Archive for August 2024

Best Visual Novel Releases – August 2024


As another brilliant summer comes to an end it has decided to go out with an explosion of amazing new visual novels. If you were looking for some of the best games of the year then you will not be disappointed by what is on offer as there are some truly inventive titles. These releases cover some long anticipated visual novels in the romance and urban fantasy genres alongside a selection of memorable oddities from supernatural mystery to sci-fi. Let’s dive in and find out what you should be playing from the last month.
 

Official releases

 

Katawa Shoujo

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

It has been a long time since the original release of Katawa Shoujo but its arrival on Steam looks to breath new life into this classic title. This tale of romance and the struggles of its disabled cast paints a distinctive story dealing with ideas and emotions few other games are willing to handle. At its core this is a tale about people making the most out of their lives despite everything that trying to get in their way and its hopeful attitude is a core part of its appeal. Drama is another aspect is handles well as the cast has to grapple with not only their own feelings but events that are spiralling out of their control in a way that sell the tension and stakes of the narrative climax. Now its is more widely and easily available than ever there is no excuse not to play it, especially since it is free.
 

Revue Starlight El Dorado

Steam    VNDB     Genre – Adventure, Theatre, Music     Play Time – 7 hours

A part of the greater Revue Starlight multimedia project where it joins the anime, manga and gatcha game which compose this expansive universe. This game is an interesting mix of theatre, character drama and a dash of action to help keep things interesting. It follows the students of the 99th class as the Starlight festival approaches and they must take on the challenge of performing ‘El Dorado’ on the theatrical high seas. The majority of the appeal of this title comes from its character interactions and there is a degree of expectation that the player be at least somewhat familiar with them from previous media in order to get the most out of the experience. A new player can still find enjoyment in the overall narrative as it sweeps them up in the drama of the theatre, but it is undeniably a game aimed at existing fans and if that is you then you are in for a good time.
 

Fate/stay night REMASTERED

Steam    VNDB      Genre – Action, Urban Fantasy    Play Time – 75 hours

At long last Type Moon’s most famous work is now available officially in English and despite its rocky launch still stands up to the test of time. This is an urban fantasy tale of seven pairs of masters and legendary heroes who battle for a chance to obtain the wish granting Holy Grail. It is a very different narrative experience than the later entries in the franchise, like Fate Grand Order, since the focus is on the ground level character interactions and a small number of master/ servant relationship per route rather than larger battles and overarching plots. Over the course of its three routes the player will come to appreciate the layered nature of its cast’s motivations and how they twist and turn around each other to form the web of conflict which makes up this Holy Grail War. This is one of the defining games of the medium and is one you should play if only so you can develop your own opinion on it and understand the influence it has had over the years.
 

Zombie Police: Christmas Dancing with Police Zombies

Steam     VNDB     Genre – Mystery, Supernatural, Comedy    Play Time – 5 hours

A buddy cop detective mystery where one of the two is a zombie is certainly a unique spin on these genres and helps it stand out. It focuses on the dynamic duo of the new detective Tamura Yasu and his partner the zombie detective Kabane Akemi as they grapple with the cases they encounter in this strange world. Despite the game’s relatively short play time it does a good job at creating a textured sense of place where its supernatural elements feel like they belong and the player can solve the mysteries presented to them. Another core part of this title’s experience is the questions about the case that it will periodically demand you answer from the information you have gathered. These do a lot to immerse the player in the detective state of mind and keep their attention squarely on the events in front of them. A definite must play for those looking for a slightly off the wall detective mystery.
 

