Archive for January 2025

Best Visual Novel Releases – January 2025


Now the haze of new year has passed, we can look forward to another great year for visual novels and January is keen to start us off with a strong selection of them. We have some really special titles this month from an intense mystery thriller to supernatural slice of life with everything in-between. Let’s dive in and find out what new releases are worth your time.
 

Official Releases

 

The Shell Part III: Paradiso

Steam    VNDB    Genre – Murder Mystery, Detective, 1950s    Play Time – 30 hours

As the third entry in the bleak mystery series, formally known as Kara No Shoujo and now called The Shell, Paradiso has some big shoes to fill and a ten year wait since the original release of second game in English compounds these expectations. This series was developed over a long period of time with many other unrelated projects between releases and each entry reflects changes in the studio’s creative direction. In many ways Paradiso more closely resembles the style developed for the Flowers games than the tone found in either of the other The Shell games. Your enjoyment of Paradiso is going to hinge on your willingness to accept this change and embrace what it is now rather than what it was before. With all this said, it is still more directly darker than the Flowers games and grapples with some of the topic The Shell series is known for. The Flowers influence is in the how the scenes are presented rather than their content. Overall this is another memorable title from Innocent Grey and should be a must play for fans of their previous work.
 

Gensou Manège

Steam    VNDB    Genre – Otome, Fantasy, Amusement Park    Play Time – 35 hours

Ever wanted to be at amusement park in France surrounded by handsome men? Well if you have this oddly specific desire then Gensou Manege has you covered with its magically infused take on this concept. The story follows Emma a young witch who has lost her powers as she interacts with the employees of a travelling amusement park and must find a way to free them from their magical incarceration within it. To do so she must reawaken the magic within herself and confront the suppressed memories which hold her back from her full potential. Such is the set up for a journey of self discovery and romance with a good helping of character drama to keep the player on the edge of their seats. Its magical elements are well integrated into the plot where they work to heighten the emotional stakes and put just the right amount of emphasis where it is needed. If you are looking for a solidly built otome title to play then Gensou Manege will scratch that itch and lead you on a colourful and intimate romance.
 

Angelic☆Chaos RE-BOOT!

JAST USA [18+]    VNDB    Genre – Fantasy, Slice of Life, Romance    Play Time – 50 hours

Here we have another well put together slice of life and romance visual novel with a splash for fantasy from Yuzusoft. This style is their bread and butter and Angelic Chaos does exactly what it needs to feel slightly different from their previous work and nothing more. Based on these statements alone you should probably know if this title is for you since Yuzusoft understand their audience and caters to these expectations. Its unique twist on the formula is the protagonist being the reincarnation of the demon lord from another world and he now finds himself surrounded by various demons and angels from that world who have all taken an interest in him. Having a hidden side from the process of reincarnation is played with quite extensively and the game gets a lot of narrative value out of using this as a source of drama and comedy. This is the high quality and polished title that you would expect from Yuzusoft and is something you will want to pick up if you are its target audience.
 

Nagi no Koi

Steam     VNDB     Genre – Romance, Historical    Play Time – 4 hours

Weaving two separate narratives into one another to create a powerful love story set in historical Japan is the core ambition of Nagi no Koi. Yet its undeniable low budget nature of does somewhat hamper the execution. This manifest as a level of jank which sits behind every moment of the playtime through a general lack of polish to transitions or animations and only the female characters being voiced. If you can manage to push past the flawed presentation then there is genuine passion for the period setting and an intimate human tale of love. The Japanese setting and the ground level view from the lives of people from a variety of social strata gives the game feeling of life lacking in many other stories set in this time period. Nagi no Koi is something a little out of the ordinary for the romance genre and for that alone it is worth trying out if you can look passed the obvious constraints of its development.
 

S4U: CITYPUNK 2011 AND LOVE PUNCH 

Steam    VNDB    Genre – Adventure Game, Atmosphere    Play Time – 5 hours

S4U is the strangest title on this list as it merges visual novel and adventure game elements through a mock operating system which leans heavily into the use of the keyboard. It is focused around the interactions the protagonist, Miki, makes through online chats in Cyber-Life and it is here where the game’s choices can all be found. There is something immensely humanising while at the same time distant about text conversations over the internet and S4U does a wonderful job of capturing how people deal with the restrictions of this form of communication. What comes from this tight set of presentational ideas is an experience where the core themes are clearly framed and the narrative structure is open enough for a feeling of player expression. Those looking for something a bit different from their visual novels will not be disappointed with S4U.
 
