Archive for December 2023

2023 – A Year In Visual Novels


As we see out another packed year, it is time to look back and appreciate the bountiful and brilliant games we have been blessed with. 2023 was a good year for the video game industry with big title after big title and visual novels were no slouch in this department. Our communities continue to support and critique the medium we all engage with and love in new and exciting ways. The variety of genres, ideas and characters present in the releases this year makes me proud to be a part of it as we can engage with them in ways no other type of game can. Let’s take a drive down memory lane and pick out the highlights of this year while considering what 2024 might bring for us.
 

Notable Events


Shiravune’s Rise To Prominence

 
This year marks the explosion onto the visual novel scene of Shiravune with a flurry of quality titles and an expansion onto new and accessible store fronts. Shiravune is not a new entrant to the market and has been releasing titles over the past few years but they have had only a small selection of notable visual novels to attract attention. They also tended to use the site Johren for most of their releases which was not a popular pick for consumers and this limited their sales and exposure. All this would change in 2023 as Shiravune would output titles that turned heads with everything from a new release of Kara no Shoujo, now called The Shell Part I: Inferno, to the classic White Album to the remaster of One. On top of this they would expand the stores from which their games would be available to include JAST, MangaGamer and Kagura Games, greatly increasing their exposure and allow the consumer to choose the avenue of their purchase. Another publisher seeing success in the visual novel space is a good sign for our medium and we can hope for excellent future localisations from a more competative release schedule.
 

Tencent Acquire Visual Arts

 
July saw Tencent gaining full control of Visual Arts, the parent company of the beloved visual novel developer Key. This occurred due to the representative director Baba Takahiro choosing to retire from the company and becoming an advisor, in doing so he also transferred all his shares to Tencent giving them control over the running of business. Such a series of events is not entirely unsurprising given Baba is now in his 60’s and managing Visual Arts must have become increasingly problematic. As for what this change in ruler means for Visual Arts, that is far more unclear. At the time of writing there have been no public or noticeable alterations to the company’s activities, but who knows what the future may hold. We can only hope that the its continued profitability shields it from harm.
 

Interesting Visual Novels From Game Jams


If you want to find the innovative and new from a medium then Game Jams are where you should look first. This more experimental side of visual novels continues to surprise in 2023 and be the beating heart of the English speaking scene. Keeping people aware of development in the medium is important and as such this section will cover some of the most interesting title from Jams held this year.
 

NaNoRenO 2023

 

Reaper’s GoodBye

The framing of the narrative as five patrons, each telling their tales at a food stand as they wait for the midnight train, is well utilised to engage their lives in a web of interconnected emotions. Coupled with a cleaver use of comic style speech bubbles and the result is fresh and evocative title.
 

Potions for Tomorrow

While the idea of a potion shop is hardly an original one for games at this point, the way Potions for Tomorrow lets its characters sell their own short stories helps elevate the title and forms an adorable atmosphere. The light potion making sections do just enough to keep the player entertained without demanding too much from them.
 

A phone found in tall grass

Presenting an apocalypse through the lens of a person’s twitter feed is a take on the genre which has gone strangely unexplored. So much of people’s lives is showcased on their social media that it makes sense to explore the end of the world from this angle.
 

SuNoFes 2023

 

Hollow Victory

If having to visit your ex in jail was not bad enough, what about if he had tried to take over the world as well? This short visual novel takes its limited resources as a challenge to produce the keenest and sharpest personality on screen for the maximum amusement.
 

Pilla’s Paradise

A sci-fi take on the narrative about the life of a streamer is a surprisingly novel concept especially when paired with an energetic and accident prone protagonist. Add in a soul searching quest which takes her out of her comfort zone and the results should speak from themselves.
 

Yuri Game Jam 2023

 

Star Crossed

Contrasting and complementing ideals are fertile ground for conflict and doubly so when mixed with the chaotic element that is love. The two heroines, Clara and Laila, are strong foils from one another and make for a powerful ride as they pair clash against the realities of the world they inhabit.
 

Adieu Those In Love

Red is an emotive colour and it is used here to its utmost to sell the characters feelings in an all-consuming manner. You cannot help but inhabit their mental space as the visual novel prevents you from looking away from the characters on screen.
 

Selection Of The Best Visual Novel Releases

 
Deciding what visual novels to highlight from such a packed year was a task which proved more difficult than I had first imagined. There are just so many excellent games to pick from all showcasing a variety of amazing genres. However, in the end there were a set of clear winners that you should definitely have played this year.
 