Emio – The Smiling Man: Famicom Detective Club

Nintendo Eshop      VNDB      Genre – Mystery, Detective

Nintendo seem to be really keen on the Famicom Detective Club series as this is the second round of remakes of these famicom games. Given the quality and fatefulness to the original of the previous entries it is reasonable to expect the same level of polish in Emio. The premise of Emio is noticeably darker and more direct than those earlier titles with a serial killer known as the Smiling Man seemly being responsible for gruesome murders both in the present day and eighteen years ago. It looks to deliver the compelling drama the series is known for in a far more tense environment to help make it stand out from others in its genre. If you are looking for an updated version of an old fashioned detective game then Emio – The Smiling Man is for you.
 

Moonless Moon

Steam    VNDB   Genre – Puzzle, Sci-fi    Play Time – 6 hours

Yomichi is a relatively normal girl living a relatively normal life during the day, but when sunset comes she finds herself transported to a completely different world each time. There she experiences many strange things and makes new friends as she grapples with what all of this means for and if the world of day still has any meaning to her. Moonless Moon is an introspective character piece which looks at the nature of the bonds between people and where people can find meaning in them in the face of a changing world. It short length help it make its point in a clear and concise way with each part having a clear purpose and message. For those looking to have a little more humanity in their games this is one you should pick up.
 

UI Design – An Anatomy Of Visual Novels


The Magic Of Buttons

 
One of the most underappreciated areas of a visual novel is the work which goes into its UI design. An ideal UI will never draw attention to itself and become a natural extension of the player’s engagement with the game. This is not an easy thing to achieve since a balance has to be struck between its presence on screen, its ease of use and its aesthetics. Over the years a standard set of expected practices have grown up for both ADV and NVL UI design and the majority of visual novels follow them to avoid the pitfalls of invasive UI. However, if the developer is willing to run the risk of potentially irritating the player with unfamiliar layouts, there is value in breaking these conventions for the sake of creating a memorable overall experience. How do these differing approaches influence the form and function of visual novels? Let’s press some buttons and find out.
 

Standardised Structure

 
In order to ensure the best player experience, visual novel developers have learned from the mistakes and successes of the past and formed a cohesive set of standards for UI which most modern titles adhere to. These rules of style manifest slightly differently depend on if the game uses ADV or NVL as its means of text presentation. For an ADV title we can look at how Sabbat of the Witch handles its UI elements and given Yuzusoft’s prominence within the industry they make for a good bar to gauge how standards have been cemented. The first thing which will strike the viewer is the layout of the text box comprising the bottom eighth of the screen. Here it is a translucent orange textbox and this use of a colour and opacity are done in order to make the text clear to read while not entirely obscuring the background and sprites behind them. Being as nonintrusive as possible is the aim here as it means having as few barriers as possible to the player’s immersion in the narrative and prevent them for being reminded of the fact they are playing a game. Along the bottom of the screen are a series of small buttons that provide access to the various load and save features, the ability to skip in differing ways and other important option settings. These are made as small as possible while having the ability to let it disappear if the player decides it is in the way and this is done to remove as much clutter from the screen as possible and still providing access to all the needed features a player expects to have at their fingertips. 
ADV titles have a surprisingly large amount of UI to consider

As for the text in the text box, the name of the speaking character is sits above the main body of the text aligned with its left side and the text itself does not fill the entire box, but instead leaves about an eighth of the text box as empty space. This formatting of the text placement on the UI keeps the text feeling like a consistent flow as everything occupies roughly the same amount of space regardless of how much is said and it prevents the text from feeling disorderly. All these common UI elements are in service of the general aim to make itself as easy to ignore as possible while still being clear and easy to navigate. There is also a light overall feeling from the small size of the UI and the way it takes up so little of the screen in order for the character sprites and CG to have an immediate and striking impact. It is for these reasons that ADV is favoured by many visual novels which want to keep their tone bright or those which want to place an emphasis on their characters.
 

