Archive for June 2024

Best Visual Novel Releases – June 2024


Now that the blazing heat of the summer sun is beating down upon us with the force of its cosmic rays, there is no better time to reach for the a refreshing visual novel to cool down. This month we have the release of some highly anticipated titles in the romance and urban fantasy genres alongside indie games focused around bar sims and yaoi. Let’s dive in and find out what visual novels you should be playing.
 

Official Releases

 

Tavern Talk

Steam     VNDB    Genre – Bar Sim, Fantasy    Play Time – 10 hours

Following in the footsteps of VA-11 Hall-A and Coffee Talk, Tavern Talk emerges as the latest in the interesting niche of drinks serving sims. As its name suggests the game is set in a tavern within a medieval fantasy style world filled with everything from elves to monsters and each of them having an interesting story to tell as your serve them their favourite beverages. There is a playfulness to its engagement with the tropes of the genre and it often makes humours jabs at them by pointing out their absurdity, but this is done in a way where it is clear the game loves these elements of the genre as much as the player. It takes full advantage of its fantasy setting to give the personal stories of its characters extra impact through providing a meaningful connection to the world around them and acting as the player’s window into it. If you have been hungering to mix up some more drinks then you cannot go wrong with Tavern Talk.
 

Kanon

Steam    VNDB    Genre – Romance, Slice of Life, Nakige    Play Time – 30 hours

It came as quite a surprise to find out that this classic Key title was finally seeing an official release with upgraded visuals and full voices. Yet here we are and a new generation of players will get to experience one of the formative games of this renowned developer. We follow our protagonist, Aizawa Yuuichi, as he moves in with his aunt who lives in a snow covered town where his hazy childhood memories still linger. As with most Key visual novels the biggest selling point it its characters and the dramatic stories they become involved with that aim to craft an experience where the player will be left in tears. There is something incredibly interesting about seeing the ideas and themes which would evolve to define their future games here in their primordial form where it is easy to see what they would become. Kannon is a must buy for any fan of Key’s work both as an excellent title and a historical document of their changes as a developer. For everyone else this is a strong romance visual novel with the ability to pull on your heart strings in all the right ways.
 

All Scars and Starlight

Itch.io(Warning for Adult Content)    VNDB   Genre – Yaoi, Romance    Play Time – 5 hours

Once more Ebi-hime has chosen to revisit the Yaoi genre with another tale set in a middle eastern kingdom. We follow Yuel as he is overthrown after a rebellion and thrown in the palace prison where he is left to rot until his older cousin Tavi begins to treat him with kindness and keeps him hidden from the world. The changes the game makes to the setup between the two characters completely alters the power dynamics and allows for the growth of their relationship to take a new and exciting look at their motivations. Overall this is a strong title for the Yaoi genre which showcases the masculine angle on the emotions of interpersonal interaction while demonstrating how they interact with the world around them. If you have ever been interested in the genre then All Scars and Starlight is a good demonstration of what it can offer.
 

Radiant Tale ~Fanfare!~

Nintendo Eshop    VNDB    Genre – Otome, Fantasy, Fandisc    Play Time – 20 hours

As the fandisc to the original colourful and magical circus themed title, Radiant Tale ~Fanfare!~ has some difficult shoes to fill. Its chosen method of appealing to fans of the base game is to split itself into three distinct types of content to give them a little bit of everything. Firstly there are the expected after stories for the various heroes about their peaceful lives with the protagonist and each helps sell the characters' loving relationship in a way that shows the dynamics which made them so fun to engage with in the first place. Alongside this is an IF style story in the form of a route following Jinnia and Liyan which aims to give them an extra bit of depth the main game could not provide them. To top it all off there are a series of smaller interludes set during the original game’s common route designed to capture the essence of what make the title so special, but in bite sized form. In their entirety they make a must play fandisc for anyone who enjoyed Radiant Tale and wants to return to that world with some fresh content to dig their teeth into.
 

