Archive for July 2024

Best Visual Novel Releases – July 2024


In the heart of summer it is normally a quiet time for game releases, but visual novels have stepped up to fill the gap with a flood of excellent titles for a variety of audiences. This has been a month defined by romance, comedy and mystery in equal measure and each of these genres has been gifted with at least one entry into them which will appeal to its fans. Let’s dive in and find out which of the many new visual novels you should be playing.
 

Official Releases

 

Lilja and Natsuka: Painting Lies

Steam   VNDB    Genre – Mystery, Slice of Life    Play Time - 8 hours

Having a mystery story focused around something other than murder, or the threat thereof, is surprisingly rare in visual novels so it is interesting to see Painting Lies take this less trodden path. Its mysteries instead choose to closely look at the personal lives of the characters and uncovering their past actions and motivations. This is an extremely intimate tale of two girls, Lilja and Natsuka, who confront the trauma of their own pasts through solving the questions surrounding those who seek their skills. Lilja is a blind and wheelchair bound painter who will paint anything their clients ask for so long as it interests her and she works with the upbeat Natsuka who acts as her eyes and legs. The two make for an odd pair with their relationship being the star of the show and holding much of the game’s appeal through their entertaining interactions. Mixed together, this investigation game enraptures the player while walking them down a path filled with wonderfully real feeling character stories and bonds. If you are looking for a title which stands out in the mystery genre then you cannot go wrong with Painting Lies.
 

Neko-nin exHeart SPIN!

Steam    VNDB    Genre – Comedy, Romance    Play Time – 9 hours

It is strange to see the catgirl ninja series reach their fourth title given it seemed like a gimmicky concept when the original first released, but it appears that there is an audience for this type of story. SPIN follows a new protagonist for the series who is thrust into this hidden world when a cat eared woman opens fire with a machine gun at the funeral of his grandfather and his younger sister turns into a tanuki eared kunoichi. The overall comedic tone is still the heart of this game with the constant string of light hearted jokes making it clear how it expects you to view it while playing. Separating itself from the previous entries in the series goes a long way to make SPIN feel fresh and able to revive some of the magic from its unique premise which had been lost in the second and third games. There are still connections to the rest of the titles such as returning characters and these are handled respectfully so as it not overshadow the focus on the new cast. Neko-nin exHeart remains an accessible and light piece of entertainment and SPIN is an excellent entry point in the franchise as well as a good continuation for those already invested into its world.
 

B-PROJECT RYUSEI*FANTASIA

Steam    VNDB    Genre – Idol, Otome    Play Time – 25 hours

Male idol games occupy a space slightly different from their female counterparts due to their need to appeal to the female gaze and all the expectations which come along with it. RYUSEI*FANTASIA knows its audience well as it caters to their desires while still maintaining its own identity and the emotional impact of its character arcs. You step into the role of an idol A&R where you support the growth of 14 talents as they rise up to become stars and come to know them intimately. This is a title that really focused around the idol management fantasy with its large cast of idols demanding the player respond to their desires appropriately and it displays a clear love for the music and personalities of its stars. Overall an excellent visual novel for those seeking a heartfelt male idol fantasy and who wish to experience its ups and down on a personal level.
 

Hookah Haze

Steam   VNDB    Genre – Simulator, Modern Day, Shop Management    Play Time – 8 hours


Games inspired by VA-11 Hall-A have had quite a rise to prominence recently with Tavern Talk releasing just last month and Hookah Haze this month. Hookah Haze steps away from serving drinks of one kind or another and instead explores the smoking of the titular hookah. This gives the title a unique flavour as it recounts the intricacies in making good hookah for customers and carefully matching it to their tastes. The game radiated with a passion for its subject matter and this extends into the characters who engage with it. In total there are four characters, the protagonist and three customers, present in this story making for a small cast who the player will come to know a lot about as their small talk over the hookah reveals glimpses into their lives. This new take on the genre offers some much needed spice by showcasing that it does not need to focus around beverages and any service industry where people come into an establishment is a valid place to set one of these games. As such this might be one of the most accessible titles in this genre for new players to get their teeth into it while providing a distinctive spin to appeal to those experienced from previous games in the genre.
 