Sona-Nyl of the Violet Shadows Refrain   (Steam)


Probably my favourite visual novel released this year as I have always been a sucker for Liar-soft’s strong narratives, visuals and ability to engage with the literary elements of the medium. Once again we return to their steampunk world, this time to the deserted streets of New York after all its residences simply disappeared one day. Following the two perspectives of a pair of girls, Elysia and Lily, as they each tackle their strange situations from vastly different angles and both above and bellow the city. Liar-soft’s ability in Sona-Nyl to play with all the cards the medium’s presentation has to offer in order to sell the content and emotion of each and every moment is why they are one of the greatest developers in this design space.
 

WHITE ALBUM: Memories like Falling Snow    (Steam)

 
Dealing with the success of your significant other can be difficult, especially when the world seems to be pushing the two of you away from each other. Exploring how someone copes or fails to cope with this adversity is the core of WHITE ALBUM and leads to all the emotion and entertainment it relies upon to keep the player engaged. While the tedium of the common route’s dating sim elements leaves a lot to be desired, the core heroine routes each bring something distinct to the table both in terms of the heroine’s own arc and the protagonist’s weakness as both work in tandem to keep tensions high. WHITE ALBUM does not quite live up to its amazing sequel, but it still stand head and shoulders above any of its peers.
 

Azrael on the Boundary of Life and Death   (Patch Dowload)


When I first downloaded Azrael I did not think much of it. The clearly low budget title only had a small selection of character portraits and CGs and altered photos for backgrounds which did not exactly set my heart on fire. You would think that I would have stopped judging a book by its cover at this point, but Azreal once again remained me that it is strong ideas and emotions which make a good visual novel and not the surrounding fluff. Taking a person’s life and showing the best and worse versions of it and then asking if both are equally worth living is surprising impactful and thought-provoking. It is easy to say that all life is valuable in the abstract, but it is much harder to do when confronted with the reality of their suffering. Even in all the darker subjects Azrael tackles, there is a strong sense of hope permeating throughout and helped along by a short playtime, culminating in a satisfying pay off.
 

Witch on the Holy Night   (Steam)


Seeing a Type-Moon visual novel available officially in English is surreal experience after all these years of being denied their release. Starting with Witch on the Holy Night was a smart choice given its relatively self-contained nature, combined with its relatively low stakes conflict compared to other more recent titles, and you have a perfect entry point for the expanded world of Type-Moon to get its claws into a player. Even for veterans it offers a new angle on the life of mages and brings in a few fan favourite characters to show them off in more details as the core of the narrative rather than side elements not properly touched upon.
 

ANONYMOUS;CODE     (Steam)


It has been good to see that the Science Adventures series has not lost its pedigree for outputting excellent visual novels with the release of ANONYMOUS;CODE. Bring the series sci-fi talent to the world of hacking fiction in order to take it into the futuristic 2030s, a place near enough to be familiar but far enough away to be a little alien. Keeping the character focus that was key to the success of their previous titles allows ANONYMOUS;CODE to keep the player invested in their struggles and prevent the larger conflicts from losing their meaning among all the in-universe concepts. Add in a good helping of eye popping visuals and the result is a roller-coaster of a good time.
 

H2O√ after and another Complete story Edition     (Steam)


Having a blind protagonist in what is an inherently visual medium is a unique type of challenge for a developer to undertake. The solution H2O came up with is to present the images the player sees as what the protagonist, Hirose Takuma, imagines the world to look like. This makes him an interesting take on the unreliable narrator since it is not that he is mentally unsound or has any malice, but instead he simply lacks an important avenue of information and in turn so does the player. Though this lens H2O asks what meaning and value can be found in how people live their lives from the small actions to grand feelings of love. No stone is left unturned in this tale about those seeking reason and purpose to their continued existence.
 

Things To Look Out For Next Year

 

Tsukihime- A piece of blue glass moon-


Now the appetiser, Witch On The Holy Night, is out of the way we can sit in anticipation of the main course, the Tsukihime remake. Covering the first half of the original game’s narrative, it expands on that foundation and in particular Ciel’s route which had previously lacked any meaningful identity of its own. If you want my extended thoughts on the remake you can look to my review. The short version is this reimagining does wonders for bringing the title into the modern era for new and old fans with shiny visuals and excellent new characters. It is not without issues such as the way some sections exist to be paid off in the currently non-existent second half of the remake. However, the quality of this package makes it easy to overlook these problems and just enjoy this urban fantasy ride.
 

Apollo Justice: Ace Attorney Trilogy


Look for a good visual novel to start the year with, then look no further than the Apollo Justice: Ace Attorney Trilogy releasing on January 24th. While not as widely loved as the original Ace Attorney games, the Apollo Justice Trilogy continues the series’ humour and courtroom drama which made it so popular in the first place. Given this single remaster offers three complete titles for a reasonable price and in an accessible form rather than being tied to the DS, now is the perfect opportunity for new players to find out what they have been missing or to complete their collection as this makes a nice pair with the previous trilogy. A promising way to begin the year and remind people of the potential this medium has for all kinds of games.
 

