Archive for December 2024

2024 – A Year In Visual Novels


With another year about to leave forever let us turn and look back at all that has been achieved in the visual novel space. This has been a year of strong titles from all corners of the world and showcasing the wide variety of people who find themselves drawn to the medium. Each new release offered something completely distinct and the range of genres and themes was greater than ever before as more people came to appreciate the strengths of visual novels. It has been a relatively drama free year with the medium seeing a period of continuity with last year and those trends have gained momentum. Let’s take a swim through the sea of memories and see what highlights we can find from this past year.
 
 

Selection Of The Best Visual Novel Releases

 

Fate/stay night REMASTERED     Steam / Tsukihime    Nintendo Eshop


For Type Moon fans this has been a particularly good year with the English language releases of both Fate/stay night and the Tsukihime remake. These are two influential and popular titles have long relied on fan translations to carry their influence outside of Japan, but now everyone can come to appreciate the qualities that made them so special. They certainly hold the position of the Japanese visual novels with the widest appeal released this year which has been helped by the Fate franchise pushing into other mediums and exposing new audiences to this distinctive universe. Having such a strong urban fantasy world means these games have stood the test of time and offer a memorable experience even to new players. If you have not played either of these visual novels then you owe it yourself to buy them.
 

Homicipher    Steam


Mixing otome with horror and a good dose of linguistic puzzles is a surprisingly strong formula. Leaning into a spooky atmosphere which is somewhat tongue and cheek lends a strangely whimsical feeling to the violent deaths the player is likely to experience as they try and work out the mysterious language. Needing to pay such close attention to the words and context of the events on screen without relying on a complex narrative makes Homicipher stand out among this years releases. It is a visual novel which manages to marry an intensity into each moment as the player picks away at the wall of information they must overcome to interact properly with the handsome monsters. There are few games in the medium capable of holding this balance of corny and thrilling quite like Homicipher and it is worth playing just for that unique blend alone.
 

Tsui No Sora Remake   Patch Download


Tsui No Sora has had an odd history of releases. After its original release it received a full reimagining in the form of Wonderful Everyday which took its core ideas and expanded upon them in a longer format. Then for the tenth anniversary of the release of Wonderful Everyday, Tsui No Sora received a direct remake which added more content to the original while being distinct from Wonderful Everyday. It is this remake which received a fan translation patch this year to finally make this piece of Tsui No Sora accessible in English. The remake offers the perfect opportunity for those interested in the denpa genre to play a shorter title with a lot of what makes the genre so great on full display.
 

Hookah Haze     Steam / Taven Talk    Steam


The legacy of VA-11 Hall-A continues to live on through the drink and smoke serving games which came out this year. Stepping into the realms of hookah and a fantasy tavern, these titles followed in the footsteps of others like Coffee Talk in aiming for a cosy vibe where the stakes are low and the personal conversations are lent a light feeling. These elements have become the hallmarks of the genre and as these titles branch out from being about just beverages into general service industry fantasies, they are likely to become even more important. Each tale told through a character’s preferences of drink offers a unique chance to explore themes and ideas of our everyday lives through increasingly different settings.
 

Kanon    Steam


Slowly but surely Key’s entire back-catalogue is being released officially in English. Kanon is the latest title in this line and received a much needed lick of paint and full voice acting in order to breath new life into this 1999 classic. It is an interesting snapshot of Key’s earlier design principles and shows how much they have changed over the twenty years since its release. Yet there in an undeniable continuity between Kanon and Key’s present works through narrative quirks and recurring themes which make Kanon a must play for fans of the studio. For everyone else this tale of love and tears is a charming experience to relax and immerse yourself into. Let’s hope the rest of Key’s titles are given the same treatment in future.
 

Spirit Hunter: Death Mark II     Steam


As a direct sequel to the first Spirit Hunter game, Death Mark, rather than the second title in the series, NG, Death Mark II had to balance the legacies of both while leaning decidedly more on the side of the first. Coupled this messy lineage with a sizeable shift in the gameplay and the results could have been disastrous, but instead the title landed firmly on its feet to be one of the strongest horror games of the year. With its inventive monsters and tense scenarios, it continues the series’ tradition of keeping the player on their toes through not adhering to an overly rigid framework for the smaller stories which form the majority of its playtime. If you are a someone who has played the previous titles or are just a fan of horror in general then you should give Death Mark II a shot as it will make a shiver go down your spine.
 
