Archive for November 2024

Best Visual Novel Releases – November 2024


With the holiday season fast approaching and joy beginning to spread, it is time to look at the crop of visual novels you might want to consider as presents. This has been a month with a large spread it the tones and content of its titles from otome fandiscs to dark fantasy yuri to a Key gacha game. Let’s dive in and find out what you should be playing from all these new releases.
 

Official Releases

 

Steam Prison -Beyond the Steam-

Steam    VNDB    Genre – Otome, Steampunk

As the follow up and fandisc for Steam Prison it seeks to expand on the steampunk setting of the original and deliver on the strengths of the characters. It is split up into two main sections. The first is a follow up to the Grand Ending with the cast being moved to a new location called Cainabel where they have to navigate a conflict surrounding two kings. This forms the meat of the content and should be your primary reason for picking up Beyond The Steam as it where all the old characters and plot elements are located. The other major section of the game is ‘A New Theory’ which is a retelling of the original story except it focus on the leader of the Hounds, Sachsen. It explores his character in more depth through presenting his actions from a personal angle the heroine forced to look directly at the sort of person he is at his core. This is clearly done in the hopes of creating a character who is more than the single bad guy he was in the original. As always with a fandisc this is a game for those already invested in the original and should only be picked up if you enjoyed it.
 

Heaven Burns Red

Offical Client     VNDB    Genre – Nakige, Sci-fi, Gacha    Play Time – Every increasing with each new patch

Gacha games are not normally something covered here, but the pedigree of the talent and the way the title leans heavily into its visual novel roots mean it is worth addressing. It is helmed by Maeda Jun of Key fame who has previously been behind classic games such as Clannad so you can easily guess the type and quality of the story found in Heaven Burns Red. It follow Kayamori Ruka as she fights against the mysterious entities who threaten the Earth simply know as ‘The Cancer’ alongside her squad of similarly superpowered allies. The majority of the playtime is focused on those allies and their interpersonal relationships with bonds slowly building between them. This is a story about people who are trying to find themselves and it seeks to get your invested in its cast so you will cry along with them. How effective this will be highly depends on how familiar you are with other Maeda Jun works and the techniques he likes to use on the player. Being too familiar with them will undermine a lot of the powerful moments since they follow his standard formula and are easy to predict from past experience which dulls their impact. However, for those who have ever wondered what makes his games so well received Heaven Burns Red makes for a great entry point and being a free to play title makes it is a good way to get your feet wet. For everyone else you will have to decide based on how much you are willing to overlook the predictability of its story.
 

Scarlet Defiance: The Wall Between Us

Steam     VNDB    Genre – Yuri, Fantasy    Play Time - 3 hours

In a world divided between humans and vampire can a pair of lovers cross this chasm to find happiness. Such is the intertwined fate of the revolutionary leader Sofia and the vampire princess Vlatka and their struggles with their duties and desires. This is short and simple title focused completely around this budding romance and the complications it brings to the character’s lives. It knows exactly what it wants to be and creates an emotionally intense experience designed to put the player firmly into the mental space of its leads. If you are looking for a palate cleanser after all those long visual novels or want something that respects your time then Scarlet Defiance will make for a wonderful change of pace.
 

Virche Evermore -EpiC: Lycoris-

Nintendo Eshop     VNDB    Genre – Otome, Science Fantasy    Play Time – 40 hours

Yet another fandisc for an otome game, this time for the sci-fi Virche Evermore which released earlier this year. EpiC: Lycoris is split up into five sections presenting new stories involving the cast and builds on the plot to deliver an expansion of this interest setting. As expected of a fandisc it concentrates its time on the private life of the characters and how they interact with the protagonist far more than the original. The plot takes somewhat of a backseat here and those who were drawn in through its intriguing world may be disappointed with the more standard direction of the fandisc. Overall it offers enough to keep existing player engaged for its playtime, but you should set your expectations accordingly if you pick this title up.
 

