Sunday, June 16, 2024


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.
 

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