Archive for January 2024

Best Visual Novel Releases – January 2024


With the new year behind us, we can finally shake off the haze of drink and food as we walk towards the Spring. This is a month which is always relatively slow when it comes to visual novel releases, but there are still a few games worth your time. We have another Ace Attorney remaster, a classic mystery collection and a short title about a certain streamer. Let’s face another year of brilliant possibilities and find out what the first steps are for visual novels.
 

Official Releases

 

Apollo Justice: Ace Attorney Trilogy

Steam     VNDB     Genre – Detective, Mystery, Courtroom Drama     Play time – 90 hours

Replacing your existing protagonist is a risky move at the best of times and even more so when they are as iconic as Phoenix Wright. Yet that is exactly what happened with the Apollo Justice games and to say that the reaction was mixed is an understatement. Now this trilogy has received the same remastering and porting as the previous titles and look its best for a new release. It will be interesting to see how an entirely new audience deals with this change of guard, but what made the originals good is still undeniably in these games. However, there is definitely a shakiness to the first game where you can feel how unsure the developers were about how to marry the old and the new Ace Attorney in a way pleasing to fans. At the end of the day if you enjoyed the stories of Phoenix Wright then you will probably find some fun following the struggles of Apollo Justice, just do not expect it to be exactly the same.
 

Petit Game Collection vol.1

Steam    VNDB    Genre – Fandisc, Slice of Life    Play Time – 1 hour

This is an odd one, a collection of mini games with a visual novel acting as a complimentary element and all themed around retro aesthetic. It is an odd way to follow up the success of NEEDY GIRL OVERDOSE and yet it is that game’s identity and characters from which this collection derives its appeal. The visual novel section focuses around a date the Ame-chan and explores it in a more direct fashion than the very number centric original game could have managed. It is a nice peak behind the curtain and adds a nice bit of humanity to Ame-chan as well as her place in this world. All in all this is a short and cheap title which aims to give the fans a chance to immerse themselves in this relationship once more with some fun side activities. Presumably there will be a volume 2 at some point and it will be interesting to see how this formula is iterated upon.
 

My Lovey-Dovey Demon

Steam    VNDB     Genre – Romance, Slice of Life    Play Time – 3 hours

Ebi-hime is back again with another excellent visual novel, this time in the romance / slice of life genre complimented by a little supernatural spice. Taiki has only recently turned into an adult and during his summer holiday he decides to spend his time with his grandparent and his chaotic younger siblings. Things do not go as planned as he accidentally summons a demon girl and she becomes completely infatuated with him. Now he has to juggle the troubles of looking after his siblings while also considering his new found guest. This is ultimately a light bit of entertainment in a sweet and wholesome way that is designed to make the player smile and feel warm inside. If this sounds like your cup of tea then My Lovey-Dovey Demon is definitely for you.
 

Another Code Recollection

Nintendo Eshop    VNDB    Genre – Mystery, Sci-Fi, Drama    Play Time – 20 hours

Another remaster, this time for a pair atmospheric mystery titles original released on the DS and Wii to cult status and they are well regarded for their distinctive sci-fi undertones. The narrative follows Ashley Mizuki Robbins as she pieces together the fate of her parents over the course of the two games. Leaning into a sense of wistfulness and longing to fuel an atmosphere which piles on a feeling of the past being ever present and echoing through not only peoples’ lives but the very environment itself. The graphical uplift does wonders to bring the package together especially for the first game with its minimal graphics due to system limitations of the DS and it makes the island where the title is set on appear mysterious. This collection contains two strong games that are worth picking up if you want some head scratching mysteries to solve while being completely immersed in the experience.
 

