Sunday, February 16, 2025

 

Representing Emotion

 
When looking at a visual novel is there any single part which can be said to have the same importance as Character Sprites? Their presence or absence defines a lot about how a player will perceive a title and they express much of its emotion. Not matter what artistic style is chosen for these sprites, they offer a core avenue to present the unspoken parts of a scene where the visual novel does not to spell out how a character is feeling and instead show it. Such a seemingly simple element has a lot of variation in its implementation and how it can get the player to react to it. The basic static sprites are the most common type and many games choose them since they offer an easy to understand visual language. Next up in complexity are the animated sprites which include things like live 2D and full 3D models where the aim is give a sense of life to every moment they are on screen. Then there are the various miscellaneous types from back sprites to silhouettes and these generally act as a way to complement the primary style while offering narrative flexibility. Let’s find our characters and see how each of these types works to enhance their visual novels.
 

Static Sprites

 
If you pick up any visual novel it is very likely to be using static Character Sprites as it is the oldest and most well tested of the sprites so developers tend to gravitate towards them. They are simple in nature being images of the characters, often just a bust of them, which only changes then the game progresses to the next line of text and otherwise present themselves in a direct manner. This gives them a clarity and uncluttered visual identity which makes it easy for the player to understand the emotions or ideas the sprites are attempting to convey. Not drawing unnecessary attention to themselves through blending in with the rest of the static assets helps create a sense that they are a part of the world they are shown within. Should other elements need the spot light it is easy for these Character Sprites to step aside due to their basic nature and not distract from what the visual novel needs in order to move its narrative forward. Static Character Sprites where once the sole way to present a visual novel’s cast, but as technology and technique advanced many titles moved over the using some form of animated sprites. These tended to be games in the slice of life and romance genres and the ones which remained in the static camp did so due to how difficult it is to balance animated sprites and a series tone. As such the genres using static sprites tend towards darker stories or titles from developers who simply lack the resources to create animated sprites in the first place. 
There 3D models are certainly unique...

Since this is the most wide spread type of the Character Sprite there are a lot of examples of it in practice, so let’s narrow it down to Ever 17 and Stella Of The End. Ever 17 falls into the camp of being an older title back in a time when static sprites were the only real option and it has this baked into how it considers its visual presentation. There is a slow and deliberate feeling to the choice of what Character Sprite fits each moment where the lack of flexibility forces each sprite to clearly communicate the intent of the scene. What is interesting about Ever 17 is that it had an updated version released for the Xbox 360 which used 3D sprites and it was not well received. One of the main reason often stated for this dissatisfaction is the way the new 3D did not capture the atmosphere and charm of the old static sprites due to their weak presentation of character emotion when compared to the sharpness found in the originals. Key has maintained their use of static sprites despite their tendency towards slice of life and drama as core pillars of their work. This is maintained in their smaller titles such as Stella Of The End where they use a distinctive art style to help reinforce the its mood. Here the Character Sprites use their static nature and blend into the elements around them to create the impression they are part of this alien world and blur the lines between them and the strange machines they encounter. This gives the game the ability to craft a flow through the experience where no single part overpowers the others which is always a risk with the larger than life Character Sprites from other games taking centre stage so often.
 

Animated Sprites

 
In recent times there has been a trend in visual novels to include Character Sprites which use dynamic motion to add life to its cast. These animated sprites come in a wide variety from simple motions as a character speaks to full 3D models with a free range of movement, but by far the most common type is Live 2D. What each of these share is an aim to create the illusion of the sprites on screen being an actually person with all of the small mannerisms people do when speaking. Their main advantage over static sprites is the way they can flow from one expression or pose into another to provide a sense of continuity to the character’s existence rather than simply fading from one to another. Live 2D is the king of the animated sprites due to the way it treads the line between the familiar static presentation of the rest of the game and the expressiveness of a more free form model such as 3D. 
What is it with Live 2D and cat girls?

Take for example Corona Blossom which uses its Live 2D to emphasise its comedy and light tone. Here the Character Sprites are constantly in motion even when not speaking to give the sense that they are breathing and do all the small movements people do even when standing still, but taken to an exaggerated level to match the anime aesthetic. Despite this over the top feeling they never appear out of place since they are carefully matched to all the other elements from backgrounds to CGs to create a continuous world. Their poses are still limited by their nature as a series of flat images overlapping one another and cannot reach the level of dynamic presentation possible with 3D. Visual novels using 3D sprites tend to commit to 3D in other elements of their presentation in order to make use of the dynamic control these models offer while not having them feel out of place, such as in Virtues Last Reward. The free form movement offered by the 3D Character Sprite is the most flexible available and provides a developer with the means to precisely express themselves as each part of the body can be positioned in 3D space to give it a sense of life. A lack of clarity can be a problem for 3D sprites since their movements and subtle visual cues add noise to any message or feelings they are attempting to convey to the player which can lead to them not having a powerful effect on them in key moments.
 

Myriad Of Options

 
There are a variety of other styles of Character Sprite used in visual novels, but many of them only appear in specific use cases. Let’s briefly go over a few here. One interesting variant is the back sprite where only the character’s back is shown to the player. Fate Stay Night loves to use this type of sprite to create a feeling of distance and rejection from the character to the player. Turning your back on someone not only prevents them from seeing your face, and thus your emotions, it also points you away from them suggesting that you are heading in a different direction to them. Silhouettes are a type of Character Sprite which sees use either as an artistic or budgetary choice. In Kamaitachi no Yoru they serve both purposes and work as a way to create tension and enhance the mystery atmosphere. People shaped images inherently draw a your eye yet there is something slightly unsettling about a human without any concrete features to understand them through. So when such characters are on screen and talking, it creates a certain sense of something being off which the game can lean into with its narrative. Taking photos of real places and people for use in visual novels is a long standing option for those on a budget. However, photograph sprites have their own distinctive feel to them and are grounded in the real world in a way no other sprite can hope match. This can be played with for a variety of effects such as in Hatoful Boyfriend where the realistic images are of birds and the inherent silliness of the idea of real birds being in a school setting as students is played for source of comedy. As images of the real world they have a connection to it that our minds immediately cling to and this gives them a rigid feeling which can serve a visual novel aiming for that sort of presentation.
Umm... They are just birds right?
 

Conclusion

 
The choice of what Character Sprites to use in a visual novel has a profound impact on how it is perceived and the tools it has access to. Animated sprites allow for a feeling of life and presence to be given to the characters on screen while still feeling like they belong in this world. On the other hand static sprites provide a clear and easy to understand medium for the presentation of character emotions without any noise to distract from the developer’s intent. Then there are a variety of other types from photographs to silhouettes which each bring a new way for the perception of the characters to be controlled and they do not demanding extensive screen time to be effective. Overall the value these sprites offer as a tool kit for someone creating a visual novel cannot be overstated and which one you choose to use should be considered carefully so it matches the design of the game.
 
 

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