations and simple titillation, making for a muddied overall coverage of the idea, there are nevertheless more meaningful narratives about it than in most other mediums. If there are three people in the relationship, the visual novel can focus in on each pairing within that trio to make the sides of a triangle and allow for an easy and nuanced understanding on the part of the player. Beyond that number and the title has to fixate on the characters individually in order to give them the time they need to present their growth towards the polyamorous ending. Everything comes together at those endings and leaves the player to consider the value of what they just witnessed. This type of relationship and ending is not suited for most visual novels due to the amount of narrative and emotional set up it requires to be effective, but it is still worth considering if the pieces fall into places for this kind of bond between your characters as you plan your visual novel.
 

School Slice Of Life – Genre Deep Dive


The Brilliant Days Of Youth?

 
Of all the genres that dominate the visual novel space there are none which can compete with the behemoth of school slice of life. Beyond the many games utilising it as their core narrative element, many others use it as a secondary pillar to ground their more fantastical or emotional genres and give them an easily recognisable touch point with the player. Its presence is so prominent that many not familiar with the medium still associate it with this idea of high school aged protagonists leading their daily lives. There is as much diversity as there is repetition in such an expansive genre to the point it can be both a blessing and curse to be associated with it. Let’s go back to school and uncover the enduring popularity and pitfalls of this defining genre.
 

Transient Freedom And Possibilities 

 
In the Japanese visual novel space the period of life spent in school, in particular high school, holds an idealised quality as a time where the possibilities of life are open to you and you are afforded a freedom absent to an adult. Here can be found the brilliant emotions of youth for all to see with things said in fits of love or hate that would be unthinkable in later life, but in this moment they are looked upon as part of growing up. Alongside this is the sense of the realities of the world not having set in and these teenagers dreaming of future possibilities and experiencing an intense love for another person. Obviously none of this truly reflects the messy truth of hormone driven minds or the chaotic and unpleasant mess school life can be for many people. However, it does not have to since as the memories of that time fade we filter out the painful things we want to forget and remember the good times we did have along the way. The idealised vision of those times taps into this reductionist view of school we form in our heads and uses it as common grounding element visual novels can rely on to serve as a foundation of their stories. 
To school, right?

Sabbat of the Witch plays this idealisation fairly straight and focuses in on clubs, school events and other activities outside of lessons. When the lessons and studying inherent to this genre do come up, they are treated as a comfortable mundanity and a desirable place to return to after the characters have overcome their trials. In many ways school slice of life is treated as something with a calming and healing property for both the characters and the player and as a daily life to aspire towards. On the flip side to this relatively grounded presentation of school is Majikoi which makes school take the form of a place characterised by over the top fights, social hierarchies and larger than life characters. Here school is often interrupted by whatever absurd event the game feels like presenting to the player or when the status quo needs to be shaken up. However, under the surface of the sheer insanity that Majikoi cooks up is much the same foundational ideas of school slice of life. It is presented as the baseline normality for a reason and represents the desirable peace the character can always fall back on filled with their friends and a place where they can be themselves. What links these two games is that their vision of school slice of life is not a reflection of the real and messy place school is in practice, but instead a faded remembrance of a time long passed and they hope the audience feels the same. 
 

Flexibility And Inbuilt Drama

 
One of main reasons visual novel developers choose to embrace the school slice of life genre is the way it can accommodate any story they wish to tell while bringing some easy to access drama of its own. This is a genre which does not demand to be the centre of attention and can comfortably assume a supportive role to a main genre in a smooth process without any tonal clashing. What allows this joining to be possible is generally neutral nature of its primary element, school. Love it or hate it, there is no denying the presence of school in the lives of most people and we consider it normal in the same way as getting a job or having a family, parts of our lives which is barely worth batting an eye at. The school slice of life genre takes these inbuilt preconceptions and uses them to merge into the background and remain unquestioned. Of course, when needed it can introduce its own sources of conflict to compliment the main narrative. These include everything from the heightened emotions of the teenage cast to the school administration acting against the actions of the characters. None of these are strong enough to overshadow a more compelling narrative core, but do wonders at filling downtime with something interesting. 
The school uniform is the outfit of the visual novel character.

