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- Irotoridori No Sekai – The Colorful World Review – Beyond The Other Rainbow
Sunday, May 5, 2024
Genre – Romance, Fantasy, Mystery Play Time – 35 hours Developer – FAVORITE Steam VNDB
Coming To Know Love
Everyone
has a wish they want fulfilled before they die, this can be anything
from unrequited love to becoming rich to seeing the world. However,
the world is a harsh place and many of these wishes go unanswered as
people pass from the moral coil. It is the value of these wishes that
forms the core of Irotoridori No Sekai’s themes and how they
intertwine with the idea of learning to love is key to their lasting
appeal. There is a delicate balance struck between the procession of
the story and the journey of its characters. This is a game concerned
with the dramatic emotions of its characters. The other worlds are brought in to provide additional stakes or push home a key
narrative beat. The issue of this approach appears when the title cannot
properly pay off the tension it has built up and resorts to deus ex
machina in order to get it out of the corner it has written itself
into. Do these inconsistencies undermine the core message of the
game? Let’s set the basement clock and find out.
Answering Your Wishes – Narrative and Themes
Other
worlds are by far Irotoridori No Sekai’s most immediately distinct
element and how they play into the narrative build up burns them into
the player’s mind. Each one is a representation of the vastly
different wishes of humanity and how the circumstances surrounding
them can dramatically alter what they desire. Sometimes these places
are never shown but is it quite clear what effect their unique environments have
had on the characters from them. These in turn reflect the heroines
who are associated with these worlds and allow a view of their actions or
wishes through the unique factors which shaped them. Having the
ability to lean into fantastical elements provides room for the
exploration of the individual heroines in varied fashions to keep
things feeling fresh. At the same time most of the actual
otherworldly events happened before the game even begans so the game
can play with them without losing the grounded setting it has
established as a place where the characters can be themselves. Take
Toumine Tsukasa’s route, it invokes certain elements from her
original world in order to sell the danger while being firmly planted
in the town and its community where the people she works with are a
large part of her life. Striking this balance is key to holding the
player in suspense without losing sight of the reason they are
invested in the character’s journey in the first place.
Hanging
over the entire game are the duel mysteries of the recurring dream
and the ghostly Shinku. These act as a constant throughout each route
and do a good job of making the title feel like it is a cohesive
experience which is building towards a greater ending. Their intimate
relation to the protagonist, Kanoue Yuuma, means they have an
impactful screen presence where they shape how he sees the world and
people around him and by extension the key heroines. Such an approach
gives the small bread crumbs of truth a greater sense of importance while not
taking the limelight away from the stars of each route. It also helps
that the pay off from all of the build up is and exceptionally strong
final route where the themes and ideas the game has being presenting
are tied up in a nice bow. The characters are provided a similar
resolution within this revelation as each one has a victory lap where
we get to see the traits we fell in love with on full display.
Altogether this route is excellent to the point at which it is worth
playing the entire title just to experience it which is a testament
to how effective the mysteries are at capturing and holding interest.
When
it comes to how this story is presented to the player there are
noticeable cracks in its implementation. Chief among these is the
game’s tendency to have the characters explain their past through
narrated flashbacks using Yuuma’s magical powers rather than
through organic reveals or by being placed in the character’s
shoes. It leads to extended dry sequences where the character in
question tells the protagonist the feelings and events of the past in a
way which lacks impact and instead comes across as if they are
talking about someone else. If this was done sparingly it would not
be an issue, but the flashbacks occur in every route and sometimes
multiple times in a route which massively disrupts the flow of the narrative. Being told about events is a quick way for the player to lose
interest, especially in a game so focused around the emotions of its
characters where it would make more sense to keep the player in the
current tide of feelings rather than taking a sudden turn into
telling them about the past. On some level Irotoridori No Sekai
realises this is an issue as it has intermissions in the middle of
these flashbacks where the characters in the present briefly stop the
telling their story and share a few words. This is a clear indication
of the developers' concern that the player might become bored with
their narrative. Flashbacks are not inherently a bad thing as there
is an example of how to do one properly within the game’s final
route where the player gets to experience the events of the past
first hand rather than simply being told them. It is strange then
that the Irotoridori No Sekai choses to deliberately damage itself with
every other instance of flashbacks.
Introducing
various other worlds and their supernatural elements requires a
narrative to properly commit to them or risk them feeling token and
out of place. It is this dilemma which Irotoridori No Sekai spends
its entire play time wrestling with and there are often points where
it uses ideas only to hand wave them away or focus on the wrong
element of the conflict. Over the course of the many routes this
issue manifests in different forms. Kana and Tsukasa’s routes introduce
serious threats originating from these worlds only to immediately
resolved them in the next scene making them feel like a cheap thrill
with no substance to them. Mio’s route chooses the wrong part of its
otherworldly element since it is afraid of presenting Mio in a
slightly negative light, even if it is only by proximity. The ideas
present in Kyou’s route feel like an odd choice since there is no
reason they could not have just been from our world and this foreign
presentation just comes across as strange and distracting. Only the final route
really sticks the landing due to it being based around concepts which
have been built up over the whole game and so properly established
beforehand. None of these weaknesses last for long enough to
undermine the entire route but they do draw the player out of what is
otherwise an emotional and intimate ride.
