Archive for September 2024

Best Visual Novel Releases – September 2024


With the leaves turning brown it is truly a sign that autumn is finally here and with it another batch of excellent visual novel releases to warm you up as temperatures drop. Both official titles and fan patches are firing on all cylinders as they provide yet another month of thought provoking and emotionally engaging games. The spread of genres on display continues to impress from detective remasters to boys love horror to two denpa visual novels, all bringing their own spin on established and new ideas. Let’s rake over some leaves and see what visual novel you should be playing.
 

Official Releases

 

Ace Attorney Investigations Collection

Steam     VNDB     Genre – Mystery, Detective, Drama, Adventure    Play Time – 40 hours

Capcom continues the process of porting all the Ace Attorney games from the DS systems to modern hardware. This time it is the turn of the spin-offs staring Miles Edgeworth as the player swaps sides to the prosecution. The investigation gameplay changes to match this new protagonist with the act of prosecution being shown as a game of chess where both side take turns breaking down their opponent’s defences. It also trades out the point and click style of clue discovery for sprites of the characters which the player controls talk to witnesses and pick up evidence. Upon its original release these two games received a mixed reception due to these gameplay changes and the plot and mysteries being even more nonsensical than usual, so it was a pleasant surprise to see them announce it was getting a remaster. While this is be no means a game everyone will enjoy, it is nevertheless something a fan of the series should at least check out to see if its unique take on format appeals to them. However, if you are new this is not the Ace Attorney game for you, it assumes prior knowledge and investment in the franchise and there are better titles with which to start your journey into this world.
 

Date A Live: Ren Dystopia

Steam     VNDB     Genre – Romance, Slice of Life    Play Time – 13 hours

As the fourth Date A Live visual novel and releasing after both the light novel and anime have reached their conclusion, Ren Dystopia sits in an odd position. Rather than being set after the end of the concluded story, it instead takes place after the end of the events covered in Date A Live III and focuses on the new additions from that series, namely Natsumi and Origami. Structurally it is more or less identical to Rinne Utopia and Arusu Install where each significant spirit is given a section for the player to send time with them and these all lead into a finale about the newly introduced character. Like those previous two titles, this game feels like a love letter to the spirits who have defined this series. This has the obvious consequence of requiring the player to already have a familiarity with the source material and it does nothing to assist new players in understanding what is going on. One for the fans who will want to spend more time with this colourful cast.
 

The Town of Nie

Steam    VNDB     Genre – Boys Love, Horror, Thriller    Play Time – 25 hours

After pursuing a strange man down a dark alley, Hisora finds himself in the afterlife and with no way back he finds himself staying at an in there alongside its excentric male residents. However, as a living human in the world of the dead his life is a source of danger for him as its population finds his condition enviable. Such is the set up for this boys love tale of self exploration and coming to terms with one’s own feelings. In terms of tone is aims for a kind of light horror with bloody scenes as the backdrop to the romance between the male leads and this mixture aids in keeping the interpersonal tension high and the conflicts engaging. If you are looking for a different take on the genre then The Town Of Nie is for you and offers some excellent thrills and heartfelt moments.
 

HAPPY SAIN† SHEOL

Steam      VNDB     Genre – Horror, Denpa, Mystery, Utsuge    Play Time – 14 hours

Long ago a disaster swept the land corrupting all in its path, leaving it desolate and making life difficult. So those who remained gathered under the religious banner of Saint Sheol in order to claw out an existence. In the present a young boy named Belial arrives at the capital in order to become a trainee priest for Saint Sheol and things seem to be looking up for him. However, this harsh world is not so kind as to let that happiness last and Belial is about to find out the hard way just how ruined this world really is. As a title leaning heavily on the psychological horror and denpa genres to carry the wait of its narrative where its characters are constantly in danger from forces both external and internal they do no understand. It also loves its pseudo Christian imagery and a core element of its visual design comes from introducing and corrupting these symbols of power and purity. For those seeking a haunting horror experience you cannot go wrong with HAPPY SAIN† SHEOL.
 

