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- Majikoi! Love Me Seriously! A – The Afterlife Of A Game Series
Sunday, October 1, 2023
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.
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.
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.
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.
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.
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.
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.
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.