 

Interesting Visual Novels From Game Jams

 
 

NaNoRenO 2024

 

Monochrome Pixels


Dealing with burnout and workplace harassment through the eyes of a Senior Game Developer, Monochrome Pixels is a perfect example of how game jams can explore ideas and emotions a more commercial or long form title would struggle to cover. Our protagonist Diana provides a perfect window into these themes as she struggles against her terrible boss and contrasts wonderfully with the optimistic and ignorant Enya. The two make for an engaging dynamic duo as the player navigates Diana’s life with all its stresses.
 

you're just imagining it


Framing itself as a chronic illness simulator, this visual novel tackles what it a complex and emotive topic with a touch that never lets it become too depressing. It follows a journey to find a diagnosis for whatever condition is causing you to live in constant pain all the while trying to push through the challenges of everyday life. For what is a very simple game it offers a chance to empathise with others in a way only this medium could achieve.
 

Blood City Limits


Setting your visual novel up with a striking art style can do a lot to support the story’s core identity and drawing people to play it in the first place. Blood City Limits sets itself apart with its disorganised lines and contrasting blocky colours which helps sell the broken state of this apocalyptic world. As the characters explore this decayed world the visuals form a key part of their story.
 

Yuri Game Jam 2024

 

The end of an obsession


It would not be an end of year round up without a least one Ebi-hime title and this time it is a twisted yuri tale. It focuses around a yandere centric relationship with a good few twists and turns as our protagonist has to navigate around problematic witch. Over the course of this short game it has fun with the ideas surrounding the yandere and this leads to a strong title that is concise in its implementation.
 

Oto-hime


Twisted love seems to have been a running theme for this years Yuri Game Jam as Oto-hime firmly presents itself as a horror game. Utilising the folktale of the titular oto-hime through its own lens, it creates a yuri visual novel set in the depths of the ocean. It gives the player just enough agency over events so the game can invest them in the outcomes they have brought upon the protagonist as they stumble through the alien place they find themselves trapped in.
 

Otome Jam 2024

 

Under The Thorns


A mystery centric title where a newly hired maid Clara must uncover the truth about her new employer and discover what he is really like behind all the rumours about him. It captures the fantasy and romance of the Victorian style nobility and time period without having to go into too much detail. Mood is the most important feature for Under The Thorns and it manages to maintain it consistently over its entire play time.
 

Love Limit


If you have had enough of all those serious visual novels and their complex themes then the over the top comedy of Love Limit has you covered. Mixing the act of romance with saving the world from an alien invasion is a perfect recipe for silly antics and the game fully embraces this absurdity to hilarious results. It also manages to be genuinely touching at times to help give the jokes some much needed substance behind them.
 
 

Things To Look Out For Next Year

 
 

The Shell Part III: Paradiso


After the shocking end of the second game, the wait for the third game has been painful with the original English release of the second title being in 2015. At long last the finale of this dark mystery tale will be available for fans around the world. The distinctive and broody 1950’s murder mystery series follows the private investigator Tokisaka Reiji as he grapples with a variety of grisly murder cases he finds himself personally wrapped up in. The Shell works hard to create a thick atmosphere that envelops the player from the moment they start until the dramatic climax in an all-consuming way. If this third instalment can continue the high bar set for the series then this will be the best mystery game of the year.
 

Angelic☆Chaos RE-BOOT!


It is another Yuzusoft game. This statement will either make you jump for joy or roll your eyes since at this point the studio has been around long enough for people to have made up their mind on their visual novels. Angelic Chaos takes a more openly supernatural approach to the slice of life/ romance genre the studio is known for with angels and demons being key players in the narrative. It even has the reincarnation trope since the protagonist was the demon lord in his previous life so it is lining up a lot of commonly used concepts in a neat row. However, if there is one thing Yuzusoft is good at it is taking familiar ideas and creating an extremely solid game which is specifically catered to their audience. If you are in that audience then Angelic Chaos will no doubt be one of the best visual novels of 2025.
 

Corpse Party II – Darkness Distortion 


Wait isn’t there already a Corpse Party 2?’ I hear you cry and, yes, there is indeed one under the title of Dead Patient. Unfortunately, Dead Patient seems to be a dead project and from its ashes a second Corpse Party II has been born. Darkness Distortion is also set in a hospital but rather than a modern currently in use one like in Dead Patient, it is instead a long abandoned location where everything has decayed from its former glory. When three friends trespass on the hospital they find themselves at the mercy of Ayame’s curse and the countless horrors within its walls. So far from what little we have seen of the game it appears to be a remix of the original Corpse Party in a new settings with a new cast. It looks to be a return to the developer’s roots after the distinct changes of Blood Drive and Dead Patient so it will be interesting to see how they handle this familiar formula.
 

