Archive for March 2024

Best Visual Novel Releases – March 2024


As spring takes the stage there are signs of new life all around from blossom to budding plants and visual novels are also showing this awakening. This month may not have been the most packed of the year so far, but each release offers something distinct and worth your time. There is everything for a classic horror title to the next episode in a crime thriller to a sweet romance. Let’s dive in and find out what this month has brought us.
 

Official Releases

 

Criminal Border 2nd Offence

Steam    VNDB     Genre – Crime, Episodic    Play Time – 7 hours

As the second outing of the Criminal Border series this episode continues its crime fused adventure through drugs, gangs and yakuza. Now saddled with an unreasonable amount of debt the group turn to the game’s focus heroine and daughter of a crime lord Kotoko Teshigawara for help. This getting them involved in more trouble than they could imagine as the web of loyalties and wishes ensnares them. There is a successful upping of the stakes in this instalment as it dives deeper into both its setting and its increasingly pressured characters with their conflicting interests which leads to an even more engaging narrative experience. If you enjoyed the first episode then this one more than delivers on its promise and sets nicely up for the third entry.
 

Royal Order

Steam     VNDB      Genre – Simulation, Fantasy    Play Time – 11 hours
 
Setting a story in a royal court is always a strong choice given the constant sense of intrigue and betrayal as the various people complete for power. Royal Order takes this core environment and combines it with an rpg simulation and a good dose of fantasy elements for a package which offers a balance between replayability and moment to moment enjoyment. The choice to be either a male or female character while maintaining the mixed gender romance pool creates a refreshingly diverse spread of relationships furthers the sense of self expression which the game uses as its core appeal. A title to pick up if you are looking for an more player facing adventure.
 

Amairo Chocolata (Switch)

Play Asia     VNDB      Genre – Slice of Life, Comedy, Romance     Play Time – 10 hours

This Switch release of Amairo Chocolata opens the sweet cafe centric visual novel up to a new audience. Despite been yet another slice of live title focusing around romance, there is a sincerity to its commitment towards the standard elements of the genre and this straight faced portrayal elevates it beyond what it might otherwise achieve. There is something extremely comfy about its cute cat and dog girl heroines and for those looking to relax with something not designed to test you in any way, it offers an environment where fantasy can softly envelop your mind.
 

Fan Translations

 

Otogirisou

Patch Download    VNDB     Genre – Horror, Confinement     Play Time – 4 hours

Short and sweet horror visual novels are somewhat of a rarity and even more so when they are haunted house tales. Otogirisou follows a pair of students as they take shelter in an abandoned house after their car crashes. Things quickly spiral out of control when it becomes apparent that this house hides some less than pleasant secrets and supernatural threats make their presence known. This is a title which aims to give a concise thrill ride without outstaying its welcome and wants to the visual novel equivalent of a spooky roller-coaster. For those looking from a light and mildly scary experience Otogirisou offers an easy to complete does of adrenaline.
 

Yaoi – Genre Deep Dive


Love In All Its Forms

 
As a genre Yaoi has an interesting kinship with masculinity which leads it down some distinctive narrative pathways. In many ways it is a mirror of its stable-mate Yuri since it also has the two extremes of commercialisation and thoughtful representation. Much of the genre’s output tends to be aimed at a female audience with the characters and relationships setting out please their sensibilities. There is a smaller group of titles who are more interested in a looking at the realities of a gay romance and the sort of feelings and conflicts it brings. Despite the vastly different reasons these two groups choose to create a Yaoi visual novel, they do share a common element in the form of their utilisation of their relationships to provide a unique perspective on the human nature and how it is applied to everyone equally. Let’s find ourself some handsome men and discover what make Yaoi visual novels special.
 