Tsukihime -A piece of blue glass moon-

Nintendo Eshop    VNDB    Genre – Urban Fantasy, Action, Suspense, Horror     Play Time – 30 hours

At long last the remake of the first Type Moon visual novel is available officially for the first time in English. This release is for PS4 and Switch with a PC version coming at some later date and it opens the title up to a wide audience who might have some interest in Tsukihime from their exposure to other Type Moon games. If you want my opinion of the remake you can look to my review for a detailed overview of its strengths and weaknesses. In short, it is an adaption of the first two routes of the original Tsukihime which is not afraid to make changes to the material to improve upon the weaker elements of that title. It also boasts a dramatic upgrade in quality across the board from visual to music in order to sell the tension and action in a palpable way. The biggest issue with the adaption is the way it often buckles under the weight of having to spread out half of game’s worth of content out over a long visual novel. This is still very much a game which anyone interested in Type Moon should play as if offers a uniquely compelling urban fantasy story.
 

Save Systems – An Anatomy of Visual Novels


Recording Your Progress

 
Almost every game has some form of system by which the player can save their progress since a developer cannot expect them to complete the title in one sitting. How this manifests varies wildly from the freedom to save as many times as the player wants to a single save slot only available at designated intervals to an autosave system out of the player’s hands. Yet people do not often consider how this pervasive element of game design shapes the titles it is a part of and visual novels are particularly influenced by this factor due to their longer length and choice based nature. The structure of the visual novel has to be considered when choosing a type of save system as the aim here is to prevent the frustration of having the replay content while still shaping how people engage with the game. It is this tension which makes this such an important element to consider within the overall theming and presentation of a visual novel. Let’s save our progress and examine the ways save systems change the foundations of a game.
 

Freely Save

 
By far the most common type of save system chosen for visual novels is the save anywhere and at anytime style with no restrictions. The reason for its popularity stems from the convenience it offers the player as it lets them dictate their own play experience around the time they have available. Player control is at the core of this type of save system and this philosophy is generally extended to the rest of the game through a variety of choices for the player to explore. Due to the prevalence in the medium this save system has become what player’s expect from visual novels and the majority of them adhere to this preconception since it has a high degree of utility for them. As a genre slice of life and romance visual novels are the prime example of this trend, such as title like Aokana or Riddle Joker. This is due to their flexible structure stemming from the way each route acts in a self-contained fashion and few of them use negative outcomes to their choices, which means they do not care if what order the player engages with their content. 
It is hard to feel pressured when I know I can just reload a save

There are several noticeable drawbacks to this approach to saving with a prominent one being the inadvertent endorsing of save scumming. In many games player’s will reload a previous save if they are not happy with an outcome, be that a choice or a suboptimal battle, and visual novels suffer from this more than most due to this ability to save and load from any part of them game. As such player’s have little incentive to accept the consequences of their actions and continue down the path to its end and they will instead reload and pick the optimum option which undermines any sense of tension and weight the choices might have possessed. Fate Stay Night acutely suffers for weakness since it has a large amount of bad ending which help provide tension to the narrative, but they are weakened by the player’s ability to instantly load the previous choice the moment they realise they made the wrong one. On top of this being able to save anywhere makes it difficult to shape the pacing of the game since a player might decided partway through a route that they want to experience another route now and leave the first route behind to return later. This means the developer has no idea what the player might be doing at any point in time and has to assume they are following along in a linear fashion which is often not what they are doing. Enforced route order is one way developers have to regain some control, but it comes at the cost of the feeling of player freedom, which is what a lot of games with overarching plots, like Wonderful Everyday and Ever 17, have chosen as their solution.
 

Autosave Only

 
On the opposite end of the spectrum there are visual novels which forgo any form of manual save system and instead take this function out of the player’s hands entirely through autosaves. This is where the game will save of its own accord at intervals set by the developer and the player is forced to wait for them if they want to preserve their progress. From this system a power dynamic favouring the developer’s intended pacing and interaction appears in which the player is funnelled into specific lengths of play section. A risk exists in this approach that the player might lose interest in the title or become frustrated in this restrictive autosaving due to them feeling as if their limited time is not being respected. The result of this need to balance the desires of the two side has led to this style of save system being limited to games which are either forced into it by technical limitations or those possessing a segmented structure where saves are frequent. As evident from these two extremes, autosaves are not a popular method in visual novels as player agency holds a great importance in the mind of developers. However, when they do appear they allow for some no standard narrative structures and mechanical elements not normal found in the medium. 
VR titles offer an interesting angle on the medium