Angelic☆Chaos RE-BOOT!


Another year and another Yuzusoft title to look forward to. This time they have chosen to go with a reincarnation isekai style narrative where our protagonist was the demon lord in his previous life. Soon enough he finds himself surrounded by all manner of supernatural creatures and chief among them is the angel who was responsible from bringing his quiet life to end. Mixing in a good amount of magical hijinks alongside the normal kind looks to be a refreshing change from the straight forward slice of life elements that usually populates most of the playtime. Beyond this new element the high bar of quality is maintained and it marks Yuzusoft as the continued premier developer of this genre.
 

Best Visual Novel Releases – December 2023


Its that festive time again as the year ends with feasting and fireworks. Not wanting to be outdone by the year’s flashy exit, visual novels have upped their game with some of outstanding titles coming out this month. We have everything from two anticipated Type-Moon games to a classic remaster to a dating sim where you romance Death himself! This month has been a wild ride so let’s wade the piles of gold and see what the best releases are in this packed schedule.
 

Official Release

 

Sona-Nyl of the Violet Shadows Refrain

Steam     VNDB      Genre – Steampunk, Dystopia    Play Time – 30 hours

Another entry into Liar-soft’s steampunk series and yet another outstanding tale that makes it clear why they are one of the greatest developers in the medium. Set near the beginning of the 20th century this alternative history continues the series’ seamless blending of steampunk technology with fantasy elements into the smog of these ever-changing cities and Sona-Nyl brings its own unique spin to established ideas. Following the duel protagonist of Elysia and Lily as the both confront New York and the mysterious disappearance of all the people who once lived there. A strange Underground seems to hold the key to what happened on that day and the two are draw towards it for vastly different reasons, but their futures will be shaped by what they find along the way. In the land of violet fog and darting shadows, what truths await these girls? Overall this is definitely worth your time with its unique atmosphere, excellent writing and compelling characters.
 

A Date with Death

Steam    VNDB    Genre – Dating Sim, Social Media     Play Time – 4 hours

Dating sims with unusual characters are all the rage at the moment with Colonel Sanders being the main character in one of them. However, A Date With Death stands out from them for how it takes this humour and the light formula and adds some much needed depth and emotion to the relationship. Your character has spent their entire life narrowly avoiding death through pure luck, but it seems that your luck may have run out as a mysterious program appears on your computer and through it a man claiming to be the Grim Reaper starts to communicate with you. Taking the aesthetics of the in-game program you use, the narrative is a somewhat playful affair as it looks at the nature of your characters relationship with the Grim Reaper and through this it manages some surprisingly compelling and resonant moments. Since the Grim Reaper is the only character in the story and your enjoyment of the game directly correlates to how much your like his personality and while he is interesting it is easy to see how someone would bounce right off him. Given the low price tag of completely free, this title is worth picking up if you are even vaguely intrigued.
 

Witch on the Holy Night

Steam    VNDB     Genre – Urban Fantasy, Action, Drama    Play Time – 30 hours

Never would I have thought I would see the day when Type-Moon visual novels received official English releases, but here we are with Witch On The Holy Night. Set in 1980s Japan it focus in the life of mages in the modern world far more than previous games through how a variety of different personalities deal with their circumstances without losing sense of adventure and action the world is known for. The group dynamic between Aoko, Soujuurou and Alice is easy one of its biggest selling points as they regularly do not get along leading not only to hilarious moments but also to meaningful looks at why they each act the way they do. Its shorter playtime and linear narrative work in its favour to keep the pace up and not let the world lose its sense of wonder through repetition. Not only is this a must play for Type-Moon fans it is also a decent entry point into this franchise for new players.
 

ONE.

Steam    VNDB    Genre – Remaster, Romance, Nakige    Play Time – 20 hours

Remastering a game can do a lot to make it more accessible to a modern audience and usable on modern hardware and One is definitely a title which needed a touch of paint. One is a classic romance visual novel originally released in 1998 and had an undeniable influence on the medium with its strong take on the Nakige genre, using it for maximum effect, all to make the player cry. It weaves in a light fantasy element in a way that does not undermine the grounded struggles of the protagonist and heroines and instead uses it to highlight key narrative and thematic ideas beyond those contained in any single route. There is an understanding here of how to achieve an emotional resonance which would go on to inform how many games afterwards would engage their players even to this day. For those looking for a strong romance narrative or who are interested in the past of the medium, the One remaster is a must play.
 