Stories from Sol: The Gun-Dog


This is a game wearing its influences clear to see through its mecha designs and 90’s anime aesthetic. It is setting itself up as a sort of old style Gundam narrative with a more personal spin on the overarching plot where the crew of Gun-Dog are the central focus. There is a demo available on Steam that covers the game’s opening scenes and gives a taste of the overall construction of the gameplay experience. From this demo it is much easier to recommend its mixture of adventure game mechanics and stylish storytelling to those who crave the unique feel of 90’s anime. Even those who might not fit into the target demographic should still give it a shot just to understand how visual design can do a lot of heavy lifting for a game.
 

Best Visual Novel Releases – December 2024


As the festive season is well underway and the end of the year fast approaches, it is time to wrap up the remainder of the visual novel releases. Since most visual novels do not want to compete in the crowded holiday market, the number of new titles is lower than usual and yet there are still some interesting smaller games to look at. We have a good variety from early access sci-fi to a cut-throat thriller to an emotional slice of life. Without waiting a moment longer, let’s dive in and find out what you should be playing from the past month.
 

Official Releases

 

Hatsuyuki Sakura

Steam    VNDB     Genre – Slice of Life, Romance     Play Time – 25 hours

As a cute slice of life, Hatsuyuki Sakura has to offer some kind unique element to stand out from in this already crowded area of visual novels. It chooses to do this through a mixture of an enforced order to its routes, a somewhat episodic structure and just enough darker elements to spice things up. The result is a memorable entry into the genre which does not reinvent the wheel and instead paints its canvas in striking colours. Hatsuyuki Sakura’s story follows Kawano Hatsuyuki, a delinquent who has a chance encounter on December day with a girl named Sakura who is looking for her rabbit. As the winter continues onwards into spring their intertwined lives start to bring changes neither of them could have ever expected and lead them down paths they had long forgotten. If you want a romance story with something a little more to it then Hatsuyuki Sakura might well be up your alley.
 
 

Astral Ascension

Steam    VNDB    Genre – Sci-fi, Romance 

Early access visual novels are not something normally worth highlighting due to their inherently incomplete nature and the uncertain quality of the final product. However, PixelFade Studio have proven to be able to provide consistent releases and the experience they aim to give the player is predictable which makes buying into their titles a more reliable investment. Each of them games is some flavour of the romance and adventure genres with each new setting and cast of characters adding just enough to spice up the story while not straying far from its roots. This time round its it the spaceship sci-fi genre which has been chosen to define the visual and narrative direction. Our protagonist finds himself blacklisted from piloting after being wrongfully terminated and joins a mercenary ship in order to continue to support his ill sister. From here the game takes the player on a personal adventure through the star filled with excitement and love. Overall, Astral Ascension is another title which knows its audience and aims to meet their expectations.
 

Paper Perjury

Steam    VNDB     Genre - Mystery, Detective    Play Time – 6 hours

Over the years games have experimented with detective stories where the protagonist is in a profession not normally associated with detective work. Paper Perjury choses to follow a police clerk named Justina Smith as she picks through the department’s paperwork in order to uncover the trails which link the mysteries together. Adopting this angle gives a fresh feeling to what might otherwise be a familiar tale of robbery, embezzlement and murder and leans into the paper nature for a surprisingly tactile experience. The pixel art aesthetic furthers the distinctive vibe of the game and invokes the early Ace Attorney games as a clear influence. It characters are each a vivid portrait of personality and charm within which layered motivations exists for the player to pick apart through their deductions. A solid entry into the detective genre of visual novels and offers a good time for fans of this kind of narrative.
 

CELL 0: Cyber Entertainment Leisure Lounge

Steam    VNDB    Genre – Cyberpunk    Play Time – 2 hours

Isolation takes a toll on the mind and it can make people behave in ways that expose their weakness and fears. Such is the focus of this cyberpunk post-apocalypse tale as it follows the struggles of the artificial human Kenzo. He has spent his whole life alone with his only companion being the sweet AI called Acine. This isolation for human contact has left its marks on him and as the world beyond his bubble and the purpose behind his existence becomes clear will he be able to cope with the truth? A short and entertaining visual novel for those seeking something mentally simulation in a bite sized package.
 

The Restless Sheep & The Lone Wolf -A Tale of Cutthroat Lovers-

Steam    VNDB     Genre – Thriller    Play Time – 13 hours

Clockup’s games are always a wild ride and The Restless Sheep & The Lone Wolf is no exception with its over the top action and thrills making it stand out. It follows a protagonist who can only get a good nights sleep after killing someone and so he works as an assassin for a yakuza boss. Then he meets a call girl named Azami and he finds his tightrope walk of a life has come crashing down as entangled involved in a web of violence. Each increasingly absurd action scene and dramatic moment helps maintain the visual novel’s exciting and tense atmosphere. This is a story which makes no attempt to be even the slightest bit realistic or grounded and thrives on pushing the limits of beliability. If that sounds like your cup of tea then you should check out this title for a good time where each moment offers something new.
 