For an example of the neutral nature of the school slice of life we can look to games like Hatsukoi 1/1. Here a diverse cast of characters with vastly different personalities and backgrounds can believably exist in the same space due to being forced to attend school just like everyone else. A school is a melting pot of people and this can be seen in the contrast between the reserved ex-actress Maya and the energetic basketball ace Kyou, who are a pair that would normally never have contact with one another, but at a school they can easily rub shoulders. If My Heart Had Wings does a good job of showcasing for us the quiet drama that seeps into the narrative from the school slice of life. A combination of school club issues and the rampant hormonal emotions of the cast form a subtle backbone that the routes bend to their needs. Throughout the game these conflicts re-emerge whenever there is a need to up the stakes or provide a character motivation to progress events.
 

Overuse And The Plague Of Apathy

 
When discussing the school slice of life genre it is hard to avoid the elephant in the room, its presence in the vast majority of visual novel releases. It has reached the point that having some element of the genre has almost become an expectation and people are surprised when a game does not follow this convention. This has caused a plague of apathy and awkward acceptance among existing players who are not madly in love with this prolific genre. Perhaps more importantly, it makes it difficult to convince a new player to give visual novels a try as they will see it through the preconception that all the medium boils down to is a collection of stories about shouting teenagers and their boring school life. This is a barrier which can be broken down by showing them the many titles and developers who reach beyond the standard trappings of school slice of life with more adult characters such as in Making*Lovers and it focus on older heroines or Steins:Gate’s all consuming tension. 
People exist in more places than just school.

However, it does not look like this trend for the overuse of the school slice of genre is going anywhere anytime soon. The romance genre in particular seems set on adhering to having this as a subgenre in order to provide their players with a comfortable and familiar experience that can reliably sell new games. It is rare for a developer to venture outside of this realm and even when they do it is rarely for more than one game. The noticeable exception to comes in the form of otome which has a good mix of other secondary genres, such a the police thriller aspects of Collar X Malice, but still contains a fair number of school slice of life centric narratives. Overall, it would be nice to see a willingness to expand beyond this limiting sphere of storytelling devices. With all that said there is nothing wrong with this genre as is demonstrated by its continued popularity among players. 
 

Conclusion

  
School never ends in the world of visual novels as the school slice of life genre continues to dominate and compliment other genres. It invokes a sense of transient reminiscence of a time when we had more freedom and where the world was a beautiful web of possibilities in order to resonate with the player. The way school slice of life can merge into the background of other genres is a testament to its relatively neural nature while still being able to offer some conflicts of its own to supplement the main narrative. However, the overuse genre has created a general plague of apathy towards games using it and makes it difficult to overcome the preconceptions new players have regarding visual novels being all the same. The strength and popularity of the genre is clear to see with every new release that uses it, but it can be a doubled edged sword for the medium as a whole and limits the stories it can tell. 

Majikoi! Love Me Seriously! A – The Afterlife Of A Game Series


Genre – School Life, Comedy, Romance    Play Time – 10-15 per game    Developer – Minato Soft    VNDB

 

When Only Characters Remain

 
Once a game series has given all the stories it can, what remains to be extracted from it? Perhaps you expand the world by adding a new setting or maybe you introduce an exciting new threat. The answer the Majikoi A games have settled on is to fixate on what the previous titles did best, its larger than life characters. As such each game in the A series is an anthology of after stories and stand alone routes which cover the remaining cast members who had not been given one beforehand. There is no common route or joining material between these sections and it relies wholly on the quality of each element to overcome its lack of cohesion. Despite all the effort that has clearly gone into these games, the question must be asked, is this addition to the series really necessary or is this just the case of a developer trying to wring all the money it can out of its audience? This is a question Majikoi A struggles with across it entire duration and presents to us the value and damage such a continuation can bring. Let’s find some warrior women and discover the answer.
 

Untold Possibilities – Narrative and Themes

 
Unlike the previous games the A series is not interested in having any grand overarching narrative and instead bet on its characters being enough to keep the player invested. This is not to say that there are no narrative threads at all, but instead they are smaller and of a self-contained nature. These sections are a strange mix of stagnation and mixing up the formula in exiting ways seemingly at random.
 