Fan Translation 

 

Karenai Sekai to Owaru Hana

Patch Download     VNDB     Genre – Drama, Nakige    Play Time – 11 hours

Working at a cafe in a town filled with brilliant blooming flowers sounds idyllic, but all is not quite as happy as it seems. One night our protagonist Shou follows one of the sisters he works with away from town to a hill covered in flowers and there she reveals the cost they pay to continue to live in this world, other people’s lives. Such is the basis of a tale about what it means to live in the face of a world that seems to not care about your efforts. This is a game which makes it clear from the start that it is trying to get you to cry at the plight of its characters and it makes sure every moment is building towards these emotional crescendos. It often feels very episodic in nature with a fair amount of self contained incidents without a core driving force until the later parts of the game. This works as a method of creating an investment in the characters by providing a platform for them to express themselves, but it does lack something for the player to hold onto to motivate them to continue to the end. Even with this issue, it is well worth your time if you want an emotionally charged drama then Karenai will be a good time.
 

Tsui No Sora Remake

Patch Download     VNDB     Genre - Denpa, Psychological Horror, Mystery, Philosophy     Play Time – 20 hours

This remake marks the third version of the Tsui No Sora concept, between the original, Wonderful Everyday and the remake itself. As such it has a lot of baggage to pick through in order to create its own identity. Rather than the complete reimagining of Wonderful Everyday, the remake sticks much closer to the plot and structure of the original while adding in a few new things to expand it into a new understanding of the narrative. The core appeal of its uniquely biting denpa story translates well into this new incarnation and it maintains the tension and visceral thrills many come to these games for. So too does the games love for philosophy continue to shine through as it intelligently handles its themes and ideas with both direction emotion and abstract philosophical debates. Few games can match the narrative strength of the Tsui No Sora Remake and you owe to yourself to play this title.
 

Kinetic Novel – An Anatomy Of Visual Novels


The Only Path Forwards

 
Choices and the routes they lead into are often seen as the defining elements of what it means to be a visual novel, but the reality of the medium paints a far more varied picture in the form of the Kinetic Novel. This entirely linear format goes against the flexible design of other visual novels in favour of a more controlled and curated experience. There is nothing new about the Kinetic Novel with many of oldest titles following this structure. Over time it fell out of favour as the non-linear elements appealed to the tastes of an audience who wanted more player expression. Nevertheless the Kinetic Novel has not disappeared and found its niche in side content or fandiscs where its self contained nature works to keep the focus on the smaller scale narratives. Sometimes a big title does come along utilising it due to the fine level of control allowed through its structure and ability to shape the perception of key moments. Why has this style of visual novel survived the test of time? Let’s be railroaded and find out.
 

A Straight Line

 
What does it mean to be linear? At first glance it might seem to be simpler than its non-linear cousin given its lack of systems surrounded its core narrative. However, it is exactly because of this lack of other distractions that a Kinetic Novel must tread carefully since all eyes are focused on a single path of progression and people are more likely to see any issues with its story. This pressure is not unique to Kinetic Novels and many different types of games using linear structures run into the same issue. Keeping the player engaged in the narrative without anyway for them to influence it means crafting a directed experience where the pacing is a roller-coaster ride with enough ups and downs to create texture. There is also a greater emphasis on making the characters universally interesting as they have a uniform importance rather than the specific focus of a route based title and this leads them to be some of the most memorable characters in visual novels. Player expectations are generally higher for Kinetic Novels due to the idea that for something lacking in anything outside of its narrative to be worth their time it must be an exceptional in what it does. Its singular focus helps it meet these expectations, but it is an uphill battle which many titles fail to reach the top of. 
A story about robots being linear is oddly fitting
 
Let’s look at Stella of the End as an example of a Kinetic Novel and its relationship with the linear. It chooses to utilise its structure by immediately present the core unique elements which will drive the narrative forwards and act as the main source of intrigue in the machines and the robot girl our protagonist finds himself escorting. Once this is established the game is sure never to lose its focus on those parts in order to keep the experience for meandering and helping it maintain player engagement. This also plays into the pacing of the Stella of the End which is an episodic odyssey style story and those elements form the constant that bridges the gaps between each episode and makes them feel like a cohesive narrative. Since it has no choices it has to rely completely on these core driving forces to provide the meat of the experience. These must be up to scratch since the player cannot simply play another route if they are bored so the game have one chance to present the narrative to the player and it has to maintain that consistently throughout its play time.
 