 

Joke Endings – An Anatomy Of Visual Novels


Injecting Humour

 
When a visual novel reaches an ending the general practice make it a serious conclusion to the narrative stakes, but what if instead it took all of the build up and made a joke about it? Such is the purpose of the Joke Ending which aims to add levity to an otherwise serious game. This is distinct from humorous endings in a visual novel focused exclusively on comedy since the power of the Joke Ending is in its contrast with what surrounds it. Through breaking the tension of an earnest story, they can provide it with some much needed levity and prevent it from becoming too self serious if that is not what the developers are aiming for. Should the visual novel have a more free-form structure which allows exploration then these Joke Ending can be a type of fun reward for the curious. In isolation they can act as a light punishment for the player when they fail to commit to which route they want to follow by abruptly ending the game in a silly fashion. There is a great deal of flexibility to how these endings can be integrated. Let’s have a good laugh and look at the complexities of the Joke Ending.
 
 

Breaking Tension

 
Not every visual novel wants to be taken seriously all the time and some want to give themselves some much need levity while still holding on to a sense of weight when it really matters. Joke Endings offer a way to add the needed humour and keep it mostly isolated from the ongoing plot. Since they are effectively dead ends in the narrative it is easy to communicate to the player how they should think about them and set their expectations for the importance of what is happening. Once this distance from the main story is established the Joke Ending can be as far from the original tone as it likes and fully take advantage of any inherent absurdities present in the game. All stories rely on some sort of contrivance for dramatic effect, be it magical or mundane in nature, and the player accepts them as necessary for events to move forward smoothly. However, a tension still exists between the story and the player’s understanding of the real world which is more pronounced in titles aims for fantastical narratives. A Joke Ending can lean into this tension and acts a valve to relieve the pressure. Through highlighting the silly elements of the game it can get a laugh at its own expense in order to level the ground between it and the player so they become more willing to engage with future content in good faith. 
Jin's obsession with his brother has gone a little far...

One of most prolific users of the Joke Ending is the Blazblue series and it works well with its character orientated humour. The overarching plot of these titles take its seriously as their heroes fight through mortal danger and yet it sits right next to the over the top antics of its fight game half. In order to balance out the contradiction between these two parts, Blazblue leans into a good helping of comedy and creates a common silliness between them. Obviously this includes Joke Endings but there are also dedicated comedy characters like Taokaka and Bang who are humorous even outside of those endings. The role of Joke Endings here is as a cathartic outlet for player’s who picks the silly options the games present and relieve the tension between the silly and serious elements of the title. Each one takes the serious setting and characters surrounding it and completely undermines them through various means, such as having characters pretend to be other ones like the whole things was a poorly put together school play. They pop up just enough to be memorable yet understand they are not the main attraction so stay out of important plot moments.
 
 

Rewards For The Curious

 
There is a good degree of adaptability to how different types of endings can be implemented when a visual novel adopts a free-form style of narrative structure. Here the various endings aim to reward the player who is willing to properly explore what the game has to offer. Of course if everything is serious all the time then this exploration might become somewhat monotonous and this is where the Joke Ending can come in. It gives a means of adding something to snap the player wake if they had just been mindlessly clicking through the story and readjusts their expectations for what sort of ride they are in for. In keeping things fresh it can work to complement the parts of the story which direct the overall flow of the experience as it encourages people to poke in all the nooks available and so have a complete understanding of the plot before it moves into its ending. As a trick it must be used sparingly and with a proper distribution throughout the game or it will quickly irritate the player as it overstay its welcome. Clear signposting can help with this issue, if the choices obviously indicate the presence of a Joke Ending then everyone knows where they stand when entering one, but this weakens the surprise and impact many of them rely on. It is ultimately a situational dilemma that can only be solved through careful consideration of the context around the Joke Ending. 
There is a mix of serious and silly in the wide space of Kagetsu Tohya

Kagetsu Tohya is a visual novel with an open and winding structure and it loves to take advantage of the Joke Ending. It tries to tread the line between the serious elements of its setting with its magical antagonists and the goofier character interactions which play up their individual personalities to their extremes. The various endings are broadly divided into these two camps and the Joke Endings take the role of representing the silly qualities for the cast. Some are sudden where the player’s choice is immediacy met with a quick and punchy gag before being send back to the start while others are expansive and lead to a roller-coaster ride of references and funny situations. Through varying the lengths of the endings, Kagetsu Tohya can use the Joke Endings as a surprise factor for the player to keep the engaged in a way a more rigid and serious ending could never manage. Being a fandisc helps the game avoid the pitfall of the Joke Endings feeling out of place since it can rely on the player’s existing knowledge of the characters and their quirks to leverage its humour rather than having to build it up itself.
 