Fan Translations

 

Decoration Disorder Disconnection 1

itch.io     VNDB    Genre – Mystery, Thriller, Supernatural    Play Time – 4 hours

Adaptations of books into visual novel are rare to see and even more so when it is a fan translation and work. Based on a series written by Nasu Kinoko of Type-Moon fame, it focuses around the influx of so called demon possessed due to the rise in the mental stresses of the modern world and presents these supernatural powers from a scientific and psychological angle. Those possessed are seen in the same way as any other person with a mental illness and the aim of the people attempting to apprehend them is to protect both them and the public at large leading to a situation where both are seen as victims. It is an intriguing take on the exorcism genre and it lends the horror of the transformation the victims undergo a more visceral feeling given its presented using terminology we are familiar with from our own world. This a solid adaptation which aims to make the story of DDD more accessible for a wide audience to expose them to what Nasu is capable of beyond what he has produced for Type-Moon.

Event CGs – An Anatomy Of Visual Novels


Capturing The Action

 
When a visual novel wants to enhance the drama and impact of a particular narrative beat or intimate character moment they turn to Event CGs. These large and intricate graphics depict these key moments with a vivid detail which the character portraits are no capable of replicating. Each one has such a profound effect on the player due to the infrequency of their use in the majority of games where they only exist for those important moments so as not to detract from the expectations set throughout the rest of the play time. Alongside the detailed Event CGs sit those in the super deformed style and these are one of the most impactful tool for comedy or slice of life visual novels to sell their lighter tone. While many CGs are shown on screen in full and simply remain there for the entire time, some games utilise camera tricks such as zooming and panning to breathe an extra level of dynamism into these images. How do all these different uses of Event CGs manifest in practice? Let’s snapshot a heroic pose and find out.
 

Standard Use Cases

 
For the vast majority of titles, Event CGs have one common form and that is as tools to emphasise key moments within the game. The way this is used varies from visual novel to visual novel, but broadly the graphic is simply presented to the player in full with some type of impactful screen transition. This way each CG is given an immediate presence and pushes the player towards experiencing the emotions intended by the developer. Enhancing the emotional impact is the way the CGs are so different from all other elements of visual presentation found in visual novels. They are single monolithic and direct images rather than the multiple moving parts, from portraits to particle effect, which compose the vast majority of the game’s content. Through this contrast a heightened sensitivity to the ideas and actions presented in the CG can be achieved as it becomes a memorable moment of a player’s experience of the title. 
A first kiss is a big moment for a Romance title

It is also an extremely flexible framework where the developer can slot in whatever imagery they need to express a specific moment and ensure its importance and message is understood from the correct angle. A romance story can use them to block out every other thought and make the focus solely on the pair in love which titles like Giniro Haruka achieve through intimate kiss CGs capturing the height of their emotional ride. On the opposite end of the spectrum, a horror visual novel can provide a sense of the impending danger and how it exists in every corner of the game’s world as Death Mark does with its carefully framed images of its monsters and the destruction they can cause. Almost every genre and title can benefit from the broad expressiveness offered through this standard use of Event CGs given its neutral and easily adaptable nature. The only exception would be games where the entire point is the deliberate lack of visual input and instead they want the player’s imagination to do all the heavy lifting which is a valid approach when used in a coherent artistic fashion.
 

Super Deformed CGs

 
It is worth separating out and looking at the style of Event CGs featuring super deformed characters from the rest due to their overall different implementation. Super Deformed CGs are fundamentally tied to a specific comedy and light hearted tone due to their exaggerated and cute leaning presentation. As such this heavily restricts the kind of visual novels which can utilise them and where it is appropriate to place them to not undermine the mood of a scene. Despite this seemingly limited usefulness, they are wide spread throughout the medium with many being found in titles which are otherwise entirely serious. The reason they are valued by so many games is the way they can quickly and easily establish a moment of downtime between the drama and action that characterises the rest of the content. Coupled with this ability to swap tone is the flexible appearance of these CGs. They can appear in the standard full screen view of other Event CGs, but they can also be presented in a small window overlaying the background and portraits already in the scene and not obscuring them to create a link between these elements. In this ability to shift to the needs of the developer can be seen the impact Super Deformed CGs have due to their flexibility originating from their exaggerated nature. This means it does not have to be the sole focus of attention and can instead be used to highlight a broader mood without needing to be on screen for long. 
Being cute can really help a player bond with what is happening on screen