Fan Translation

 

Fate/Extra CCC

Patch Download    VNDB     Genre – Fantasy, Action, RPG    Play Time – 60 hours

This is another Type-Moon title which seemed as if it would never see a complete translation with all attempts seeming to dissolve into nothing, until now. Finally, people will be able to experience the sequel to the original Fate/Extra and understand why it is highly regarded by those who have played it. Taking the core setting of the original game and putting its own spin on it is the name of the game for CCC. The whole servant vs. servant battle royale is thrown aside in favour of a more continuous narrative where each character gets a human portrayal as they collaborate against a new threat. BB is the star of this show and steals every scene she is in through the over the top and playful villainy that  brilliantly threads the line between humour and danger, it is little wonder she would be come a fan favourite personality. CCC is truly the height of the Extra series and is worth playing for anyone looking for a strong visual novel and JRPG hybrid which showcases the best Type-Moon has to offer.
 
 

In-Game Encyclopedia – An Anatomy Of Visual Novels


Knowledge Is Power

 
When exploring complicated ideas it can difficult to make sure the player understands what is going on while still making the dialogue and events believable and not an exposition dump, even more so if it uses a lot of in universe concepts. The answer which visual novels have come to is the inclusion of an in-game encyclopedia that unlocks new entries as the player encounters new aspects of the narrative. Also sometimes referred to as Tips or a Glossary, they act as a place to point a confused player towards and helps them break down ideas into manageable chunks what is being discussed so they grasp proceedings, but it can just as easily be ignored by those who do not need assistance. Beyond this there is space here to expand on the world of the game into spaces the story will never tread in order to add texture to what is shown. A more playful or mystery focused visual novel might even drop subtle hints for people to pick up on and feel cleaver for piecing together. While visual novels are not the only types of games to have in-game encyclopedias, they are certainly the ones which know how to make the most out of them to sell their core identity. Let’s look up key information and consider how and why in-game encyclopedias manifest in visual novels.
 

Breaking Down Complicated Concepts

 
Presenting ideas within a narrative while keep the pacing from slowing down and creating believable characters to express them is a balancing act most visual novels have to tread. The temptation is to showcase all of the key information in a series of exposition dump in order to get it out of the way and move into the more interesting implications of these ideas. However, this is a sure-fire way bore the player to tears as they become overloaded and fail to process what is being said to them resulting in an unpleasant and counterproductive experience. In-game encyclopedias severely lessen the need for these dumps by providing the player with an easy to access source of entries on all the key concepts when they appear and gives them a means to refer back to what a word or idea means long after it has been brought up. Doing this allows the remaining exposition to focus in on the interesting and dramatic knowledge it makes sense for the characters to discover at the same time as the player to heighten the tension. It can also be completely ignored on a second playthrough since it does not interrupt the flow of the game and makes it a less tedious experience with nobody explaining basic concepts the player already knows. As a genre sci-fi benefits from this style of in-game encyclopedia and Steins Gate showcases this through its constant use of one. The game uses a lot of science, both real and fictional, that it cannot expect its audience to have a complete understanding of, yet it cannot spend its entire playtime explain each and every one of them, so the in-game encyclopedia takes this burden off the main narrative and contains all the tiny bits of knowledge the player needs. Beyond this it is used to contain a lot of culturally specific information or references to other media that would never normally be explained within the narrative since they are so minor, but they can be given short entries so as to not assume the player is aware of them. The overall effect of putting this information in the encyclopedia is the tension of the thrilling narrative of Steins Gate is not ground to a halt every time something new appears while still allowing it access to the complex concepts which define sci-fi.
Steins Gate covers a variety of different concepts in its encyclopedia

 

A Sense Of The World Beyond

 
Stories can only ever be a snapshot of the world they belong to and the people who live there and it can be difficult to provide a sense that it exist beyond being a contrivance for the plot to take place in. The method open to those games which use in-game encyclopedias to combat this shallow feeling is having extra world building or character snippets. These are all superfluous to the main narrative and provide information on the greater cultural, technological or geographic considerations those in universe would already be aware of in their day to day lives. Putting this into the narrative proper would only cause bloat and pacing issues where everything grinds to a halt for something too mundane to be worth the player’s time. However, inside the in-game encyclopedia it is an exciting bonus the player can engage with how and when they want in order to give a much needed sense of place and context to the gripping visual novel. Having such a rich background at their fingertips gives people a reason to care about the harm posed by the central threat beyond simply how it effects the main cast. It also lends a lightness to encyclopedia through how it provides minor details instead of just complex concepts to make it appear more approachable. Take for example fault - StP – LIGHTKRAVTE, this prequel to the main games exists in a very narrow and focused section of the world in order to tell a deeply personal tale. As such it does not provide a greater sense of place in its narrative and instead only directly brings up the concepts it needs such as the society the characters live in or the nature of their magic, but nothing beyond what is absolutely necessary. The in-game encyclopedia is how LIGHTKRAVTE prevents itself from feeling irrelevant to the main games through the intriguing morsels connecting what happens to future events. This lends not only promotes the idea of continuous and connected setting but also legitimises the existence of this prequel in the eyes of the player.
We never see a beare, but here is an entry on one