Homicipher

Steam     VNDB    Genre – Horror, Puzzle, Otome    Play Time – 8 hours

Now here we have an odd title, a puzzle horror game based around figuring out an unknown language from context clues while being surrounded by handsome monsters who may or may not be out to kill you. Rather than an intense style of horror, this is instead more of a spooky title where the blood and death is cartoonish like a Halloween party. It makes the experience a somewhat light affair where the high amount of bad endings born from the trail and error nature of the translation gameplay is a part of the fun. The vaguely romantic undertones with the male monsters helps to reinforce this tone as their almost flirtatious and playful interactions form an amusing back and forth to keep the mysteries engaging. If you are looking for a distinctly memorable light horror title with plenty of eye-candy then Homicipher is a game you should pick up.
 

Fan Creations 

 

Higurashi no Naku Koro ni – Kuradashi-hen

Download     VNDB    Genre – Psychological Horror, Thriller    Play Time – 2 hours

A fan creation which adapts the light novel of the same name into a visual novel format. It contains collection of short scenes cut during Higurashi’s development alongside author commentaries on each and manga illustrations. This change in format does a good job of capturing the material and communicating the ideas and intent of the original. Expanding the available material in English for Higurashi is always a good thing and this title opens up a greater understanding of the development process of its creator along with how the final form of the games came into being. For those interested in the history of the series, this game will deliver yet another wonderful insight into its myriad possibilities.
 
 

Adaptations – An Anatomy Of Visual Novels


Reinventing The Familiar

 
Ever since the beginning of video games there have been adaptations taken from a variety of other media such as movie tie-ins or those based on books. Broadly this trends as died down due to the increasing cost and time of development, yet it still clings on in visual novels. This is helped by their relatively cheap and quick nature when compared to more graphically intense games. Taking on the role of an adaptation results in some interesting and fundamental changes how a visual novel has to engage with its material. Having to transition a story from a more free-form medium into a static one presents a challenge and demands roundabout ways to replicate this motion. If it is a tie-in produced to cash in on the popularity of a recent IP then the game has to tread the line matching the player’s recent memories of the IP while still being its own self contained entity. Beyond the concrete changes to the visual novel format there is the idea of translating the essence of a title into a new space in a way that feels natural for both. Let’s embrace the spin off and find out how adaptation influence visual novels.
 

From Dynamic To Static

 
Reshaping an existing series from another medium into a visual novel often presents a sizeable shift in how motion is shown and scenes composed. This creates an issue of meeting these expectations inherited from the original work which might be difficult to achieve in this restrictive format. Every adaptation tries to tackle it in their own way, yet there are several recurring tricks they all use to smooth over this transition. The first being the way they try to keep the same ratios when it comes to the over all balance of action and downtime found in the original. In creating a similar structure the title hopes to invoke the player’s memories of the series in order to bring the perception of the two closer even if it might not be able to exactly match it. As such titles focused on drama and mystery are favoured by visual novels since they are often fairly static in nature even before their transition to their new format. Looking at Psycho-Pass Mandatory Happiness showcases how this refection of the original work is often handled. Psycho-Pass as a series is inherently a thriller at its core so thrives of long periods of tension punctuated with intense bouts of violence and it is this pattern Mandatory Happiness makes its core method for adapting the feel of the series. It presents this through the sci-fi police investigations, which are the main feature of the original, while slowly ramping up into the use of the dominators and the extreme gore that follows. This structure allows the game to overlap with the elements player’s has come to expect from the series and place itself firmly within the domain of the familiar.
All the important elements of the original have to be here for an adaptation

Another trick often employed relates to original works containing a large amount of action or frequent dynamic movement. Due to the static nature of a visual novel it cannot match the flexibility and range of other mediums so it instead uses the motions it has available in intense bursts. Surrounding these action scenes with the normal ones allows for them to be framed by that contrast and remind the player of the dynamic range of the original work even if these moments are not able to match it. This is important for keeping the player firmly immersed in this new lens on familiar material without expecting unreasonable feats beyond what a visual novel could possibly offer. Angel Beats is a series brimming with expression and motion in its every moment so its visual novel adaptation, 1st Beat, had to translate this into something decidedly more static. This expressiveness is mimicked through a targeted use of larger than life CGs and creative use of character portrait movement. In addition when the dramatic action scenes come around the game pulls out all the tricks to create a sharp increase in the dynamic feelings for each character. Both of these are used to contrast with the more static moments and with each other since they tend to focus on different types of motion. What this achieves is the creation of moments that strongly invoke the motion filled nature of the original work without needed to bend over backwards to try and change the game’s nature as a visual novel.
 