The Female Gaze 

 
Much of the output from the Yaoi genre is created with a female audience in mind and seeks to appeal to them through its content. Just as with Yuri, the target demographic is the opposite to the characters’ gender and as such bears little resemblance to how someone of that gender would behave and instead presents an idealised vision of what someone of the fairer sex might think of them. Rather then the purity and almost religious sanctity of Yuri’s presentation of its romance, Yaoi leans towards the ideas of masculinity and the violence and possessiveness associated with it. This is not a negative violence, but rather a playful type like two lion cubs pouncing on each other. It is rare for it to be taken to the extreme of doing meaningful harm to the other person and is a means showcasing their bond in a way which stands out from a standard heterosexual relationship by leaning into the lack of a feminine aspect. Of course this dives into the perception of men being the dangerous gender and it has no interest in the reality of the personality spectrum when it can just make this element a source of excitement. It is worth noting the exception of this rule, Traps, which sit in a strange middle ground between Yuri and Yaoi with elements of both purity and masculinity. However, they are such a complicated subject that they deserve their own article and will not be discussed further, but it worth keeping their existence in mind for a more complete picture of the genre. 
Playful is the key word here

For examples of this female leaning take on masculinity in Yaoi we can look to Absolute Obedience and Tokyo Onmyoji. The prior displays this through its intimate character interactions while the later takes a much broader angle. Absolute Obedience plays this masculinity and the violent undertone to the relationship in a style where everything is taken to extremes in order keep the player on their toes. It a strong implementation of the lion cubs mentality where a lot of what they do to each other is never presented in a manner where it could be taken negatively and instead adds a layer to the mixture which is their relationship. Tokyo Onmyoji takes a much broader method to implementing its masculinity through interactions beyond simply the main relationship and into the more general bonds between the cast. This is partly due to the more openly serious nature of the narrative and the way it has to weave its character beats in between its plot ones without harming either. As such spreading out the violent tension between the male cast serves both to spice up the dynamic and add spice to important moments in the story. Both games present these elements the player as a selling point to be desired and assumes their audience will find it appealing.
 

Sympathetic And Expressive

 
Of course not every Yaoi game is made with the intention of simply appealing to a target demographic for sales purposes and instead there are many which use the genre to dive into the emotions and ideas surrounding male homosexual relationships. These paint the romances in a sympathetic light and aim to present them through a lens of the character’s humanity to make it easy to understand regardless of whether you have experienced the same emotions or not. However, the games still have the flavour and feelings unique to a male centric relationship, but rather than focusing on displays of blatant masculinity there is an awareness of the mixed nature of actual male bonds and how they are not so straightforward. Such titles tend to be from amateur or indie groups or individuals who are open to expressing their own feelings on this type of relationship and can accept that their product will not have a mass market appeal. They serve a valuable function in offering an antidote to the exaggerated takes on Yaoi existing in the larger visual novels with a more grounded take on the genre, but grounded is not the same as not knowing how to have fun. 
Bonds always remain

To see this in action we can look to What Happened The Night Before. This game follows a single relationship between Mikage and Noah which is key to ensuring there is the space to properly paint the bond between them. Having a focus around how relationships change over time, especially when you are young, gives the narrative a common emotional resonance to build its distinctive romance in a way that appeals to all players. When it comes time to the culmination of their love, the title presents it in a gentle and loving manner where their masculine nature is never taken to an extreme but is instead an extension of the love they feel for each other. What Happened The Night Before shows us how a Yaoi narrative can be sympathetic while still maintaining its appeal.
 

Unique Angle On Our Humanity

 
In our differences we can find the common thread which link our humanity and experiences, but also how those differences can demonstrate particulars about our nature which would otherwise go unexplored. Yaoi is a genre where this side of human nature can be investigated and put through the lens of this type of relationship. The games utilising this element tend to place the Yaoi in a prominent position, but do not make it the sole focus and instead place it alongside other genres, such mystery, in order to highlight important aspect of one using the other. This allows them to act as mirrors for the characters to explore who they are and in turn express themselves in a raw and honest manner to the player. In particular the heavy leaning into a male centric cast from the Yaoi provides a heavily masculine leaning world view, but in a way where the vulnerabilities of the male psyche are on display and truths relating it to a common human experience can be teased out of the character’s actions. 
The use of Yaoi does not need to be direct for it to be strong

Hashihime of the Old Book Town offers up a strong example of how this mixture can be utilised. It takes its three core elements, a historical setting, an occult mystery and Yaoi, and weaves them through each other and its character’s interactions with them. Complimented by its visual style, this distinctive mixture is used in such a way that the parts rub up against each other in an interesting manner to produce conflicts that unveil expressions of the character’s humanity. This gives Hashihime of the Old Book Town an angle to show its themes and core ideas not open to a more conventional title and the presence of Yaoi is key to helping it come across in a way the player can empathise with.
 