The 9 -nine- series provides a good example of how this works in practice due to way it shifts smoothly from high octane action and drama into low stakes comedy and slice of life. Here the Super Deformed CGs acts as a dividing line between the supernatural danger the characters face and the comfortable familiarity of their everyday lives. Each one is used to sell value of these small moments and frame them as something worth fighting to protect while contrasting against the monstrous actions of those who are attempting to disrupt them. They also work to stimulate player empathy through cute and humorous imagery which aims to make them smile in order to give them an emotional reason to cheer for the success of the characters. At the same time they do not contrast too much with the rest of the game’s narrative tones through sticking as close to the original art style as possible and making their appearance on screen brief so they can maintain their impact without undermining the real world nature of the setting.
 

CGs As Dynamic Objects

 
Adding motion to a scene can completely change the way it is perceived by its audience. As such it should come as no surprise that Event CGs benefit heavily from this technique due to their static nature. This movement comes from a variety of camera tricks such as zooming in on specific key areas of the image to match what is being described in the narrative and slow panning across a landscape to establish the location of the upcoming events. These offer a means through which an Event CG can be reused in multiple contexts with only a change in its framing and acts as a way for a game with limited resources to get the most out of every CG it produces. While they do provide a lot of flexibility in presentation, this dynamic movement is not suitable for every type of visual novel and favours a more action and drama orientated title rather than something aiming for a subdued slice of life tone. There is also the issue of how these camera tricks can easily be overused if the developer is not careful and actively harm the pacing where the player feels as if they are constantly waiting on overly flashy movements to finish rather than actually playing the game. 
Clashing blade and high action are always better close up

To see this dynamic presentation in action we can look to Tokyo Babel and in particular at its actions scenes. Shifting camera angles and focusing in on key areas of a CG are the primary means by which the game works to foster a feeling of excitement in the player. Each CG utilised in this fashion has a lot of small details which only really come to the forefront under close examination and these are things like the elaborate forms of the character's weapons. This makes sure the player is always visually stimulated in a way close to what the text on screen is depicting which enhances the kinetic feeling of narrative and the danger each character is in.
 

Conclusion

 
Nothing in the medium has quite the same impact and utility as Event CGs and as you would expect this means almost every title has at least one. In their most standard form they work to emphasise key moments in the story through the contrast they provide with the rest of the presentational tools available for the game. By adding dynamic elements, such as camera tricks, an Event CG can be provided a sense of motion and excitement its otherwise static nature would not normally allow. Supper Deformed CGs offer a more flexible and lighter tone version of what a standard CG can do and can work wonders to create clean divides in tone without feeling out of place. If you are creating a visual novel you are likely already planning to include some Event CGs, but it is worth considering how you implement them as they can offer a lot more to your game if you are willing to put the effort into properly using them.
 
 

Adventure Games – Uncovering The VN Hybrid


Pixel Hunting

 
Creating a sense of immersion within a fictional world has always been one of the greatest strengths of visual novels so it is only natural they would end up paired with a style of gameplay about interacting with the details of that world in the form of Adventure Games. These are titles which involve clicking on elements of the environment in order to solve puzzles or meet certain objectives and they use this space to fill in the details of people’s lives to contrast with whatever threat hangs over them. As such Adventure Games can make use of the character centric nature of visual novels to help sell the connection between the characters and the world they inhabit. It can leverage this to create mysteries and puzzles which span both halves to improve their connection to each other. There is also an aspect of role-play found in this hybrid whereby the player gets to act out the actions of the protagonist and fully put themselves in the character’s position. Let’s repeatedly click on an object and find out exactly how such a harmonious merger of gameplay element can work so well together.
 

