Archive for November 2023

Best Visual Novel Releases – November 2023


With winter at our doorstep and the end of the year coming into view, now is the time many start to wind down and prepare for Christmas. Visual novels are undergoing a similar quiet spell this month with a noticeably smaller pool becoming available. However, there have still been a few gems hidden in the November rain that are more than worth your time. These include games about theatre, a world where people come back to life with grave consequences and mechas fighting off an alien invasion. Short titles are in style this month, perfect for you to fit into your tight schedules. Let’s dive in a find out what releases are worth your time this month.
 

Official Release

 

Virche Evermore: ErroR:salvation

Nintendo Eshop      VNDB      Genre – Sci-fi, Dark Fantasy, Mystery    Play Time – 60 hours

In a small European country, all its inhabitants are doom to die when they hit their twenty-third year and in order to circumvent this fate they undergo a process of Memory Download where their memories are transferred into a new body to avoid hitting that cursed age. This is an already intriguing setup before the game even introduces our protagonist Ceres, her apparent bewitchment by death and the man who swoops in to save her calling himself the sentinel of death. Each element of Virche Evermore is designed to layer on mystery and it does an excellent job of getting you hooked on that addictive high so it can tease the answers out over its play time. The overall setting is a delicious mixture of dark fantasy, through ideas of curses and death, and sci-fi, through the cloning and memory transfers, and what results in a textured sense of place and time for the player to get immersed in. This might well end up being one of the best Otome’s of the year and is definitely worth your time even if you are not normally a fan of the genre.
 

Hira Hira Hihiru

Steam     VNDB     Genre – Medical, Fantasy, Romance    Play Time – 8 hours

Here we have another visual novel dealing with the subject of death, but this time through the lens of people coming back from the dead. However, rather than something to be celebrated it is instead a horrible mess as the revived person has reduced mental functions and slowly rots away. Set in the Taishou Era, the game uses its historial setting to focus around the birth of modern medical thought and how it would grapple with this strange phenomenon. Mixing this flavour into the narrative helps lend it a distinctive period feel in a way not often covered in stories since medical practice is not considered to be the most exciting historial field, but here there is an understanding of the ideas which would go on to form the profession we see today. Uncovering the true nature of these revived individuals provides the game’s stakes and motives which are echoed in how it touches the character’s lives in profound ways. For those seeking something different from their visual novels, this is very much for you and it leans into its identity in a way many will enjoy.
 

The Imperial Capital Burns - Muv-Luv Alternative Total Eclipse

Steam      VNDB     Genre – Mecha, Alien Invasion, Drama     Play Time – 9 hours

At this point there is a conclusive sense that Muv-Luv is spinning its wheels without any purpose in mind for the series. There is no better sign than when we get a prequel to a prequel. Was this a tale in this universe that needed to be told, probably not, but here it is anyway for you to consume. The Imperial Capital Burns, ladies and gentlemen, yet another Alternative game and as much as it would be easy to dismiss it entirely, the end result is still a respectable game which continues to leverage the franchise’s character conflicts and interesting world to good effect. It follows the early life of Takamura Yui, a major character from Total Eclipse, and the BETA’s initial arrival in Japan in order to fill out a blank in the timeline. Since this was such a turbulent time for those who lived through it there is a good well of interacts for the game to build on, helped by the relative inexperience of the main cast. Despite feeling like it is a series on the decline, there is a good dose of entertainment to be found here for those already invested in Muv-Luv and want more of this setting and characters.
 

Fan Translation

 

Lupercalia of the Silent Accord

Patch Download       VNDB      Genre – Drama, Theatre     Play Time – 25 hours
 
Making theatre the core idea around which your thematic element and character arcs rotate is an interesting and often double layered approach since the blending of fiction and reality plays into both the narrative and the player’s experience of it. Lupercalia know how to utilise this to great effect with its student theatre club cast of friends who find there inner conflicts reflected in the activity they love. It is also not afraid of tackling darker subjects such a death and suicide and does so with a deft touch that integrates these ideas into the routes in a way befitting the seriousness of their nature. In combination these elements create a memorable ride through the cast’s emotions and helps build a strong connection between them and the player as the revelations come thick and fast. A visual novel to consider if you are looking for something extremely focused of invoking feelings in the player while using all the varied tools at its disposal.
 