Conclusion

 
Despite not being the most prolific genre in visual novels, Yaoi still offer one of the most distinctive narrative styles of any game. It can create an experience tailored to appeal to a female audience through a mixture of masculinity and playful violence. On the opposite end of the scale there are plenty of games which present a more grounded and sympathetic homosexual relationship to express its value to a wide audience. Yaoi can also be a part of a greater whole where it acts as key ingredient in an examination of human nature through the unique masculine perspective it offers. Overall, Yaoi is a flexible genre which expresses a distinct angle on romance which is not open to a more conventional understanding of love.
 

Multiple Route Mystery – An Anatomy Of Visual Novels


Puzzle Pieces Scattered To The Wind

 
Putting together a mystery in order to find the truth is one of the most rewarding narrative and mechanical feelings it is possible to give the player. The route based structure of visual novels places them in a unique position to take advantage of this niche. They can spread their mystery over the course of their story in a non-linear manner by giving each route a piece of the puzzle to show the player which make sense in whatever order they viewed. This is often referred to as a Multiple Route Mystery style of narrative and is commonly found in longer visual novels where there is a need to hold the player’s attention with some sort of overarching thread. It is also incredibly easy to overwhelm the player with information through this approach and it requires a deft hand to ensure the complexity is appropriately distributed to prevent confusion. Let’s put on our deerstalkers and unveil what the Multiple Route Mystery brings to the table.
 

Making Every Route Relevant

 
For a visual novel with a large number of routes it is difficult to create a feeling of unique identity for each of them and maintain the player’s interest in the long term. The temptation for any player is to just play the parts of it they want and then walk away which is a real risk when there is nothing to propel them towards the next route. Adding in a Multiple Route Mystery to this structure is one of the most compelling ways of alleviating this problem. Humans are naturally curious and all you need to do is dangle a mystery in front of them to have them following you along. A Multiple Route Mystery takes the breadcrumb approach to keeping the player intrigued and spreads them out evenly across the entire experience to give a constant stream of rewards for progression in order to make for an experience where they are merged with the route’s narrative in seamless manner. Of course this does not make the routes themselves inherently better and it needs them to already have a strong story so it can focus on carrying the player from one route to another. It also creates an overarching world and characters who feel as if they are relevant and connected to each other beyond the contents of their respective routes which is important for selling an emotional sense of place. 
Despite is action leanings there is still a ever present mystery

Ayakashibito makes good use of its Multiple Route Mystery by carefully considering the pace at which it delivers its clues. It starts in the common route where the game establishes the questions it want the player to consider over its duration and makes them closely tied to the characters and their individual desires. These characters have an investment in the same mysteries as the player creating another avenue of connection to the conflicts on screen while still having a broader perspective then the characters could ever dream off through the ability to witness multiple versions of events through the different routes. Having this privileged position is also a reward for the player as it makes them feel smart for working out mysteries in a way nobody involved in the game would be able to achieve. Of course it ensures they never get all the information before the time is right so the motivation provided by the mystery never diminishes.
 