Environmental Interaction

 
In its focus on the world around the player, Adventure Games present it as tactile place filled with the objects of function and mundanity that define our lives. As every detail of these items is presented so they can have role in progression, they take on an intimacy by being a physical window into this familiar yet alien place. This is in many ways a prefect partner for visual novels due to the way they concentrate on different aspects of intimacy so, while the Adventure Game half can handle the world, the visual novel half can deal with the characters. Through this combination a player can be brought into the experience and provided reasons to emotionally invest themselves in the outcome of the journey they are being guided down. They are shown a constant stream of empathetic ideas and people from each half of the game which offers a variety of perspectives on their lives so the player is on the edge of their seats waiting to see what happens to them next. Preventing these elements from becoming emotionally draining is the constant forward momentum provided by new areas to explore and new drama to witness that keeps the player on a ride of fresh experiences so they invest just enough for the desired effect without wearing themselves out. 
Time to start clicking everything

The backbone of this harmony is the way a visual novel element can easily and quickly be overlaid on top of Adventure Game sections in order to smoothly link the narrative to the items being examined which reinforces the connection between the two. Last Window: The Secret of Cape Wast demonstrates how this harmony of intimacy can be used to sell a location as lived in with history etched into every wall. The entire game takes place in the titular Cape West, a set of apartments containing various tenants including our protagonist. As such the player will naturally become familiar with the spaces within the apartments and the game uses its Adventure Game half to have the player interact with objects they will be know for their own lives in order to solve puzzles. This draws parallels between the location and the player's own lives making it easy to come to understand it as somewhere inhabited by everyday people. The visual novel half of Last Window furthers this link through humanising the people who live within the world built by the Adventure Game sections. Over the course of the investigation the player will interact with the residents and come to know this snapshot of their lives while also getting a sense of how their relate to the protagonist who many have as their neighbour. The closeness afforded by the way the visual novel sections frames the character interactions is immensely personal and supported this sense of Cape West as a living place where people the player knows spend their time.
 

Narrative As Role-play

 
Perhaps the most interesting interaction present in this type of hybrid is the way the narrative and the mechanics frame each other. Due to the way Adventure Games promote extensive examination of the environment it can create a sense of role-playing as the protagonist given that these interactions are often a direct reflection of the character's actions within the story. This is a favoured element of visual novel integration for mystery or detective titles where engaging with clues and crime scenes can be make a key part of both styles of play. Leaning into this role-play provides a cohesion to the experience such as with Danganronpa and its investigation sections. These aspects ask the player to engage with the Adventure Game mechanics through a narrative context which focuses their mind into the same space as the protagonist. The act of picking through the crime scene and interviewing suspects takes on a new emotional resonance and draws the player into the experience through blurring the line between the game and reality with role-play. Without the visual novels to give a personal connection to the events surrounding the mechanics, this role-play would be a cold affair where the player would not be invested in the stakes of investigation and instead merely see it as a simple puzzle to be solved. 
Danganronpa has a great sense of place despite how silly it can get

This extends into how the clues gathered during the investigation are used to solve the big mystery as can be seen in the court sections of Ace Attorney. In these the player is asked to present this evidence to prove or disprove the current arguments on both sides of the courtroom. These sections are in many ways an inversion of the investigation sections since the Adventure Game elements take a backseat to the visual novel presentation key to providing the necessary tension, which is the opposite emphasis of the investigation. The result is the role-play of being an attorney in court has a decidedly more dramatic feeling than being a detective and yet it still relies on the grounded nature of the clues found during the detective role-play to sell a sense of connection to a believable world. Linking the two creates a coherent space for the player to experience two vastly different tone of the mystery genre without either seeming out of place while letting both halves of the hybrid show their best traits.
 