Narrative Control

 
The biggest incentive for making a Kinetic Novel over a standard visual novel is the many tools it offers to curate the experience and ensure each story beat has the correct impact. A route based title cannot know which path the player is going to choose first or last and so has to format each one make sense in isolation with a part of the narrative rather a cohesive whole. Being entirely linear means a Kinetic Novel can avoid this pitfall as the player’s current progression is a constant and known factor a developer can use to plan the exact experience they desire for the player. This allows for plot twists and hidden information to be effectively paced and unveiled without the player losing track of what is going on as they would if they were jumping between separate routes. If a title is aim for a specific kind of narrative complexity or has a key emotion it wants to be the focus above all else then the control offered by the Kinetic Novel provides an easy means of ensuring these elements are not lost in the structure of the visual novel. These are also the kinds of games which do not mind being linear since they have strong and immediate hooks to drag the player through the entire play time and so trading player freedom for control over the story does not effect them negatively. 
Umineko cares about one thing, its mysteries

Umineko and Higurashi are some of the most well known Kinetic Novels and take full advantage of the narrative control offered to them. Each episode is a mystery onto itself which feeds into an overarching mystery and their linear nature makes it easy for the information for both sides to be tightly controlled and paced leading to a series of dramatic ups and downs that build into a finale. It relies heavily on the complex and engaging nature of these mysteries to keep the player engaged and their strength is boosted through the intensity provided by this linear structure. On the opposite side of the content spectrum sits Witch On The Holy Night which leans on its action and heightened drama as the means to keep the player moving forwards. The game benefits from its linear structure because of the way it can craft its characters’ emotional journey in a precise way and weave them into one another rather than having them exist separately as in a route based title. Having a shorter play time and a once and done style of narrative also aids in making the choice of a Kinetic Novel feel natural.
 

Side Content And Fandiscs

 
By far the most common place to see Kinetic Novels is as fandiscs or side stories to an existing route based visual novel series. These are short and self contained works which build upon an established premise and characters so require little in the way of set up to function. They are focused on a few key elements per title with after stories and different perspectives on the original game being the most common types of content. Since the ending has already been reached for the core narrative before these stories even start it makes little sense to allow the player to influence their direction given everything major has ended. These are merely tales of the characters’ happy lives afterwards and small pieces of new but unimportant information and as such it makes more sense to offer them up to in the most direct fashion possible. In doing this the game can make sure it doesn’t outlive its welcome by not asking the player to go through its stories more than once. Their nature means the stories can never have any meaningful narrative beats in them and so exist as fan centric fluff. This is not a bad thing as it is exactly what they player has signed up for, but this is a victory lap and going round the same scenery as before can be fatiguing after having already spent so much time their in the original title. 
Focus on a single character in a side story allows all the emotional weight to rest on them
 
For example the Ao no Kanata no Four Rhythm – EXTRA games are continuations of specific parts of the original game and firmly focus on the one heroine they want to be the star of the show. Here it would make no sense to offer the player choices due to the lack of other possible heroines to follow and how the title wants to tell a story without any distractions from its core premise. In a similar vein Dies irae - Interview with Kaziklu Bey provides the backstory for a specific character and is set in a past distant from the events of the main game. The outcome of this story has already been determined since the player knows what happens to the protagonist of this side story from the events of the main game. As such a Kinetic Novel makes sense so as to not confuse the player about how this fits into the timeline of the original title and it helps keep the focus squarely on the events which shaped the character.
 

Conclusion

 
Being a straight line gives the Kinetic Novel a specific niche within the modern visual novels space which meets the needs of certain kinds of games. Having a linear structure fundamentally changes the way both players and developers engage with a narrative as all eyes are on the core experience with nothing to distract or offer a diversion from it. In exchange the developer gains a large amount of control over the narrative in order to shape it into an exact form with the needed pacing and emotional beats needed to create powerful moments while knowing the order the player will experience them in. The most common place to find Kinetic Novels is in the form of fandiscs and side stories which lend themselves to a linear structure as they expand off existing elements of a concluded story. Overall, while not as popular as they once were in the medium, the Kinetic Novel possesses a unique set of tools that meet the needs of certain kinds of narratives and should you plan on making on such visual novel then it is worth considering this type of structure.
 

Denpa – Genre Deep Dive


Madness In the Static

 
We take the familiar for granted in our everyday lives so when that is undermined it disturbs us on a fundamental level and leaves us with an uncomfortable sense of wrongness. It is these feeling the Denpa genre taps into as it slowly eats away at normality and gives it over to insanity. As a subgenre of horror visual novels it is focused around creating fear, unease and dread in the player through its own distinct angle. Denpa understands the importance of build up to selling a horror experience and makes sure the baseline it intends to undermine is cohesive so its collapse can have a far greater impact. All the while there is a constant uncertainty about the reliability of the narrator who is witnessing this descent into insanity and yet they are often so certain of their correct perception it makes you almost want to believe them. This is also a genre which loves to use its horror to address themes which are not commonly dealt with in visual novels and from an angle where they have the necessary emotional impact to really sink in. Let’s watch the world slip into insanity and find out how all of this works in practice.
 