Azrael on the Boundary of Life and Death

Patch Download       VNDB      Genre – Drama, Horror     Play Time – 7 hours
 
Interesting and unique visual novels often stem from the amateur and indie scene since they are not bound by the creative expectations of a pre-existing audience. Such is the case with Azrael which follows the life of Rihito Souda as he starts his new job, adjusts to this new environment and meets the love of his life. Of course something has to go wrong for him or this would not be much of a story and the threat takes the form of recurring nightmares which start innocently enough but soon come to consume his waking hours as well. It leans into a light horror element in order to sell its more emotive themes and ideas and blends this in without excluding those who may not have the stomach for it. Overall this is a short and well constructed game whose only major flaw is the clear financial limitations of the title resulting in a mixed visual quality, but it is still definitely worth your time if you can look beyond this issue.
 

Mini Games – An Anatomy Of Visual Novels


Small But Mighty

 
When it comes to additional styles of gameplay within visual novels, they do not need to be as grand or demanding as a JRPG or SRPG component and the smallest of gameplay cycles can have a far greater effect in the right situation. Enter the Mini-Game, short and simple mechanical simulants that aim to prove value in being concise. Including these lends a form of texture to events and character actions without committing to a more extensive gameplay suite which might impact the player’s direct engagement with the narrative. The manifestations of the mini-game come in several forms from entirely distinct side activities to representing conflict in a more directly to creating empathy with the characters. Each one offers a distinct set of challenges for a visual novel to overcome in order to justify their inclusion without harming pacing or immersion since by their nature mini-games are very abstract. Let’s engage in bite sized gameplay and dive into what mini-games can offer.
 

Detached Side Activities

 
By far the most common way of including mini-games in a visual novel is to make them detached side activities. This means they are either exist in a separate space to the narrative, often only accessible through the extras menu, or they are within the main game as entirely optional events. Those which exist separately tend to be used by fandisc style games where the content is likely already a buffet of often detached narratives designed to offer the player small dishes of excitement. Mini-games seamlessly slot into this colourful collection since they provide the same bite sized experiences the game is based around, but in a slightly different form in order to keep up the sense of novelty fandiscs rely upon to differentiate themselves from the original title. Take for example Fate Hollow Ataraxia and its Illya Castle mini-game. This side content is sectioned from the main narrative as is much of the unlockable elements and it contains a distinctive and humourous small story about the servants fighting against Illya. Its light tone is in line with the rest of the optional elements and acts as a suitable reward for engagement as well as embodying the celebration of Fate Stay Night’s success. 
Umm... I don't think you are allowed cats on the pitch...

As for the visual novels which contain mini-games as optional content within their main narratives, these lean on their mini-games as a type of pacing mechanism in order to prevent the player from getting bored or rushing through the story too quickly, but in a way that does not take away the player’s agency. This means that a player who does not like the mini-game in question can simply skip over it without it negatively impacting their experience while still allowing for those who do resonate with it to control their playtime in the mini-game. Perhaps the developer who is in love with this type of mini-game the most is Key with Little Busters and Summer Pockets being excellent embodiments of this core design idea. These have a baseball and table tennis mini-game respectively and share the common element of being completely skippable, but still in-depth enough to hold the attention of the player in a way that ties into the narrative space. Each time the mini-game is played these visual novels can provide a release from the drama and a means of player enforced sidetracking to give a needed sense of freedom.
 

Metaphor For Conflict

 
Another common reason to include mini-games is to use them as a stand in for internal or external strife. Sometimes a visual novel might want a specific moment or repeated action to stick out in the player’s mind and it does not want to entirely rely on its native narrative presentation so it instead opts for a mini-game that acts as layer of metaphor on top. These are often abstractions of the activity being engaged in and represents the mental space of the characters occupy. Making these events stand out also gives the player an insight into how the characters perceive the world which better allows the player to fill their shoes and feel for their journey. In a broader context it reinforces the tone of the game by presenting it in a more kinetic fashion than might otherwise be expected from the medium and lending a texture to the title it would otherwise lack. 
Danganronpa always keeps surprising the player

Danganronpa has numerous mini-games throughout its trial sections and these vary from rhythm games to word puzzles. Each is a stand in for a part of the deduction process which will lead to the protagonist unmasking the murderer. By giving the player these direct avenues to the character’s thoughts the game can ensure a roller-coaster of emotions as the player is dragged along for the ride through how the mini-games tie into the escalating narrative stakes of the trials. Focusing on a single repeated mini-game can lead to a more cohesive experience as The Murder Of Sonic The Hedgehog exemplifies. Its Sonic bonus stage style mini-game is brought in as a metaphor for the protagonist overcoming a metal block and uncovering the truth. This is slowly escalated over the course of the title until the finale utilises it in a new and exiting manner. The sense of continuity this repetition provides cannot be overstated and lends a much needed texture to the short game which might otherwise lack it due to its length and subject matter. 
 