The Tie-In

 
Often a visual novel adaptation is released in or around the same time as the work it is basing itself off in order to capitalise on interest generated by the original. This need to get the title out as soon as possible coupled with the original still being fresh in people’s minds results in these games having their own identity. Perhaps the biggest aspect which influences these ‘tie-ins’ is the way they cannot commit to anything of substance when it comes to narrative progression or character growth. While this is common in most adaptations, it is far more restrictive here due to the need to emulate the specifics of the recent material the tie-in is based off and the way it acts as a sort of heavily disposable media. An extremely fine line has to be walked with these titles where they cannot just repeat the original work verbatim yet must hit all of the same notes in a new story. Lacking the ability to offer meaningful consequences to the narrative, the tie-in instead pushes a constant stream of references to immerse the player in their memories in order to distract from the shortcoming it possesses. They also tend to reuse character arcs from the original work and reframe them within the new story so it can give them an injection of life and support the overall familiar nature of the game. Attempting to be both new and old while adhering to a fast development cycle produces a mixed quality for these tie-ins and they tend to have a rather negative reputation among consumers. 
When the new is old

Let’s look at one example of this type of adaptation in the tie-in game for My Next Life as a Villainess: All Routes Lead to Doom! callled Pirates of the Disturbance. This title is not a recreation of the original plot and is instead its own story which follows the original’s ideas closely in a slightly altered setting. Throughout there is a definite sense that it is trying its best to not step beyond the player’s expectations coming in and it only leans into its own narrative beats as a means of emphasising those familiar elements. Even its own original characters are more reflections of existing personalities than they are their own people and it is clear the old characters are the ones the game has focused on to carry the experience. Their appearances and actions all follow what they have previously done and this often involves repeating some, if not all, of their character arcs or remaining static. By doing this Pirates of the Disturbance can offer a game which preserves the original within a new setting and yet never committing to the changes for fear of alienating its audience.
 

Translating Its Essence 

 
Sometimes an adaptation wants to play around with the concepts of the original in a way favourable to the nature of visual novels and this means moving further away from the original’s form. This makes it important for the game to be able to translate the essence of what made the work so special into its new ideas. To accomplish this nebulous feat these titles pick out a recurring theme or motif which can be effectively integrated into the new narrative and place the player in the same mindset without spelling it out for them. A common form this takes is the invoking of specific character or story moments that hold a lot of weight in order to play off them as a source of tension for the new content. Sometimes structural elements are also used such as multiple perspectives or styles of scene framing and they operate on a more understated level while being easier for a visual novel to utilise. Another even more abstract feature brought into the adaptation is a simulation of the tone found in the original. This hopes to capture the fundamentals of the title through the game in its totality and create something memorable over the long term. 
Some worls lend themselves better to visual novels than others

The Date A Live games can showcase these elements of translating the essence. Its original material places repeated importance on the idea of dating spirits through the framing of a dating simulation so the adaptations bring this into their structure through similar elements like the map selection screen to create a nod to the title’s origins. Alongside this there is a lot of effort put into presenting the new material with the same tone as the original work which means emphasising comedy in the slice of life sections and smoothly transitioning into superpowered drama when the spirit of the day starts to use their magic. Major events that occurred recently in the cannon timeline are also brought up in where they can sell the current state of a relationship matching the original work without needing to spend too much time retreading ground. In combination these create an experience that bring in the key features of Date A Live into a visual novel format and not getting in the way of the new story the games want to tell.
 

