Archive for February 2024

Best Visual Novel Releases – February 2024

 
Now that the world has recovered from the New Year, we have had our first real productive month which has brought forth hope for what is to come. For visual novels this has been a month of truly exceptional releases and it has been difficult picking out which ones to highlight in such a quality field. We have everything you could ever want, the third instalment of an excellent horror series, a romance spanning alternative dimensions and a Key title set in wondrous VR world. Let’s dive in and see what is worth playing from cusp of spring.
 

Official Releases

 

LUNARiA -Virtualized Moonchild-

Nintendo Eshop    VNDB     Genre – Sci-fi, Virtual Reality, Nakige    Play Time – 9 hours

Key are at it once again with yet another story staring an AI heroine. This time it is centred around the VR race called Skyout and it is here where the protagonist spends most of his time as the undefeated genius T-bit. One day he finds himself in a strange area of the game, a Luna server, and here he meets LUNAR-Q and their fates become intertwined. If you have ever played a Key game before then you know what you are in for and LUNARiA makes no attempt to change their established formula. Instead it plays up its unique setting of this sci-fi world and its thematics to sell the inevitable moments designed to get you to cry. Through this whole hearted commitment it manages to avoid feeling too much like the titles which came before, but it is still easy to predict the story beats for a veteran and this is something to keep in mind if you are looking to pick this one up. Those who seek to introduce someone to Key’s games may want to look to LUNARiA for the new shiny thing to tempt people into the love and heartbreak we all know and adore.
 

Irotoridori No Sekai - The Colorful World

Steam    VNDB    Genre – Romance, Fantasy, Mystery    Play Time – 50 hours

Mixing mundanity with an extraordinary fantasy element is a common trick employed by many visual novels, but none can match the seamless integration and impact Irotoridori No Sekai demonstrates. This tale of an amnesiac boy and the spirit like girl attached to him plays on the expectations of what the real world and the alternative universes should be and where the boundaries exist. It is less about the big twist (although there are some of those) and is instead about how lives of the characters have been influenced by their exposure to both sides of this world. Promises made and forgotten form a core part of the game’s identity as it asks if they still hold value when on of the parties involved has entirely forgotten about them. Together these elements give Irotoridori No Sekai a wistful feeling where the longing for a lost past is complimented by the meaning the characters find in their future together. A title you should definitely pick up if you are looking for an emotionally resonant narrative with a set of uniquely human characters.
 

Dungeon Travelers: To Heart 2 in Another World

Steam     VNDB      Genre – Dungeon Crawler, Fantasy, Comedy    Play Time – 30 hours

Romance visual novels and dungeon crawlers are not genres generally associated with one another. So having a game as beloved as To Heart 2 make the transition between the two genres allows for an interesting mix of narrative beats and design ideas. After being transported to another world through the antics of the eccentric Maryan, the cast must recover their missing friends and overcome the final boss if they wish to return home. From the brief overview you can probably predict exactly how they story will go and the game makes no attempt to hide this fact. Instead it relies on its extensive and amusing cast to hold the player’s attention through their banter and the hijinks they get up to as their personalities clash. This leads to an overall light tone which is reflected in the enemies all being monster girls or other inoffensive animals. With that said this is still a dungeon crawler and so leans on the harder side of the RPG divide, but it is still nowhere near as challenging as some of its peers. For those looking to spend more time with the cast of To Heart 2 or those just seeking a light hearted hybrid visual novel with something substantial to dig into, Dungeon Travellers is a must play and well worth the asking price.
 

Spirit Hunter: Death Mark II

Steam    VNDB    Genre – Horror, Adventure Game, Mystery    Play Time – 20 hours

As the third entry in the Spirit Hunter series and the squeal to the beloved first game, Death Mark II has some big shoes to fill. It also marks a departure from the point of view style of gameplay from the first two games and a move to a 2D side scroller with the characters on full display. This has resulted in an interesting change in narrative structure and how the title approaches its horror. Rather than a focus on slow bubbling tension which characterised previous games, it instead leans much more heavily into the mystery and investigation sides of the experience with the threat of the monsters taking somewhat of a backseat to actually figuring out what they are and how to fight them. These elements have long been part of the series, but here they are given greater clarity than before to the point of potentially losing fans who liked the unique atmosphere the old games offered. Despite this change the core identity of the Spirit Hunter series is still intact and it provides a unique horror experience not found anywhere else. For those with a love for horror it is a must play title and fans will still appreciate it despite the many changes.
 