Timed Choices – An Anatomy of Visual Novels


Under Pressure

 
As a medium visual novels lack many ways to get the player to make split second actions and one of the few they do have is the Timed Choice. These are as simple as they sound, the player is presented with a normal choice but must consider and act on it under the pressure of a time limit. Some games show the timer ticking down while others merely state that the clock is ticking leaving the player in dark about how much time is left. Both offer a precious avenue to apply stress in calculated amounts at the developer’s discretion and can be fine tuned through the spacing between Timed Choices or their narrative placement. Despite their utility they are a relatively infrequent inclusion due to the inherent issues of tone caused by stressing the player in visual novels aiming for a more relaxed or measured experience. However, the spread of genres making use of Timed Choices is wide with everything from horror to comedy putting its benefits into practice for vastly different effects. Let’s race against the clock and discover how the Timed Choice has been used in visual novels.
 

Death Breathing Down Your Back

 
Under pressure people are prone to making mistakes and Timed Choices can be used to deliberately cause this reaction for the player. This is especially effective when backed up by an atmosphere which is already placing a sense of dread and foreboding onto the player and as such horror loves this type of choice. Here it serves the purpose of making the threat of death posed to the characters seem more immediate as the player suddenly has to make choice in roughly the same time-frame as the people they are playing, putting them into the character’s shoes. It also acts as a way for the game to follow through on the promises of a gruesome ending implied in the existence of whatever monster or threat is stalking the halls and increase the likelihood of the player choosing the wrong option thus witnessing said demise. This helps create a sense of actual consequence to the choices and a fear of failure to reinforce the tension that horror feeds off. 
When every choice is a puzzle adding in a time limit creates tension

Death Mark showcases this approach to Timed Choices very well throughout its entire length. The first feature to note is the relative sparsity of this type of choice as the game want to save their impact for key moments in order to not reduce the effectiveness of this tool or irritate the player who might feel hounded by the game. Alongside this is their connection to the monsters the protagonist faces, the majority of the Timed Choices focusing around his encounters with them and give a more direct feeling of their lethality and the odd set of rules each is governed by. These choices form a short test to make sure the player has been paying attention to the clues about the monster which have been unveiled so far. This is an important role given the way the ‘boss fights’ against the monsters rely on the following of a proper series of actions the game has hinted at, meaning the Timed Choices tell the player that they should be paying attention for future events.
 

Think Fast

 
Introducing a timing element into a scene inevitably gives it a sense of forward momentum since the game is pushing the player for a response. In this trait we can see another common use of the Timed Choice, providing a feeling of action and excitement. Titles focused around the Thriller genre love to make use of the Timed Choice as a complementary feature for climatic moments involving life or death stakes resulting in increased tension. In many ways this usage is similar to how other type of games place quick time events (QTEs) in cinematics in order to provide the player an bit of active participation even in the more passive sections. Hybid visual novels like AI: Somnium Files often mix Timed Choice in with QTEs due to how much they complement each other and demand a different type of quick reflex. It also reflects the importance the game places of narrative by demanding the player consider the consequence of their actions even when suddenly presented with a choice. 
A ticking clock can be an exciting prospect

For visual novels, choices drive home the importance of certain character actions and act as the player’s only real avenue of control meaning Timed Choices offers an extra spice to proceedings. The length of time available to make the choice is quite long in Thrillers and it is unlikely the player will not be able to consider the options properly. In fact the options are often made deliberately simplistic in order to avoid confusion since the aim here is be a form of reaction test to encourage engagement rather than a challenging obstacle and the right answer is thus make obvious. We can look to BUSTAFELLOWS for the simple nature of this form of Timed Choices. Here the choices that are presented to the player have generally been outlined in the proceeding scene and just demand they choose rather than make a logical deduction based on facts from elsewhere in the narrative. Through this clear presentation it keeps its exciting tone while not making the player feel lost or confused as the game asks them to think fast and they gets a shot of adrenaline as the clock ticks down.
 