Hidden UI

 
The standardisation of NVL has a lot of similarities to that of ADV since both stem from the same design philosophies, but they manifest in different ways and for different purposes. A common trend in NVL titles is to have no UI buttons on the interface at all and instead require the player to open and entirely separate pause menu to access other functions like loading and saving. On the surface this inconvenience might seem to be a major issue but it is a trade off to compensate for the much larger amount of the screen which is covered by the NVL textbox. Since it covers much of the portraits and CGs and puts a greater emphasis on itself compared to its ADV counterpart, there is a need to avoid drawing the player out of the experience through the large UI and removing an unnecessary elements helps keep the focus on the narrative. 
I dream of a world without buttons

The clean interface of Witch On The Holy Night is a strong case for how effective it is for NVL to present a minimalist front and not obscure the action and drama going on underneath. Despite lacking bright colours and the bells and whistles of ADV, its lack of clutter results in it feeling elegant and serious which works well for the kind of story this game is aiming to tell. Not all games using NVL are completely lacking in UI buttons with some choosing a few key items to display for the player’s convenience. Blending the UI into the tone of the game is how it avoids drawing too much attention to itself and this is achieved by making the buttons visually consistent with the aesthetics of the narrative. This often means having buttons without text which merely consist of symbols alluding to their purpose as can be seen in Stella of the End. In this case they are minimalist icons in line with a vaguely sci-fi theming to them and they slot nicely into the future tech dominating the story to the point that they do not seem out of place.
 

Thinking Outside Of The Box

 
Breaking the rules and conventions of a medium has a strong impact on the viewer and UI can make good use of this shock factor to play on their emotional state. Rather than being clean and out of sight these visual novels make their UI take up large sections of the screen and be loud and obvious all the time. Such a direct presentational element is impossible for the player to ignore as wel as the imagery and messaging this interface is aiming to convey to them. Parts of the UI might also change over time to keep itself interesting and reflect the narrative or mental state of the characters at any given moment. The uniqueness of these aspects helps the title to stick in the player’s memory through a contrast with the familiar UI from other games and encourages them to return and play it again to experience the distinctiveness they cannot find anywhere else. However, standards exist for a reason and a visual novel using an odd or expansive interface may run afoul of frustrations stemming from the inconvenience and confusion caused when attempting to do something as simple as saving. 
It is hard to forget a UI so striking
 
For an example of what this kind of UI looks like in practice we can turn to Girlfriend Simulator. It uses a style of frame UI which encloses the backgrounds and sprites while taking up a large section of screen space. Large and clear buttons occupy the left hand side for easy access to the core features of a visual novel and are presented as part of the merged edges of the main window and the text box to create a feeling of importance and continuity with the rest of the visuals. Behind all of this an ominous image of an eye hang in a sea of unsettlingly dim orange which communicates the tone and atmosphere of the game before a single word has appeared on screen and remains as a constant reminder of what underlies everything. In the top left sits an unease meter that slowly ticks up as the player makes their choices and acts as a constant communication of the protagonist’s decaying state. Together these powerful elements show how a large UI can impact how a player perceives a work and the way it can influence they emotional state.
 

Conclusion

 
As the part of a visual novel which is always present on screen, it is important for the design of the UI to meet the needs of both the developer and the player. Standardised rules formed for what UI should look like and these have influenced many titles. Those using ADV aim for a clean interface where the player has easy access to all the key features they need while not distracting from the visuals. NVL takes this to a greater extreme with many games often having no visible buttons at all and those which do still have some try to frame them within the aesthetics of the narrative. Rejecting rules and guidelines can provide a powerful impact for a visual novel UI and further the tonal and thematic ideas the game is presenting. When it comes to UI there is a temptation to consider it as the last element in the design process for a visual novel, but to do so is stripping yourself of understanding a valuable angle of how the player will experience your game.
 

Meta Fiction – Genre Deep Dive


Beyond The Screen

 
Addressing the nature of the medium and the player directly has a long tradition within video games as a means of introspection and entertainment. The Meta Fiction genre is something visual novels have dipped their toes into over the years with varying degrees of commitment to its use. This manifests through everything from playing with the games systems, jokes at the nature of the game they are part of to directly talking to the player. Each approach offers something subtly different to the experience of the game and they overlap in surprising ways. Despite the limited design space available for many visual novels, they have found ways to integrate this genre into almost every part of their structure. Let’s break the fourth wall and find out how all these elements work in practice.
 