NUKITASHI 2

Steam     VNDB     Genre – Comedy    Play Time – 50 hours

How does one adequately express the sheer over the top nature of NUKITASHI’s humour and the way it escalates to new heights in this sequel? Taking place after the cast’s victory in the first game, our protagonist and the three main heroines find themselves whisked off to an alternative dimension where they involved in the conflict there as they search for a way home. The parody elements are still as strong as ever and they lend the whole experience a very tongue-in-cheek tone where the game give the player a knowing wink. If you liked this unique brand of humour then the sequel takes that and runs with it making it a must play, but if you did not find the first game funny then this will do little to change that perception.
 

Achievements – An Anatomy Of Visual Novels


The Completionist Drive

 
It is human nature to want to be rewarded for our accomplishments hence why people are so happy to get a bit of paper at the end of a university course. Games love to tap into this emotional response through Achievements and visual novels are no exception. Achievements are generally used as both a system of rewarding the player and a means of encouraging them to engage with the full range of what the game has to offer. This is especially important for visual novels where the space the player has to express themselves is limited so providing an incentive to ensure they get to experience everything helps create a well rounded title. How exactly do visual novels use Achievements to facilitate this aim? Let’s tick off a check list and find out.
 

Sense Of Accomplishment

 
Merely progressing through a game alone may not have the needed sense of forward momentum as we can lose sight of how far we have come which is even more of an issue the longer the game goes on. Hence why many visual novels makes use of chapter or route based Achievements that trigger on certain key milestones. This allows the player to have a proper sense of where they are in the narrative as well as providing a pat on the back for the effort they made to reach this point. In doing so the game creates a positive feedback loop where the player is drip fed these Achievements and feels incentivised to continue rather than losing steam. Using Achievements in this manner is standard practice for video games in general but for visual novels it holds a greater weight than in other mediums. This is due to how extremely structured and inflexible many of them are at their core even with all their branching paths. As such these milestone Achievements act as one of the only means of allowing the player to look back on their journey through the narrative and see the path they took to get there, which is important as a means of forming a strong impression in their memory. 
Overcoming a challenge and being rewarded is a powerful feeling

Almost any visual novel could be taken as an example so let’s pick one out of the hat. The Great Ace Attorney is entirely linear in its structure with clearly defined cases which must be completed in succession. The repetition inherent in the investigation and court sections can lead to a sense of going in circles. To counteract this The Great Ace Attorney has Achievements at the end of each case to inform the player that they have progressed in a tangible and easy to comprehend way. The slightly disconnected nature of the Achievements prevents them from drawing too much attention away from the ongoing events being presented which is reinforced by the Achievements brief appearance on screen. They exist here to acknowledge what the player has done in an obvious and nonintrusive way that can be quickly pushed aside but still referenced later on.
 

Encouraging Interaction 

 
Not all Achievements are given out in a linear fashion just for progressing through the game, many of them ask the players to perform actions outside of normal play patterns. These can be anything making specific choices to finding hidden secrets by poking the game in ways the player may not have initial thought of. All Achievements of this type are an intentional effort on the part of the developers to direct their audience towards the title in its entirety and try and prevent them from becoming blinkered as they follow the central path. By showcase the possibilities the game can offer they can encourage players to act beyond what is required of them even when there is no immediate Achievement attached since a precedent has been set for interesting content to be stowed away in these corners. Steins Gate’s phone is an excellent example of this as there are multiple Achievements associated with it as well as it being the primary mechanism for choices. Beyond the immediate utility it provides is also contains small interactions through texts as well as various customisation options. However, these are easy to ignore when the main narrative is so gripping and they could easily be over looked in favour of moving forwards. So the Achievements fill the gap and draw the player’s attention back to the other features of the phone to ensure they will not be missing any of the game’s content. 
The phone is surprisingly complicated

When the visual novel in question leans more heavily into supplementary gameplay this need for Achievements takes on an even greater importance. One such series of games which lean into this element are the Utawarerumono titles. Each one mixes their visual novel sections with SRPG levels to sell the conflict of the story and this split the player’s focus as they shift their minds between these two vastly different types of gameplay. Here the Achievements act as a means to prevent the player from just skimming over the SRPG sections due to their more complicated nature and a desire to continue the story. They do this in the same why Steins Gate does by pointing out the possible options open during gameplay. Due to the more expansive nature of this SRPG element it is far more effective than with the phone example as learning the ins and outs of the system can make the player feel smart as they overcome powerful foes through tricks they picked up as they pursued Achievements.
 