In The Character’s Shoes

 
There are visual novels where detached and abstract mini-games would ruin their grounded and intimate nature. For this situation the mini-game can take on a more direct approach by systematising basic or mundane actions to give the characters a sense of physically believability. This can be anything from flicking switches to putting a key into a lock, things we do everyday and do not think about. What this does is create a tactile link between the characters on screen and our own lives in order to play off this bridge so a player might be able to empathise with them through their shared reality. It is easy to underestimate just how much these little touches do to liven up the game in the moment and provide breathing room even if it is in a much smaller way to the other types of mini-games. 
Just having a few drinks can build a good bond

The DS era of visual novels is where this type of mini-game really came into its own due to the console’s touchscreen allowing for more kinetic interactions with the game. To see this in action we can look to Last Window: The Secret of Cape West which often asks the player to engage in everyday or basic activity mini-games in order to process. These are cleverly used to put the player into the grounded shoes of our investigator protagonist through mixing in simple detective work among these everyday actions to create an understanding of the skills that they are utilising. The title also knows that overusing these small moments can lead to a reduction in their effectiveness and so tends to use them in short burst where they would have the most impact. Beyond the ability of these mini-games to create a link between player and game is the way in which they slot nicely alongside other gameplay styles. VA-11 HALL-A is a good showcase of this quality since its main bartending loop is accompanied by a few of these grounded mini-games such a cracking some beers with the boss. Having these simple diversions has the effect of permeating the character downtime with a sense of gameplay continuity while not demanding the player learn another set of complex systems.
 

Conclusion

 
No part of a visual novel is without value and mini-games show us just how powerful that sentiment can be when used to support greater tonal and thematic elements. Through being detached from the central game they can offer a useful and player enforced pacing mechanism or provide a novelty in order to keep the player engaged. When merged into the central narrative they allow for the expression of conflict in a more direct but still abstract manner to help the player feel what is going on in a kinetic way. They also give the player a way of experiencing the more banal aspects of the character’s lives and building a connection to them through how this echoes their own day to day activities. Of all the styles of secondary gameplay within visual novels, the mini-game is perhaps the least invasive and easiest to implement to great effectiveness and it is definitely worth considering when developing your own titles.
 

Space Sci-fi – Genre Deep Dive


Breaking Through The Firmament

 
When looking up at the stars how can one not be filled with a sense of wonder? Since humans first stood upright we have told stories about what lies in the expanse above our heads. In the past this would have been the realm of gods and mythical creatures, but, now that people can reach it, the tales have shifted into the subject of today’s article, space sci-fi. These are narratives focus around futuristic societies with technology beyond are own who are capable of travelling easily from their planet to the void beyond. This can be anywhere from a more ground depiction of having these people only able to travel into orbit around their own planet to full blown faster than light travel across the galaxy. For visual novels this is not a particularly popular setting compared to the likes of the present day or high fantasy, but what there is has a unique flare to it that no other medium is quite capable of capturing. It is in visual novel’s tendency towards intimacy and introspection that we can find what makes these space sci-fi games such powerful experiences. Let’s count down to lift off and see how visual novels have adapted this imaginative space.
 

Just Above Our Heads 

 
Choosing to embrace space sci-fi within a setting relatively technologically similar to our own, but just slightly further along provides some unique opportunities to engage with our present while still holding onto the captivating allure of the far future. By having a grounding in concepts familiar to the player, there is less of a need to constantly explain ideas than there would be in a setting in the more distant future and it can avoid a lot of bloat often caused through exposition. On top of this it can rely on our empathy for the known to build a connection between player and characters or strengthen the identity of the game and this is especially true if the story spends some of its time planetside surrounded by icons and imagery close to the present day. Visual novel’s intimacy also allows this familiarity to extend to the cultural conventions inherent in our present world and use this to compare and contrast with the forms of space travel avavilable for narrative purposes. 
Policenauts is an odd game in so many ways

Policenauts showcases this balance through mixing astronauts with police detectives and taking the crime drama into space. The technology in the game is only slightly better than our own but it uses it to highlight specific aspects of human nature and it takes on the duel role of representing human ambitions as well as their darker aspects that cannot be shaken off even the face of progress. It also splits its time between the space and earth sections just as its characters do and treads that line between them to create a believable setting which plays up both halves to make the cast face truths about themselves and reflect these back onto our own world. On the other end of this side of the space sci-fi we have Soul Link. While this one is definity closer to the more futuristic type of game, it has a relatively grounded portrayal of the dangers of space and the focus is around being trapped on a single spacestation. This visual novel reminds the player that space is not all fun and games and being inside a spaceship or station is a form of being trapped since there is no easy way to get off and if something goes wrong it could spell your death. Soul Link also uses its terrorists to provide a more direct source of danger and remind the player of similar groups of people who exist in the real world in order to make them consider the motives of the characters involved through their own experiences.
 