Conclusion

 
Creating a convincing adaptation is not an easy task especially due to the nature of transitioning from one medium to another and for visual novels this creates some interesting challenges and benefits. The move from a dynamic to a static medium requires some clever tricks to invoke the same sense of motion which includes matching the original’s pacing and creating contrast between action and downtime. With this out of the way the game can focus on translating the essence of the work into its new form through tone, structure and important existing narrative moments. A tie-in release has to adhere to an even stricter set of guidelines due to its reliance on a recently released work and this being fresh in their memory it has to repeat much of that work in a slightly altered form. The creation of an adaptation is an odd process at the best of times and will always struggle to copy the defining elements which are specific to its original medium, but as shown the visual novel has developed way to move around these issues as best it can manage.
 
 

Cyberpunk – Genre Deep Dive


Neon Drenched Streets

 
Nothing quite speaks to the human condition in the way the Cyberpunk genre does with its dynamic mix of cybernetics, AI, corporations and the breakdown of society. Yet it never focuses on those things in isolation and ensures they are always placed on the personal level of the characters. It is this choice of perspective which makes it a prime candidate for a visual novel. Taking an intimate look a people’s lives is something both do exceptionally well and together they are able to capture a more even impression of the far future cities in their good moments and when things go wrong. Leaning into the common first person perspective of visual novels gives the genre an ability to build atmosphere through an intense exposure to life and soul of the setting to give it a sense of place. Beyond this core parts of the genre’s identity, a visual novel can use the more exaggerated nature of its anime styling to play up certain over the top elements in order to push into territory not normally covered by the genre. Let’s jack into cyberspace and find out how these all work in practice.
 

In Light and Darkness

 
One of the features of visual novel Cyberpunk which makes it distinct from many other stories in this genre is the way it presented a more balanced look at its world. There is a greater willingness to show the good that can be found alongside the various issues faced by the characters and generally paints the positives in brighter colours than would normally be expected for the genre. Darker aspects still maintain a strong presence and often act as the core thematic or plot driving forces in the way one would traditionally expect. The two halves often intertwine with each other to create a patchwork of interactions that speak to the complex nature of humanity and how people cannot be classified as a blanket good or evil. Such a perspective has long been the strength of the Cyberpunk genre and visual novels take this further through having their characters act out their daily lives right next to danger. It pushes the perseverance of humanity into focus and show the existence and happiness people can create even in the face of a tide that threatens to wash it away at any point. The intimacy with the characters common to the medium does a lot to make sure the player gets to experience first hand the emotions and conditions involved in living in this world. So when the plot does come to tear it down there is a sense not only of danger to the people, but also what they have built and the lives which sit on a knifes edge. 
There is a sense of the lives found among this jungle of technology

This playing with duality and divides can be seen in a variety of titles such a I/O with its real and cyberspace worlds. It establishes early on a clear distinction between the two spaces with the real world being a relatively normal sci-fi setting where the characters are seemly safe and live as best they can in face of the looming presence of the other world. By contrast cyberspace is a fantastical domain filled with strange events and all the hidden problems of the world and is where the majority of the danger originates from making it manifest in a way that challenges the player’s understand of it. Over time the boundary between the two is shown to not be a clear cut as it initially seems and I/O uses this to draw the characters into the mire of intertwining motivations as roles get shifted around to reveal truths about all involved. Not all uses of this type of contrast are quite as direct with games like Read Only Memories positioning the two halves within touching distance of each other. This is helped by the distinctly grounded nature of how the title addresses its setting as everything is framed through the everyday lives of its inhabitants. While their appearance and jobs might be alien to the player, their struggles are all relatable and personal to them in a way helps make them believable and this contrast well against the danger and mystery being uncovered. It also allows for the set up of what needs to be protected and valued in the face of what is going on in the shadows which communicates the themes of the game in a clear manner with the contrast.
 

