Sunday, March 9, 2025

 

Déjà vu

 
Of all the subgenres of sci-fi and fantasy there are none as popular and influential in visual novels as the Time Loop. It feels as if half of all titles which want to be taken seriously go with some form of Time Loop in order to tell their story. This is perhaps a natural result of wanting to explain the existence of routes from an in-universe perspective without having to deal with their often complex and contradictory content. Of course it can also be used as an excuse to have serious elements sitting right next to silly moments while trying to preserve some sense of continuity . Character reactions to the Time Loop are a favourite playground of this genre and the existance of a loop means they can pushed pushed to extremes without having any lasting consequences since it will be all be reset. Furthering this approach is the effect dehumanisation has on the person undergoing the loop as they struggle to maintain their sanity in a space without an ending or any means to escape it. Let’s break the loop and discover the appeal and power of the genre.
 

The End is The Beginning

 
Attempts to marry the structure and narrative of visual novels define the medium’s use of this genre. It provides a suitable justification for its route based nature or the flexibility to have a more open ended construction and neither of these extremes feels out of place within the context of Time Loop. There is an inbuilt expectation for repetition in this genre which aids in the smooth transition in and out of common routes and other opening scenes the player will encounter since it makes sense protagonist to experience these events again if they are caught in this cycle. In playing into Time Loop conventions such as these. visual novels can gain the freedom to create twists and turns with the knowledge that the consequences do not need to be immediate. For route based titles the expanding tendrils of each route and their endings are an easy to understand representation of the possible outcomes of the loop. A classic example of this type is YU-NO shows its differing routes as multi coloured splinters off the opening line on a flowchart from which the player is encouraged to think about how each relates to the others. It is to this menu the game goes after each ending to further push the cyclical nature of its Time Loop and nudge the player towards the branches they have yet to explore. The fact that in order to progress down certain routes key items from other paths creates a feel of the protagonist utilising the loop for their own benefit as more about what is happening become clear. On a higher level there is also the collection of special stones which are needed by the player to break out of the loop and push into the second half of the game. All of this comes together to create a tactile weight to unlocking more of the paths and an easy to observe forward momentum. 
Representations of Time Loops in visual novels are always interesting to look at

When it comes to Time Loops within a more open and less directly linear structure Type-Moon’s fandiscs offer a pair of interesting examples. Fate/ Hollow Ataraxia splits itself into individual and self-contained events which the player can pick from during each time period. Since this creates a variety of possible paths through the loop it cannot be easily presented in a flowchart even if the paths for progression are indeed linear. Instead it is the amount of choices and how more are slowly unlocked with each new cycle which sells its repetition while not actually reusing more content than it absolutely has to in order create a connection between player and protagonist. Kagetsu Tooya leans closer to the continuous perspective approach like YU-NO but takes it to its logical extreme with so many paths and off shoots that attempting to make a flowchart for it would lead to an difficult to understand mess of lines. It forms a labyrinth of routes forwards where the player is going to constantly bump into endings or new routes as they work to help the protagonist escape. There is an implicit challenge in this structure where the player must explore and understand the space they are operating within so they can find the way out and so fosters an engagement not otherwise possible without the existence of a Time Loop.
 

People Under Pressure

 
No matter how interesting a Time Loop might be structurally, if there are not characters to be pushed to their extremes then it will be a dry experience. Visual novels address this potential issue through pushing their already character centric nature and keeping their focus squarely on the people caught up in the loop. Due to the way the loop removes a lot of the immediate consequences from character actions they can be pushed to extremes that might normally be damaging or life changing but are here removed once the loop resets. This lets the story probe deep into a character’s motivations without having to worry about how this will effect anyone in the long term and allows it an adaptability when it comes to how to handle and frame each new clash of identities. Extremes like these still have to make sense within the context of the world or risk the loop appearing incoherent so this freedom with the characters is not a ticket to do whatever wild things the developer wants. Even if the characters do not remember their actions in the loop, the player will and so it is their mindset the game has to form its believability around. 
Characters are key to a good Time Loop

Generally this character focus pushes them into the spotlight one at a time as with our two examples of this use of the Time Loop, Cross Channel and Little Busters. Route based Time Loops such as Little Busters already have an inbuilt mechanism where the player expects the visual novel to concentrate on the selected character and so does not have to contrive a situation for this emphasis since the player has already created it themselves. It also helps the player understand each character’s place in the world and their role in the greater plot in a controlled yet exciting manner. By contrast Cross Channel is far more rigidly constructed with heroines each getting their turn in a linear order and provides a lot of fine control over the player’s expectations and anticipation. The main advantage this approach brings is the way it integrates the otherwise isolated character arcs into a smooth and natural feeling direct path as opposed to the bitty feeling route system.
 

Dehumanisation And The Looper

 
Repeating the same few days again and again is going to have an impact of the mental state of the looper and change how they view the people around them. When there are no lasting consequences why should you care about your actions? If people are just going to reset as soon as a new loop starts can they really be considered anything more than set dressing? There is an inevitable nihilism that seeps into a looper's world-view the longer they remain trapped and they start dehumanise the individuals they once cared about then they do this to themselves. Since this is a pretty dark subject many Time Loops in visual novels skirt around the issue by have the protagonist only remember parts of the loop so they get to keep being themselves. However, when it is address the character development opportunities it offers are powerful and lead to many memorable moments. This is generally handled in two ways, witnessing the character struggle with the birth of these emotions or showing someone who has succumbed to the nihilism pull themselves out of it. 
Rika is interesting since we see her from the outside for most of the story

Perhaps the most iconic example of the first type is Okabe Rintarou as he fights against a loop which seems set in stone. From the intimate perspective afforded by the visual novel format we get to see decline in Okabe’s mental state as he tries many different things in order to save those he cares about only for the world to just adapt to his actions and lead the same outcome regardless. It is only through opening up to the people he has started to dehumanise that he can pull himself back from the pit of despair and move towards resolving the loop which is a satisfying arc to watch unfold. On the other side we have Rika Furude who has long ago been consumed by the nihilism of the loop. What makes this noticeably different to Okabe’s portrayal is the way the player gets to see this repeatedly from the persective of someone who is unknowingly trapped in the loop. This makes her sudden personality switching, treatment of her friends like pawns and loss of interest when she considers the current loop a failure appear alien and creates a tension between her perspective and the rest of the cast as they try to salvage what she knows to already be doomed. Once the player finally does get to see the twisted inner workings of her head it is as a means to show her pulling herself out of this pit through the new hope she has found and ultimately resulting in her finding a way to her desired future.
 

Conclusion

 
Visual novels and Time Loops are a perfect match for each other and a constant source of new and engaging stories. The genre gives an easy justification for the standard route based structure as well as more experimental and flexible paths through the game. It offers an opportunity to push its characters to their limits with the knowledge that the long term consequences do not have to be considered so the extremes can be wild. The person aware of the loop offers a unique means of showcasing how easy it is for humans to slip into nihilism and the dehumanisation of people they once cared about when pushed beyond their limits. Overall there are few more fertile grounds then the Time Loop and if you are thinking about making one then considering the various options available to visual novels can go a long way.
 
 

Leave a Reply

Subscribe to Posts | Subscribe to Comments

- Copyright © Towards The End Sky - Hatsune Miku - Powered by Blogger - Designed by Johanes Djogan -