Pre-rendered Cutscenes – An Anatomy Of Visual Novels


Flashy Graphics

 
It a common feature in visual novels to have an animated opening and credits sequences, but some titles take this further and sprinkle pre-rendered cutscenes throughout their play time. These come in a variety of different forms from imitations of the visual novel’s normal presentation to anime style scenes to cut out paper puppet theatre. Each one offers the game a distinct way to influence the player’s perception of certain elements of the narrative as it progresses. They can provide the developer with absolute control of the pace and visuals of a scene and by extension try to ensure a specific reaction from the player. Motion is key to the effectiveness of these cutscenes due to how it can be made to complement and contrast the rest of the visual novel. It can also function as a pay off to a climatic or emotional moment in order to underscore its importance while providing catharsis. These are all parts of the experience of Pre-rendered Cutscenes which can exist separately or come together to form new styles of presentation. Let’s watch a movie and find out how this all works in practice.
 

Absolute Control

 

As with all games, visual novels give a lot of control over their pace and progress to the player through their interactive nature. This presents a problem for developers where it can be difficult to make key moments have the impact they are aiming for with any degree of consistency as the player can choose way they engage with these scenes. If the player moves forward too slowly, takes a break from the game or simply chooses to go experience an entirely different route, can the developer guarantee the same emotions for that moment despite the player’s freedom? Many titles simply choose to accept the risk of these moments not having the right impact and keep the player firmly in the driving seat. However, others choose to assert a more direct control through Pre-rendered Cutscenes. These sit the player down and make them watch a predefined sequence in which the developer has the ability to shape the player’s perception without having to worry about anything interfering. Sometimes these cutscenes even take the form of game footage tailored to have the exact pacing and choreographed action needed to sell the developer’s vision for the scene. For the big and important moments of a narrative this control lends a weight to the events being depicted and is a powerful contrast with the content beforehand. This is not something every player is going to appreciate due to loss of the control which the game promised through all the systems they have already engaged with. As such it is important they not be overused and risk testing the patience. 
I/O really does love the moon

One visual novel which takes full advantage of the control offered by these Pre-rendered Cutscenes is I/O. It follows the rule of only having them at key points in the story where it is critical that the player’s experience be curated in order to keep the game’s complex plot threads feeling coherent. The web of interconnected character relationships and actions I/O uses to drive the player forwards make it difficult for the title to have clear climatic points or encourage the player to adopt a fast pace since the complexity often forces a slower and more thoughtful direction. Cutscenes offer the ability to force a change in how events are perceived as it dictates the elements which should be the focus going forwards and invoke a sense of emotion that might otherwise be lacking. There is a trend in I/O to use the style of the visual novel interface as the means of presentation before slowly transitioning out to a more abstract imagery. It creates a sense of the game melting away to reveal the truth behind the words and ideas. It becomes the sole focus as the player gets the sense they are seeing to the heart of what is going on. The impact of these cutscenes never diminishes due to the way they are spaced out at infrequent intervals and keep to a short runtime so the player will never become bored or overly familiar with them.
 

The Pay Off 

 
Sometimes a Pre-rendered Cutscene does not need a complex meaning or key narrative purpose, it can instead be a fun inclusion to spice up the expected formula. They are treated as a reward for the player’s progress and a suitable way of ramping up the feels these scenes being climaxes for their respective plot beats. Each one offers a dramatic or visually interesting continuation of events where the priority is to impress rather than to further any sort of greater narrative purpose. Instead they acts as means to motivate the player to continue engaging with the game or as a send off to leave them with an impactful memory. As such they tend to take forms vastly different from the visual novel they are a part of like animated shorts or dynamic 3D graphics. By shifting so far away from the material surrounding them, they can stand out in a striking manner so the excitement they invoke can help them better function as eye candy. Limited use is once again key to the power of these cutscenes since repeating the same pay off on a regular basis causes it to lose the special feeling so key to any type of reward. It also helps keep costs down given the expensive nature of these fancy animated cutscenes and allows more money to be put into each individual one rather than spreading the money too thin which could have led to a worse quality overall. 
Blazblue's mixture leads to an interesting use of cutscenes

The Blazblue games takes advantage of this form of pay off to great effect and allows them to play into the fighting game half of their play time. At certain key progression points throughout the series have utilised animated cutscenes to offer the player as a reward for their success in both a narrative and gameplay sense. The fighting game battles build up an expectation for a form of release that parallels the ramping up of the story where the fights get more challenging. Here the cutscenes provide a catharsis for this escalation which is appropriately memorable due to how different it is from the rest of what the player has experienced. It is a natural high point to the journey where the player can feel the momentum of their achievements push them forwards to the next major plot beat or the ending. Since the fighting gameplay already leans heavily into the animated style the game is based around the cutscenes do not have the dramatic contrast they have in a more static visual novel. Rather than diminish the power of these cutscenes, it instead offers an enhanced vision of what the player has been doing with a greater feeling of fluidity and organic interaction to its presentation.
 

