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- Himawari – The Sunflower – Review – Between Earth And Space
Sunday, August 4, 2024
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.
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.
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.
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.
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.