On the one hand take ALTDEUS: Beyond Chronos, a VR visual novel, where the nature of its chosen platform demands the inclusion of an autosave system. Navigating menus in VR is awkward at the best of times and so asking the player to constantly be moving in and out of them to save their game would not be conducive to a pleasant experience. As such the autosave ensures the player's focus can be on immersing themselves in the events in front of them, which is VR’s greatest strength, rather than constantly reminding them that they are standing in the middle of their living room with a pair of TV’s strapped to their face. On the opposite end we find games like 428: Shibuya Scramble, where the title is constructed on lots of distinct smaller sections for easy and frequent autosaving points. These saves are often enough for the player to be able to have their desired length of play section without the developer losing control of the game’s pacing since they determine through the length and content of each section. It also helps that the game leans into this modular nature in its structure with it expecting the player to jump around between scenes and perspectives and this makes the autosaving feel natural due to the convenience it offers by allowing for this distinctive method of traversing the narrative.
 

Single Save Slot 

 
In between the extremes of the free save and the autosave sit save systems where the player is provided with only one slot to save in and must choose to override the previous save in order to preserve their progress. Presenting the player with saves as limited resources where they have to trade one for another creates a scarcity dynamic which encourages saves to be seen a valuable. This creates some interesting behaviours during play with some players saving at every opportunity presented to them while others may choose to see how far they can get without saving as a sort of challenge. It is difficult for a developer to control what kind of reaction they get out of a player since there is still an important element of control in the player’s hands. As such this style of save system is not common in modern visual novels for exactly this reason and is instead a historical relic present in older titles due to hardware storage limitations. 
Ah the past, limitations and all

Take visual novels on the DS as an example, the majority of these employ a single save slot system since the DS cartridges had extremely limited space available on them. We can see this in the DS era Ace Attorney games where the structure of the title gives specific narrative pauses for the saves to occur in and also it has a linear progression so the player does not feel as if they might need an old save to redo a choice. The remasters add a standard multi save system, but it feels odd when put alongside the game’s structure as it is clear that this a later addition due to how unnecessary it feels to use more than one save slot. Linearity and designated save intervals were common features among DS visual novels and resulted in them having a somewhat similar overall feel to them.
 

Conclusion

 
Saving progress is a key system for both players and developers and this is especially true for visual novels due to how influenced they are by even the smallest change in their structure. The most common type of save system employed in visual novels is in the save anywhere kind due to the convenience it offers the player, but at the same time is can make controlling the pacing and overall experience difficult. An autosave system on the other hand give the developer the ability to precisely dictate how the visual novel should be played at the cost of potentially alienating players who only have limited time. Between them sits the single save slot system which gives saves a feeling of scarcity and encourages the player to consider the importance of when to save. Each type offers something different for a visual novel developer and they are worth considering as you design your own titles.
 

Apocalypse – Genre Deep Dive


Until There Is Nothing Left

 
As a species we have a strange obsession with the inevitable demise of everything we have build in the face of sudden and uncontrollable disasters. There is a kind of catharsis at seeing this scenario play out in a fictional setting and witnessing how the characters attempt to adapt to the end of the world as they know it. This genre of Apocalypse stories covers everything from the collapse itself to the survival immediately afterwards to the world rebuilt from the ashes. Many visual novels like to take this genre as a kind of background element to a greater narrative while others make it the primary focus, but both sides still share the ruin which echoes through every aspect of the game from visuals to character motivations. It is easier for this medium to lean into the personal tales of the end times than many more mechanically complex games due to its much more grounded and direct presentation which interacts in various ways with these tales of demise. Let’s watch the world burn and find out exactly how visual novels play with this genre.
 