Each of the A games is a mixture of after stories and new routes for cast members who had previously been secondary characters. This provides a good spread of new and established relationships and showcases the different stages of the romantic relationships for the cast in a less direct way due to the almost laissez-faire manner they are dealt with by the game’s segregated structure. Of course having such a loose connective tissue is also a massive drawback since there is no driving force to keep the player going beyond whatever route they choose first and should they be disappointed with that route then the game has no way to keep the player from putting it down. 
There is nothing exciting about this menu

The after stories sit in a strange place in this equation as they are the part of the game the player is most likely to engage with due to their focus on established characters the player already has an investment in and they draw the player away from the new routes. However, this is also the second round of after stories since Majikoi S also had a fair few and you can feel the fatigue in the writing at times where the developers try to not repeat themselves and give each character the send off their deserve. On the flip-side we have the new routes that sit in an odd position since they start mid narrative with no lead up due to the lack of a common route. There is a sense of being suddenly thrown in the deep end which persists for a few scenes as the game scrambles to make it clear what happened before the start of the route. As this occurs for every route it becomes this constant feature and distracts from what are some of the best routes that Majkoi has ever produced.
Exploring characters who might otherwise be overlook has some merit

When it comes to the content of the routes and after stories, there is a strange combination of complacency and innovation. A single game can be both a lazy cash grab and some of the best storytelling in the series at the same time. The inconsistent nature of the narrative structure can either be a deal breaker or completely unnoticeable depending on how much you enjoyed the style of the previous two titles. Nothing here is so offensively bad that it would actually turn someone off playing the game, but there is general feeling that Majikoi is repeating itself. All this does not attract any new players and instead wallows in the old, hoping they are enough to keep it going. However, when the developers decide to inject new life into a route with a cleaver subversions of expectations, routes hidden in routes and new angles on characters we thought we knew, it is easy to remember why many people fell in love with Majikoi when it was first released. The sheer energy and playfulness this developer can put into their work is so strong that it bring the unique humour of the series into every aspect of the game all the way up from the dialogue to the choices in an infectious manner. If only they could have been consistent with this energy over the course of these five titles.
My first reaction when seeing a Sayaka was to go, Who?

Shining Gems And Questionable Choices – Characters

 
Of the character who get the spotlight, the most memorable and those with the strongest routes are the bushido plan clones, Benkei, Seiso and Yoshitsune. Their potency stems from the fact that of the remaining cast without routes, they are the ones with the best established personal flaws necessary to provide room for growth. Benkei brings elements of Yamato’s personality to the forefront that are otherwise unexplored, Seiso makes full use of her duel nature for all kinds of high jinks and Yoshitsune offers some of the most impactful choices of the A games. They were held back in Majikoi S due to their importance to the central plot, but with that now used up they are free to be their own people and showcase what made them interesting in the first place. It also helps that they are given some of the more diverse narrative beats and structures to complement their respective character arcs as well as the secrets and weaknesses they are hiding. Here in their routes is Majikoi A’s main justification for its existence and why it had to be a series of separate routes as they are stories that need to take place before the finale of Majikoi S where the big reveals about them happen so the rest of the cast is in the dark about them and there can be natural interactions between the two groups. Their nature demands knowledge of the conclusion and being set before it means that they could never escape the fate of being segregated from everything else, so having them with a selection of other self-contained routes was a smart choice to hide this fact and ensure a smooth engagement with the player.
Interactions with the Bushido Plan Clones are some of the highlights of the game

It is once we reach the characters who have been given after stories the sense of déjà vu begins to take over and Majikoi has to try its hardest to keep the audience’s attention. This is an inevitable part of those characters as they have already had their arc concluded in previous games leaving little to be explored. As such they retread a lot of ground that has already been presented to the player and focus on the solidification of the romantic relationship into a more concrete form than it was left on. The choices of characters to have after stories does remedy this issue to an extent as they are some of the more distinctive members of the original cast. Seeing Monshiro grow into her new found place with Yamato is easily the most heart warming thing in these games while Tsubame and Margit bringing a much need dose of banter to match up to Yamato. They offer a good spread of personalities and they are spaced out in way where they compliment and contrast with the new routes they are placed alongside to add much need flavour and variety. 
Those selected for after stories do earn that honour