Girls Falling From Lighthouses – Characters
A
colourful cast is something the game always presents front and
centre. Each one has a strong and easy to identify personality, from
Kana’s constant flirting to Tsukasa’s innocent energy, which
helps sell them and make them empathetic. Their wishes are worn on
their sleeves, but these desires are never what they first appear,
there simple nature is picked away at throughout their routes until a
complete picture of them comes out. Doing this gives these characters
a sense that they are layered and complex beyond their initially
presented personalities and works to keep the player on the edge of
their seats as they can never be sure they truly know a character.
Backing this up is the interactions between the heroines and Yuuma
with each heroine having their own memorable dynamics with him. This
is extremely important given how much emphasis the game places of
these individual pairings and isolating them from the world around
them. Without their strong and varied banter the sections solely
dedicated to them might prove dull, but instead they are some of the
most vivid scenes in the entire game.
By
far the strangest choice when it comes to the characters is how they
do not really interact with each other or share a group dynamic. They
might appear on screen together but they will often talk solely to
Yuuma and not really engage with the other people present. The few
scenes where characters are allowed to form their own bonds are
undermined as they are either completely forgotten about, as in the
case of Mio and Kana’s rivalry, or simply used as a plot device to
motive one of the characters, as in Kyou’s route with her
friendship with Tsukasa. Absent from these is any sense of an
organically growing dynamics and it instead feels like they exist
purely to serve whatever narrative needs Yuuma has without any proper
regard for other characters. The result is the dorm feeling somewhat mechanical
in nature where the characters are pieces in a plot rather than a
warm place where friends live together. It is fortunate that outside of
Kyou’s route the game tries to not emphasises the characters’
relationships and so mostly avoids this making this a large issue
through focusing in on their main pairings to compensate.
Shattered Moon – Visual, Audio and Technical
As
you would expect from a game so focused around other worlds, there is
a distinctive visual style in play which is backed up by a keen
understanding of how to use colour to invoke emotions. The everyday
lives of the cast are shown through the standard images of mundanity
the player expects from a romance visual novel which are used here as
a clever baseline to contrast with the more fantastical angle. Once
the characters step through basement doorway the art style takes a
noticeable shift into a more abstract and emotive presentation where
clear objects give way to vague shapes. It is clear what kind of
place each is without having to spend a single word on its background
lore and this works well given their role as conduits for characters
and narratives rather than as fleshed out spaces. Even the normal
world is not without its own eye catching imagery, the shattered moon
hanging over the town is a constant reminder that even this world is
not quite like our own. Colours not only play a role in creating
distinctive feeling worlds, but also using the emotions associated
with colour to empower the key dramatic moments. Deep oranges and
blues are contrasted with blacks and reds to keep the player in a
sense of suspense as they are buffeted by the roller-coaster of each
heroines’ route.
Conclusion
Capturing
the complicated emotions caught up in wishes and love is what
Irotoridori No Sekai is about and through them showcasing just what a colourful world we
have within ourselves. It leverages its other worlds as a core driver
for the plot and this allows it to more freely explore its themes, even
if it can stumble at time while doing so. The strong uses of
distinctive art styles and colours for these worlds and key moments
also plays into the game’s ability to invoke emotion. An
overarching mystery keeps the player hooked through the various
routes and offers a great pay off for the ideas which the title has
being presenting. Add to this the distinctive characters and
excellent dynamics with the protagonist and the result is a well
rounded experience that uses the romance visual novel as a means to
express greater ideas of the value of wishes and desires.
Verdict -
An emotional examination of what it means to wish for something
seen through characters who know what it is to have that snatched away. It
is only held back by some strange choices in narrative presentation
and character interactions.
Pros
+
The other worlds are a strong narrative device which gives the game
room to present its ideas with greater freedom.
+
Each character sells themselves in a believable way and plays off the
protagonist in an engaging fashion.
+
Overarching mystery helps maintain interest while providing a
suitable send off for the core themes and ideas.
+
Strong art styles and impressive use of colour sell the emotions and
otherworldly nature of the story.
Cons
-
Overuse of dry flashback scenes where the player is told rather than
shown important information.
-
Characters have no group dynamic and often feel like a strangers to
each other.
-
Does not commit to the other world concepts completely which leaves
them feeling hollow or misplaced.