A Familiar Insanity

 
It is not easy to create a believable descent into insanity from a state of relative normality for the world around the protagonist. Make the change too fast and it will appear silly as the escalation does not properly match the events which lead to it as the characters’ everyday lives are grounded in a familiar version of reality. However, if it is too slow then the player will lose interest since the content they will be playing mostly consists of mundane vignettes which have little impact on their own. So the answer Denpa games have come up with is to sow the ideas of uncertainty about the characters in subtle ways over the long term. On their own they appear innocent to the point where they can be easily overlooked, but as they pile up it becomes impossible to ignore. This helps keep the player’s attention through getting them to jump at shadows just like the protagonist is doing and it maintains this source of tension until the curtain is pulled back. Once the shift from mundanity to insanity has been complete, the spiral towards whatever disastrous conclusion awaits can begin. Despite the game being more direct with the events being shown, they make sure that the player never feels in control and lean into the feeling of being pulled along ever faster by a force they cannot see nor have any chance of resisting. Even here Denpa does not lose sight of the normal lives people not involved in the insanity are experiencing which helps call into question the legitimacy of emotions and actions of all those involved. 
Establishing a normal is key to breaking it down

Higurashi takes full advantage of the necessary setup of the mundane to help sell its characters and make them likeable so the contrast with their insanity is more pronounced. It places these slice of life events right next to the subtle build up of uncertainty in order to make the player not want to believe in the feelings of oddness they are experiencing about the characters they have come to care for and create a point of friction it can slowly build on. Once the madness is in full swing it can leverage the memory of those happier times as a means through which it can continue to care about the characters even has they do terrible things to one another. On the other hand soundless A MODERN SALEM IN REMOTE AREA has a sense normal so obviously wrong and twisted it is difficult to feel safe in it and yet it still serves the same role as a source of contrast. Here the uncertainty is out in the open for all the characters to see, but the characters do not seem aware of them as they blindly try to continue their lives. The player is given a noticeably higher amount of understanding about just how many things are wrong with this place than the characters do so the player is forced to watch powerlessly as they spiral into the unseen danger. Despite this increased knowledge the game is sure to never reveal enough to make its plot twists easy to see and instead includes a few red herrings to undermine the player’s belief in the accuracy of the conclusions they have reached.
 

Unreliable Narrators

 
As players we inherently put our trust in the characters we control and choose to believe in the version of events they present to us, especially when they are so close to our own experiences. It is this trust Denpa exploits to further its perversion of the familiar by taking away the one point of stability the player thought they could rely on. This is not a sudden change but rather an encroaching sense that the events do not quite add up, these holes build up the idea of information being withheld and the question of why enters the conversation. The protagonist will also starts to behave in strange ways, they seem to lack appropriate reason for the action they take or overreact to events so as to do things far more drastic than what is called for in the situation. Each of these can be excused as a reaction to the stress they are put under as the normal world around them gives way to madness, but there is only so long that the player can hold onto this line of reasoning before the truth dawns on them. Once the player accepts the unreliability of their POV character they are forced to look into the insanity they are witnessing for answers as to what is really going on, but in doing so they are drawn deep into the spiral towards the narrative’s chaotic conclusion. They too begin to feel the same dread and tension the characters are undergoing and with no one to fall back on they will directly feel the tension of each step towards the truth. 
Takumi is far from a normal protagonist yet manages to construct his own style of normal
 
An interesting example of this practice can be seen in Chaos Head with its less than stable protagonist Takumi. From the beginning he is obviously not a character who’s opinions on the situation can be entirely be taken seriously due to his tendency to assume the worse about everyone around him. As such a few odd things happening around him can easily be dismissed as manifestations of his paranoia and this becomes a new normal where the player thinks they have his delusions figured out. So when it becomes clear that they do not have a true grasp on him the feeling of being lost is even greater as they question all the examples of instability they had previously dismissed. In many ways the unreliable narrator is the most insidious type of subversion since it eats at the established expectation from the ground up and influences everything else above it. Now the player can never know what normal truly is and so is left grasping at straws.
 

