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- The Grisaia Trilogy Review – Fruits of Many Flavours
Sunday, February 4, 2024
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 narrative design. However, few showcase the power of this approach quite
like the Grisaia trilogy which takes it as far as possible beyond a
simple route structure to match its changing stakes. It is also an
uneven experience and it leans into the more absurd aspects 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 his
discarded biography. 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 its engagement even as a more direct narrative with its own driving
forces takes over.
Calling
the original three Grisaia games a trilogy is a bit misleading as it
is quite clear from the shifting structures that it was an expansion
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.
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 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 games arrived at is to have each
of the heroines reflect an aspect of Yuuji and force him to come to
terms with it in 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.
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. These alternations are brief and the game 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 this 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 characters
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.
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.