And There Goes The Fourth Wall 

 
Of course the first and most immediately recognisable way a visual novel can lean into the Meta Fiction genre is to address the player directly. This breaking of the fourth wall takes the player’s established role as an observer to events and recontextualise them as a participant on the same level as the characters they have been watching. Immediately the player is drawn into the story in a personal manner as the game pulls them in by responding to the player’s presence and engaging in a form of dialogue with them. It also draws the fate of the cast closer to the player since it is another avenue through which the characters can present their humanity and appeal in order to create investment in their plight. A major part of the strength of using the Meta Fiction genre in this manner is the tension it gains through the way it points the narrative threat at the player themselves. Obviously this is a fine line to walk as everyone playing a game is aware of its inherently fictional nature and so it is difficult to feel any danger from something distant for them. However, through not losing sight of its core tone, a visual novel can make the tension from the fourth wall breaking appear to be a natural extension of the already established narrative. When utilised in this way it can give some much needed spice to what might otherwise be a standard title and leaving the player with an exciting and memorable experience. 
Oh no, it would be terrible if something meta where to happen...

The poster child for shattering the fourth wall would have to be Doki Doki Literature Club and its creative ways to keep the Meta Fiction fresh throughout its entire playtime. Much of the plot centric drama stems from these meta elements as the situation degrades into conflict with the player becoming the focal point of everything that is going on. When it addresses the player directly it often does so in a way where it is unclear if the character is talking to the protagonist or the player creating a sense of unease where the boundary between the two becomes unclear and there is still an uncertainty about what is going on. Once the fourth wall has finally been completely shattered the game maintains a playful sense of danger where it places the threat towards the player but does so in a tongue and cheek way. This acknowledgment of the fundamentally silly nature of Meta Fiction allows the player to invest themselves in the experience by alleviating the friction between the presented danger and the reality for the player. AI: The Somnium File – nivarnA Initiative takes a more structural approach to its Meta Fiction genre. Its defining meta moments are entirely player facing and have little influence on the characters and so it has to deal with them in specific sections where the game turns and openly talks to the player about the plot twist it is revealing. The benefit of this method lies in the way it can preserve the central plot and character from losing their sense of being part of separate world while still having the flavour of Meta Fiction. Of course this runs the risk of creating too much of a division between this meta twist and everything else the player has experienced which could leave them feeling cheated by something they could never have seen coming.
 

For The Sake Of A Joke 

 
Rather than making the fourth wall breaking a plot element that the player has to take seriously, many visual novels simply uses it as a cheeky wink to camera to get a laugh. They focus on the silliness inherent in the Meta Fiction genre as a source of comedy with a self aware irony underlying it. This is often an accompaniment to a game which already prides itself on its absurd and over the top tone so the meta jokes feel right at home in its chaotic nature. They offer another axis for the comedy to play on and help keep it fresh for the long duration of an entire visual novel. It is not as simple as slapping in some fourth wall breaks and call it a day since this runs the risk of coming across as self indulgent. Balancing the presence of Meta Fictional elements requires a sense of timing as to where and when to places them so they come across as a natural extension of what is already happening in the scene. Using them too frequently is another issue often encountered by this kind of visual novel with the temptation being to use them whenever there is a gap they could fit into resulting in them becoming predictable and thus lose their intended impact. As such delaying their use has the best effect to keep the player from being able to predict exactly when one is coming and making the surprise when they do come all the more entertaining. 
Being playful is the best way to inclue meta elements