Building Atmosphere

 
Immersing the player in the mood of a game is something visual novels do well and leaning into the quality had produced some of its most popular titles. For Cyberpunk stories this is especially important due to the way they tend to lean into atmosphere in order to communicate emotions and the overall message of the work without having to be direct. Since the terms ‘mood’ and ‘atmosphere’ are nebulous at best, let us look at a few examples to analyse what this actually means. Synergia opens focused squarely on the brooding thoughts of its protagonist and the equally broody city with its sharp use of black and red contrast to highlight the dim streets making for a striking image. It furthers this mood with its ambient soundscape and synth music as it drags the player deeper into the claustrophobic mental space brought about by a nation of restrictions and isolation. The narrow perspective works to create singular and intense emotional moments that speak to key parts of the overall mood while reinforcing its all consuming nature to keep the player in suspense about how the characters will interact and move beyond the seemly bleak set up. 
What you do not see is just as important as what you do

Another example is The Silver Case which leans even deeper into the mood building qualities through its use of framing. Given the relatively static nature of visual novels, it is easy to control the specific framing of any single moment without it feeling unnatural. This is something The Silver Case understands as it conceal or reveals parts of a scene in order to shape the player’s engagement with what is on screen and create a curated mood for them to experience. It likes to show only a section of a CG at a time and build anticipation for the full image with these small fragments forming a vague emotional state and preventing the player from latching onto anything concrete. Presenting the narrative in this way serves the purpose of underlining its mystery centric nature as the drip feeding of information mirrors that of the characters’ own journeys.
 

Pushing Beyond Reality

 
Unlike in other mediums, a Cyberpunk story in a visual novel is not bound to any sense of grounded reality due to the often exaggerated forms of its artwork and content. This freedom to be more outlandish is granted through the player’s expectations for a visual novel being vastly different from those from more reserved types of games. Various forms have emerged from this availability of exaggeration as it has no singular interpretation and offers a blank slate onto which the developer can create whatever tale they see fit. As such the main features they have in common are related to their overall use of the ideas of Cyberpunk. They tend to push the Cyberpunk stories further into the distinctive elements of the genre so as to allow them to be the focus even through all the other elements surrounding them. Take ALPHA-NIGHTHAWK as an example, this title pushes the technology angle of the Cyberpunk genre as its core exaggerated element. It host of over the top mecha and mechanical forms which constantly introduce new types to draw the player’s attention back to this core idea. From this focus, the game is able to angle itself to have the technology reflect its core thematic goals while also acting as a source of entertainment via its elaborate designs being a feast for the eyes. It load nature ensures there is no possibility of the player missing it or any of the ideas it is presenting since it is constantly and vibrantly pushed in front of them. 
Dark colours define the metal and tech around the characters

On the flip side there is Kikokugai – The Cyber Slayer and its leanings into the grimy and violent undertones of the Cyberpunk genre. Throughout the game there is constant sense that the world is an unclean place that the brilliant technology cannot conceal and the contrast use of dark colours for the metallic aspects of the world is beyond absurd, but it effectually communicates this message constantly. When the action begins it is direct and violent which compliments the grimy world they battle in and their common over the top nature. This is all right next door the neon lights normally associated with Cyberpunk and it contrast with them to create an extremes of perception through which the game can work its plot and themes through so they are clearly visible. 
 

Conclusion

 
The interactions between the Cyberpunk genre and visual novels are distinctive from those of other mediums due to its unique features and player expectations. It creates a balanced picture of the world it visits and points out the light and dark to the high-tech cities and the people in them to create contrast alongside the value to be found in the lives there. Pushing into the absurd is something the medium can easily do and when Cyberpunk runs with it the result is a narrative where its distinctive features are made more intense. The intimate nature of a visual novel works to help the genre build the mood which is so key to the effectiveness of its themes and it is flexible in how this is executed to accommodate a variety of the genre’s styles. Together these elements ensure Cyberpunk has a special place in the medium’s repertoire as a genre able to fully take advantage of its unique qualities.
 

