Sunday, September 15, 2024


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.
 

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