Sunday, October 20, 2024


Into A New Dimension

 
Video games are often defined by their visual style, from presentation to mechanics, and visual novels are no exception. Many choose to stick to the standard 2D portraits and backgrounds for their reliability. However, some titles want to explore a different dimension of visuals and so step into the world of the 3D. They do not loose the fundamental design elements which define the medium and remain recognisably a visual novel just with tricks which are not available in traditional presentation. Movement is the most immediately obvious of these changes as the 3D models can easily be manipulated and can believably interact with one another. Shifting perspective can be done in smoother ways since there is no longer a need to switch backgrounds when the camera could just rotate the look at the new location. It can also now borrow visual techniques from other types of games in order to enhance important moments. Of course the more it pushes into these new design spaces the less like a visual novel it feels and this is a trade off that is difficult to handle. Are these advantages enough to justify choosing to be 3D? Let’s uncover a new dimension and find out.
 

The Power Of Movement

 
Utilising full 3D character models provides the opportunity for a level of dynamic movement simply not possible when using 2D graphics even with the options available to Live 2D. The extra dimension results in a free-form expressiveness where poses and movements can blend into one another to create a more life like presence than would otherwise be possible. Part of this is due to the way the models have all the joints present in the human body due to their rigging and so their poses feel natural. Exaggerating these expressions is still an option open to a 3D model and they can play into those anime faces for comic or dramatic effect, but their more realistic movements keeps them firmly in a grounded physicality. A side effect of this is these expressions lack some of the emotional power they have on a 2D model due to the 3D form coming across as slightly off from what would be expected of their expressions since they cannot commit to the exaggeration in the way they need to for it to be effective. The ease at which new poses for an existing character model can be created is one of the largest advantages of 3D and a number of them can be developed, experimented and modified in quick succession to see what works within the context of the tone and content of the game. Setting all these individual parts up to allow for this smooth process is not without its own time consuming challenges, but once the pipeline is up and running it gives a large degree of freedom for changes to be made as it becomes clear there is a need for something specific. Transitions between the poses adds some extra development time to the process as their movement from one to another will be more closely examined due to their more realistic nature when compared to 2D. Failing to properly account for this issue can bring the player out of the experience as they are distracted by an out of place animation. 
3D is a distinctive visual choice with its own movement and expressions

A prominent example of what this use of 3D looks like in practice can be seen in Robotic Notes. It departs from the other entries in the Science Adventure Series by not using the standard 2D portraits and embracing 3D character models. It is important to note that other key visual elements like backgrounds and CGs are not rendered in 3D so the characters stand out in contrast to them. This merging of the two styles plays an important role in the framing of the character models through the way their colours, lighting and movement showcase a dynamic expression of the key moments. A focus on AR and robots helps create an environment where the 3D characters do not feel out of place due to the game's sci-fi genre leaning into more pulpy concepts than other titles in the series. Robotic Notes makes sure to milk as much as possible out of the movement and freedom offered with the 3D character models to sell both human and AI as expressive and reactive people who feel physically involved in the events surrounding them. Playing up this physicality is at the core of the reason this game can present the characters as someone who really exists in the mind of the player and it helps them form a bond which the game can exploit to further moments of drama and action.
 

Changing Perspective

 
Rendering the backgrounds of a visual novel in full 3D shifts how both developers and players interact with each scene. Camera control is single largest advantage of using this style of background and opens up a lot of possibilities for how to present a scene not open in 2D art. The most basic of these benefits being the ability to simply pan the camera to the next location rather than having to load an entirely different background image. In doing this the game can keep the player's focus squarely on the events in front of them and it adds a layer physicality to the space since it shows it as somewhere that can be moved around in. This is especially effective if the game is also using 3D character models given they fit naturally into setting due to their common appearance and reinforce the idea of the backgrounds as actual places these characters are present in. Beyond the simple use of panning there is a lot of room for more arty and interesting camera angles for a scene or event that can frame them in vastly different lights. Depending on the mood a developer is aiming for the flexible camera positions can be easily and quickly experimented with to find the exact one they need in a way the 2D artwork’s production pipelines do not allow. 
Virtue's Last Reward likes to play with its visuals so 3D is an excellent choice for its flexibility

Virtue’s Last Reward heavily leans into this utilisation of 3D for backgrounds alongside its characters for tonal and dramatic effect. The backbone to this integration of 3D is the choice of the Sci-fi genre and the mechanical nature of the setting. Blocky and inorganic shapes are favoured by 3D models and are easier to create convincingly in a 3D setting. They are also something associated with futuristic architecture which allows the game to use the advantages of 3D without having to deal with the potential issues of it appearing out of place. And take advantage of it Virtue’s Last Reward does with everything from dynamic movement to shifting backgrounds. Particularly of note is the way it makes use of a variety of static camera angles where the scene is framed in a recognisably visual novel manner and yet intimately putting on display the key moments. Here the characters or backgrounds are presented on a pseudo 2D plane and within which the 3D can move around or add depth, but they will never leave the confines of that defined space. This allows the game to keep the core design elements of a visual novel while dipping into flexible offerings of the 3D realm.
 

A World Of Possibilities

 
All the prior discussion has assumed that the developer would be sticking close to the expected visual novel format. However, what about those who choose go for a hybrid route with another type of game which normally uses 3D as its means of presentation? Let’s look at a few examples of this mixture to see what it offers. Ace Attorney underwent a transition from 2D to 3D graphics in its later games and this led to a number of interesting quirks with how it handles 3D. Chief among these are the exaggerated expressions of the characters many players know the game for. The new graphics push the expectation beyond what the originals could by creating increasingly exaggerate poses and animations making full use of the 3D models. This is the general trend throughout the game with the 3D graphics trying to embody the identity forged in the 2D games and push it to the next level. Sometimes this can be a problem due to it can interfere with visual clarity as it does where the adventure game elements rub up against the visual novel ones and the exaggeration can make it somewhat unclear what information or objects are important at what point. 
Knowing how to use visual effects is important when getting the most out of 3D

On the opposite end of the spectrum sits Fate/Extra with its purpose built 3D RPG world. Here the visual novel sections take the form of overlays on top of the 3D space of the RPG which it can bring up as needed to tell the story before quickly transitioning back. Since the game has access to a large area in which to present the visuals of these scenes it can use camera tricks and effects available to the RPG side of the game and provide them with a new purpose in the context of each moment. This repurposing of existing parts is a core strength of a 3D hybrid as it creates an efficient system whereby the developer can make visual elements serve multiple functions rather than having to make additional ones for the visual novel. Being a PSP title meant that Fate Extra had to work under a restrictive file size limit and so this ability to reuse graphics was especially important to it.
 

Conclusion

 
Stepping into the 3rd dimension offers many opportunities for visual novels to utilise the qualities unique to this style of presentation. Characters can move and animate in organic ways standard portraits would not allow for and enhance the feeling of them being believable people. Rendering backgrounds in 3D opens up new possibilities for camera tricks and angles which can shape how a player perceives a scene. Of course hybrids are the most influenced by this choice of visual direction as it puts them more into line with many other types of games that use 3D exclusively and they can seamlessly blend together. When creating a visual novel 3D graphics should be a serious consideration, if they met the expectation of your genre and audience, given the flexibility and control they offer a developer.
 

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