Truth At The Edges Of Reason

 
Being so connected to the idea of the normal way people behave and how scary it can be to have that suddenly change, Denpa can speak to deep seated emotions and thoughts about our own nature. It is easy to never think about what it means for something to be normal and simply accept what we experience without question since a ‘normal’ by its very nature never challenges. Twisting this normal something unrecognisable gives a space where it can be looked at for what it truly is in its absence. Once established this examination can be used to drive whatever themes and ideas the visual novel is seeking to establish as key to the ongoing narrative. Sometimes there is value shown in the normal where it offers a place people can be themselves without issue, as with the everyday lives of the Higurashi cast. At other times it is a dangerous thing where the characters have slipped through their complacency and it brings ruin to those inhabiting it, as with the community in soundless. Another angle Denpa likes to take with this consideration is asking what sort of people choose to inhabit this normal and how their reasons for deteriorating into madness reveal important aspects of the human condition. 
That will not help the situation...

This last one is something Wonderful Everyday loves to play with its different protagonists. Each one looks at the normal world and its descent into insanity and comes to their own conclusions about what this means and the value it has for them. These are varied from Yuki and her distress at the slow deterioration of the life she holds dear to Takuji and his unwavering belief that the world is coming to an end so the normal no longer matters. Through this comparing and contrasting of viewpoints, the commonalities between them become clear and the game asks the player what this fact tells them about themselves and humanity as a whole. It provides some answers to these questions through its endings, but leaves enough of a gap for there to be room to ponder their meaning long after the credits.
 

Conclusion

 
Denpa makes a strong case for the power of contrast and a subtle build up to the unsettling parts of horror. It takes the familiar sense of the normality and slowly twists it over a long span of time by sprinkling just enough insanity for the player to have doubts, but not enough for them to say anything conclusive. Once the madness is in full swing the game can examine the idea of the ‘normal’ and question the value and substance it has not only for the cast, but also for the player and use this to support its core themes. Backing all of this up is the unreliable narrator where the player slowly comes to realise the extent of what the protagonist is not telling them and so lose their only rock in this river of questionable information. This is a genre of horror which seems the least scary on the surface, but is brilliantly placed to get under the player’s skin when they least expect it and leave them feeling vulnerable.
 

Dungeon Crawler – Uncovering The VN Hybrid


Into The Depths

 
Dungeon diving into winding mazes filled with danger and treasure has been a persistent fantasy and a genre of game seemly at odds with visual novels due to its high emphasis on its own mechanics. Looking at titles like Etrian Odyssey might lead to you to believe that this is a genre which does not care about story. However, among them are a subset striving to reach for a greater narrative complexity and these choose visual novel sections as their means of do so. For them its a method of presentation in line with its already regular and orderly construction and can be dropped in and out of without it feeling too out of place. They are uniquely positioned to capitalise on the space between the itself and the visual novel elements while also offering the story progression as an important form of momentum over the long term. Let’s conquer another floor and find out how this hybrid works in practice.
 

Regular And Orderly

 
If there is one thing which defines the Dungeon Crawler it is the way its structure adheres to a rigid framework. From start to finish, everything has a regular and orderly place within the game and it rarely moves outside of itself and relies on these established mechanics to push complexity forward while making the changes understandable for the player. As such the limited presentational elements available to visual novels feel right at home alongside the restrictiveness of all the other elements and slot in as another one of the game’s systems. This way it can be used as a complete narrative tool all to itself or be overlaid on top of the active game world gives it the modular nature to respond to the Dungeon Crawler’s need for story without having to grind everything to a halt. It is also closer to the feeling of the gameplay than a more extensive 3d cutscenes since it reflects the orderly nature of the gameplay experience rather than appearing entirely detached from what has come before. Its relatively simple production makes it suitable for the bitty but long narratives these kinds of games like to tell and it provides the necessary flexibility to keep the focus squarely on the Dungeon Crawler half of the game while still having a meaningful tale to invest the player into. 
Interest choice of words there little lady...

The longer the game the more pronounced this structural synergy becomes and Yumina the Ethereal presents a good example of how it works over its eighty hour play time. As a game with multi paths, one for each heroine, it intends to be completed more than a single time and as such it needs to keep things fresh yet consistent with what came before. It achieves this effect through enhancing or escalating parts of its existing material rather than offering any type of radically different experience. Yumia is a title reliant on its over the top nature and escalation to keep people engaged and as such it is key that its various elements showcase this throughout. The visual novel sections are part of this overall change as they carry the narrative of the selected heroine forwards which sits snugly next to other alterations like changing in difficulty and new enemy encounters. By ensuring a constant place for the visual novel, it can present the story as an extension of the other existing systems and something that compliments the tone and direction of the game. It finds a degree of freedom in its orderly nature and can use its limitations as a means to set player expectations for the spread and pace of content.
 