 

Dropping Hints

 
Not all uses of the in-game encyclopedia need to be overt and immediately meaningful, hiding clues in plane sight can do a lot to spice up the entries and make people pay attention. These are generally inserted into important information so as to be seen easily, but disguised enough that it is unlikely they will be noticed until the necessary context is provided later on. When it the time comes to unveil the truth, these hints allow for the game to appear clever in its set up with the multiple angles it took presenting its clues both in the main narrative and in the encyclopedia. The punch of the Aha moment is key for a mystery focused story, in particular those in a fantasy or sci-fi setting where the other benefits of the encyclopedia can be leveraged while also preventing the clues from being too overt, and handing out clues gives the feeling that the player too could have solved the mystery beforehand had they only been paying attention. Should the hints be notice before the big reveal then the player gets to feel clever for having discovered some hidden truth, but single hint is enough to spoil the fun so a balance can be maintained between information and ignorance. I/0 makes extensive use of this technique to keep the flow the narrative going even in the down time. The way the real and the digital world interact with each other and themselves requires a lot of background explanation in the encyclopedia while also being key to unveiling the truth which makes it the perfect place to put in a hint or two. In doing this the game is able to alleviate any possible confusion due to the multi-layered nature of the mystery by having the hints slowly make sense over the course of the narrative to clue the player into the fact that there is still more to be unveiled and they are not misunderstanding what is going on.
Keeping track of things is important in such a complex narrative

Conclusion

 
Keeping the player informed while also entertaining them is no easy task, but the in-game encyclopedia helps bridge the gap between the two aims as it removes the burden from the main game. It takes the complicated ideas presented in the story and breaks them into manageable entries which can be referred to if the player becomes confused and works to keep a good sense of pace by removing unnecessary exposition. Among the information it provides can be entries about the world the game its set in that are not directly related to the narrative in order to allow it to appear to be a vibrate and living place. From a narrative design perspective, the most useful part of the encyclopedia is its ability to conceal hints about upcoming plot reveals and makes the player feel cleaver if they notice them. There is a lot of flexibility offered to visual novels through this system, but the game in question needs complicated enough ideas to be able to fill it with entries in the first place, a slice of life romance would struggle to do anything meaningful with it. For those titles its is compatible with the benefits justify the investment.
 

Thriller – Genre Deep Dive


The Enemy Within

 
Sometimes we just need a little danger to add some excitement to our lives, but do not want to actually put ourselves in harms way so we turn to the Thriller. This genre has had a long history of fiction covering everything from spies to crime in order to keep the reader on their toes. In many ways it is similar to another genre visual novels thrive in, Horror, since both rely on invoking feelings of tension in the player although it is more interested in a thrill than outright fear as the end result. Tension on an intimate level is by far the medium’s greatest strength so the Thriller fits nicely into what it has to offer and gives a sense of animated humanity to scenes where the tension is at its thickest. Thrillers are a flexible design space for games since they can easily assimilate aspects of other genres making it especially appealing to developer’s who want to add some spice to an otherwise simple experience. However, just like with anything it has to be handled properly or it can overwhelm all other flavours and turn people off completing the meal. So let’s uncover a conspiracy and discover how visual novels have utilised the Thriller.
 

Tension In The Smallest Movements

 
The threat of danger is often more effective at holding a player in suspense than open displays of violence. A simple everyday conversation takes on new life when we know one of the people involved could kill the other if they feel like it. This dance of masks and intentions is the main hallmark of the Thriller and requires a subtly and deftness that visual novels find easy to accommodate. Their limited means of presenting their narratives leads to them making the most out of every movement and turn of phrase which is exactly how a tense scene gets much of its mileage. When the player knows something violent might be about to happen they tend to start to comb every twitch of the eyebrow and the way something is described in order to avoid the potential negative outcome. Thrillers take advantage of this inherent fear of the consequences of conflict to generate excitement, obviously the player knows they are not really in danger but they are willing to put that aside and be pulled into the space of play established through the visual novel. 
Gonzou owns any scene he is in

For a good example of how this works in practice we can look to The Devil On G-String and any scene where Azai Gonzou is present. This yakuza boss is a constant source of danger for the protagonist, but it is never entirely clear if that is immediate or if he is just playing with the protagonist. Gonzou has a large presence any time he is on screen despite not being a man of many words and instead he makes his position of power clear through a no-nonsense approach where the violence of his occupation is implied in his every action. The player is made to jump at his subtle changes in expression and the way his words are presented on screen through the developer’s constant quiet shifting of how these elements come across. Sometimes the player does no need a single clear person to feel in danger and instead the idea that anybody the characters talk to could be a murder is often more powerful. Kara No Shoujo has a series of horrific killings and places a number of characters in front of the player who are just as likely to be responsible as they are to be next victim in order to make every interaction with them hold an underlying tension. While this is nowhere near as directly potent as the single person conversation, it does have a more continued presence in the mind of the player and subtly pulls on their thoughts. It also means the visual novel can provide a paced and even rising tension that overflows into a more direct type of thrill at the climax. This makes it the preferred type for games intending to have a longer duration or include mystery elements where relying on direct conflict may not be a reasonable narrative option.
 