 

Light Slap On The Wrist 

 
Perhaps the simplest application of the Joke Ending is as a sort of light punishment for the player. Commonly this is done if they have failed to score enough points with any of the heroines to end up in a route and it a clean indication of this fact while keeping the tone somewhat light. Rather than a direct and mechanical notice of the player’s failure, it instead turned into an in-joke between game and player so they are not drawn out of the experience by organically merging the signpost into the narrative. They are also generally of a simple construction being a joke main character death or a poke at how they will be alone forever. It just needs to be snappy and have a direct punch to its joke so the player can move on as fast as possible back to selecting their desired route. Katawa Shoujo is a good example of this practice as it kills of its protagonist in a darkly humorous fashion. Here the reason for this outcome is clearly communicated as the player’s lack of commitment to any heroine and presents it within the brand of humour which runs throughout the title. Many modern titles now simply have a default route they put the player on if they have not committed to any specific other route rather than a Joke Ending. However, this can lead to confusion on the part of the player who is expecting an entirely different route to what they got and it does communicate the cause of this outcome in the clean way a Joke Ending is able to achieve.
Better make the right choices if you don't want to die a silly death

 

Conclusion

 
Humour is an important part of any visual novel and Joke Endings offer a flexible and fun way to integrate it. They allow a game to break the tension of a serious story and prevent it from becoming overbearing while synergising with the tone of other gameplay elements. It can be a light and funny punishment for the player’s indecisiveness which clearly communicates how they can avoid this fate in future. Alongside other types of routes it can be a contrasting part of a rewards package for a curious player who want to explore the narrative space of a more free-form visual novel. Overall, the Joke Ending is something worth considering if you plan on add some humour to your visual novel.
 
 
 

Nakige – Genre Deep Dive


Shedding Tears

 
Playing on the heart strings is a tricky technique to make the centre piece of genre, yet that is exactly what Nakige set out to achieve. At their heart all visual novels aim for some kind of emotional resonance while Nakige make it their only sole source of engagement. Other genres choose to mix in their own distinctive elements in order to add additional flavour to the player’s experience. Nakige does not have this luxury and instead leverages the intensity behind the emotions of its characters to their full effect. It aims for big and hard hitting moments where the game lands a gut punch on the player in either a surprising way or one built up through a tragic dread. Core to this approach is the idea of a memorable scene crafted in such a way as to stick in the mind long after the game is over. An important drawback to the Nakige is the way it tends towards a formulaic construction to its narratives causing it to potential lose its intended effect when repeated for multiple over the course of a game or a developer’s portfolio. Let’s have a good cry and examine how this genre comes together in practice.
 

Emotional Impact

 
In order to create those powerful emotional moments, a visual novel has to go through a lot of complicated hoops. Just slapping some vague empathetic characters in a tragic situation is not good enough and can feel hollow or lacking in sincerity. People generally do not like to be openly emotional manipulated so tend to resist it leading to a weaker overall experience. As such a Nakige has to take the slow path to its big moments with a lot of time dedicated to naturally helping the player get to know the characters. The emotional scenes are often proceeded by a long period of build up or foreshadowing structured in a way where the scenes do not come out of nowhere. Yet the build up never provides enough information to spoil the exact way events will play out and instead leaning into a loose feeling of dread about the outcome. This is always present in the background and only comes to the front when the climatic moment needs its impact. Through the careful choreographing of the overall experience, a Nakige can avoid the pitfalls of open emotional manipulation to carve a personal and cohesive tale. 
Crying transcends mediums
 
Key are perhaps the masters of the Nakige genre and so looking at one of their titles, Clannad, is a good way to see this method in action. Nagisa’s illness quietly hangs over her story with her gentle and positive nature carrying a greater weight through what she has had to endure in her life. When it finally does come to the front and threatens to harm the happiness Nagisa has built, there is an understanding of what this means for all the characters involved and it feels like a natural climax to the established emotions. By keeping the illness as an organic part of the ongoing narrative, it can give the heightened emotional scenes a feeling of belonging to Nagisa’s character arc rather than a contrivance to increase the stakes. The principles of Nakige are not unique to visual novels, Plastic Memories is an anime which uses similar key emotional moments and build up to great effect. What is interesting about this anime is the fact it received a visual novel adaptation which expanded upon the original’s story and makes for good comparison case-study. Both versions follow what is essentially a story about terminal illness and they focus in on this as their central dramatic element. Where the visual novel separates itself from the anime is in the time given to how secondary characters are dealing with events. This allows the game to make more effective use of its longer time frame to enhance the tragedy which the narrative is utilising as its main pillar and show a more complete picture of the realities of its subject matter. Setting the story up in this way furthers the sense of natural lead into the dramatic climax in a way the anime could never achieve in its shorter runtime and demonstrates the way visual novels can push this technique into territory unique to its structure.
 