The Space Between

 
Not everything a game want to present needs to be spelt out in either mechanics or narrative, sometimes the gap between each can be played with for an interesting effect. Due to the regular nature of how the parts of a Dungeon Crawler interact and their someone abstract nature of their mechanics there are a lot spaces where the player is asked to imagine what must have happened. For example in a grid based title, the game does not expect the player to actually believe that the whole party is crammed onto one tile and are moving one space at a time and instead it is presented as a representation of what is really happening in the world used for the sake of gameplay. It is into gaps like these that some games have chosen to place things implied but never spelt out in order to let them sit at the back of the player’s mind to linger there until it is time to bring them into the light. 
Something is wrong here and it not what it at first appears

Let us examine a hybrid which makes use of the technique to see what the practical benefits of it are for all parts of the title. Mary Skelter 2 is a game which revels in the things which are present and absent and the gaps between them. In particular in it utilises its re-framing of the timeline from the first game while omitting key elements and making the player question exactly what has gone so wrong to result in this outcome. Here is a place the gaps between the visual novel and the other game systems is put to good use by subtly implying the importance of what is missing in their interaction. The comparison between Jack in the original game and this one is the strongest use of this implication since the narrative presents events which lead up to this change and yet does not directly expand on what that means for a long time. All the while the battle systems showcases the far more violent and temperamental nature of this new Jack and the unspoken gap between these two presentations of the same idea creates a tension that causes the player to be more aware of it.
 

Progression As Momentum

 
Providing a sense of forward movement within a game is a major way in which they retain the player’s attention for the long term. For Dungeon Crawler’s this can be a difficult task due to their inherently repetitive nature and the way their structure encourages multiple dives into the same dungeon leading to these aspects blurring into one another in a way which can lead to a loss of momentum. Enter the visual novel sections, these give an important feeling of context and progression to the work the player is putting into the dungeons. By their nature as narratives they have an in built sense of forward momentum as all stories are inherently moving towards a conclusion and so anything attached to it gains the same effect through proximity. Spacing these visual novel chunks over the long term and making sure they are regular enough to be a constant presence but not so frequent as to interrupt the follow of the game’s other systems is key to ensuring the effectiveness of its impact. Here the modular and regular nature of the Dungeon Crawler gives it a helping hand, it is already constantly moving between its distinct and segregated elements so the transition and presence of the visual novel does not seem at odds with everything else and is instead just another of the plethora of options it can dive into. 
Narrative as momentum is an effective trick to keep player engagment

Take Labyrinth of Refrain: Coven of Dusk for example, this is a highly mechanics focused title where the repetition of dungeon diving is core to its appeal and there is a clear divide between the dungeons and the surface where all the preparation happen. This is title which risks falling into a loop where the player feels as if everything is the same so Coven of Dusk brings in visual novel sections to alleviate this issue. In order to keep them in line with the rest of the game they are mostly confined to the surface sections where the plot relevant characters stay while puppets they control do all the dungeon exploring. Doing this prevents the narrative from being too invasive into the game’s core appeal while also having access to the sense of progression offered by its inclusion. Coven of Dusk is not a story centric title and yet the inclusion of this element helps the overall package maintain its needed pacing.
 

Conclusion

 
Narrative has always been an element which Dungeon Crawlers have struggled with and so they often turn to visual novels for help. At first it might seem that the two are incompatible due to the regular and orderly nature of the Dungeon Crawler but this actually works well with the limited nature of visual novels so it can easily slot into this existing framework. Momentum is a key factor in the importance of visual novel sections to the experience since it add a feeling of progression to what would otherwise risk being a repetitive environment. The gaps created between the two halves due to their regular nature work as a great place to interact with what is left unsaid in the narrative or mechanics and imply ideas which come into relevance later. This hybrid showcases how much visual novel elements can contribute even in a style of game which is otherwise mechanics heavy instead of being concerned with narrative.
 