Controlling Expectations

 
Before the player even load up a visual novel for the first time, they are likely to have seen its Achievements even if only in passing since they are often shown on the game’s library page. This leaves an initial impression on the player as to the tone and content of the title. There are three parts which inform the player’s view of Achievements and they are their names, the tasks required to get them and the small pictures associated with them. Together they sell the content of the game in a succinct manner by embodying the themes and atmosphere of the entire experience. Let’s look at VA-11 HALL-A’s Achievements for an example of the effect this can achieve. They present the character focus of the game by having many of their tasks being related to specific characters and the characters featuring prominently on the artwork. The extensive use of humours in Achievement names indicates the tone of the game to the player without a second of playtime. Mentioning elements which are obviously not standard visual novel gameplay helps the player understand what kind of game they are in for. Achievements’ purpose from this angle is to help set the player’s expectations for the contents of the game without them having engaged with it at all. 
Highlighting what people are in for is key to creating a cohesive tone
 
This can work as a means of establishing the genre and narrative density of a visual novel. Take AI: The Somnium Files which has a lot of hidden achievements when the title is first started and since the player can see this they are aware that something is being hidden from them. Through this the player comes to expect a mystery with twist and turns which could be spoiled by the Achievements. The large number of them suggests a dense game which will demand the player’s time and concentration. Setting these expectations early on makes sure the player can acclimatise to title quickly while helping them understand what the future hold without spelling it out for them explicitly.
 

Conclusion

 
Although the phrase ‘a sense of pride and accomplishment’ has taken on somewhat negative connotations for many people who play games, there is no denying how much power it has over a player when done correctly. Achievements offer the most flexible means of utilising this strength and it can provide the needed motivation for the player to keep progressing through the visual novel. The way each Achievement is put together also has a profound effect on its perception and by extension the game as a whole which can be played with to properly align expectations. On top of these benefits it can shape how someone engages with the game by pointing out what is possible within the systems of the game in order to ensure nothing is missed. Overall it is clear why visual novels make use of both external and internal Achievements and they should definitely be considered when planning your own title.
 

Dark Fantasy – Genre Deep Dive


The Dark Night Of The Soul

 
Dealing with the parts of human nature we would rather not look at can be difficult to fit into many genres due to audience expectations for heroic tales. As such if a story wants to tackle these subjects it needs to build its entire world and tone around them, thus was born the Dark Fantasy. This genre takes its fantastical elements and uses them to create an oppressive and bleak setting through which its themes will appear as a natural extension. The fantasy elements need not be located in entirely separate world to ours and they can merely be a magical layer hidden just out of view, it just need to use that aspect to match its intended tone. Due to the prevalence of the slice of life and romance genres in visual novels, it is not normally a medium associated with these grittier stories, but hidden off to the side are a wealth of interesting Dark Fantasy tales. They make use of them same tools which bring joy to twist in the knife and express the parts of ourselves we do not want to see. Let’s find out exactly how they achieve this feat and the potential pitfalls and benefits of choosing visual novels to tell their stories.
 

On A Razors Edge

 
When it comes to addressing darker themes and ideas, visual novels tend to completely embrace the player in a bleak blanket. However, this can backfire on the game as there is a point at which the scenes become too serious and depart from the mixed nature of our world as they wildly galop off into unintentional parody. Just as no life is all joy so too is it not all suffering and leaning towards either extreme can make the player loose connection with events on screen. Their reaction will be to laugh at how inherently absurd the bleakness is or find its themes to be in poor taste and turn away from the title. Both are undesirable outcomes for visual novels but it is a knifes edge they must walk if they want to have this type of narrative. Many attempt to mitigate this through careful spacing of the most extreme moments so as to not overwhelm anyone in the atmosphere while still maintaining its impact. It also serves the double purpose of creating a thematic line through the entire work to add clarity to the message it is presenting to the player. 
Ummm.... I'm sure they are alright...