At The Heart Of The Maelstrom

 
From the angle of dramatic tension, there are few settings more potent than having the end of the world happening around the cast. Nothing is quite able to get the pulse pounding like watching the things we hold affection for be torn apart by the uncaring march of an unstoppable force. It is the immediacy of the conflict that visual novels can take advantage of in order create an action or thriller narrative. They present the apocalypse as a personal story of people swept along as they try to deal with the calamity any way they can. Often this involves a large amount of interpersonal conflict or disputes between groups who cannot see eye to eye even as everything around them burns. Taking an angle like this is necessary in an apocalypse story as the actual disaster itself is normally inhuman in nature and so does not make for an interesting focus for a long form game. Visual novels lean heavily into this through the importance they place of the protagonist’s reaction to the events and people they interact with during this decline and in doing so they can easily keep things in on a personal level the player can understand. It also gives them room to comment on the themes and ideas tied up in the nature of their apocalypse, such as an environmental disaster, through what the characters witness from their small slice of this much larger event. 
In general Alternative loves to push the bleakness of its setting

Perhaps the most iconic visual novel featuring an ongoing apocalypse is Muv-Luv Alternative and its Beta invasion pushing humanity to the edge. Here the Beta themselves are a constant threat and yet act as a motivator rather than the central focus due to their monstrous nature making them incompatible with any form of narrative complexity. This mantle is taken up by the political and personal conflicts with the alternative universe versions of characters the protagonist knows. Each one has their own agendas and even in the face of their demise they cannot let go of their desire and differences. This reveals them to the player at their purest, where the end of the world causes them to drop the masks they wear and be true to themselves regardless of the consequences for everyone else. Alternative pushes this as the main angle for its drama and uses it to put pressure on the protagonist and have something for them to overcome on the moment to moment level since the Beta exist beyond the scope of what one individual can hope to challenge. This way the inevitable threat of the Beta can hang over the events of the game and provide a tension as they creep ever closer to overwhelming humanity.
 

After The End

 
Another common kind of apocalypse story is one set in the immediate aftermath of the destruction and follows those people who remain. For visual novels there is a common trend to instil a sense of quiet and a calm after the storm in which the characters pick through the remnants of their old lives, literally or metaphorically, and try to find some kind of meaning from the chaos. Leaning into this angle is how they manage to make this style of narrative distinct from those similar to it since the emphasis becomes a dual one of personal struggle and a greater sense of the world around them. Now there are so few human spaces left it adds an extra layer of importance to those that remain or those created by the characters afterwards and these places often represent the trauma of the disaster and the longing for those past days which echoes through the people. This makes for an engaging feedback loop where in order to move on from their pain and accept what happened they must reshape the spaces around them or abandon those that symbolise their past. From a visual angle this allows for the game to play with dramatic shifts in colour and tone for those places alongside scenes of exodus framed with the importance they embody for the characters. 
The ending of every world is a massive scale calamity

In Tokyo Babel the remnants of humanity from various different universes, demon and angles have all lost their homes and gather together in the last place left to them where they reside in a school as if attempting to recapture the spirit of what they have lost. While they do not use the buildings for its intended purpose, there is an underlying sense of trying to relive a lost youth be that either one stolen from them by this apocalypse or the memories of one which provide a comfortable space to retreat into. It is telling then that the characters must leave behind the school in order to reach for the promise of a new future. They shed the place symbolising their past as well as the place of temporary calm to find the will to overcome their collective trauma and move beyond the event which has upended their lives. While the seemly safe and warm locations and memories of the world now gone might seem enticing, it is ultimately clinging onto a phantom which no longer holds value and the people within it slowly decay in their pain rather than trying to build something of their own.
 

Into Tomorrow

 
The final type of apocalypse setting is that of the world rebuilt after the event and yet still fundamentally shaped by it. While on the surface the people of this new age might seem to have returned to a state of normality, there is still an undercurrent of instability present as the scars of disaster live just out of sight and threaten to return if given the chance. Such worlds often remain mostly uninhabitable with humanity living in limited, but prosperous safe zone they have constructed and this makes their existence a tenuous one surrounded by danger. In the context of visual novels these elements manifest as an underlying tension where the player and characters are both made intensely aware of how much of balancing act the current peace is to maintain. As such when this existence is threatened there is an immediate sense of danger provided to the situation to help fuel exciting plot twists as the context of what is at stake has been established. There are less humans in these settings adding weight to every life lost as a serious blow to humanity and this allows for a more personal narrative since the cast hold a greater significance to each other’s survival than in a modern day setting. 
What might seem happy always sits on the edge after an apocalypse

We can look to Blazblue for a post apocalypse where these traits can be seen through how the game interacts with the elements of its setting. The world of Blazblue is defined by how toxic the surface of the planet has become after humanity defeated a world ending monster and this has force humanity on only the highest peaks to build their sanctuaries. As such while the culture and people are bright and lively, there is always an undertone that this exists as they are right next door to death and decay in a way the characters can never quite reconcile. When the antagonists enact plans which threaten to bring about the same calamity which befell the world, the player has knows the proper context and danger this threat will bring as they have been living its shadow all game long so feel the same sense of urgency the cast do to resolve this tension.
 