Comedy In Panic

 
Sometimes the suddenness and pressure of a Time Choice can lend it a certain absurdity which leads to laughter rather than tension. It is this contrast which comedy visual novels tap into when they make use of this kind of choice. They are used infrequently in order to ensure when they do appear it is a complete surprise to catch the player off guard and this is complemented by the out there nature of the options presented. Often the game will not even wait the full duration of the timer before forcing an outcome on the player with a certain comedic timing that lends itself to making the player laugh at their own lack of control. The contents of these choices is always of no consequence to communicate to the player the low value of any outcome and add a certain levity to the surrounding events. Everything is put into making the Timed Choice a form of meta joke and point out the nature of the medium itself. The Maji de Watashi ni Koi Shinasai! games provide a good example of how this is implemented in practice. Over the entire series there have been very few Timed Choices and they are all sprung on the player without warning in scenes where a somewhat absurd tone has already been established to ensure they are not too much of a shock. They are also in line with the established brand of humour the games have put a lot of effort into cultivating so shifting between the banal and the insane required for a Timed Choice makes sense in this context.
Maji Koi's humour uses every trick in the book

Conclusion

 
Controlling how someone engages with a game system is always a powerful tool and it is doubly so when it applies pressure on them. This is a feature visual novels rarely have access to without using another gameplay style alongside themselves and as such Timed Choices have been put to use across the medium. Horror titles take advantage of the pressure to instil a sense of panic and fear while paying off the promised violence when the player makes the wrong choice. When the choices are made simple and clear they can be put to use within a Thriller setting to help sell the heart pumping tension in the same way QTEs do for other games. Timed Choices have an inherent absurdity to them due to the artificial nature of their demands and this can be played around with for comic effect in order to get people laughing. These different angles on the same system showcase why a single new element can provide interesting new possibilities for the presentation of ideas and tone within visual novels.
 

April Fools – Genre Deep Dive


That Time of The Year

 
Once a year people come together to pull pranks or other humorous activities on each other in an effort to lighten up their lives and visual novels have become a vessel for this practice resulting the birth of a genre. The games which spawn from it are parodies of established titles or series where their essence exaggerated for comic effect while keeping the qualities that made them so popular in the first place. They also embrace their short form and throw away nature to explore one shot style narratives not possible within the main series. All of this is in service of something that is more than just a simple joke, but instead a humorous celebration of what the games have achieved both inside their play time and beyond to their real world success. This analysis will consider titles which fall into the spirit of this genre rather than simply those released in or around April 1st since the genre has grown well beyond it confines. Let’s subvert expectations and dive into the weird world of the April Fools visual novel.
 

One Trick Pony

 
Being a self contained title which exists only for a single humorous purpose is by no means the drawback it at first appears. Choosing to embrace the nature of a one shot offers a chance to be something a little different from the established ideas of the series and present a vision of alternative path. Obviously this is played up for comic effect but the underlying examination of what it the games mean and how they came to be, works wonder to add a nice background texture to what is otherwise light entertainment through the contrast with what came before. Keeping this in check is an important as the game does not want to stray too far away what drew people to the original and while a novel concept might initially delight, people are still here to see the something reflecting the old ideas and may lose patience with this new angle. A short play time does a lot to mitigate this issue through its low demand on player and it helps make the prospect of playing something slightly different more appealing. 
Oh no the catboys are hot!

Neko Para -Catboys Paradise- offers up a perfect example of how switching things up works in this genre. It is role reversal of the original Neko Para games with catboys instead of the original catgirls and replacing the female character archetypes with their male equivalents. The result is a surprisingly different feeling game that showcases how keeping same base concept but shifting the characters results in something fresh. However, it never takes this transformation particularly seriously and constantly pokes fun at itself and at the concepts fundamental to the original games as it points out their absurdity through this new angle. In combination with an exaggerated version of the series’ humour, it keeps the player engaged for its short play time and works well as the one off title that explore what the series could have been.
 