Looking at Ren’ai x Royale reveals how intermittent use of meta elements can be leveraged to enhance an existing atmosphere. The overall light tone lends itself to being malleable when it comes to its contents as the player will likely accept it within their understanding of the game’s world rather than being drawn out of the experience. Nevertheless, there is an effort to not overuse the meta jokes in order to still make them feel special and not run the risk of straining the tone by pushing it too far. On the opposite end of the spectrum sits Lamunation which pushes meta fiction as humour to its absolute limit. Fourth wall breaking meta jokes are a common occurrence throughout and it relies of the constant stream and variety of its absurd brand of humour to keep things fresh while not giving the player enough time to think too deeply about the implications of the meta elements. What results is a frenetic title which understands its brand of comedy will not be for everyone since Meta Fiction can alienate certain audiences who prefer when things are played straight. The meta elements are in many ways a form of silly glue to bind the other out there ideas Lamunation utilises and provides a sort of passive justification for their inclusion through these self-aware nods.
 

Engaging With Player Perceptions

 
Beyond the winks to camera and fourth wall breaking there is a version of Meta Fiction far more interested in mechanically linking itself to the world beyond the visual novel. This involves playing with how the game is being engaged with and highlighting its edges and point out its own restrictive nature. One of two extremes can be achieved through this approach, either it creates an immersive blurring of the lines between the game and reality or a complete breaking of the game as a believable self contained world in order to sell certain plot elements. The first can be seen in action in Hate Plus through the system where the player can only progress one in game day before they must wait until twenty-four hours of real time which matches the amount of time passing in the narrative. Linking the passage of time helps create a sense of the game’s world as something reflecting parts of our own and operates on a familiar and tactile axis. It is also a relatively indirect method of communicating this feeling as it draw attention to the artificial nature of the game but not a way that demands the player remains focused on this aspect and instead lets them smoothly transition in and out of this mechanic. 
I'll see you again in 24 hours

The other half of this approach can once again be exemplified by Doki Doki Literature Club and the way in which it asks the player to mess with the very files of the game. It completely breaks down the illusion that the game is a real place and instead asks that it be considered for what it really is in a tongue and cheek way. The player gets to feel a degree of power over the game since they are interfering with the way the game itself functions and subverting the characters place in their own world through these modifications. This is all smoke and mirrors as the parts the player is messing with are in fact set up specifically from them to do so and they are not in fact subverting the game’s foundations.
 

Conclusion

 
Fiction exists in its own space within our minds, one separate from the real world and yet alive so when a visual novel steps over that divide it can leave quite an impact. Meta Fiction as a genre comes in many forms and provides a unique avenue to engage with the player. A simple smashing of the fourth wall can give a scene a sense of tension whereby the player themselves feels threatened and in the same position as the characters. It can also engage on a mechanical level by relating the actions it requires of the player to the real world or giving them the ability to mess with its files. This does not have to be used for serious purposes and a lot of titles like to commit to a Meta Fiction element to have another angle of humour to add to their own brand of comedy and try to surprise the player. A genre like this is hard to recommend including in a visual novel given the way it warps the entire structure and experience around it. However, if it serves your narrative and tonal aims it may well be worth integrating on a foundational level.
 

Himawari – The Sunflower – Review – Between Earth And Space

Genre – Mystery, Sci Fi, Slice of Life    Play Time – 40 hours    Developer – Blank Note & Frontwing   Steam    VNDB

 

Blooming Under The Sun

 
A girl mysteriously falling from the sky and changing the protagonist’s life is a well worn cliché. So when Aries crash lands the player likely thinks they already know where this is going, but Himawari has more than a few tricks up its sleeve to prove them wrong. Divided into two halves, earth and space, this is a tale of love, sacrifice and loss played out by a broken cast of colourful characters. It is an odd mix of an early slow burn with a dynamic second part where the game shifts genre dramatically which will either turn people off or intrigue them. The twists and turns present in the later parts of the game work to keep the game feeling fresh, but there is a definite feeling that the game does not quite understand when it should stop adding more elements. Does this story of heaven and earth glitter brightly or collapse under the weight of its own dramatic reveals? Let’s escape from space and find out.
 