Puzzles On Two Levels

 
Presenting the game on two levels offers an opportunity to engage the player’s mind from different angles and help maintain interest in the long term. To achieve this effect the two halves of a title lean into a puzzle style element to give the player something to chew on. The visual novel and Adventure Game aspects do this through the time-frames they operate under in order to direct the overall experience. Given the narrative centric nature of the visual novel, the puzzle tends to take the form of a greater structural reveal or long term mystery as with titles like YU-NO. Here the game presents a mystery and then feeds the player a steady stream of clues hidden within the story to help them construct theories on the truth. This means that they are constantly reevaluating what they thought they knew so there is always excitement when a new fact is shown to them. YU-NO utilises this method by encouraging an exploration of its wide narrative structure, time travel ideas and the way each of the routes drops new hints as to what is going on overall and in previous and future routes. This lends it a feeling of interconnectedness which its Adventure Game elements can rely on to form the backbone of the long term engagement. 
Time to look for all the keys

The area a visual novel aspect can fall short is in the moment to moment sense of forward momentum and it is here the Adventure Game half can flex its muscles. If there is one thing that Adventure Games are good at it is have lots of small victories as the player finds the right item or place to interact with in order to progress. This simple loop provides just enough motivation to continue to the next small dose of progression that it can work to keep people moving forward. Take the Somnium sections in AI: The Somnium Files, these are a constant parade of small rewards where even the wrong choice for an item or place still gives some amusement for the player such as in the form a joke. This helps alleviate the feeling of tension provided by the time limit and support the long term mysteries of the visual novel half of the game.
 

Conclusion

 
In many ways the Adventure Game and the visual novel come from the same end of the video game spectrum with a focus on a similar mechanical tone through differing angles. They have complimentary elements of intimacy which they hold as important to their presentation, environmental and personal, which work well together to sell a sense of place and this world as something close to the player’s own experiences. Puzzles also play a large role in keeping people invested with the two halves offering complimentary short and long term mysteries and engagement to keep a sense of forward mementum. Alongside all these elements there is a strong undertone of role-play in the way the player can act out the actions of the characters both through actions as well as the narrative which surrounds them. Adventure Games are worth considering if you are making a visual novel, or vice versa, due to this exceptional compatibility nature and the potential it holds for interesting and moving titles to be made.
 

AI: The Somnium Files – nirvanA Initiative Review – Slicing Between Weave

Genre - Sci-fi, Mystery, Thriller    Play Time - 18 hours    Developer - Spike Chunsoft    Steam    VNDB

 

Split In Half

 
Where do you go with a story after all the lose ends of the original game have been tied up in a nice neat knot? This is the dilemma which nirvanA Initiative faced and the solution it chose was to split its play time between two new protagonists. Indeed the idea of division permeates every element of its structure and narrative from the way the murderer splits their victims in half to the way the new characters come in pairs. There is a well thought out consistency to the presentation of the game’s themes and ideas allowing for the creation of a compelling mystery where everything appears to have significance. However, this transition has not been without issue as the older cast members inevitably get under explored and there are some questionable plot twists which seem to exist for the sake of having them. Is nirvanA Initiative able to balance these weaknesses or does it forever live in the shadow of the original title? Let’s dive into the subconscious and find out.
 

A Tale of Two Detectives – Narrative and Themes

 
Choosing to have two protagonists opens up a variety of opportunities for interesting narrative presentation and differing angles on the same information which nirvanA Initiative takes full advantage of during its play time. On the one hand you have Ryuki and on the other Mizuki, each one offering their own thoughts on the mystery while showing the consequences of past actions and foreshadowing future revelations. Binding them together is the Half Body serial killings where only one half of the victims body is found at a time posed in a twisted fashion. The shear oddity of these murders instantly captures the player’s attention and maintains the uncertainty right until the big reveal. Focusing on dual perspectives helps this along through adding an additional layer to the reliability of the information the player is being given as Ryuki spirals wildly down a deteriorating mental path and Mizuki is having to pick up the pieces in the aftermath of his failure. As the game progresses it is careful to give out just enough breadcrumbs for theories about the truth to be formed and yet it never truly shows its hand until the moment the curtain is pulled back. It is the same delicate dance of anticipation which defined the original title and is alive and well here in its new form which will delight returning fans while existing in a new context so as to not alienate any new players.
Two perspectives shapes the game's structure