Conclusion

 
Nothing else carries the same power over the human imagination quite like an apocalypse and visual novels love taking advantage of this trait to push their stories in interesting directions. By placing the player in the heart of an ongoing world ending situation they can lean into the protagonist’s reaction to events and push characters to extremes in order to reveal their true colours. In a world rebuilt after the apocalypse visual novels present the scars of the calamity and juxtapose this new world’s brilliance against its precarious existence to create an underlying tension. Those using the immediate aftermath tend to present the calm after the storm and a clinging onto the past of places now in ruin while showing how the characters need to move on to truly rebuild. Leveraging such an emotionally resonant genre can offer a developer a variety of different tones and themes even within a similar design space and this is something worth keeping in mind as you create your own titles.
 

Dating Sims – Uncovering The VN Hybrid

 

Making Yourself Desirable

 
Many outside the visual novel space often make the mistake of referring to romance visual novels as Dating Sims and at a glance it is easy to see why given their shared focus on pursuing a chosen heroine or hero. The two types of game have had a long and connected history with Dating Sims utilising visual novel elements to sell their story sections and building up a sense of who the player is romancing. This leads to some interesting interactions between the two aspects as the emotive narrative is placed next to the cold stat checking without either coming across as out of place. Both sides carry themselves with an understanding of how they fit together to form the final product where the pursuit of love is quantified but never detached for the character’s humanity. Let’s plan out our day and discover what this hybrid brings to the table.
 

Common Pursuit of Romance 

 
Presenting a believable build up of love between two people is always a challenging prospect and this is even more prominent under the restrictions of Dating Sims. The event centric structure found in them could lead to the execution of the romance feeling bitty and uneven if the pacing is not controlled with proper a escalation in their frequency near the climax. Using visual novel elements for these events helps alleviate these problems by promoting a focus on the scene in front of the player with a personal perspective on the intimate moments of this blossoming love. These scenes also tend to increase in length over the course of the game to simulate the growing time the pair are spending together and this allows for a showcasing of their compatibility from both a mechanical and a narrative level. From moment to moment, there is an effort made to shape a unity between the player and player character via an aligning of the protagonist’s emotions with the intent of player in order to close the perceived gap between the two. Together the two styles of gameplay form a concise reward loop for the player that provides them with the advertised love story without negatively impacting the stat management side which Dating Sims are well known for. 
So many choices

We can look to Amagami in order to see what this looks like in practice. This a game with a wide selection of heroines and different ending to each of them and its open structure means it has to rely on the strength of individual events to contextualise these abstract connections. As such it leans heavily into extended visual novel sequences for the build up and pay off to the arcs of each heroine, which gives it the flexibility it needs to express its roller coaster of feelings through the common focus on romance both elements share. This creates a much needed consistency and pacing to the whole experience by alternating between the two parts in order to ensure the player never quite knows what they are going to be faced with next. Here the visual novel aspects allow for the Dating Sim developer to carefully craft how they want individual events to be perceived with a subtle shift of the length of each section.
 

Quantifying Love 

 
Numbers define how a Dating Sims interacts with its themes of love and relationships. They are by nature an attempt to systemise the process of dating and romance which presents a unique blend of opportunities and consequences due to subjects being highly emotional rather than detached like many other sim type games. It is difficult to feel the love between two characters when you are doing the equivalent of your dating tax returns. As alluded to in the previous section, the addition of visual novel elements helps to return a human touch to the game’s tone and progression. These events are not as entirely detached from the number based nature of the Dating Sim as they might at first appear. Take Tokimeki Memorial Girl's Side as an example, here the build up stats with player has been working on is often acknowledged by making the unlocked event be somehow related to it, a related location or through characters talking about the changes in the protagonist. While each one does not amount to much more than a simple nod on their own, in their totality they form a feedback loop that communicates to the player how the stats they have been working on have a meaningful impact on the shape of the narrative. This acts as a powerful motivator to continue to push towards the requirements for future content as they know it holds some meaning within the context of the protagonist’s personal story.
The complexity of the stat system varies from title to title
 