The Shadows of Pygmalion Review – Puppets On Strings


Genre - Action, Mystery, Supernatural     Play Time - 20 hours    Developer - propeller    Steam    VNDB   


In A Not So Normal World

 
The idea of supernatural battles happening behind the everyday world just out of view is one which has an enduring popularity in the urban fantasy genre. It is this sentiment The Shadows of Pygmalion taps into with its normal school setting giving way to its true supernatural face. The main element which distinguishes this game from others in its genre is the Puppets, beings who have been quietly manipulating the course of history, and how their hidden nature keeps a balance between the normal world and the hidden one as the cast try to track them down. Throughout its opening hours it establishes a series of strong mysteries and a likeable cast carefully crafted to invest the player in the action and put them on the edge of their seats when danger strikes. Everything is geared towards helping the combat and drama standout in a way that expresses the line each character trends between these clashing realities. Things become messier as the game moves into its later half as the big reveals are somewhat weak and the vaguely romantic interactions do not lead to meaning growth in the cast’s bonds. Let’s assemble a doll and find out if this visual novel can stick the landing.
 

Doll Obsession – Narrative and Themes

 
Putting the best foot forward early is key for a game’s ability to produce long term engagement and the best way to do so it through a strong opening act. The Shadows of Pygmalion leans heavily into this idea as it keeps up a good pace throughout its beginning. The contrast between the normal world and the supernatural one beneath is quickly established. It does not dwell too long on the standard school life setting the player is familiar with before the big turn point event ups the stakes. Instead the normality is weaved into the escalating drama to act as a break from the action in order to prevent it from becoming overwhelming while also being a form of contrast with violence the cast experiences. The primary antagonist force, the Puppets, are made appropriately threatening from their first appearance due to the destruction they can cause and the way they blend into the normal world, a space the player assumed to be safe. Soon after additional layers of characterisation are added for the Puppets as the ambiguity of their intent and even willingness to participate in the danger they bring are called into question. They are lent a humanity which stands out against their artificial appearance and helps muddy the cast’s emotions by making them question the mysterious origins of the Puppets. All of this is backed up with action and combat scenes that finds a balance between tension and excitement. With swords clashing and magic flying the battles gain a lot from the way each blow is framed within the back and forth flow between combatants where the cast are always on the back foot so their eventually victory seems well earned. Variety is also a major part of the appeal of the action scenes since a lot of effort has been put into making each one distinct from previous ones and making the most out of the limited pool of abilities the cast has with them being forced to use the creatively. In combination these elements craft a story filled with mystery, emotion and battles which do a good job of hooking the player into this world and setting up what they can expect from the rest of the game.
Everything comes back to dolls

When it comes to building on that strong opening, The Shadows of Pygmalion struggles to make the most of the opportunity it has set up. Rather than one large and glaring problem this weakness stems from a series of smaller choices which in their totality undermine the game. First among these are the answers to the various mysteries established throughout the game. These revelations are not bad per se, but rather they are too predictable and safe in terms of their content. Having this repeated pattern undermines the player interest in how the events will play out as they will feel able to easily foresee the outcome of each twist and turn. Compounding this issue is the weaker later sections of the narrative where the game meanders towards its conclusion with a lack of the earlier strong pacing. Once again this is not a deal breaker itself since everything does wrap up in a suitable manner but it lacks the impact needed to truly make those moments stick in the memory and contains a lot of bloat that could have been cut for a more focused experience. Part of this odd pacing stems from the vaguely romantic elements which occupy the later half of the title. They feel strangely vacuous due to the way the game does not seem to want to commit to them in a way that is emotionally meaningful to either party in the relationship. It is almost as if the developers added this element in as a form of yuri baiting to appeal to the audience without any consideration for the actual impact or value this dynamic it could have for the plot and characters. Since it is so empty it is easy to ignore, yet it adds to the already large pile of small issues which bring weaken the player’s enjoyment.
 