Where No Man Has Gone Before

 
If the game is already set in space, it might as well go the whole way and be set in a far future with faster than light spaceship and other advanced technology. This is the attitude many developers take and has resulted in this being the most common type of space sci-fi. There are many good reasons for choosing this approach, chief among them is how to fulfils the exploration and discovery fantasy born out of the space race by presenting the player with mysterious and wondrous new worlds. What a player uncovers does not need to be exclusively exotic planets for there can be strange cultures or just humans who are both friends and foes. The beauty of the unknown is that anything is possible and it also creates much needed tension within the narrative. Placed alongside a compelling cast of humans and the not so human and the result is often a roller-coaster ride as the characters and the player both come to terms with the emotions and trials this journey to the stars brings. Even the large amount of exposition this type of space sci-fi often bring is wielded as another avenue to explore and slowly come to understand what makes this universe tick. 
A sense of wonder is important for space sci-fi

For example take ALPHA-NIGHTHAWK which is a visual novel that fully takes advantage of out the concepts in space sci-fi to crank things up to the absurd. Here the player will find strange spaceships, flashy mecha and people with animal ears or full animal bodies. These choices lead to a world of surprises to keep the player entertained and it gives the game that sense of stepping into the unknown. In the Sunrider games we can see a more standard use of space sci-fi in the form of the starship captain fantasy. Rather than a simply being wondrous, space for Sunrider is a land of adventure where the brave step forward to prove themselves. Hence why these game focus around fighting and exploring the ruins of a once powerful ancient civilisation. This allows the games to leverage the space sci-fi tendency towards grand universe spanning concepts in a more human form as a lot of the mysteries involve the various people within the setting.
 

Explore Ourselves In Spaces Unknown

 
No matter the nature of space sci-fi visual novels, the spirit of exploring something unknown is always present within their narratives. This extends beyond the obvious exploration of the strange endless void of space and into ideas that examine the inner thoughts and motivations of its characters. In a place as alien as space what does it mean to be human? Its isolated nature allows visual novels to do what they do best and emphasise the connections between people on an intimate level by using it to create an intensity to the emotions of its cast as they struggle through the their problems without external help. There is an interesting design space opened by this interaction in the form of taking a society or ideal and pushing it to its extreme to examine what makes it tick as well as its flaws. Hate Plus shows us what focusing in on this idea can achieve as we get to see the fall of a vibrate culture in its isolated colony craft. There is no escape for the characters and they are confronted with the reality of what is happening which is made all the more personal to the player through how it effects Mute, their AI companion. Despite being only a series of text logs, its familiar ideas can be cleanly examined due to the distance provided by the space sci-fi setting since it can provide a contained area which is not a direct reflection of our own world in order to keep as much player bias out of the consideration as possible.
Text logs have never been so compelling

Conclusion

 
Beyond our blue sky is an endless black void perfect for all kinds of imaginative stories and visual novels know just how to take advantage of this space. It can deal with relatively low sci-fi settings where technology is only slightly better than our own in order to explore relevant issues in the modern world or to build an immediate connection to a place the player is familiar with. The opposite extreme of a high sci-fi setting and its almost fantastical spaceships provides a sense of wonder and exploration both of the universe but also the characters themselves. What visual novels bring to space sci-fi is their unique intimacy and capability to deal with complicated issues in a human manner without losing the distance from the real world provided by the genre. The resulting balance is an engaging take on one of the most imaginative spaces available for video games and it still has room to grow while delivering new masterful titles.