On the flip side it provides a connection to the player character through the process of self improvement they undergo with your management. It can also feel like you are shaping the protagonist to match the preferences of the heroines and through this demonstrate a commitment to them. This link with the player character is further reinforced in the visual novel sections such as in Love Plus where they utilise the unbroken protagonist perspective to sell the idea that the heroines are talking to the player and lower the barrier between the game and reality. Achieving this requires the abandoning of more intricate narrative trappings like complex introspection or scene descriptions and instead adopting a stream lined approach, much like the Dating Sim itself. This is done in order to remove as many distinguishing features possible and give the player a large space to insert themselves into and by extension bond with their chosen heroine. A romantic fantasy such as this is at the core of the Dating Sim’s appeal and other forms of event presentation would lack the needed intimacy for the desired results.
 

Stat Checks and Deadline 

 
Love is not all fun and games when it comes to romance in Dating Sims as the player will have to pass certain stat tests and milestones to process or risk losing their chance to impress their chosen heroine. This is how much of the difficulty is implemented in order to provide a pressure to the time management element of these games while still focusing on their stat based nature. In doing so weight is added to the narrative events by presenting the possibility of failure and allowing it to hang over the otherwise bright and upbeat atmosphere. Rather than undermining the visual novel sections it instead helps support the sense that this romance is genuine through the hardship and risk that exists on the path to its ending. This form of mechanical dramatic tension is key for the pacing of Dating Sim and how it escalates alongside the growing demands for higher stats. 
I hope you have been balancing your activities

Sunrider Academy provides a good example of this practice through its mixing of club and stats management. Here the player is assaulted on two fronts for stat checks with the club demanding ever growing members while the personal stats demand upkeeping in order to pass the various tests the game throws at you and this is all before considering the pursuit of a heroine. This creates a sense of frantic progress which peaks around each deadline and sells the intimate moments with the heroines in the visual novel sections as a breathing room valued by both the player and the protagonist. Through this lens the relationship between the pair is contextualised as an important but fragile thing in the face of the chaos around them and invests the player in ensuring it blooms into something more concrete.
 

Conclusion

 
Given the close relationship between visual novels and Dating Sims it is no surprise that the two have developed many interesting interactions to complement each other. Their common focus on romance allows the event focused nature of the Dating Sim to avoid feeling narratively disconnected by constantly presenting a consistent core tone which meeting the player’s expectations. Deadlines and stat checks offer tension and a fail state in order to give a sense of consequence that is reflected in both halves of the game and helps invest the player in the value of the relationship when it is threatened. The quantifying of the romance inherent in Dating Sims is played by the visual novel sections as a manifestation of the player’s achievements so a connection can be formed between player and player character. As natural bed fellows there is much for an aspiring Dating Sim developer to gain through integrating visual novel elements into their game and maybe you too can achieve the heights of the titles showcased here.
 

Death End Request 2 Review – Glitching Our Way Into True Fear


Genre – JRPG, Horror, Mystery     Play Time – 16 hours     Developer – Compile Heart/Idea Factory   Steam    VNDB  

 

Hack The World

  
There are two ways to make a squeal, either you stick close to what was established in the first game and provide more of the same or you take the basic ideas of that original title and reinvent them in a new form. Death End Request 2 takes the latter path by shifting the series from being about people trapped in a video game into a tale small town horror with a vastly smaller scale of narrative. The core tension and RPG integration remains as the solid foundation around which its new vision can develop. Not everything it inherits is for the best with issues about the use of the titular Death Ends being ineffective and the combat system long having reached its limit, all of which the game makes no real effort to solve. Does this reinvention breathe new life into the series or does it undermine what made the first game good? Let’s get trapped in the countryside and find out.
 