 
Character drama has a far more important role in nirvanA Initiative than it did in the original game. Both titles are character centric, but, where the original used them as a means to supplement and enrich the narrative, nirvanA Initiative relies of them to maintain the player’s interest over the length of the story. Part of this difference is due to the majority of the victims of the murderer being people who are framed in a negative light or have appeared suspicious and so there is little reason for their deaths to hold any interest outside of the mysterious circumstances of their demise. As such the emotional tension has to be generated from other sources or else the player will rapidly become detached from the events in front of them. The method nirvanA Initiative chooses to combat the shortcoming is a strong through a current of character drama. Each one generally involves a pair of characters who somehow relate to the protagonists and the game follows them as they wrestle with their emotions under the strain of murders going on them around them. Their arcs all deal with the theme of the characters being half of a whole and it is only through overcoming their doubt and fear to be honest with each other that they can be happy. In doing so their lean into the idea of division the game pushes and puts them on the opposite end of the spectrum to the murderer with their obsession with pulling people apart. A player’s overall enjoyment of nirvanA Initiative will rely heavily on how much they find these dramas interesting as a fairly large amount of time is spent focusing on them.
I do love me some cults

It has been a while since there has been a game with plot twists which are so elaborate and yet completely meaningless as this one. The twist is so complex that the title feels the need to break the fourth wall and sits the player down to explain it to them in detail through a sequence where all sense of immersion is broken. There was clearly some fear on the part of the developers that the player would not be able to properly understand the twist if it told to them in universe so they took them aside to talk them through it. As a result the revelation feels irrelevant to the plot itself and the characters who are living it since it only really matters on the player’s end and the characters are the same both before and after its reveal with no meaningful change resulting from it. In general it is just an odd choice as once the story resumes it is fairly easy to forget about what is meant to be a major element of the narrative given nobody talks about it and the game immediately moves on to its action packed climax without so much as a backwards glance. Maybe the developers felt the need to include a big twist because the original title had one and they wanted to recapture the magic of those big moments, but lacked the proper space within the story to so. This does mean that it is relatively inoffensive and is not likely to effect the player’s overall enjoyment of nirvanA Initiative since it is such a once and done affair. However, for those invested in the build up to this reveal it might be a betrayal they cannot tolerate.
 

Divided Personalities – Characters

 
To further the idea of two halves which nirvanA Initiative pushes as its central motif, the new characters all come in pairs. Kizuna and Lien for example, they are joined by a common uncertainty about the future and a concern that they will never be more than they currently are which they can only overcome through their combined strength. This quality is a trend among all the new cast members and the changes they undergo between the perspectives of the two protagonists reinforces both their connection to each other as well as the gap between their hearts. Many of the routes focus in on one of the pairs in order to dive into their relationship while giving the player a sense of who they are at their core. These are careful to place the cast into situations specifically tailored around their weaknesses in order to ensure they are have the chance to express what defines them in a sympathetic manner. Despite this intimacy the developers still manage to maintains the possibility that any of them could be the murderer in order to keep tension high in the player’s mind as they are torn between the humanity they have witnessed and the suspicion in their mind. It is through playing this line that nirvanA Initiative crafts such a memorable new cast to fuel the mysteries around them.
The new cast stand out in interesting ways

When it comes to the returning characters there is a much wider divide in terms of quality. The majority of them are static for the duration of the story since their arcs have already reached their conclusion and as a result they feel shallow when standing next to the new cast. In order to avoid drawing too much attention to this fact, the game makes sure to never focus on them for too long and ensures the player is never given an opportunity to compare them side by side. They exist as a nod to the events of the original that can satisfy old fans while not causing new players to be confused their their sudden appearance. Only two exceptions to this level of quality from the old cast and they are Mizuki and Date. Mizuki has been promoted from secondary character to protagonist and as such gets the improved characterisation and development expected from that role and it enhances an already strong personality with the depth needed for it to easy to place oneself in her shoes. It is clear a lot of thought went into how a more adult version of the Mizuki from the original game would behave and the result is a believable and human character who can pull at the heart strings. On the other hand, Date is a manifestation of everything wrong with the original’s sense of humour. As part of his personality he has always been somewhat of a pervert which is where a lot of the original game’s jokes came from, but it was always kept in check by the serious nature of the murders he was involved in as well as the character arc he went through. In nirvanA Initiative all of that nuance is gone and all that remains is a series of gags about how much of pervert he is and this quickly becomes irritating and repetitive. He is a shadow of the person he was at the end of the original and it feels as if the nirvanA Initiative wastes his old characterisation just for a cheap laugh.
 