Crash Landing From The Heavens – Narrative and Themes

 
The opening section of the game is a decidedly slow burn in terms of pacing with the narrative content taking its time after Aries arrives. Slice of Life antics become the focus of events and there is an effort to establish a baseline for the characters and world which the later parts can build upon or undermine. Having the Space Club being the binding element helps provides a means to connect the sci-fi existence that is Aries and Co. to the otherwise grounded presentation of the setting so they do not feel out of place. It also works as a means of giving the characters an objective to aim for in the form of their miniature spacecraft in order to offer a sense of direction these opening hours might otherwise lack. On a surface level, there is nothing here that the player has likely not seen many time before as it leans into a lot of the standard story tropes of the Slice of Life genre, but it is in the finer detail where Himawari begins to expose its true nature. There is an unsettling air hanging over the entire of this section with character’s behaving very slightly off and key gaps beginning to form in the player’s understand of what is going on. If the player takes a step off the beaten path and into one of the bad ends then they are greeted by events which call into question the reliability of the protagonist and the intentions of those around him. These feelings build up over time while the game still maintains the bright and happy veneer which does a good job at keeping long term interest and unease. All this build up is paid off when the first part ends and the mask comes off as Himarwari reveals what kind of story it really wants to tell.
Aries is far from a normal girl who falls from the sky

Once the narrative shift occurs the game moves into being more direct with its themes and character arcs. Despite the dramatic change in setting there a sense of continuity maintained through the duality of earth and space as a core motif around which it can place its twists and turns. The new characters introduced do a good job of getting the player invested in them quickly so the plot does not have to slow down and returning ones are looked at from a new angle to make them stand out once again. The many twists and revelations come to define the feel of this half of the game with it often adopting the approach of putting major plot reveals in every other scene. As the truth nature of what was witnessed in the first part becomes clearer it retroactively adds layers to its story while keeping the focus firmly on what is happening in each new event. If a player remembers anything about Himarwari it will be these sections given the contrast it utilises to carve out its own identity. After these twists are finished the game returns to the original setting to wrap up the remaining plot threads and bring the other characters back into the narrative to provide closure. The route following this return to the familiar works well as a means to bring the game down from its previous high into a more grounded sense of place so the themes and ideas can once again be examined from this angle in light of the new information the player has learned. At the end of this route there is a feeling of conclusion to all that has come before as the important characters reach a suitable resolution.
Everything is normal right?

Unfortunately the game does not end at the route following the twist section, there is still one last route before the final credits roll. It focuses on a side character who up until this point has been mostly a plot device to motivate the primary antagonist. This does give them a chance to shine after being sidelined for so long and there is no doubt that an expansion to her role within the story was a much needed element. However, it is in its execution and placement within the overall structure of the game where it falls down and creates the feeling of the game not knowing when to stop. Part of this stems from the attempt this route makes to have the primary antagonist appear sympathetic which in theory sounds like a good idea, but in execution does not sit well with the rest of the game. The issue stems from the way the antagonist has been shown to be irredeemably horrible to characters the player has been made to care about and then game then turns around expecting the player to forgive them without them really doing anything to make amends for the harm they have caused. It also hurts the side character who is meant to be the focus of the route by cutting into their presence within the story and undermining their character arc. Overall the route is messy and leaves Himawari feeling inconsistent and unable to end its own story properly.
 