Adding Motion

 
Not all pre-rendered cutscenes are a large and dramatic affair, they can focus on filling in specific feels and absences within a visual novel. A common way they can be used is to add a sense of movement to what is normally a static medium. This can be done through a constant steam of small cutscenes featuring heavily dynamic motion such as in Danganronpa. Here the aim is to add energy into each scene through framing them with the repeated appearance of cutscenes and keep feeling in the player’s mind so even the static moments seem to move. Danganronpa loves to insert cutscenes in every dramatic moment it can even if they only last a few seconds and this helps match the vibrant and over the top tone the game is aiming for. The motion on display still holds to the mixture of 2d and 3d which is the series’ hallmark and lends a context and physicality what might otherwise appear a little strange on its own. Presenting moments of a regular basis like this showcases how they occupy the space shown in the narrative and reinforces the idea they do not just exist within the flat plane of the visual novel. 
The use of real people and places gives Shibuya Scramble an interesting feel
 
In certain games this is a necessity in order to make the game appear natural and distract from its rigid construction. The live action stills and how they interplay with the cutscenes in 428: Shibuya Scramble are a good example of how important this can be. Real world places and people are not static and as such when using static photos for a visual novel there is the issue where the player will be distracted by the lack of the motion they would expect from the real world. So the solution provided by Shibuya Scramble is intermittent live action cutscenes where the actors in the stills play out specific motions. This helps overcome the player suspend their disbelief during the static content through showing what it is representing and showing the characters as the living people they would expect from the images.
 

Conclusion

 
The possibilities for using pre-rendered cutscenes in a visual novel are far more varied than their rigid form might indicate. Each one can be an important pay off for the narrative and gameplay as it rewards the player with a memorable spectacle to ensure it leaves a lasting impression. When used liberally they can provide a sense of motion and life to what would otherwise be a static medium and contextualise the game within a feeling of place. Through the control it offers a developer these cutscenes can give them the ability to have be precise in how a key moment is show and the emotions in invokes in the player. Despite their high cost, the pre-rendered cutscene allows visual novels to expand into an axis of perception not normally open to them and they are worth considering when developing your own work.
 

Puzzle Games – Uncovering The Visual Novel Hybrid


Opening The Locked Box

 
Incorporating narrative into a Puzzle Game poses challenge due to the often abstract nature of its gameplay systems. The distinctly separate way the player interacts with the puzzles also contributes to this possible feeling of dissonance between the two halves. Visual novels offer a way to alleviate this tension through bringing the presentation of the story closer to the level of the puzzles. It provides a framework within which the puzzles can be understood as part of a cohesive whole where the each puzzle matters. A consistent atmosphere of mystery helps link the two section together with the threads of intrigue to push the player forwards. This is all brought together into a common abstraction of their respective systems as both sit far from the realm of realism while still having their own identity. Let’s find the solutions and discover exactly what this hybrid brings to the table.
 

Uncovering The Solution

 
Neither Puzzle Games nor visual novel are bound by the idea that they have to be realistic and instead aim to present their respective systems in way to directly engage the player. They focus on abstracting the core emotion and identity of the moment and turning into something which is easy to digest while still providing enough depth to make them feel meaningful. For Puzzle Games this mood is very specific, it wants to create a situation where the player is forced to think about the gameplay in front of them and carefully piece together a solution. The visual novel takes a narrative and reduces it down to its key elements to form a space within which characters and plot can be addressed in concentrated expressions of humanity. This similarity in terms of abstraction means they operate on the same level and so it feels more natural for a Puzzle Game to move into a visual novel section as opposed to a more realistic cutscene. It also prevents the somewhat detached nature of puzzles or the contrived situations that allow the puzzles to exist from being brought to the player’s attention due to the smooth transitions between the two halves. The more each part leans into their distinct natures, the greater the commonality becomes and it provides some unexpected wiggle room for designing the hybrid to achieve specific results. 
Time to match those tiles
 