Breaking Complexity Down

 
Mysteries are rarely simple affairs and often contain a lot of layers to dig into. This present a new problem, how do you prevent this complexity from overwhelming the player and disconnecting them from the narrative of the game? For visual novels, the Multiple Route Mystery provides an easy to integrate solution which distributes the load of exposition across the entire experience. Rather than trying to introduce the ideas and clues of the mystery in bulky sections when the story feels it needs to catch up the player, it instead presents them in a gradual and light way where there are never large sections of potential boring information. It can keep the pace of the narrative swift and focused on other elements so there is never the sense that the mystery is the only thing holding the experience together. This perception also works to trick the player into thinking about the mystery in looser terms and in turn being able to tolerate the drip feeding nature of the Multiple Route Mystery as it gives them exactly the amount of information they need and nothing more. 
Breaking down core ideas is key for player engagement

To see this practice in action the best place to look is to a game which prides itself on narrative intricacies, AI: The Somnium Files. This game has a verity of complex sci-fi ideas lying at the core of its story and presenting these directly would overwhelm the player leading to a feeling of disengagement. So the developers opted for a Multiple Route Mystery with each pathway focusing on one character and one concept in order to build up towards a complete understanding of the greater plot. Take Iris’ route, it not only expands on her character showing us a side of her we have never been able to see before, but it also covers what is and is not possible with the Somnium device. Through this examination of the concept of the Somnium device the player is informed about its functions while being invested in this element due to how directly is effected a character they have grown to care about. Effective use of the Multiple Route Mystery is very much an example of the power of how showing something has a greater impact on a person then merely telling them about it.
 

Non-Linear Storytelling 

 
By far the most interesting feature of Multiple Route Mystery integration is the way it changes the nature of narrative progression. Given the way visual novels like to provide of options for different routes the player can explore, this means there is no way to guarantee the order they are going to experience the elements of the mystery. As such the mystery must make sense in whatever order it is played. There might well be an optimal way to experience it as with Dies irae ~Acta est Fabula~ but even here the game does not actually enforce a play order as it has confidence that the mystery will still make sense no matter what route the player chooses to go down. This non-linear nature acts as a common connection for the various tightly structured routes and allows for the expression of themes in a pervasive but less intrusive manner to a direct storytelling element. Such a fundamental shift in narrative effects how the player perceives the game. They start to view it from a higher perspective since the Multiple Route Mystery demands they see the work as a whole rather than a series of isolated routes and the non-linear sense of progression further reinforces this sentiment which often results in stories favouring intellectual over emotional stimulation. Some visual novels take this aspect to its logical extreme such as Zero Time Dilemma, where the entire game embraces the non-linear nature of the mystery and its entire structure shifts backwards and forwards on a time-frame in a way which best suits the story. This approach is rare for a good reason since it could easily cause the player to become confused about what is going on and in many ways loses a lot of what makes the Multiple Route Mystery such a powerful tool.
Dies irae makes for an interesting example of what a Multiple Route Mystery can look like

Conclusion

 
Of all the structures a visual novel can employ there are few which have the flexibility, yet demand so much in return, of the Multiple Route Mystery. If a game is willing to commit to the kinds of narratives which synergise with this structure it can add a continuity through all its routes in order to make them all feel important. The natural distribution of the mystery throughout the title works as a means of reducing the perceived complexity of narrative elements by breaking them into easy to digest chunks. It also opens the possibility for some non-linear storytelling since it needs its elements to make sense in any order and this can be taken advantage of and helps express themes and ideas. Overall, the Multiple Route Mystery offers a lot to a developer and is something you should consider if your visual novel deals in some kind of greater narrative arc.
 

SRPG – Uncovering The VN Hybrid


Mixing Words And Chess

 
If you want gameplay that mixes the grand feeling of strategy while still maintaining a strong character focus then the SRPG is generally the way to go. Hence why visual novel developers find this style mechanics appealing and select it to form a hybrid with in order to compliment the visual novel's narrative tone. Here the SRPG will be defined as a strategy game using a grid systems where the player and the enemy take turns moving their units such as in Fire Emblem or Disgaea. The stories using SRPGs tend towards two types, a grand strategy tale about big conflicts between factions or one with a larger cast where a lot of them are involved in combat. These share the common trait of being on a scale beyond the normal small groups and personal conflicts and needing something equally big to properly express them. Just copying and pasting basic SRPG mechanics to form a hybrid often leads to repetitive feeling battles and adding in a some unique element is required to make it more distinctive. However, this is something the SRPG can struggle with and is reflected in many hybrids. Let’s checkmate our opponent and explore how SRPGs function in visual novels.
 