As for rest of those who received new routes over the course of the five games, they suffer from the same sense of scraping the bottom of the barrel. The first reaction of the player when seeing the possible options should be excitement, not to ask who these characters are and where in the previous games they appeared. Once inside the routes these characters shine with the charismatic writing you would expect from Majikoi, but they never manage to shake the sense of being there just here to fill space between the more substantial section of the games. This feeling is not helped by their narrative structure being very straight to its ending since it has to spend a lot of time establishing this character who has had minimal screen time before their route which is not helped a lack of a common route. When judged on their own separate from the rest of Majikoi, they are all of a decent quality and utilise each heroine well by having them bounce off Yamato in their own unique way. Having the overconfident Cookie 4IS contrast with the stoic Lee makes for a good spread of identities that aims to fill out the space remaining in each game. It is just a shame they do not quite reach the quality and pre-existing personal investment the player is likely expecting from routes this late in the series.
 

2009 Never Ended – Visual, Audio and Technical

 
Majikoi has always had an easily recognisable visual and auditory identity that anyone who has even heard of these games can recognise at a glance. The A games are no exception to this and embraces the player in the same lively atmosphere they have come to expect. Each portrait imbues their respective character with personality that pushes itself into the player’s face and demands to be noticed as they dance around the screen. What new CGs are provided to these games share this same sense of life and over the top energy that helped make the series so popular in the first place. Even the music and sound effects share this powerful forward momentum and injects the player with a sound scape befitting of a series that so often leans into the absurd as part of its comedy lifeblood. Combined these elements have always defined the Majikoi experience and any game in the series would feel lacking without them.
The new CGs are used well for each character

Unfortunately a lot of what makes Majikoi A pop out is reused content from the previous games repackaged to serve a continuous identity carried over from those titles. Recycling these elements is by no means a bad thing especially given how strong they are and how much they form what the player expects of these games. It helps save money on these smaller scale entries and allows for them to be produced in a more reasonable time frame and tell stories they would not otherwise be able to. However, the issue with Majikoi A doing this is the fact that its predecessor Majikoi S already heavily relied on reusing assets from the first game making the A games the second time the player has been presented with a lack of innovation in this aspect. This sense of stagnation extends into all the technical aspects of these games as they use an almost unchanged version of systems of the original game. The original Majikoi was released in 2009 and the last A title, A-5, was released in 2016 meaning the series remained technologically stagnant for seven years and you can really feel this as you play through the games. Aspect Ratio is still 4:3 and is naturally set to 800x600 with any attempt to increase it resulting in blurry graphics due to the art being created with that smaller screen size in mind and the disorganised and sprawling menus and UI create an experience that wastes the player’s time. Back in 2009 this was understandable given the state of other the visual novels at the time, but is was certainly far behind the times by 2016.
This menu look eerily familiar

Conclusion

 
Majikoi A is more Majikoi. While this statement might seem obvious it holds a lot of hidden meaning linked to both brilliance and stagnation. These games offer some of the best character writing in the series, bringing to life this colourful world, and at the same time they make questionable choices in what characters they thinks are worthy of attention. The mixture of after stories and new routes has similar ups and downs with the game at once repeating what has come before and creating exciting twists on their narrative formula. It also maintains the visual and auditory identity of the previous games by reusing most of the assets with a sprinkling of its own leading to sense of being stuck in the past. A is very much a game for fans but it is also an intriguing example of the drawbacks and opportunities of continuing a series after it has lived its natural course.
 
 

Verdict -

This is more of what made Majikoi so beloved with its excellent characters and engaging drama, but like anything old it often feels like its repeating itself and stuck in the past.
 
 

Pros

 
+ Route structure has a good amount of variation to it and regularly throws surprises at you.
 
+ The Bushido Plan clones and the after story characters maintain the strong standard of Majikoi’s character routes.
 
+ Majikoi’s distinctive visual and musical personality is adhered to and the new additions merge well into this lively style. 
 

Cons

 
- It is very much more of the same and does little to change in order to bring in new players.
 
- Some choices about who is give a route are questionable and give the feeling of scrapping the bottom of the barrel.
 
- There is no attempt to improve the graphics and resolution issues present since the first game which was released in 2009.
 

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