An example of how to deal with this issue well, and at the same time poorly, is How To Date A Magical Girl!. Here the Dark Fantasy is involved in a genre shift as the happy go lucky tone gives way to a grim reality. The subversion is the core reason for the inclusion of the darker elements in order to provide shock value for the change from the established status quo. This is a double edged sword as it can alienate the player as much as it can excite them. Direct darker themes can be a pleasant surprise for some as they add a depth to the events beforehand and help provide an incentive for continuing with the game in the expectation that more are to come. They are a source of excitement and promise about what the future holds. On the flip-side they are also a betrayal of what the player signed up for, instead of a cute magical girl romance they are suddenly thrust into ideas that they may not be comfortable dealing with. This is the essence of the issue of Dark Fantasy, by pushing boundaries it establishes identity in a way that is not appealing in the same universal way as many other genres. In this game the underlying tension here is exacerbated through the use of it as a twist and potentially losing players as they feel a mixture of disillusionment and disgust.
 

All The Evils Of The World

 
The emotions and actions which define people are not always positive in nature and it can be difficult for players to overcome their aversion to these negative associations. Visual novels overcome this barrier of Dark Fantasy through their tendency towards an intimate focus on the protagonist and those around them. Rather than being something committed by an unknown distant party it is instead someone who’s reasons and past are known and we share the same path forwards as them. Mixing sympathy with tragedy is key to how darker aspects of a character’s personality can be allows as an avenue through which the player can relate what is happening on screen to their own experiences and consider the way they would act in the character’s place. This introspection is the reason visual novels and Dark Fantasy make such a good pairing when properly executed and gives both the room they need to explore spaces normally avoided my other narratives in the medium. 
This is a game which goes in some interesting directions

Darker themes have always been the subject of various stories throughout history and they are always troubling topics to deal with. Full Metal Daemon Muramasa takes these topics from a Dark Fantasy angle and asks about its value alongside a series of other darker themes. It has its protagonist tread the line between being sympathetic and revolting to create a compelling anti-hero that makes you want to look away but is so fascinating that you cannot. Leveraging this basis it throws him into a morally questionable mire of backstabbing and betrayal to see how he will react and reveal to the player the humanity they may not be willing to accept yet exists inside all of us. Throughout all of this it never loses sight of the fact this is personal story about the emotions we all experience and it prevents the bleak events from overwhelming the core messaging.
 

When All Is Stripped Away

 
Alongside the focus on intimacy as part of a Dark Fantasy visual novel there is a pulling apart of the emotions and motivations of the entire cast in order to examine the base desires and drives of human action. While the game can sometimes present these in a negative light, these motivators are often shown in an even fashion with the characters trying to be true to themselves even if the results are not always positive for them. Yet it does not lose sight of fact that these desires have bad association in the mind of the player and so it creates an extreme set of circumstances as a justification for these heightened emotional reactions in order to prevent the player from losing their connection to the characters. This technique is mostly confined to important dramatic moments since it would make little sense for the characters to be a constant state of emotional distress without tiring themselves out and so it must be used efficiently to ensure the believability of these outbursts is maintained. 
Dark emotions can come in many forms

Take Psychedelica of the Black Butterfly which uses the confines of a mysterious building to apply pressure on its characters through the feeling of being trapped. Their emotional reactions immediately become more understandable since we all have some experience of feeling confined and how it can make you do irrational things. From this basis it forces out the darker thoughts of its characters when they are confronted by events and revelations which push them to their limit. Having all of these changes being related to the protagonist keeps them in the spotlight so the player never loses sight of the greater picture of the narrative as well as providing an avenue for the other characters to express how they feel in a natural manner.
 

Conclusion

 
As a genre Dark Fantasy tends to be overlooked in favour of lighter themes and ideas with a broader appeal, but despite this there are still many titles which showcase why exploring the darker elements of our world has value. With visual novel’s love of keeping an intimate perspective on their characters it is only natural that a genre so interested in their less savoury aspects would be a perfect fit, since it can juxtapose sympathy with disgust on a personal level. To reinforce this approach there is a careful stripping away of the fronts the characters put up by placing them in extreme situations and showing how they fail to properly deal with them despite their best efforts. The one noticeable downside to Dark Fantasy is the tightrope walk it has to perform in order to not become so serious and depressing that it moves from believable into parody and loses the player as it disconnects completely for reality. When properly utilised Dark Fantasy can bring forward themes and ideas not normally explored and allow the player to experience them in a fleshed out fashion.
 