Digital Horror – Narrative and Themes

 
In choosing to embrace small town horror as a core part of its tone and content, Death End Request 2 invokes the genre tropes associated with it. The game does not simple play them straight instead choosing to play into them from interesting angles or using them in unexpected ways all in service of creating tension. Take the almost cult like religion which dominates the town, its followers range from normal believers to insane fanatics, but it is often unclear who falls into which camp or what involvement they actually have in the mysterious monster appearing at night. On one level the player is expecting the religion to be the source of what is going on so will be jumping any time something related to it appears on screen. Meanwhile the seemly innocent believers muddy this gut reaction lending a sense of paranoia as the game places enough doubt for questions to form about if they are genuinely uninvolved or so far gone that they cannot see how wrong their actions have become. In a small town everyone knows each other and the player is rapidly introduced to the majority of the important cast and thus unknowingly to all the enemies and allies they will be involved with over the course of the story. Due to their close proximity the characters’ lives and emotions become well known and they come across as reasonable people with their own issues and dreams. As such when the curtain is pulled back and their true nature is revealed it furthers the established feeling of paranoia as the characters whom the player thought they knew turned out be hiding their true face which causes them to reevaluate the rest.
The small nature of the town and orphanage means you will be very faimilar with its residents
 
Gone is the stark divide between the visual novel and RPG halves present in the first game and in its place is an emphasis on the personal nature of the game’s mysteries. The cast members remain constant through both sections as does the location they take place which lends a sense of continuity between the two sections and avoids the disjoined feelings prevalent in the original title. When night falls the familiar scenery of the town is warped and twisted into monstrous forms and seemly safe spaces take on a sinister shape adding to the already unsettling nature of the daytime. As the night is the RPG half of the game it is home to the monsters which form the backbone of the supernatural elements of the mystery surrounding the town. Events that occur within the night effect the town as a whole even during the day creating a sense of interconnectivity from the consequences of what happens during the night. Having the main cast remain the same between the two halves allows all of the threats faced on both sides to take on a personal angle through which they are pulled backwards and forwards by the challenges each presents. Without the grand conspiracies of the first game, this intimacy is necessary to maintain the player’s interest and leads to a highly character centric narrative where placing them in danger contributes to plot progress and a slow escalation of stakes.
Blending the two halves of the game was the best move they could have made

As a series Death End Request has always had a problem with how it handles its signature feature, the Death Ends, and this continues in the second title. The game seems actively ashamed of them and fearful that a player might accidentality stumble into one so it signposts them aggressively. Manifestations of this can be seen in how the choices have a very clear bad option leading to the Death End or have the characters more or less spell out which option is the correct one to progress the story. This removes any impact the surprise of choosing one by accident might have had since the game removes any element of uncertainty and by extension any threat. Death Ends themselves lack any interesting contents to justify going out of your way to experience them. The majority are simple violent deaths for the characters with no substance to them and there is only so many times you can see people die horribly before it becomes familiar and boring. A good bad ending reveals a small hint about the plot or some interesting character morsel for the player to chew on and keep them coming back for more. There is no such draw to most Death Ends and so they ring hollow as a narrative device.
 

New Found Family – Characters

 
A tight focus defines the core cast with it only consisting of three characters whom the game follows consistently throughout its entire duration and it rarely leaves their perspective. Couple this with each one of the trio having distinctive personalities which compliment and contrast with each other and what forms is an entertaining group dynamic. Due to this small main cast each of them get a sizeable amount of screen time in order to humanise them and in doing so provides room for them to bounce off the other characters to reveal more about themselves. Take the protagonist Touyama Mai, she suffers from trauma and self loathing from having murdered her abusive father, but rarely does she openly and directly express this and instead it is communicated through her social awkwardness, frank answers to people’s questions and her general rejection of those who treat her kindly. Yet there is a kind side to her that she cannot suppress especially when it comes to children and these two halves balance themselves out in a subtle manner resulting in a well rounded character. The rest of the cast are similarly layered and react to the ongoing horrors around them in an organic way which helps the player form a bond with them as they share a similar emotional state and knowledge. Everything about them is a carefully harmonious mixture of contrasting pieces that works to keep the characters feeling fresh.
The main trio are endlessly loveable