Expressing A Strategy Centric Narrative

 
Grand is the stage of a story pitting groups of people against one another, be they between villages, nations or anything in between. As such a visual novel focused around such a topic must have equally grand mechanics in the form of the SRPG. Its function here is to help sell the scale and manoeuvring involved in the conflict without the narrative having to spend valuable space spelling it out in a potentially dry manner. Having the player act out these sequences creates a sense of how the character in command feels when dealing with the complexities of combat and this frees the visual novel from having to express these ups and downs and it gives an emphasis to greater story by having it as the secondary focus. There is also an understanding of how important the planning and macro movement which occur outside the SRPG sections are in creating a steady sense of escalation. So when the plan is put into action and the player is pushed into the SRPG, they experience the sense of being the one to put into action the cleaver tricks and tactics the character have thought up. 
Knowing how to up the stakes is something Utawarerumono does well

The Utawarerumono franchise is a good example of how this is put into practice on various scales of conflict. Each game starts with low stakes encounters for the sake of building a bond between the player and those they are commanding. There is understanding in these games that the SRPG must follow the tempo of the VN given the slower ramp up it has to follow or the two will start to clash given vastly different focuses. As the narrative escalates into an increasingly grand scale, so to do the mechanics of the SRPG grow in complexity to create a united sense of the actions of the cast. Even as the scope increases the games never lose sight of the characters who made this journey possible through their duel role as powerful units and the emotional core of the narrative. The two halves of Utawarerumono weave in and out of each other without ever stepping on each other’s toes creating a harmonious experience which the player feels the increased impact from both since they aim for the same ends.
 

Stand In For Large Group Combat

 
Not all visual novels using SRPG mechanics are interesting in grand scale conflicts. There are many aiming for a smaller focus around a large cast on a personal and local level to their lives. Presenting the conflict through the lens of an SRPG allows for a stage on which all the characters can be shown working together to help further the camaraderie found in the narrative. It also gives each a unique flavour through their skills and abilities which showcase the identity the player has come to love. Everything about the SRPG seeks to emphasise the feelings of intimacy formed in the visual novel and make them kinetic in a practical setting. Here the choice of an SRPG over a more traditional strategy game provides both the benefit of scale without zooming so far out as to lose the relationship and bonds visual novels thrive on. 
The cast is so large that it can be difficult to choose who to add to your party

Take Kamidori Alchemy Meister, this is game focused around the lives of a slowly expanding group of friends as they run their alchemy shop and get wrapped up in each others issues. The SRPG works in this context to show the increasing number of people surrounding the central four characters and their slow development as a group in a manner where their assistance has a greater direct impact on the player. Placing characters first and foremost matches the contents of the visual novel parts and allows it to synergise with the established tone so it can sell it effectively. In addition it makes the expansive cast more manageable to the player by having a constant reminder of who is working with them through its mechanics and their involvement in the conflict in both a practical and narrative context. This is especially important when the cast gets into its later stages and it can be hard to keep track of who is who as characters come into the fold at such a rate.
 

Issues With Creating Mechanic Distinctiveness In SRPGs

 
From a mechanical perspective the SRPG is a type of game which has always struggled with diversity. It has a specific set of expected features and there is little room offered for a new game to expand it to leave their mark. Some do try to add their own unique spin on the formula but it is rare for them to have any meaningful impact on the overall experience of play. This is not as important to hybrid visual novels as it is to a pure SRPG since it wants the broad and tactile emotions the SRPG invokes rather than its complexity or difficulty. However, that does not mean it is above suffering from the issues of mechanical repetitiveness and many still try to include something unique to create a more memorable experience. 
If only digivolving actually meant something