 

Steins Gate 0 Review – In The Shadow Of A Giant


 Genre – Sci-fi, Thriller, Action    Play Time – 30 hours    Developer – Mages    VNDB    Steam

 

A Future That Could Not Be Saved

 
Struggling long and hard against fate only to find out you are the person who killed the one you love is enough to break a man and break Okabe Rintarou it did. Now he drifts through life in a world he knows is doomed to a hellish end. However, fate is not done with Okabe as the ghost of the Kurisu has found him in the form of an AI named Amadeus. Such is the set up for the game which aims to be a strange mix of sequel and bridging story that is torn between the tale it wants to tell and the legacy of the original Steins Gate. Taking the loosely defined dystopian future Amane Suzuha comes from and making it the focus, gives 0 a more direct thriller feel when compared to the original and it plays into a simpler sense of drama and tension. Put this alongside a colourful new cast and improved visuals and the result must live up to the original, right? Unfortunately, as we will soon discuss the reality is far more mixed with the game struggling to even handle its own new ideas and characters properly. Let’s fight against the conspiracy and find out what Steins Gate 0 has to offer.
Amadeus is an odd creature from a narrative point of view.

The Worst Timeline – Narrative and Themes

 
Steins Gate was a fairly complete experience with a closed ending that left no room for a direct sequel, try as the anime movie might to change that truth. So 0’s developers had to find another angle of approach in order to create a game which would not feel unnecessary in the face of the original. What they decided upon was an exploration of the poorly defined dystopian future present in the last part of the original through the experiences of Suzuha. In many ways this was a stroke of brilliance since it creates a sense of suspense in the player from the knowledge they have about how doomed this timeline really is for the characters. On top of this it allows the narrative to be far more explicit than the original when it comes to its thriller nature. A world spiralling towards its damnation has far less a need for subtly and its villains can act more openly when they feel assured of their victory. This provides a clear contrast to the original’s much more subdued thriller elements where the threat was implied and rarely shown in order to keep the mystery thick. By abandoning this 0 can engage directly with its subject matter and present a fast paced story with less of the downtime of the original while still being able to leverage the existing ideas and themes as a source of nostalgia or subversion. The overall result is not quite as strong as Steins Gate, but 0 could never have just copied it and despite this change the game still holds its own in some elements when compared to that first title.
And the game will never let you forget that fact.

Okabe is at the heart of 0 in a far greater way than the original game and 0 shows an interest in picking apart exactly what makes him who he is and why people follow him. To do this the game strips everything from him and pushes him to breaking point. It takes the person he loves away from him and makes him responsible for her death in order to wipe away his delusion of being in control. The resulting shell of a man becomes the game’s focal point and it presents him with a series of trials which bring up the pain he is attempting to run away from. Kurisu haunts him in the form of Amadeus and then later Kagari who force him to examine what he believes in. We are treated to front row seats of this internal and external drama while events spiral towards their inevitable destination with no regards to Okabe’s feelings. Doing this gives the game a sense of purpose and points out to the player why the empathised with Okabe in Steins Gate and makes them further invested in seeing his new journey to its conclusion. It is surprising just how much more Okabe has to his own character development even after being in his head for the entire of the original game and this is a testament to how well thought through he is in both titles. 
The phone remains an important narrative device within a new context.

In the end, despite its best efforts, 0 can never escape the shadow cast by Steins Gate. Throughout the entire game one question hangs over it, why does this title exist? The part of the original game it chooses to expand upon its not all that important in the grand scheme of the narrative and only has a few scenes focused around it. As such 0 had to work hard to convince the audience that if offered something necessary to Steins Gate. The game does a good job of setting itself apart for that first tile through its more overt themes and tone, but this is not the same as a providing the itself with greater meaning. This becomes even more of an issue when it introduces new characters and world elements not mentioned before and it makes no sense for them to have not been mentioned in the original game such as that fact Kurisu was working on AI or that she had a rival/friend named Maho. Together they contribute to a sense of lacking direction where 0 meanders between aspects it thinks were cool about Steins Gate without any real sense of what most of it is meant to mean. 
 

Conspirators, AI And Old Friends – Characters

 
0 inherits a majority of its core cast members from the original Steins Gate and they remain some of the strongest characters around. The strengths of having Okabe as the protagonist and the way the game focuses around examining his personality and motivations still shine brightly, but this passion for the original cast extends to every last returning member. Each is given something to do and some way to grow over the course of the game. Suzuha has to deal with Okabe’s unwillingness to cooperate and the sudden appearance of her future mother, Mayuri has to deal with Okabe’s current mind set as well as her own future adopted child and Itaru has to somehow court his future wife or else Suzuha will never be born. As you can imagine this mixing pot of motivations and directions leads to the game’s fun moments as well as its most emotional ones. There is a real sense that the developers love and care deeply about Steins Gate and wanted to do it justice through these recurring characters. While Okabe outshines all the rest, the overall picture painted by this cast is still a colourful and lively one that is by far the most entertaining element of 0.
The returning cast are as great as always.