Paranoia Is A Man’s Best Friend

 
Having an easy to pinpoint source of danger is not a requirement to create a sense of thrill, after all we can conjure up monster where none exist. Employing the sense that someone or something is out to get the characters but providing enough room to doubt the truth of those feelings and not giving the player anything too solid to grasp onto makes for an abstract sense of danger. The mind has a tendency of reaching the most negative conclusions from the information it is given and for the Thriller this is shaped into a palpable paranoia. Once in place the grasp it has on the player’s thoughts helps build a tension in every activity the characters perform. Is this going to be the moment when the shadows come for them? Questions like this circle the mind and the developer can use cues to get their desired reaction while guiding the story forward. An extension of this approach is the unreliable narrator who the player has no other choice but to work with as the point of view they have been given. This leads to an uneasy and distrustful relationship with a narrative force which is normally on the player’s side leading to another layer of paranoia. It also gives a good sense of catharsis when the truth about the protagonist lies comes out and the player is on the same level as them again. 
Is she a good person or something sinister?

Take Chaos Head, this game employs a clearly unreliable point of view character in the form of Nishijou Takumi and a nebulous threat that lacks a single face to identify them by. It treads close to the domain of Horror with it attempting to instil in the player the same maddening fear Takumi finds himself infected with, but avoid stepping all the way into that genre through the way it frames this fear as a type of excitement. There is always a sense of forward momentum even when it is not clear the player where they will end up and it imitates the trilling feeling of being thrown about by a roller-coaster while you have your eyes closed. This is mostly achieved through the initial contrast between Takumi’s instability and the normality of the rest of the cast, only to have this slow stripped away and for the player to begin to see things with the same unreliability as he does. Shifting roles and allies are key to preventing a firm grasp on the situation from being developed over the long term until the time is right for the big reveal.
 

Excitement In A Static Medium

 
Generating a sense of action and climax at the end of a Thriller when everything come together to pay off a game’s worth of setup is a sizeable challenge for the predominantly static medium of visual novels. In order to create these heart pumping moments they must instead look to what is at stake in this conflict and make sure it is brought to the front at every possible moment. This way each game can lean into their strengths and utilise other forms of climax that are more a battle of wits than a fist fight. Being focused around the thoughts in the characters heads as they try to outwit one another acts as a better source of resolution to subtle tension or paranoia style of Thriller discussed above and this forms a more complete experience than any form of direct action scenes could hope to achieve. Despite visual novel’s static nature, they do have some tool for dynamic feeling actions through shifting character portraits, CG’s and backgrounds which allow them to fine-tune the work done by the narrative and sell this as the moment where everything is up for grabs. 
Truth is a tricky thing in Umineko

Umineko provides us we an example of how a visual novel can achieve a thrilling finale even with its static nature. Mysteries and the examination of them is a the core of Umineko and as you would expect this means the climax of each episode is an exercise in problem solving and a battle of wits. In practice this is just two or more people standing opposite each other and debating the issue and on the surface this seems like it might to be exciting, but when placed in context it is one of the most trilling things in any game. This is achieved through a mixing of high stakes riding on every word spoken and interesting mysteries that appear to have two distinctly different but incompatible answer to them. The player is kept in suspense about the fate of the character they have grown to like and by their lack of knowledge about which truth is the correct one as all side make some extremely compelling arguments. Umineko wrings every drop out this dynamic in order to compensate for its lack of visual quality and it worked wonders as the passionate playerbase has shown.
 

Conclusion

 
There is an undeniable parallel between the natural intensity and intimacy present in visual novels and a Thriller’s aim of creating an exciting and tense narrative. Crafting a feeling of danger from the tiny details of a scene is something visual novels have the ability to lean into due to the limited design space available to them and this gives the Thriller fertile ground to keep the heart racing even in what should be low stakes moments. The feeling of paranoia brought on by an unclear antagonistic force or an unreliable narrator provide the medium a means of forming a continuous feeling of tension within a Thriller. Through playing off the strong sense of high stakes and more battle of wits centric stories a text heavy game tends towards, a visual novel can lead its Thriller to an appropriate climax. Alongside Horror, the Thriller is perhaps the most compatible genre with the strengths of the medium and allows each to show off their strengths.
 