When it comes to characters the group which stand out like a sore thumb are those who are returning from the first game. The vastly different subject matter of that title makes its cast come across as out of place in a small town horror narrative. Their personalities are larger and more flamboyant than the new cast which is due to them being from a game with a much larger main cast meaning they had to be immediately recognisable so the player could remember them. This was fine in the first game, but here it feels like the game is shouting at you whenever they are on screen compared to the new characters which are almost like quiet whispers. While their involvement in the narrative is relatively minor overall, they appear just often enough to distract from the game’s tone and drag the player out of the experience. They also represent a missed opportunity to add some additional depth and humanity to these characters, especially Shiina who has by far the most screen time and yet remains static throughout. Instead they just do a greatest hits version of their personality before exiting the stage to be forgotten about the narrative and the player.
Shiina is such a missed opportunity here

 

Corrupted Normality – Visual, Audio and Technical

 
The visual and audio style of Death End Request 2 inherits much of the glitchy and data corruption styling of the original title, but here recontextualised as a perversion of the real world rather than of a game. As such it has toned down the more fantasy themed elements from that first game in order to keep the parts of the town the cast visit at night still looking recognisably like their day time equivalents. It plays off this combination of two familiar and yet vastly different aspects to create a sense of unease since these mundane places are similar to those the player likely sees every day and yet they all wrong. During the day time sections when only the normal town is shown it adopts a brighter visual and audio style to show the warmth of the orphanage and the girls which the cast interacts with. However, even this takes on a darker undertone as the truth behind the town is revealed without the need for any dramatic changes and this does work with the subtle build up the game is based around. The resulting mixture lead to a feeling of texture to the world beyond the direct narrative being presented to the player and it works on them in a subconscious level to push them into experiencing the desired emotions.
The RPG system need some major updates to main interest

Compile Heart has had a RPG combat system that they have been using since Hyperdimension Neptunia MK2 and the Death End Request series uses a variant of it focusing around knocking enemies into one another. While it is never not satisfying to hit enemies around liking bowling pins, it was always a limited gimmick pasted over an ageing battle system which has long ago reached its limit. The symptoms of this stagnation are clear from its lack of meaningful mechanical escalation to enemies who do not encourage the player to engage with the unique selling point of the gameplay. Alongside this is the recurring problem in Compile Heart’s games in their inability to balance difficulty properly. At about the half way mark there is a dramatic escalation in the health pools of enemies with little to no other changes resulting the fights taking longer to complete without actually becoming more challenging. This makes the latter sections of the game feel like a slog to complete which really hurts the player’s ability to enjoy the other elements of the game. To top it all off the final boss is such a massive jump in difficulty due to its insanely damaging attacks compared to anything else beforehand that it would perfectly reasonable for the player to rage quit in response.
 

Conclusion

 
Death End Request 2 is a game defined by when it inherited from its predecessor and by how it shapes this into something uniquely its own. It takes the glitch and data corruption visual, audio and narrative elements and reshapes them into the context of a small town horror story in order to provide an unsettling atmosphere. The more personal focus and smaller cast also contribute to the claustrophobic and paranoid atmosphere where the player becomes intimately familiar with both the main cast but also the people who will reveal themselves to antagonists. Not everything it inherits is of such a high quality, it continues the first game’s inability to properly utilise the titular Death Ends and old cast members feel out of place in this new tone and setting. On top of this the RPG systems have long ago reached their limits and can bore or infuriate the player over the course of the game. However, none of these issues are enough to undermine what is one of the strongest examples of RPG horror.
 
 

Verdict – 

A sequel which is not afraid to take the series in a new small town horror direction to create something distinct to great effect. It is only held back by being shackled to an ageing RPG system.
 
 

Pros -

 
+ Excellent utilising of the small town horror genre to create a tense and compelling experience.
 
+ The smaller focus and scale contribute to make the game feel intimate while promoting paranoia in the player’s mind.
 
+ A small main cast allows each of the characters to be properly fleshed out and given the subtle and humanity they need to make them likeable and interesting to watch.
 
+ Glitches and data corruption pervert the mundane world of the town creating a distinctive and unsettling visual and auditory identity.
 

Cons -

 
- Death End continue to be poorly utilised, overly signposted and uninteresting to engage with.
 
- The returning cast members feel out of place in the new setting and tone while not receiving any development of their own.
 
- Compile Heart’s ageing RPG combat system is unable to produce interesting encounters consistently over the course of the game and is balanced poorly.
 

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