 

Date A Live: Rio Reincarnation Review – Trapped With Some Cute Spirits


Genre – Fantasy, Romance, Slice of Life    Play Time – 35 hours    Developer – COMPILE HEART and STING   Steam   VNDB

 

Spirits In Love

 
Being a spin off of the Date A Live franchise, Rio Reincarnation is saddled with a set of pre-existing expectations from fans while also not having the ability to progress the overarching narrative of the series. In many ways this is an impossible situation for a game to produce something meaningful out of and many similar titles have ended up as throw away junk. However, Rio Reincarnation manages to avoid this outcome through leaning into what made the franchise popular in the first place, its girls, and providing an emotional core story which wraps up in a way that means it has no impact on the original work. It is a tightrope walk to maintain this balance and it comes at the cost of any attempt to appeal to potential new eyes on the series, yet there is something undeniably charming about its open love for the source material. Is it able to keep this up over the course of the three games contained within the package or does it collapse under the weight of expectations? Let’s go on a date and find out.
 

Utopia and VR – Narrative and Themes

 
The first two games in this package, Rinne Utopia and Arusu Install, form the majority of its content and follow a similar structure. Each is made up a series of character routes with a final true route to act as a conclusion for their respective stories. Adopting this structure lets these titles focus on what Date A Live sells best, its cast. The Player’s pre-existing attachment to them is a convenient avenue to an easy form of engagement where familiar events and personality traits are paraded around in this new context to feed a sense of nostalgia. It would be easy to fall into the trap of simply rely on this technique as the sole hook for the game, but these titles realise they need to go beyond this starting point in order to be something that is worth coming back to again and again. To achieve this they have small character arcs with suitable dramas attached that provide a unique direction to each route. They act as a means to enhance the memorable traits of the characters by playing up what the player has come to expect from an entirely new angle. A lot of effort has also been put into ensuring they do not in any way effect the greater cannon of the franchise and so it can exist as a form of throwaway yet distinctive fun. Throughout all this hints of the greater plot of the game are sprinkled in and these reach a crescendo in the final true route. This serves two purposes, firstly it helps draw together what are otherwise of disconnected character interactions and secondly it acts as an incentive to play all of the routes in order to get the full picture rather than just the ones focused around characters the player likes. Promoting another angle of engagement as well as a proper conclusion helps add some much needed texture to the game and allows it to form an identity of its own within the franchise. Just like the character routes, the final route also makes sure to end in a way where its events can be reasonably not mentioned in the main series which could irritate someone who was looking for something more substantial from the narrative.
A theme park is always a fun location for some character silliness
 
Bringing these two game together is the final part of the package, the titular Rio Reincarnation. This is a much smaller affair and aims to tie up some lose ends in order to offer a complete experience. In many ways this is as far as these games ever drift from the core cannon of the main franchise and must instead rely on the investment the player has developed over the course of the previous titles. It seeks to encapsulate all that the Date A Live series is from its own angle and leave the player with a lasting impression to encourage them to come back again. A lot of its success can be attributed to the way it weaves in small nods to the arcs each character has been on throughout this package and relates them back to its own new characters in a way that heightens the drama surrounding them. They are obviously somehow related to the cause of what is going on yet the sympathetic light the game thematically places on them makes the player wish that the inevitable confrontation and resolution be put off for just a little longer. Rio Reincarnation bears a lot similarities to the true routes of the previous two games and so it can at times feel rushed as a result since there is not as much time to space out events and give them the proper room they need to express themselves. Even with this issue, it serves its overall purpose of acting as the package’s binding element and the experience of play through the games is enriched by its presence.
Hmmm, I wonder if it is important?

Balancing Emotions – Characters

 
As a title firmly aimed at existing Date A Live fans, the original characters are the primary focus as it is their antics that most players are here to see. Each one is an incredibly faithful rendition of their cannon counterpart with all the reactions and playfulness expected from them. Since they are given their own routes, they have the space needed to sell a more intimate look at the emotions which underlay their actions and their relationships with the rest of the cast. Their character arcs are a natural extension of this closer perspective and tend to focus on single familiar angle on their personal conflict. It offers just enough development to make the arc feel like it has substance while not stepping on the toes of any future changes in the character. The results are somewhat uneven with characters who possess an existing source of tension to tap into, such as Kurumi and Origami, fairing far better as the narrative gains an inbuilt source of drama it can easily lean into in order to create a powerful impact. Other characters, in particular Tohka, can run into the issue of having nothing substantial to do and fall into a pattern of repeating the same basic elements of their personality to act as a distraction. It is also worth noting the increased presence of previously minor side characters who are here given a sizeable spotlight through optional side events and their role in the main characters' events. Through their inclusion the world of Date A Live is given an additional texture, each one provides a glimpse into the lives of people not directly involved in the Spirits conflict and humanises both themselves and the Spirits they interact with.
Rinne and the other new character are a bit too obvious in their importance
 