In Dreams And Reality – Visuals, Audio and Technical

 
From an audio and visual standpoint there is a continuity with the original game’s near future sci-fi aesthetic and tone. Many of the areas found in game are reused with just enough new ones to give nirvanA Initiative its own identity, but integrated cleanly so as to appears as if they were always a part of that universe. The music is a similar story as it has a new soundtrack which mixes parts of the original’s sound with the tang of fresh material to balance out the flavour and remind people that this is its own title. As a sequel it only has a little room to manoeuvre in terms of what unique aspects it can bring to the table. It still manages to make these elements stand out through leaning into a glitched universe style to contrast with the otherwise clean and familiar spaces which make up the world. There is the obvious manifestation of this as a part of the Somnium sections where these errors reveal more about the people involved, but it is also taken further with it leaking out into the real world and creating a visual sense of uncertainty designed to unsettle the player. Combined these elements ensure there is no mistaking nirvanA Initiative for the original game while allowing it to utilise what made the original tick in a new and exciting way.
Crime scene investigation is by far the best new addition

On the gameplay front, the biggest change comes in the form of the crime scene investigation segments. These take the Somnium mechanical elements, remove the timer, and places them within a VR representation of the real world where the player controls the protagonist rather than their AI companion. They focus on the idea of reconstructing the events surrounding the murder and presents the key evidence before asking for it to be linked in order. While these section are not particularly challenging, they do add some much need variety to the game’s otherwise binary structure. Previously it swapped between the real world and Somnium sections and the two never really interacted with each other, now the investigation sections act as a bridge where the line dividing them becomes blurred. This is important for keeping the player engaged through a back and forth with the game as it asked them to have a greater awareness during the real world sections than before. Beyond this new addition, nirvanA Initiative more or less follows the same design for its Somniums as the first game and while the wink psync is a neat way to peer into characters’ minds it ultimately does not change much about how a player interacts with the real world sections.
 

Conclusion

 
As a sequel to a complete experience, nirvanA Initiative does its best to live up to that legacy while carving out its own identity even if you can feel it struggling at times. The use of dual protagonist allows for the game to offer vastly difference angles on the murders while casting doubts on the reliability of each of their testimony. Couple this change with the increased focus on the new cast and their pairings and the result is a very character centric narrative where everything takes on a personal quality. There have also been some important additions to the gameplay and aesthetics side with a leaning into a glitchy presentation and crime scene investigation sections which help give the game its own style. It is a shame how much it is undermined by the main twists of the story being so irrelevant to the narrative and instead existing only on for the player rather than for the characters in the world. Even with this issue there is more than enough to enjoy about nirvanA Initiative to make it an easy title to recommend to fans of the genre.
 
 

Verdict – 

nirvanA Initiative is a riveting murder mystery which keeps you guessing from beginning to end while it hooks you with its fun cast. It is brought down only by its reveals being weak and some odd character choices.
 
 

Pros - 

 
+ A compelling mystery split across two vastly different perspectives.
 
+ Focusing on character drama gives the narrative a personal feel and resonates with the player’s own experiences.
 
+ The pairing of new characters reflects the central themes and ensures strong character dynamics.
 
+ Maintains the high quality visuals and sound design of the original while adding its own glitched aesthetics.
 
+ Crime scene investigations sections add some much needed variety.
 

Cons -

 
- The big plot twists are ultimately meaningless as they lean to hard into the meta level they become irrelevant to the story itself.
 
- Older characters are a mixed bag with some getting the space to shine while others are left showcasing their worst traits.
 
 

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