The Art Of The Parody

 
Simply pointing and laughing at the flaws and absurdities of the original work is a fast way to form a disconnect with your audience who have invested in that title. Such is the struggle of the parody, which must balance its reliance of the original game for the source of its humour and the dangers of taking the joke too far. The solution may parodies have found is to find the core of what made the original appealing and take it then refine it into its purest essence. From this starting point they can use the inherent absurdity born from exaggeration caused by the refinement and play off it for comic effect. In doing this the parody can also leverage the player’s own love for the original since what attracted them to it is on full display in the parody drawing a line between them and offering a similar feeling to it, albeit through a less serious lens. 
Characters are often the best tool for the April Fools game

Take VA-11 Hall-A KIDS for example, this spin off the cyberpunk bartending simulator abandons most these elements in favour of what is truly important, its characters. They are the part of the original game people resonated with and built an attachment to rather than the world itself, so KIDS chose to focus on them in order to draw out the core of what made the game great. It place the cast in a school setting to get as far away from the original as possible and allow the characters to shine while showing off what made them fun in the first place. Through the silliness of the setting shift KIDS has a somewhat whimsical tone and plays into this by making the events the characters are involved in be low stakes to avoid any player potentially feeling offended when it pokes fun at the original game.
 

A Celebration of The Game

 
Comedy might be at the core of a parody, but to leave a lasting impact it needs a form of sincerity baked into it so the title can stand on its own. Often this involves being a celebration of the game’s heritage rather than just its core ideas. The path that the developers and the players have walked down together to reach this stage is a common touching point between the two parties and allows for a form of dialogue when used within a game. By showing that the developer is aware of this through the aspects of the series they include within the parody, they can transform something which was previously only a simple joke into an appreciation of the players for keep the series alive. 
Knowing where you came from can help you build engaging humour

For The Murder of Sonic the Hedgehog this is created through giving each member of Sonic’s ensemble some screen time to snapshot why they are beloved. It is they who best represent the sprawling franchise Sonic has become with its toes in many types of gameplay, narratives and consoles. The characters have been built up over time and this results in players having many memories with them so invoking them in this manner acts as a nod to the player that this series they love has come a long way. This is capped off with the whole cast coming together to defeat the threat and reach a peaceful resolution just as they have countless times before, but here it hold a certain nostalgia due to the prior focus on the past while still wrapping up with a sense of future adventures ahead for the cast. Playing into these strengths allowed The Murder of Sonic the Hedgehog to be well received beyond its status as an April Fools game and is remembered in a positive light by Sonic fans.
 

Conclusion

 
Making a simple joke is an easy task, but having it leave a mark in people’s memory is quite another. The quirky visual novel genre of April Fools games merges parody and earnestness in an established series and puts it in a unique position. On the one hand these games are one shots by their very nature and tend to lean into that trait in order to offer a completely different angle on the ideas which came before. On the other they must not make their humour and subversion come at the expense of what player’s liked about the original or they might become offended and lose interest. Alongside this runs an understanding of the series' heritage shared by player and developer alike and in turn the game is often shaped as a celebration of what the games has achieved. Creating an April Fools visual novel is process which requires an excellent knowledge of both your own titles and your audience’s expectations for them, something to keep in mind if you plan on making your own addition to the genre.
 

Hoshizora no Memoria – Wish upon a Shooting Star Review – Shining Amongst The Sea Of Stars

 

Genre – Slice of Life, Romance Play Time – 50 hours Developer – FAVORITE   Steam    VNDB

 

A Boy And His Shinigami

 
If the plot of Hoshizora no Memoria were described to you in its most abstract and literal form then you might be forgiven for thinking of it as another run of the mill slice of life/ romance visual novel. In many ways that opinion is not entirely wrong, but what sets Hoshizora apart from its peer is how it uses its execution of plot elements to elevate the material. It is the poster child of how a distinctive and continuos theming and iconography have a profound effect on the reception of a work. For Hoshizora this manifests as its love for stars and the cosmos and this can be felt from how they influence the fates of the cast to the constant stream of star related images showcased over the course of the game. This pillar being so strong allows the game to maintain an audience despite the rather uneven use of its supernatural elements and ineffective employment of its characters. Let’s dive into the sea of stars and find out if this one trick is really enough to hold up an entire game.
 