Unfortunate Heroes – Characters

 
For the cast there is a tight focus on the key characters immediately surrounding Hajiro Mina, our protagonist, and the ways they deal with the duality of their lives. They are introduced on the opposite side of the world to Mina’s everyday life and serve to underline how she has now strayed from that path. Over time it becomes clear that these heroines are not quite as detached from the everyday spaces Mina occupies and they are shown in a more vulnerable state where their humanity can be on full display. This is a line all the main cast members tread where they know the truth about the existence of Puppets and yet have to live among people who do not recognise this truth. Some have taken to this balance better than others and it through their interactions with the more innocent Mina that the game explores what led each of them down this path. Here is where a lot of the drama comes from as the heroines insincerely reveal what drives them while the stakes of the conflict with the Puppets rise and the revelations undermine their place in this world. Putting their interactions front and centre of the narrative helps The Shadows of Pygmalion to ensure the player gets to spend the most time with the characters it needs them to like in order for the later story moments to work properly. Even more than many other visual novels, this is a game incredibly reliant on this liability that the entire experience is twisted around it and so the intense focus it places on them works wonders to enable this method of presentation.
The vaguely romantic moments feel so strange

The secondary characters do not fair quite as well with a mixed bag of presentation and arcs which muddies the water and leaves the greater world feeling flat. Many of the minor cast members exist for a specific plot or narrative purpose and do not demonstrate anything beyond that one purpose. This leads to them appearing somewhat mechanical in nature as if they are props on the stage rather than actual people with their own lives outside of this one moment. It also creates an unflattering contrast with the well rounded main characters who highlight the weak characterisation of these extra cast members. It is difficult to stay invested when the game decides it wants to make one of its weaker characters take the spotlight as the focus on them reveals their shallow nature. Not all secondary characters are like this with a few standout ones that gives some much needed substance to the world. For example Aizawa Makoto has one of the strongest arcs and narrative involvement in the game and her resolution is the high point in the game’s story. This difference in quality from a lot of the other cast members is due to a combination of a closer personal connection to a main character leading to a greater screen presence and showcasing of their personality and a direction to their arc which reflects well into the overall theming of the game. Each of these gives her a flexibility of expression lacking in much of the secondary characters due to their rigid and functional nature and it allows for her humanity to be self-evident without having to be spelt out.
 

Illuminating Magic – Visuals, Audio and Technical

 

There is nothing particularly special about any aspect of The Shadows of Pygmalion’s presentation on any front, but it does have a firm grasp on how to use what it does have to get invoke the right emotions. From a visual standpoint it is a slightly different take on the expected anime art style common to most visual novels with all the common trappings of the medium. Its liberal use of cut-ins is where the game can effectually use its visuals to convey its identity. This often manifests as either slow reveals of a scene by cut-ins which showcase parts of the scene to build up the tension and drama of events or rapid cut-ins to sell the motion and violence of an action scene. Through the teasing of visuals the title can make them have more impact than they would otherwise have while helping them leave an impact in the player’s mind. The audio is similarly standard, but does not have anything like the cut-ins to spice it up so it ends up being a forgettable affair. In the moment it does its job of creating the right mood and yet when thinking back on the tracks it is difficult to remember a single on of them with any clarity.
Action scenes have a good impact to them through the use of cut-ins

Conclusion

 
There is a lot of like in The Shadows of Pygmalion as the game knows its genre well and provides a memorable combination of supernatural action and drama. It opens incredibly strongly with an excellent hook and engaging world hiding mysteries which are just waiting to be uncovered. The main cast reinforce the strengths of this narrative through the way they play into the dual nature of the setting as the character’s grapple with their everyday lives and their battle against the Puppets. From a presentational standpoint the game is nothing special yet makes the most out what it has available. It is only in the second half where the cracks begin to show as the revelations are dry, the romantic elements feel weak and out of place and a lot of its secondary cast appear shallow. Despite this the title is still an enjoyable experience which taps into what makes action visual novels so distinctive.
 
 

Verdict – 

An urban fantasy action title which leans into the dual nature of its setting to provide strong character moments and flashy drama. Yet it is a flawed package that cannot quite stick the landing.
 
 

Pros -

 
+ A strong opening with well presented mysteries and an engaging world which hook you in.
 
+ The dual nature of the setting is played on through the main cast who have to grapple with what each half means to them.
 
+ Effective use of its visuals to sell the drama or action of a scene.
 

Cons -

 
- After the opening the game never manages to reach the same highs with weak reveals and hollow romantic elements.
 
- Secondary cast is a mixed bag as many of them feel like props for the plot rather than actual people.
 
 

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