To see their dynamic in action we can look at Kotodama: The 7 Mysteries of Fujisawa and examine its design choices. Puzzles in this game take the form of tile matching gameplay which is entirely divorced from the otherwise realistic modern day characteristics of the title. They exist in a separate space and represent the use of the protagonist’s supernatural powers and often accompany climatic moments in the story. In presenting this story in a visual novel format Kotodama can use a consistent pool of assets that compliments the puzzles through their common 2D nature. These shared elements include the character portraits and backgrounds, making it clear the puzzles are taking place in the same location and against the same person as was depicted in the visual novel story. This consistency helps cushion what could have been a rocky transition since the 2D assets align with the colourful tiles and create a sense of the two belonging together where a less abstract style of narrative presentation would have clashed with it. Bright colours and bold shapes are used throughout the interface and general art direction of the visual novel half of the game and they are a deliberate choice to reflect the strong colours of the match four tiles. Alongside the exaggerated expressions of inherent in the anime art style this hybrid can form a baseline of player expectations for the game’s identity and ease them into the puzzles without sacrificing the feeling of narrative cohesion. Nothing Kotodama does with either half of its gameplay is particularly notable compared to what other titles have achieved, but it does showcase how a series of relatively small touches and focus can do a lot to allow puzzles to settle within a visual novel narrative.
 

Consistent Mystery 

 
Being able to maintain a consistent tone throughout the overall experience of a Puzzle Game is important for controlling how the player perceives its different aspects. A visual novel element can easily handle this requirement due to its compatibility with the mystery genre which Puzzle Games so often lean into. This choice of genre stems from the way a mystery narrative forms a larger scale puzzle for the player while puzzle sections act as smaller doses of this tone. Their similarity blends the two aspects into a coherent whole where each part offers the same identity. The reason a visual novel works so well as the means of story presentation for a Puzzle Game is its compatibility with the mystery genre. It can show personal moments and clues to the mystery alongside one another in a natural feeling manner where the higher level concepts can be brought down to a human level. The intimate perspective offered by a visual novel is the main reason for its ability to shift between the various moods needed by the puzzle section in order for them to make sense within the game’ structure. In pushing the title through the lens of a mystery, the puzzles become part of shared ethos with the visual novel element and from it a consistent picture of a world for which the puzzles make sense. As a result the experience of playing the Puzzle Game feels smooth and more believable even if it still inherently an abstraction of reality. 
Time to figure out the puzzle box room
 
999 and Tantei Opera Milky Holmes could not be more different from each other in terms of plot, but they both make use of this continuous mystery element in similar ways. For 999 the sense of mystery is all consuming as it is present throughout the dangerous situation the characters find themselves in and their lack of understanding of why it is happening. This slow uncovering of what is going on and how the characters can escape it is mirrored in the increasing complexity of the puzzles and as the solutions to both become clearer the player’s feelings of accomplishment which create a harmonious experience. With Tantei Opera Milky Holmes the mysteries are more individually self contained and pose little threat to the characters since they aim to provide a light tone. These mysteries are often paired up with an associated puzzle which needs to be solved for the game to progress and the solution to be revealed. It shows the player a direct line between the puzzle and the mystery in a way they would find difficult to ignore and draws the two halves of the game closer through this simple communication. Rather than feeling out of place, the simple nature of the game’s structure allows this directness to come across as a natural extension of it where the player knows exactly where they stand and they are wrapped in a comfortable blanket of familiar ideas and tones.
 

A Framework For Understanding

 
On their own puzzles are just a detached gameplay system without any inherent meaning beyond the player’s ability to solve them. It is in their contextualisation where their power lies to make the player feel as if they uncovering the same solutions as the characters in game. Visual novel sections provide a simple and easy to parse framework through which the puzzles can be understood and directed as part of an overall flow for the game. Since this is such a vague idea it is best to look at it through a couple of examples where the puzzles are abstract in nature and demonstrate how this technique stops them from feeling out of place. The tile matching gameplay of Tropical Liquor is nothing particularly remarkable on its own with its four by three grid offering nothing the genre has not seen before. What gives these puzzles a memorable quality is the way they are given a romantic and flirtatious atmosphere through the build up provided by the visual novel sections. The tile matching is contextualised as the act of going on a date and drinking with the girl you selected in the narrative. It lends a certain playfulness through the somewhat silly idea that a person can be wooed by someone’s skill at puzzles and this keeps it feeling consistent with the light atmosphere in the rest of the game. Murder By Numbers has a more distinct style of gameplay where the player must solve increasingly complex grid based number puzzles. Given the mentally demanding nature of this style of puzzle its contextualisation shifts into a variety of discovery and mystery solving elements where the puzzles represent the key actions of our protagonist. Helping this along is the heavy use of the aforementioned consistent mystery element which makes the framing of the puzzles appear natural to the world around them.
It is the people around the puzzle who decide how it is understood