A Field Of Sunflowers – Characters

 
Nobody is as they first appear in Himawari as their scars run deep and twist them in ways which are not immediately obvious from the outside. It is from this duality that provides much of the tension within the narrative as the player constantly finds themselves uncertain about character’s motivations. Rather than framing this act of concealment as negative and deceitful, it is instead shown as a desperate act of someone afraid of the pain they might risk from opening themselves up to another. Each character plays this fear from a different angle with some putting on a confident and energetic front while others choose to be cold and abrasive, but all do so for similar and interconnected reasons. The exploration of how and why they became the way they are forms a lot of the appeal of Himawari as it gives a long term feeling of progression for the player to dig into and an easy means of tracking it. Through this concealment and revelation, the characters can reflect the change between the first and second section by performing the character equivalent to plot twists and keeping up with the increased narrative drama. The unique textured and sense of humanity this gives to the cast cannot be oversold and makes them memorable long after the game has concluded.
Everyone has a side to them they don't want others to see

Due to the need to the characters’ motivations hidden so the twists have their desired impact, the cast are noticeably restricted in the first section and become more dynamic later on. On paper this might sound like an acceptable compromise for the sake of the overall game, and to a certain extent it is, yet the opening part is what the player is initially presented with and it can struggle to hold their interest until the meat of the narrative. Once the characters finish their introductions they more or less remain static for the rest of the opening in way which is obvious to the player and prevents the cast from feeling like real people or providing reasons to be invested in them. This hurts in the long term as it encourages a detachment from the events of the story given it is the approach to its characters the game has inadvertently warped the player’s emotional state. While the more dynamic and developed character presentation of the later sections do a lot to remedy this issue, the damage never quite goes away and there is a definite sense of unbalance to the game’s structure as a result.
 

On Earth And In The Stars – Visual, Audio and Technical

 
The version of Himawari available in English is not the original release, but instead the remaster. This is reflected in the higher quality visual and audio design as well as some interesting technical features for player convenience. Visually there is a core moe art style with cute and round characters who fit right into the slice of life and light hearted opening section and act as a contrast to the darker elements displayed later on. It works as an upgraded version of the original game’s visual design by preserving the intent of its choices while giving it a much needed facelift to allow it to appeal to a wider audience. The soundtrack has received a similar injection of new life where the tracks have been provided with a wider range of sounds and an improved audio quality. This invokes the same feelings as the original but smooths off the rough edges to give the player an overall more engaging experience with the fewest barriers to their enjoyment as possible. In this vein the scene viewer Himawari has available offers accessibility for the player to any of the content they have already seen without having to play through the entire game again. It is rare for a scene viewer to allow for the picking of any scene in the game and most just show a select few important ones, so the presence of such an expansive one here is notable and leads to a more pleasant repeated play experience.
It is a very pleasent game to look at

Conclusion

 
More than most visual novels, Himawari relies on its plot twists and the overall structure of its narrative and characters to present its ideas and themes. It is a good thing then that all these elements are so strong. The plot starts out as a slow burn where tension is built up and it transitions into a plot twist driven drama before coming back down to earth for a grounded wrap up of loose threads. Backing this roller-coaster ride up is a cast of dynamic and deeply flawed people who hide behind masks out of fear of being hurt again which gives the narrative a unique texture. The game does have its weaknesses such as static feeling characters at the beginning and the story going on far beyond the point it should have reached its natural conclusion, but none of this is enough to overshadow the outstanding and human tale being told. 
 
 

Verdict – 

There are few titles which can match the perfect balance of personal and thematic storytelling of Himawari. Even if it does stubble in executing some character developed pacing and dragging on beyond its narrative conclusion.

 
 

Pros - 

 
+ Early slow burn adds tension and makes you question the character’s motivations and reliability.
 
+ Once the twists start to kick in things are appropriately escalated and lean into the key dramatic moments.
 
+ Cast is an engaging mix of dynamic and fragile with each offering something unique, but also connected to one another.
 
+ The visual, soundtrack and accessibility benefits of being a remaster improve appeal of the title to wider audience.
 

Cons -

 
- Story does not know when to stop and continues on beyond its natural conclusion.
 
- Characters are relatively static early on which can make it difficult to invest in them to the degree the game wants.
 

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