The Grisaia Trilogy Review – Fruits of Many Flavours


Genre - Romance, Action, Drama    Play Time - 100+ hours    Developer - Frontwing   VNDB     Steam

 

The Blind Leading The Blind

 
Reflecting a character’s flaws back onto them through their interactions with the heroines has long been a core of the visual novel narratives. However, few showcase the power of this approach quite like the Grisaia trilogy which takes it as far as possible beyond the simple route structure to match the changing stakes. It is also an uneven experience with a leaning to the more absurd aspect of the world as the series progresses to the point of potentially losing people who loved what the original game was at its core. Still there is a reason these titles would birth the greater Grisaia franchise and something in their ups and downs appeals to the audience. So let’s go undercover and dig up the secrets to Grisaia’s lasting influence.
 

Secrets And School – Narrative and Themes

 
Above all other aspects of Grisaia’s narrative are the characters. Everything is warped around making sure they can appear as much as possible and all be involved in the plot even when it does not directly concern them. This becoming more prominent when the games move to a more linear structure such as with the second game where Yuuji’s backstory is framed through the lens of the girls discovering a discarded biography from him. Such a contrivance exists to make sure they are up to speed so they can make choices about their futures rather than being forced aside as the trilogy move in a more action orientated direction. Even the first game’s focus on a single character in its routes adheres to this philosophy. Obviously having other characters constantly push themselves into the heroine’s route would be distracting so instead their presence is felt through the advice or clues they provide to Yuuji. These instances offer a pacing element that reminds the player of the existence of the rest of the cast and gives relief from the darker events in order to remind them of the light at the end of the tunnel. Put together these help create a memorable experience reliant of the likeability of its characters to keep engagement even as a more direct narrative with its own driving forces takes over.
Grisaia has never been an entirely grounded series

Calling the original three Grisaia games a trilogy is a bit misleading as it is quite clear from the shifting structures that it was a change brought about by the unexpected popularity of the first game. This transition occurred slowly over the trilogy as it morphs from a route centric story into a linear narrative with a singular villain. As a result the series can feel inconsistent and someone who liked the first game may not like the third or vice versa. The second game is the biggest victim of this change as it contains after stories for all the heroines from the first game while also containing the set up story for the third title. Here the clash between the linear narrative future and multi ending past makes its presence known as the game tries to reconcile the two in preparation for the third game. By far the most glaring example of this is how it merges all the ending into one and tries to imply all of them took place without explaining how this was done and why the previous status quo was restored despite the dramatically different ways those routes ended. It hand waves it all away and hopes you will just accept this change and move on. To its credit the mess of outcomes it pushed together never interacts with the future plot in a way that draws attention to it through a clever focusing on the heroines future with Yuuji rather than their past.
Yuuji's past is more than a bit out there

The secret world which Yuuji is a part of has always been more than a bit absurd even in the first game, but there it was just one note in the stories of the heroines. However, from the second game onwards it becomes the focus and the games gain an equally over the top villain to match this shift. Gone is the intimacy and now it is replaced by high stakes action where Yuuji’s side of the world is explained in much greater detail. It is this shift which is most likely to prevent someone from completing the trilogy as the elements they invested in are the heroines and not everyone wants to give that up for something entirely different. While the transition is rocky, the commitment to the end result does make the third game a distinct experience from the first title and allows for a move away from the route based design into something with its own recognisable identity within the medium. There is an undeniable charm to the way the game tries to tell you about this secret world straight face and it can rely on the strong characters of the first game to lend it a legitimacy for an amusing ride.
 

Solace In The Arms Of Another – Characters

 
As the stars of the show it would have been easy for the heroines to overwhelm Yuuji and render the protagonist a secondary character in his own story. The solution which the game arrived at is to have each of the heroines reflect an aspect of Yuuji and force him to come to terms with it inventive ways. For example Sachi acts as a mirror for how his past traps him just as it does her and Michiru explores his duel nature as he is split between two worlds just as she has been for a long time. Through this framing of their actions an equal focus can be spit with Yuuji in order to create a dynamic between them where each explores their identity through the other in an organic manner. In addition, it provides a reason for the player to care about each route as part of a complete whole since it is only by going through each of them that they can gain a proper understanding of the protagonist. With the second game the heroines no longer act as separate reflections but instead join together through the lessons they learned to become a complete and more developed version of Yuuji which he can learn from as he takes the final steps to becoming as free as they are now. It also works as fitting conclusion to the heroines’ arc as they shift from being helped by Yuuji into the role of his saviours and equals. A continuos emphasis on this function for the heroines creates one of the few thematic through lines of the trilogy.
Everyone has their demons to fight