Digimon Survive attempts to do exactly this with its digivolution system. This is where partner digimon have the ability to change into higher and more powerful stages of evolution at the cost of continually draining their SP and after running out they will return to their original state. The idea here is clearly to encourage the player into the shoes of the humans supporting the digimon by giving them access to the same powers as the protagonist characters and make them careful consider when to unleash it to swing the tide of the fight. In practice there seems to have been some fear of actually committing to this interesting idea and the SP cost is rendered irrelevant through high SP totals and easy SP recovery meaning there is never any reason not to go straight to the highest stage of evolution at the start of the battle. This is an extremely common trend among hybrid visual novels with many of them adding theoretically engaging unique mechanics only to not properly utilise them and render the SRPG feeling extremely standard and uninspired. Its status as a secondary element might well be to blame as resources are funnelled into the visual novel portion due to its greater importance which results in these extra elements being starved of what they need to shine.
 

Conclusion

 
When considering the SRPG for a visual novel hybrid there is a great deal it can offer in terms of thematic synergy and pushing an elevated perspective on events. It provides the game with a sense of grandeur through the scale it operates on and allows the player to put themselves in the shoes of the character commanding this battle. Despite this perspective it still has a much more personal angle to the units being controlled than other types of strategy games which gives it a greater compatibility with visual novel narratives. The major downside to using an SRPG is the way it can be difficult for the gameplay to feel unique especially when it is secondary to the visual novel and as such has less development time to get it the mechanics right. Nonetheless, if you are looking for style of secondary gameplay that works with a larger cast or a grander scale then you cannot go wrong with the SRPG.
 
 

Digimon Survive Review – Friends of Tooth and Claw


Genre – SRPG, Adventure, Sci-Fi     Play Time – 23 hours    Developer - HYDE, Inc. and Witchcraft   VNDB    Steam

 

Of Harmony, Morality And Wrath

 
As a long standing franchise Digimon is no stranger to having game in all genres imaginable made for it and so the choice of a hybrid visual novel and SRPG should come as no surprise. For Digimon Survive the most important part is clearly the visual novel aspect of the game given the overwhelming amount of time spent on it and the way the game heavily leans into narrative to drive player engagement. Much like the original Digimon series the game follows a band of children who are whisked away to the world where digimon live while on a trip. However, rather than a heartfelt journey with their new digimon friends, the cast of Survive are faced with the reality of digimon as monsters covered with claws and possessing magical powers which can easily kill a human. Their tale is one of clinging on against a world that is out to get them. The SRPG battle systems are how the game choose to emphasise this conflict and their results are mixed to say the least. Does this package come together to create the intense and engaging experience it is clearly aiming for or does it take the concept too far and drive straight into the ditch of unintentional absurdity? Let’s meet our destined partner and find out.
 

Tale of Lost Souls – Narrative and Themes

 
It is easy to forget with all the cute plushes and key chains that digimon are by their nature monsters. Many of them are larger than a children who are often the protagonists of these tales and have claws and fangs which can easily kill a man. The potential danger they pose and human reactions to them have historically been played on from time to time by the franchise such as with Digimon Tamers, but there has been a lack of such self-awareness in recent years. Enter Digimon Survive, as it deliberately steps into this void and framing the world of Digimon as not only a place of adventure but also danger. From Fangmon to Arukenimon, a whole suite of threats are brought out against the cast with each one of them offering a different avenue of challenge. Some engage in trickery and must be outsmarted while others simple aim to overpower through brute strength. Complimenting this is the sense that the world itself does not want the cast there as a mysterious fog slowly spreads and consumes anything in its wake. All this lends Survive a sense of excitement and tension which helps sell the arcs of the characters and provides a feeling of weight to the player’s decisions knowing they may well result in the death of someone they have grown to like. 
It is a strange world out there

If there is on weakness in Survive’s approach it can be found in their handling of rookie digimon. In order to provide a sense of escalating threat Survive works its way through the evolution stages of digimon and the rookie level they chose to start with was Gotsumon. Unfortunately there is nothing nothing remotely scary about this child-like creature and having the cast screaming at them like they are some sort of big threat comes across as somewhat silly. This hurts the player suspension of disbelief very early on and may result in them losing interest as they cannot give the game the emotional investment it wants. Fortunately it quickly moves on from Gotsumon and onto champion level digimon who better suit the tone which the game is aiming for and prevents this poor choice in digimon from having a lasting impact.
 