Stella Of The End Review – Do Androids Dream Of Being Human?


Genre – Sci-fi, Post-apocalypse, Journey    Play Time – 7 hours    Developer – Key   Steam    VNDB


How To Make A Human

 
Key has an interesting fixation with robots and AI and Stella Of The End marks their third notable attempt to address this subject matter. While their games all use it to showcase something about humanity, using the machines as a mirror, each individual title takes a different angle in how it tackles the ideas it is handed. Stella Of The End chooses to utilise a post-apocalypse where giant city sized robots roam the earth and tackles them through the innocent android eyes of Philia and the jaded human eyes of Jude. If this sound vaguely familiar then you would be right since it bares more than a passing similarity to one of Key’s other games, Planetarium, which is held up to be one of the classics of the medium. This is not a one for one recreation of that emotional title, but Stella Of The End tries to leverage its concepts and character direction for similar ends through a longer and more action packed narrative structure. Does Stella Of The End live up to its predecessors legacy or is it an echo of the past like the ruined cities its characters explore? Let’s journey alongside a cute android girl and find out.
 

Journey To The End Of The Earth – Narrative And Themes

 
For Stella Of The End, the journey is far more important than the destination. This is a tale of two individuals' travels and it plays out in a series of episodes each detached from the others in a new area. Together they showcase the extremes of this world for the darker parts of humanity to the good in people’s hearts to the beauty of the abandoned ruins. Having a flexible framework where no consequence matters for more than that chapter gives the game room to place the duo of Stella and Jude into situations where they are forced to reveal more about themselves and grow without worrying about how the greater plot will be effected. These come in many different forms from dangerous encounters with hostile humans to the robotic remnants of a golden age, but they all provide opportunities for Jude to pass on his worldly wisdom to Philia and receive some of his lost innocence in return. Their relationship is the core of the narrative as the only continual element in the chaos. However, on top of this is an ever present sense of wonder at the world, a feeling that no matter how ruined or terrifying it might be there is always somewhere you can just stop and admire. It does an excellent job of counterbalancing the serious sections of the narrative in order to keep the game from becoming too brooding or oppressive. This sense of beauty also has a downside in the form of a poor understanding of just how fragile human creations are and how they do not survive long without constant maintenance. For some locations such as the mega city the pair pass through, this is acceptable since there are clearly robots keeping it in some functioning state, but there are many other areas which have clearly been abandoned for some time with nobody taking care of them and yet are still in near pristine condition. This ends up being distracting when the characters treat this as normal and makes it feel as if the developers have a poor understanding of the subject matter their work is centred around.
Singularity Machines are wonderful and strange titans

AI and Androids as a stand-in for humanity and innocence is an immediately obvious thematic element from the moment Philia opens her mouth. She behaves like a new born child to whom the world is magical and people are all inherently good and over the course of the game this view point is challenged. This is the big common theme Stella Of The End shares with the other Key titles featuring robots, but unlike them it also has more unknowable and alien AIs in the form of the Singularity Machines. These behemoths operate on an axis of logic a human mind cannot fathom and their destructive wake is done from reasons known to only them. As such they are the objects of fear throughout the game forming a duality with the decidedly easy to understand Philia making the player question exactly what it means to be a machine and the extent to which Philia’s intentions are truly known to them. In many ways the robotic entities form another duality with the chaotic but understandable humans the pair meet along the way. Although they might be dangerous and violent, there is an easy to comprehend reason for their actions which the player can empathise with or at least find parallels to it in the world around us. By showing the two extremes of creator and created it can use them both to help Philia and Jude develop as characters while giving the player some meat to chew on when the consider what this post-apocalypse says about their own lives and the march of the technology.
For the most part this world is well thought through

Developers form a brand image through the kind of games they create and Key is no exception with them choosing making people cry as their core identity. This emotional gut punch is a double edged sword since it can provides a much need catharsis to their narratives, but at the same time it makes the fate of its characters extremely predictable. It is this issue of foreknowledge that proves to be the thorn in the side of Stella Of The End. Philia and Jude are the only two characters of note in the story and as such it is obvious from prior Key titles something bad will happen to one of them. There is not even much of an attempt to hide this within the context of the game itself with it layering the foreshadowing of the tragedy on thick. Here in lies the problem, this lack of subtly and blatant pandering to expectations clashes against the emotive beauty and strong thematic elements. It is as if a person is talking quietly in one ear and then suddenly switches to shouting when they get too excited. Due to the game’s shorter length, this noise is intently focused rather than being spread out over a multiple routes and it does a good deal of damage to a player suspension of disbelief when the game itself cannot do the same.
 