Each of the titles in the Rio Reincarnation package includes at least one new character who acts as the focal point for that game’s plot. They get a lot a screen time to fully flesh themselves out since the game cannot rely on the player’s pre-existing understanding of them as it does with the old cast members. As a result they stand out against these almost static old characters and naturally draw attention to themselves which is both a blessing and a curse. On the positive side it makes them far easier for the player to empathise with due to the sympathetic struggles and growth they are allowed to undergo as well as the intimate emotions they express. Each feels as if they are not bound to the same obligations to continuity as the old cast and this freedom to be themselves gives a concrete anchor in order to bond with them. However, it is precisely the way that they stand out which introduces a lot of narrative weaknesses to these games. Most prominent among these being the complete inability to hide anything about how the plot is going to play out. It is obvious from the start that the new characters are responsible for what is going on and often it is easy to call exactly how the plot will play out. This results is an overall weaker feeling narrative experience as the player knows the outcome long before it happens and so the games rely even more on the player’s love for the characters to carry the story.
 

Normal Life In An Abnormal World – Visual, Audio and Technical

 
Capturing the essence of the Date A Live anime, rather than the original light novel, was clearly the intent when it came to the visual and audio of Rio Reincarnation. Its art style relies heavily on its expressive Live 2D character sprites to sell the idea that these are the same characters the player is familiar with. In this role they do a brilliant job through all the small movements as the characters emote from tilts of the head to their whole body bouncing up and down, all of which are tweaked to help showcase the subtle difference in the cast. It makes sure these movements and character designs are a close to the source material as possible from their casual clothing to their spirit form and the new character designs follow these design principles to the point of appearing completely natural along side the old characters. While the audio does not pull as directly from the anime as the visuals do, they still remain faithful in terms of the tone and mood they set. Slice of life with a splash of action are the ingredients that define Rio Reincarnation’s soundtrack. Light melodies echo as the cast laughs and silly antics play out which switch into dramatic and sweeping tracks as the stakes rise and characters assume their spirit forms. Overall the OST is not particularly original or memorable but instead it focuses on do its job in the moment and exists as something to reinforce the experience in its entirety rather than be able to stand on its own.
Where to go next?

Choices are made in two ways, either the standard list of choices during dialogue or through which character the player choose to spend time with on the world map. This dual level of consideration required in order to get onto the character route the player desires presents one of Rio Reincarnation’s biggest problems. Since the player must not only choose their desired character every time they appear they must also guess correctly what choice is the desired one during that event. This can lead to a level of confusion where it can be unclear which one the two is more important to getting the desired route. Couple this with various bad ending which the player can accidentality stumble into specific to each character and the result is somewhat confusing to navigate smoothly. Making it feel as if you have to look up a guide to get the ending you want is never something desirable for a visual novel and it is unfortunate that this package accidentality stumbles into this trap.
 

Conclusion

 
Many tie-in visual novels struggle with the competing demands of their obligations to the original material and the need to create something new and Rio Reincarnation showcases a shining example of how it can be done correctly. It adapts the existing Date A Live cast smoothly into its structure and gives them each a small character arc for their route which allows them to show off their personalities while not interfering with cannon. Visuals and Audio are something the package utilises to further draw on its connection to its source material and immerse the player in this setting. New cast members are made empathic and flexible since they stand out due to their more expansive emotional development and this helps make them memorable despite being only featured here. The titular Rio Reincarnation part of the package acts as a nice round up for the games’ plots and characters in one last concentrated form. A somewhat confusing to navigate choice system is the most noticeable flaw which does bring the player out of the experience to look up a guide. This is a game made for fans to tie into an existing franchise and the alterations made by Rio Reincarnation are about as far as the developers could have pushed the material without upsetting the people they are selling the package to.
 
 

Verdict – 

A package made with a clear love for the series and a desire to please fans while offering something slightly new to add some spice. It assumptions about the player’s attachment to the characters means it alienates people not already invested in the franchise.
 

Pros -

 
+ Focused around creating an enjoyable narrative experience with your favourite Date A Live characters.
 
+ Rio Reincarnation acts as a fitting conclusion to the previous two games.
 
+ Art style and music perfectly capture the tone and emotions of the original material.
 
+ The new characters are allowed to be front and centre so the player can spend enough time with them to form a strong bond.
 

Cons - 

 
- There is nothing here for people who are not already invested in the franchise.
 
- New characters are too obviously plot important so it is easy to predict the plot beats long before they happen.
 
- Choice system is made needlessly confusing by having it be dual layered nature.
 
 

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