On the other hand, the new cast members are a very mixed group. It does have a few characters like Maho who are well fleshed out and have justified reasons for being part of the narrative, but the majority are confusingly implemented or feel like you could justify writing them out of their own stories. These fall into the two groups, the Kurisu likes, Amadeus and Kagari, and the villain characters. For the Kurisu likes it is clear that their initial purpose is to shake Okabe’s resolve by reminding him of Kurisu and in this purpose they succeed by drawing out emotions Okabe wants to keep hidden. It is when they are forced to develop past this starting point that the issues arise as it becomes very clear the developers did to think beyond this beginning. The result is a selection of characters who feel redundant and are often tossed to the side in favour of the original cast’s struggles. Since 0 is a more direct narrative than Steins Gate there is a need for equally present villains and 0's attempts are somewhat lacking. Each is far too obviously evil even before they unveil their motivations and behave in a way no sane human would in their position and they become far too obviously fictional characters. This is far cry from the subtly and humanity of the antagonists of Steins Gate and this drop in quality becomes increasingly felt as the game goes along and the conflicts become more overt. Thankful neither of these two groups manages to outshine the better cast members, but they are a series of baffling choices distracting from 0’s strong core.
 

Striking Visions Of Catastrophe- Visual, Audio and Technical

 
From an audio and visual perspective 0 is a noticeable step up in terms of quality. Gone are many of the stiffer character portraits for the original and these have been replaced by higher quality and seasonally appropriate designs. Each one still embodies the core identity of the character at a glance while giving them a look which makes it clear that things have changed for them in the time between the original and 0. The CGs and backgrounds have been given a similar face lift and the improvements strike you immediately as you start the game and continue to impress throughout the entire duration. They lean into the more overt thriller elements of the narrative and deliver visions of a doomed world perfectly matching the tone of the narrative. Just like the original the new soundtrack captures this sense of the magical qualities of time travel and technology alongside an undertone of danger. However, 0 adds a twist by inject a good sense of dread into the music leading to some distinctive tracks completely its own.
My thoughts exactly.

On the technical front 0 is a bit disappointing due its lack of technical improvements over Steins Gate which leaves it feeling trapped in the past. Unlike the original there is no need for 0 to obscure the nature of the game’s structure since everything is more overt and yet there is still no built-in flowchart. This feature would have gone a long way in alleviating potential confusion about where the player stands within the overall game and where they might want to explore next. While its absence is not enough to ruin the title, it is confusing that such an obvious inclusion was overlooked in a series priding itself on time travel. This lack of technical additions extends to most of the other systems which are mostly the same as the original Steins Gate that was released six years prior. A lack of polish in these areas does bring down the overall package and make for navigation filled with unnecessary road blocks.
 

Conclusion

 
Being a pseudo sequel to one of the most highly regarded visual novels around is not an easy task and you can regularly feel 0 struggle with its legacy. Despite these troubles, 0 has enough of its own identity to stand apart with a more overt focus on the thriller elements of the narrative and a strong understanding of what made the original cast so endearing. However, it stumbles when it comes to many of its own additions such as characters who lack purpose within the narrative as well as failing to properly account for why these aspects were not mentioned in the original game. Standing on its own 0 is an impressive experience that leans well into its strengths and it is only when the inevitable comparisons to Steins Gate pop up that it falls somewhat flat.
 

Verdict – 

A fabulous thriller which uses the less explored elements of Steins Gate to achieve an experience distinct from the original. However, it can never escape the shadow of that original nor does it seem to know what to do with many of its new ideas and cast members.
 

Pros

 
+ The more direct thriller elements make for a more immediately engaging experience for the player.
 
+ Okabe is put through through a series of trails that perfectly showcase the kind of person he is and why he makes for such an interesting protagonist.
 
+ The returning cast are still fun to interact with and steal the show.
 
+ There has been a clear upgrade to the visual presentation and the new soundtrack captures the same quality.
 

Cons

 
- Being in the shadow of the original game restricts what this game can do and you can regularly feel it rubbing up against those limits.
 
- The new cast members are a mixed bag with some of them feeling like filler or plot contrivances and others being so obviously evil that it makes you wonder why the heroes fall for their lies.
 
- Not having a flowchart is a missed opportunity to avoid player confusion and adds to sense of the stagnant technical state of the game.
 

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