If there is one issue with how the characters are executed it is in their tendency to behave out of character or make jumps of logic which seem to only exist to create drama or progress the plot. This is mostly confined to the third game where the outlandish events swing the narrative from one tense situation to an action scene and back again at speed. As such the characters must be adapted to match and while the game tries its best not to push this too far it inevitably makes them act oddly to meet the narrative demands. It makes these alternations brief and never dwells on them for long in order to obscure the issue as much as possible and if you are willing to roll with the game’s direction it is easy to overlook. However, given the importance the trilogy has placed on characters as the drivers of the narrative, these inconsistencies stand out more than they would in other visual novels and harms the feeling of the characters being actual people. Perhaps the most noticeable example of characters behaving oddly is the alternative ending of the third game where Yuuji has to jump through a few logical hoops and behave contrary to his ongoing character arc thus contradicting the entire game beforehand. This is an extreme example but it does showcase how widespread the problem is within the story.
 

Glistening Fruits – Visual, Audio and Technical

 
Taken from an audio and visual angle, the Grisaia trilogy might appear to be nothing special at first glance, a solid example of its genre but nothing more. It is easy to see why with the character design sticking to relatively realistic designs featuring school uniforms and suits, the locations being the standard fair for the genre and the music which occupancies it being nothing the player has not heard before. How Grisaia manages to push beyond this initial impression is through the small details and how it merges these parts into an emotionally resonant whole. The aforementioned uniforms all share the same basic structure but are subtly customised to communicate the personality of the characters and even hint at their hidden problems. This is then utilised through clever placement on screen and a proper understanding of what music to play to hint at what is going on in the characters heads or make a particular event hit hard. In turn this makes the moments of down time as engaging as those of high drama with it being clear that the game always has something going on for you to keep an eye out for. Ultimately this quiet form of presentation is something almost invisible from a glance, but helps maintain the player’s sense of involvement and keeps them playing without them ever really knowing the exact reason they feel this way.
Grisaia has always been able to sell its absurdity pretty well

From a technical stand point the trilogy remains consistently mediocre throughout with only the expected suite of features, but it is interesting to note the decline in the importance of choices over the three games. The route based approach of the first game placed an importance on having a convincing way to transition into a divergent path, but even here we can see a minimalist ladder structure where the routes are presented sequentially over the course of the common route. Over the following two games almost all choices are stripped away to focus around a linear and controlled narrative so it can lean more into its action aspects. What choices do remain tend to make the characters behave oddly in order to accommodate this sudden alternation to the direction of the narrative and the outcome is somewhat messy. Overall the transition from one style of choices to the other was not handled particular well, but it ends up being such a minor aspect of the game that it is easy to forget them.
 

Conclusion

 
Trilogies which spawn organically from the success of the first title are often a bit messy in execution and Grisaia does not avoid this fate. The shifting from a route based structure to a linear one, the changes to character behaviour and dynamics and de-emphasizing of choices all contribute to this feeling. However, in order to compensate for this unevenness Grisaia focuses in on its characters and the more outlandish or action elements of its first game, combining them into an identity all its own by the third game. Of course this leads to an alienation of players who liked the more down to earth aspects of the original, but this seems to have been a price the series was willing to pay given they doubled down on it in Phantom Trigger.
 

Verdict – 

Despite their messy and uneven quality, this trilogy invests the player in its characters and pulls them on a wild ride which aims to entertain at every turn.
 

Pros

 
+ Character centric narrative which leans into the strengths of their interactions.
 
+ Heroines compliment Yuuji and they bring out in each other what makes them tick.
 
+ Solid visuals and audio with a few outstanding pieces.
 

Cons

 
- Narrative becomes increasingly absurd as the games go on to the point of being distracting.
 
- Characters will behave oddly in order to make the plot progress.
 
- As a trilogy the games meander around with a lack of focus after the first title.
 

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