Sitting alongside the danger of this new world is the sense of mystery it builds up about the nature of the place the characters are trapped within. This is mostly achieve through taking aspects of our own familiar world and perverting them into a slightly uncomfortable form that stands out against the otherwise green land. The alternation made here is to place building in a state of decay as if they are being reclaimed by the world around them, but still maintaining their core form and identity. In doing so the game raises a lot of questions in the player’s mind about the origins of these familiar structures and why they seem to be related to the cast somehow. By placing this seed in their minds Survive can add a motivation to engage with the narrative mysteries surrounding what the antagonistic digimon want and their connection to all the strange phenomena. Having established a feeling of danger, it is utilised here to give a pressing concern that demands the mystery be solved and a consequence for failure. Adding excitement to even the most minor world building and exposition is the name of the game and this merger of these two elements does wonders to secure player engagement.
Are you Red, Green or Blue?

Throughout the story the player is given choices with three options which adhere to three alignment, Moral, Harmony and Wrathful. Based on which of these alignment you favour over the course of the game it will present you with a unique path which makes up the last quarter of the game. This alteration is quite significant and has a major impact on how events play out, who survives and the type of ending awaiting the heroes. All of this creates a strong sense that the player’s choices matter, but only on the macro level rather than each individual choice. This changes the emphasis to be on how the player behaves overall and avoids the potential of an inconsistent portrayal of the protagonist by encouraging the player to commit to a single alignment for the best results rather the jumping between them depending on their mood. Beyond the three alignment paths there is also a true route which is unlocked on new game plus that wraps up the remaining lose threads and acts as a way to tie the character arcs together to leave the player satisfied. 
Look who cannot get along again

On a side note, the translation has some odd quirks to it as you might have noticed from the odd choices for the names of the three alignments. They are not really three sides of a triangle and they do not really express the nature of the choices, for example the Wrathful choices are more selfish than filled with anger as the name seems to suggests. Other minor issues are also present such as many of the digimon being referred to as ‘he’ despite having female voice actors and being matched up with a female human or otherwise depicted in a feminine manner. This causes you to pause, interrupts the flow of your experience and it is exceptionally distracting from what is otherwise a strong narrative. Overall these oddities are infrequent enough to not completely destroy the story, but it is something to note if you are sensitive to this kind of thing.
 

Bonds Beyond Our World – Characters

 
Digimon is a franchise which lives and dies on the strength of its core cast and their digimon companions even more so than other similar titles. This mostly comes down the way it places a key importance on bonds and how they can be formed between people who at first seem like they might never get along. On this front Survive performs admirably and even add its own spice through the use of a failure to achieve the desired bonds. The main digimon and human pairing reflect each-others weakness and together they grow and form a bond of trust that serves to help them stay alive. Survive mostly avoids being nostalgia bait with the partner digimon being some of the less well known monsters which adds some much need freshness to the characters dynamics. Human relationships share this variety as the group do not always see eye to eye on many issues and resolving these conflict has a high stakes given the dangerous situation they find themselves in. There is a slight subversion to the normal formula between digimon and humans with some characters failing to form bonds with their partners. They take the wrong lessons from what is happening to them and cannot see beyond their monstrous appearances to the delicate person within. As such they suffer the dire consequences of that weakness which shakes the other characters and pushes forward their own arcs in interesting and exciting ways.
Ah repressed trauma

The plot is by far the greatest enemy of characterisation for Digimon Survive. Having the need for specific events to play out in a certain manner often leads to characters behaving oddly just to make sure the narrative reaches its desired ending. The multiple path structure is responsible for this as it needs to make each of them distinct from the others and the game’s favourite way to do this is for a different member of the cast become the focal point for the narrative conflict. So in order to provide a sense of escalation towards a climax the emotions of the characters are also amplified to keep up with the story. However, this often pushes the character into be caricatures of themselves were much of their depth is lost which is much of their appeal. It is not an even change with only some of the cast being overemphasised at a time meaning that there are still balanced characters to counteract those who have broken away from their original identities and they prevent this acting out of character from being too overbearing through a contrast of personalities.
 