Revealed Under Moonlight – Narrative and Themes

 
From a narrative perspective the biggest success of Hoshizora is the way it ties the emotionally resonant character routes the genre is known for with the ever present majesty of the cosmos. How this effect is achieve is cleverly varied over the course of the game and the only constant and stable reminder is the activities of the Astronomy club. Here the cast regularly find wonder and solace in the stars above as they look up at them and remember how they came together over this shared passion. Individually the character’s conflicts somehow relate to the cosmos, whether that be directly through their nature as a magical creature, as it is with Mare, or merely an extension of a more grounded struggle such as the construction of a planetarium. This provides a feeling of continuity to what are, for the most part, disconnected personal conflicts and it allows the game to circumvent the impression of being several stories stitched together that many other titles in the genre suffer from since it can present a recognisable set of ideas to the player. Once establish in their mind a route can use it as a short hand for the themes which have become associate with it and spend less time repeating old ideas and instead focusing on what makes the route unique without completely losing the player with the shift. There is a subtle balancing act going on throughout since the risk in this approach is the feeling of repetition it might cause in the player so it has be kept just behind the main meat for the route.
Yep, that about sums her up.

Helping along the cosmos motif is the gradual build up to the final route. Initially this is through quiet hints to the past of our protagonist and the mystery surrounding Mare, but they escalate into new additions to the common route showing glimpses of what is to come. Keeping the player engaged is the key reason for this gradual approach to the final route rather than simply unlocking it once a set of conditions have been met. In doing this Hoshizora can build this finale as a culmination of the themes and ideas of the work as a whole and make the player excited to find out the truth about all of the supernatural elements which have been rearing their heads over the play time. By sprinking in additional cosmos related ideas it can tie this escalation back into the ongoing character narratives. The only issue with this method is how the pay off for Mare is lacking with her only being given a short time to tie up her character’s loose ends. Such an omission does create a hole within the narrative which leaves the player with the feeling of something being missing from the experience. The fan disc, Eternal Heart, does rectify the mistake through an expanded route for Mare, but it was something that should have been in the base game in the first place leaving a sour taste in the mouth.
Given Mare's importance the game's handling of her is odd.

Within the narrative there is a sizeable use of supernatural forces relating to the cosmos as the core drives behind what is happening in this small town and Mare’s odd existence. When they are the main focus of events of a route they are handled well and provide some nice spice to help heighten the sense of danger and emotion. However, Hoshizora is inconsistent with their inclusion and this results in them feeling like an element the game is not quite sure what to do with. There can be long stretches of the title where everything is entirely grounded and this often includes the heroine routes which makes the return of the supernatural come across as a jarring shift in the tone of the work since the player had become accustomed to their absence. On the flip-side there are important routes and sections where the supernatural features prominently, these are often the more relevant sections to the overall narrative and world building and this provides them with a sense of significance and grandeur that the more mundane routes lack. What these two extreme create is a sense of story being unbalanced and the grounded sections being filler rather than an equal to the supernatural. There is a distinct lack of effort made to cleanly merge these disparate halves and while they are individually strong, they rub up against each other far more than they would if handled properly.

Fallen Stars – Characters

 
Behind the cosmic theming is a central cast of characters who act to keep the story firmly in the realm of the relatable. Core to their appeal is the lively way they bounce off each other and highlight their personalities in a way that is both natural and endearing. No dynamic between two characters is the same as one between a different pair in order to keep things memorable and prevent the extensive reliance on their conversations to support the narrative from growing repetitive. Take the relationship between the protagonist, You, and his little sister, Chinami, they have an obvious familial closeness in the way they throw playful insults around but genuinely care about what the other has to say. Compare this to how You gets along with his neighbour, Aoi, with their initially chilly interactions giving way to a somewhat awkward acceptance and the contrast and variety of cast relationships could not be clearer. When a heroine becomes the focus of the narrative upon entering their route the strong foundations provided through these interaction and slowly and subtly more texture is added to the dynamic in order to help sell the transition from their current relationship into a more romantic one. It also works well to supplement the central conflict by offering a convincing reason for the actions of the characters involved and why the player should care about the outcomes.
Aoi is nothing is not awkward.