On Man And Machine – Characters

 
Having a narrative so focused around a journey means the pool of characters the player has to latch onto is small since most will disappear as fast as they pop up. This makes it important that the main cast is engaging and easy to feel for, which is something Stella Of The End does with flying colours through Philia and Jude. They are opposites to each other and often clash with Philia’s innocence and desire to help people rubbing up against Jude’s cynical and world-weary approach to the dangers they face. Neither is entirely right in their views on the world they inhabit, but at the same time they both make valid points which draw upon ideas and beliefs the player will be familiar with in their lives. Despite their conflicts they have an undeniable bond which can be tracked as it forms slowly over the course of the game creating something the player can see progressing and latch onto in order to care about their trails and triumphs. Further reinforcing this connecting is the banter the pair share over their journey, it starts out awkward with neither one being sure of the other's limits, but as they grow and become more comfortable in each other’s presence it is perfectly reflected in how their interactions evolve. The cherry on top is the way they represent the thematic ideas the title wants to present without compromising their identity or being too in the player’s face. Instead they carefully walk the line between their two roles by shifting in and out of presenting these themes as and when the plot demands it in order to retain the sense that they are people rather than narrative devices.
Don't listen to him, deers pack a nasty kick

When it comes to the rest of the cast it is much more of a mixed bag. Some fair reasonably well by being simple background characters who require no additional screen time or by having a complete and short character arc during their appearance. However, there are many who due to the lack of screen time they get from the episodic structure end up feeling half baked and provide the player little reason to care about them. Take Willem Grosvenor for example, he is the person who gives Jude the location of Philia and hires Jude to deliver her to him kickstarting the events of the game. He is crucial to the plot and makes appearances at the end of most episodes and yet he comes across as extremely flat, he is mysterious old man with an obsession with AI and androids and he never develops beyond this simple archetype. Given his importance this lack of interesting aspects puts him in direct contrast to the brilliance of the main pair and he ends up feeling like a stock cryptic character with nothing going on behind he vague words. Other characters follow this trend and lack anything to hold the player’s attention and feel like gaping voids in this otherwise thoughtful and emotive tale. 
Oh so mysterious (Rolls Eyes)

After Humanity Is Gone – Visuals, Audio And Technical

 
In a visual novel so focused around a sense of place and characters, presentation is key to ensuring they can be properly expressed in a manner pleasing to the player. Here Key gets to flex its higher budget and years of experience to create a seamless and immersive world. The soundtrack aims for the atmospheric rather than the memorable with understated synth melodies shifting into heart pumping smooth actions tracks. Sound effects are similarity geared towards keeping the player firmly in the moment with the rustling of equipment or the subtle opening of a door which give the player an audio outlet to match what is going on in the story. Of course the visuals are excellent with a wide colour palette from the muted greys and browns of the surviving human settlement to the neon blue glow of the giant ruined technological metropolises. It is worth noting how the art style wears its influences on its sleeve such as with Jude’s outfit being similar to that of Sam from Death Stranding and there are many other small nods over its play time. This allows Stella Of The End to share a knowing look with the player without losing its sense of immersion since they all have in universe explanations as to why they look or act as they do. By far the design aspect which stands out the most is the Singularity Machines, each distinct from one another like they are individuals who are driven by an unknown purpose carved into their very existence. They leave a powerful impression and are used sparingly enough to maintain their mysterious appearance throughout the game. In their totality the presentational choices made by Key show why they have continued to draw in a passionate audience even after all these years.
Every inch of the art is a sight to behold

On the technical side, Stella Of The End contains some useful features, the most important of all being the ability to go to any chapter in the story from the main menu. Due to this being a linear visual novel with no choices these options effectively give the player easy access to the entire length of narrative. This is key to ensuring the game has some sense of replayability by allowing the player to dive into the individual episodes they want rather than having to play through content they have no interest in. It almost encourages a highlights reel style approach to subsequent playthroughs which the episodic nature of Stella Of The End helps along through each section existing within its own self contained narrative bubble meaning the player never feels lost or confused when jumping in. Beyond this the title contains the standard suit of expected functions and is surprisingly unremarkable when looking it in its entirety. 

 

Verdict – 

This emotional post-apocalypse presents an intriguing tale of AI and humanity and their ever changing relationship as each reflects back onto the other flaws. It is only held back by Key’s obsession with its brand identity and a few weaker characters.
 

Pros

 
+ A wonderfully vivid world masterfully painted in both visuals, audio and text.
 
+ Philia and Jude make for an entertaining dynamic duo who learn and grow from their time together.
 
+ Uses its thematics to reflect the modern trend of AI and drives it to ask questions about the nature of our own humanity. 
 

Cons

 
- Key’s obsession with getting the player to cry has become too predictable and actively damages the experience.
 
- Characters outside of the main pair are poorly developed and lack the strength to maintain your interest.
 
- Basic technical features that do the job and nothing more.
 

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