Forgotten Gameplay – Visuals, Audio and Technical

 
If there is one word which describes the SRPG systems in Digimon Survive it is uninspired. Not for lack of trying, but instead from an unwillingness to commit to its unique ideas and make them a meaningful part of a player’s strategies. The main way it try to differentiate itself other games in the genre is through the inclusion of the digivolving mechanic. At the start of a battle all partner digimon are rookie level but as the game goes on they unlock more powerful stages of evolution from Champion to Mega and they can change into them at any point. The down side to this is that being digivolved causes the digimon to continually lose SP until they run out at which point they return to being a rookie level. SP is the resource also used for skills and the higher the digimon’s evolution, the more SP is consumed per turn. The intention here is clearly that the player should vary the stage of digivolution they use to match the threat and hold the higher stages for key enemies. However, in reality there is never any reason not to just choose the highest stage of evolution the moment the battle starts. This is due to the poor handling of the SP economy where the drain is too small to be meaningful due to the short length of battles and the SP total available increasing with each digimon’s level making the cost so insignificant as to be forgettable. On top of this there are plenty of SP recovery options available to render the cost a mere footnote in the gameplay and remove the only unique element of the game’s systems.
Agumon has the largest number of options yet it does not lead to interesting choices

Artistic style is a difficult thing to make your own in a pre-established franchise and there is always the temptation to just copy what has come before. You can feel Survive being constrained by the leash of series obligations with its visuals. Nothing here is particularly out there in terms of aesthetics and the digimon themselves are exactly as they have always been in a clear move to be respectful to their history. Instead Survive prides itself on the smaller details of its world and characters. The decay of its human buildings preserves their identity while smothering them in a greenery of this lush world and leaving the impression they are only held together by threads. Each character has a clean and distinctive design making them instantly recognisable and providing a good base model to facilitated their dynamics expression changes and movements. None of these elements immediately pop out to the player but leave a strong sense of quality in the mind and do not bring attention away from the important core narrative. The weakest element is definitely the music due to the rather limited number of tracks when compared to the game’s duration and it can become quite grating to hear the same few over and over again. Each track has a good audio design which sells the emotional state of the cast and the danger they are in, but there just needed to be more of them.
 

Conclusion

 
Having such a diverse franchise history can be as much of a blessing as it is a curse and Digimon Survive perfectly encapsulates this duality. It carves out an identity of its own through its reviving of the monstrous nature of digimon and the mystery and wonder of the world they inhabit. This is reinforced by a core cast of flawed and interesting humans paired with their digimon companions and their clean and expressive character designs. Choice is then given to the player through an alignment system which put them on diverging paths to round out the package. However, it often struggles against the visual limitations of what is expected of a Digimon game and often contorts characters in order to meet the needs of its divergent paths. Add it this the lacking SRPG systems which try and fail to differentiate themselves from their peers and there are moments the game can seem underwhelming. It is only in its totality that it becomes clear as to the entertaining and pulse pounding ride Survive manages to achieve. 
 
 

Verdict – 

Digimon Survive successfully manages to reinvigorate the sense of danger and mystery in the digital world. Even if the SRPG elements are decidedly under-baked. 
 

Pros

 
+ Manages to make digimon feel like the monsters they are and sells the danger they pose to the cast.
  
+ Divergent paths and choices offer a good incentive for replaying the game.
 
+ Crafts an atmosphere of mystery where the nature of the world becomes a driving force for pushing forward.
 
+ Digimon and human dynamics are well presented and create interesting conflicts.

Cons 

 
- Lacking SRPG systems which feel repetitive by the end.
 
- Characters can behave in strange ways because the plot demands it.
 
- The translation has odd quirks which can be distracting.

 

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