Remaining In The Memory

 
All these emotional moments are ultimately in service to making the title a memorable experience in both the short and long term. For a Nakige not only wants the player to keep progressing it also aims to leave such a strong impression that they come back time and time again. The framing and intensity of these key scenes is important and allows for the player’s impressions of a scene to be directed to ignore any possible inconsistencies needed to make it powerful. What this means in practice is all elements of the visual novel are solely focused on that one moment. The music swells and the visuals jump out at the player, nothing else seems to matter except the drama on screen. It is absolutely critical for a Nakige to get this memorable quality right since they often have nothing else to fall back on. These scenes are inherently contrived for dramatic effect so there is always a delicate balance to be maintained so the game does not push to far into the absurd while still presenting something compelling. 
I'm sure you won't just to whatever the plot demands right?

Kunado Chronicles plays heavily into these big moments throughout each of its routes and can sometimes go to somewhat silly lengths to make them happen. This ranges for the convenient presence or absence of enemies beyond where they logically should be to another character taking control of the protagonist to have them say something designed to create conflict. As things are occurring the atmosphere and drama prevent the player from spending too much time thinking about these flaws and it keeps moving forward to try and prevent them sticking in the memory. Kunado Chronicles might well overuse this trick and the more contrivances it brings to the table, the more likely it is the player is going to lose patience with the way the game has to bend over backwards for its drama. However, the game appears comfortable in this construction and takes the bet that more people will be okay with letting this distraction go for the sake of enjoyment.
 

A Rigid Formula?

 
By far the greatest problem Nakige have to contend with is the predictable nature of their standard narrative formula. Of course all stories rub up against this to some extent due to expectation for certain structural traits in good storytelling, but Nakige has to rely on its rigid nature more due to its reliance on big moments to carry the game. This formula can be boiled down to following basics: an opening first half focused around comedy between the cast, a romantic tone when moving into the individual routes and finally an emotionally intense climax where the previous happiness is threatened. Each individual title might have its own slight quirks yet all will weave in and around this common outline. In particular the output of a single developer can suffer from this issue since not only do their works have the formulaic nature from Nakige, but they also have repeated quirks from their own specific narrative style. The way many of them attempt to circumvent the problem is through constantly shifting the setting and themes in order to try and keep things fresh. For many players these changes are enough so the formula does not become overly apparent and yet it is always a spectre developers have to keep in the back of their minds when dealing with this genre. 
Is something sad going to happen to you by any chance?

To properly see this formula in action, it is time to once again look at Key. Their primary output is almost exclusively Nakige to the point it is what players have come to expect out of a new game from them and it is something they have completely embraced. For our first example lets consider Little Busters for it is in many ways an attempt to embrace the formulaic nature of Nakige as part of a game’s intentional structure. It treats its routes in a modular fashion with none of them being particularly important for overall plot outside of some small nod to it and they are instead formed of a self contained romantic build up followed by the expected emotional climax. Outside of the final true route, there is practically no division from rigid outline which does lead to a feeling of repetition and making the plot of each route easy to predict. On the other hand, it allowed for new routes to be introduced seamlessly into the existing game with each new version of the game and they not feel out of place since they are just as self contained as the existing ones. These additions where made multiple times and could theoretically be continued should Key have chosen to do so without needed to rearrange anything substantial. 
 
For a less extreme example of the issues with this formula in Key’s work we can take a look at Summer Pockets. As an isolated visual novel there is nothing wrong with Summer Pockets, it follows the expected formula of a Nakige but not the point of being distracting or weakening its emotional impact. Instead the issues with it stem from how it fits into the portfolio of Key’s other works. It follows the pattern set up by so many of their other titles, such as Kanon, Clannad and Little Busters, where it is a predomiently modern day setting for a slice of life story with a vague and narratively flexible supernatural force which is more interested in being dramatic than in making sense. This outline has proven to be strong for Key and it has been present in some of their most successful titles. However, it is the overuse of the outline in combination with the already rigid and predictable nature of Nakige which causes a sense of deja vu as the player is constantly bomarded by the feeling that they have seen all the game has to offer somewhere else before. The less Key games you have played, the stronger Summer Pockets is as a Nakige making it prime example of how this issue can harm a developer in the long term.
 

Conclusion

 
There is a lot of set up involved in creating a compelling Nakige and developers who follow this genre have to carefully think about how all the moving parts fit together. The emotional impact of the key scenes any Nakige is remembered for have to be foreshadowed and constructed to avoid the feeling of the player’s emotions being cheaply manipulated. A rigid formula can emerge from this need to balance the sentiments of the player and if not mitigated through distractions such as engaging themes can make the game feel predictable. It also relies on these emotional moments to create short and long term engagement and will often focus every part of its resources to make it as all consuming as possible. Overall this is a genre that does one thing and does it very well and if it is what you want out of your visual novel then it is worth considering.
 
 

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