It is a shame then that Hoshizora inconsistently uses its cast beyond the focal characters of a route. There is a tendency to fixate on a few cast members to the point at which you could be forgiven for forgetting there where ever any other people involved. Even when it makes sense for characters to be active in events, they are only brought in for the bare minium amount of time before being shoved off stage. There appear to be fear that any character intruding upon the romance will cause the player to lose interest in the main driving force of the route and turn their attention to the intruding character. However, the result is a feeling of the story being disconnected from everything which came before and somewhat uneven. The secondary cast fair even worse as the game treats them like simple plot devices dropping them in and out whenever it likes and giving them no chance to develop a sense of humanity. Having intimacy be so important to the functioning of the central narrative makes these choices to omit the very builders of that feeling and the use of them in an almost mechanical fashion an odd choice due to the obvious damage it causes to a players immersion.

Painted In The Glittering Cosmos – Visuals, Audio and Technical

 
Just as the cosmos and stars motif is the core of the narrative presentation so too is it for the visual side of Hoshizora. At every possible opportunity the game showcases the darkened sky and the lights that inhabit it and this covers all kinds of scenes from quiet contemplation to dramatic confrontations. Beyond the time of day the motif extends to objects and environments such as the planetarium or Mare’s crescent moon scythe in order to make sure the idea of the cosmos is omnipresent. What this results in an immediately identifiable set of imagery that is recognisable even when taken in isolation, it gives the game a consistent tone whenever it is on screen and helps set the player’s expectations for what to expect from a scene. This is important in a title so invested in emotional resonance in order to maintain long term interest, since being able to invoke specific feelings lends the narrative a lot more freedom to shape events knowing it can always rely on the motif to tie things together. It also helps draw people into the game in the first place as it presents a strong artistic direction to capture the attention of a someone looking for a visual novel to play and maintain that hold with the sense wonder it embodies.
Controlling the camera's focus is surprisingly powerful.

Favorite have always had an understanding of the power controlling the camera has on a scene and they bring it out in Hoshizora to brilliant effect. Through making the backgrounds appear out of focus attention is drawn to the character portraits as they are still clear and it ensure the player will not miss any subtle changes in their emotion. Providing a much needed intimacy is also key to its strength with it lending a feeling of nothing else existing in the world but the two of you. A liberal use of the zoom function can be found supporting this as the game move in and out of objects or people in order to provide a sense of kinetic movement and make it feel as if what is being presented is truly just the point of view of the protagonist. There is more general sense of motion throughout Hoshizora through the use of transitions that support this idea of immediacy which aims to enhance the power of emotional moments by bring them closer to the player.
 

Conclusion

 
As you look up in wonder at the star tonight remember the power this feeling has and consider how deftly Hoshizora no Memoria pushes on that emotional button to create engagement. This motif runs through everything from the words on screen to visuals and audio in order to create a thematic and continuous experience to matter where the player looks. Supporting the game’s identity is a strong overarching narrative pull and lovable characters who struggle to achieve their dreams. Even if it does have some issues of lacking proper pay off and understanding of how to use it characters. The result is a good core package elevated through the use of an immediately recognisable motif. 

Verdict – 

The poster child for the power of consistent imagery and theming and how they can elevate what would otherwise be just another title in its genre. 
 

Pros -

 
+ A strong cosmic and stars narrative motif permeates everything and gives it a distinct identity.
 
+ Overarching narrative is well built up and provides a sense of intrigue and forward momentum.
 
+ Character dynamics are varied and used to great effect in emotional moments.
 
+ Has a visual and audio design that makes it immediately recognisable with clean camera tricks.
 

Cons - 

 
- Supernatural elements are used inconsistently and often rub up against the grounded parts of the narrative.
 
- Cast is often underutilised and drop in and out of the story in a jarring way.
 
- The pay off for the finale is a mixed bag with Mare getting less time than she deserved given her importance.
 
 

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