Sunday, November 10, 2024


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.
 

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