Conclusion

 
From the perspective of the overall cohesiveness of a puzzle game, the hybrid with visual novels is by far the most effective merger when it comes to lining up the narrative and the puzzles. It can form a framework through which the puzzles can be understood and firmly grounds them within a context that give them significance. Their common abstract nature allows the transition between on type of section to another feel smooth while still maintaining what makes each interesting to engage with. A trick visual novel elements like to use is the blending of a mystery tone into both sides of the gameplay to create a feeling of consistency through the entire experience. The benefits of this type of hybrid are significant where the game wants to have its puzzles be more than simple mind benders and instead part of a narrative whole. If you are considering creating a puzzle game then including a visual novel element may well elevate your title far beyond what it could achieve with just puzzles alone.
 
 

Sound Of Drop: Fall Into Poison Review – Trapped In An Aquarium

Genre - Horror, Mystery      Play Time - 8 hours     Developer - LYCORIS     Steam    VNDB

Tales Whispered In Water

 
There are few genres more subjective than horror, for what one person fears another might find banal. Some universal fears can be reliably utilised, such as a fear of the dark, but even these vary in effectiveness. Sound Of Drop takes a big risk by focusing in on a single type of horror, the fear of the ocean, and making this a core part of its identity. This gives it a feeling distinct from its pears which is helped along with the characters being trapped with the horrors. It plays up the mystery of the supernatural forces behind the danger and the odd behaviours of its human cast in order to lay on the atmosphere thick so the player will jump at anything strange. The characters themselves do their best to further this direction with their interconnective web of relationships and lies, yet their limted screen time can somewhat undermine it. Does Sound of Drop manage to thread the needle to create a compelling horror experience? Let’s peer through the glass and find out.
 

Deep Within Our Fear – Narrative and Themes

 
The ocean is an alien world for a land based species such as humans. To us it is place where wonder sits alongside fear for it is as hostile to us as it is beautiful. These clashing emotions form the backbone of how Sound Of Drop builds its horror and plays with the lives of its characters. Rather than setting its story in the ocean it instead subverts the presumed safety of an aquarium turning it into a death trap. It is a structure design for humans to be able to admire the ocean’s beauty from solid land where they have the advantage, so stripping that away creates a sense of vulnerability as if left adrift amongst a swarm of predators. The sources of fear are twofold being split between the water itself and the creatures living within it. In Sound Of Drop the water has an almost toxic quality to it on top of the possibility of drowning in it and there is a recurring presentation of it being binding in nature for the living and the dead. Playing up the fear of being dragged down into the depth allows the mere presence of water to exert a constant tension on each scene where the danger is everywhere. Reinforcing this feeling are the creatures of the aquarium which now move freely within the space and are almost supernatural in nature. For them the air is now just like water as their burst forth from their tanks and swim through it. They form a more direct threat to the characters as the creature's poisons and sharp teeth can swiftly end their lives. Both are joined through their common alien nature as they have odd forms which contrast greatly with anything from the land and feeds on the player’s fear of the unknown.
Water is filled the unseen danger

These scary moments would be nothing without a narrative to bind them together and this takes the form of a mystery where the characters are trapped and isolated. It starts out as an investigation into the strange urban legends surrounding the aquarium by Mayu and Himeno and escalates when Mayu’s missing little sister Mari appears before them. They become tangled in a web of deception and it is around the human characters the plot of the story rotates. The horror atmosphere heightens the feelings of distrust towards the various people Mayu meets and makes them seem as if they are one step away from being just as dangerous as the creatures out to get them. By focusing on Mari for the core pillar of the story, Sound Of Drop gains a strong sense of direction since Mayu has a clear goal and everything is pointing towards solving this mystery. It builds up over the course of the multiple endings available until the finale where it provides a catharsis and resolution appropriate for its narrative and closes the book on the fear it has been utilising. If there is one problem with this approach it is how much it relies on the horror to do the heavy emotional lifting for a lot of the game. This means if the player does not find the style of horror scary then the game lacks the teeth of keep them invested for much of the fist half. Once it shifts onto the revelations about what is happening this issue fades away, but the player may not reach that point due to this reliance on the horror. 
 

Bubbling Desires – Characters

 
As a horror game there is a need to keep the characters isolated in Sound Of Drop since it is when they are on their own that they can be threatened in a convincing manner. If there was a single constant companion it removes a lot of the tension as they are always there to help the protagonist. So the solution the story comes up with is to shift who is with Mayu constantly while making you question the reliably of her new allies. It allows for the feeling of isolation without having to give up the presence of other characters which gives the game a greater flexibility with how it can present the mysteries and dangers of the aquarium. This approach relies heavily on Mayu being strong enough to hold the player’s attention due to being the only constant element. Fortunately she fulfils this role well by blending a sense of vulnerability into her personality through her honest and open reaction to the terrors around her. Doing this helps frame the horror in a genuine feeling of dread where Mayu expresses the alien nature of the threats and gives them an immediacy which they would otherwise lack. Yet even in her fear she is not above acts of heroism in the face of these dangers when she finds people who need her help to survive and she acts to keep them both alive. She does not lose her vulnerability but instead pushes passed her desire to flee in terror in order to do what she believes to be right. Throughout all she experiences her core motivation of discovering what is going on with her sister’s sudden reappearance never shifts and this provides an anchor around which her personality can be properly showcased. Combining these results in a relatable protagonist who acts as a good window into the game’s horrors while still having their own identity and motivations.
Friend one moment then enemy the next

Having the other cast members who appear on screen regularly shuffled around comes with a major downside in the inability to give all the secondary characters depth. Juggling these characters results in them not getting enough screen time to properly express who they are and what they want from this situation. It also hampers their character arcs since the limited space they have makes them feel rushed with sudden changes in their personality clashing against what has been established for them. How much this effects each individual character varies wildly as some like Sayo only have minor hiccups in their presentation while those like Rieko jumping all over the place. Then there is Mari who acts as Mayu’s main motive and the person around which a lot of the plot revolves. She never escapes the prison of being a plot MacGuffin who acts purely in the way the narrative need to keep it on track and it makes her feel robotic. For such an important character this behaviour is a major issue as it detracts for Mayu’s motivation through the way it fails to sell a reason why the player should care in the same way as Muyu. This creates a gap between the game and the player which causes harm to their immersion which is is important for selling a horror title.
 

In The Depths – Visual, Audio and Technical

 
Everything surrounding the core of the game works to reinforce the horror tone and sell the danger the characters find themselves in. It makes liberal use of bad endings to provide a direct sense of lethality to the player’s choices in order to keep them on their toes. This helps showcase that the threat is genuine and gives the narrative a tool to control how tense a scene is through placing a choice in it to ask for the player’s attention. Supporting this feeling of danger is a soundscape with all the tension building elements it needs to weave in and out of the player’s perception. The music is often subdued yet still has an edge to it as if saying a monster could be around any corner and the characters are not safe. It can raise up to meet the needs of a dramatic situation where it can wash the player with waves of powerful melodies to communicate the emotions of all those involved. SFX are similarly well used with appropriately damp and organic sounds for the creatures. Their watery nature also sells the ubiquity of water in the narrative and the pressure it exerting on Mayu’s struggle for survival. On top of this the visuals work to show the aquarium as a place once seen to be safe and mundane which has now been perverted into something alien and hostile. The empty corridors and the creatures moving beyond the confines of their exhibits pushes this idea of the humans no longer being in control which fuels the horror of an inversion of who is in control. Each creature Mayu encounter has the same appearance as it normal counter part and instead relies on its already alien appearance to unsettle.
Is the sea captured or has it captured us?

Conclusion

 
When it comes to preying on the fear of the sea’s depths, Sound Of Drop knows exactly how to press all the right buttons to sell this form of horror. It pushes both the inherent dangers of water to humans as well as the alien nature of the creatures living within it in order to create a hostile environment. The visuals and audio all work to support this tone through a twisting of the familiar aquarium into something monstrous. It also plays up the human end of the conflict by switching around the characters on screen and making their motivation unclear so the player is never sure if there are friend or foe. Mayu works brilliantly as the protagonist, and the only constant throughout the entire experience, as she is vulnerable yet still has the will to overcome it. The only downside to this approach is how much of a mixed back the rest of the characters are due to their limited screen time. Overall this is a strong horror title which dives into a category of fear not widely explored and this results in a distinct feeling game.
 

Verdict – 

Crafting an air of tension and mystery, Sound of Drop plays on an aquatic brand of horror which allows it stand out as truly spine-chilling experience.
 

Pros -

 
+ Utilises the alien and dangerous nature of the ocean to create an atmosphere of fear.
 
+ By always changing which cast members are on screen and slowly revealing their motives, the game makes the player paranoid about their every action.
 
+ Mayu is the prefect blend of vulnerable and brave for a horror protagonist.
 
+ Visual and audio all support this brand of water based fear.
 

Cons -

 
- The secondary characters are of varying quality with their limited screen time hurting their believability.
 
- If you do not find this brand of horror scary then it loses a lot of its impact since this is very much a one trick pony.
 

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