Sunday, April 13, 2025


Go Do A Crime

 
What exists beyond the borders of acceptable society has a taboo allure to it and Crime is a genre of fiction which loves to take advantage of this tendency. The Crime genre cover anything from organised crime, in the form of groups like the mafia, to personal and violent acts such as murder. What joins this genre together is how the acts are specifically framed through their relationship to the normal world and their legality. Visual novels offer a way for the genre to leverage theses feelings from a more direct and personal angle than it can elsewhere. In its most basic form it can exist as a simple source of thrills to help provide stakes. When dealing with complex networks of criminal activity there is a focus on how it effects the people involved as the machinations around them threaten their lives. Exploring the darker parts of human nature commonly finds its way into the genre and rubs up against a world afraid yet mesmerised by it. Let’s see what lies bellow the surface and explore this genre’s relationship with visual novels.
 

Thrill Of Danger

 
Fiction offers a means of injecting a little excitement into our lives and the Crime genre is happy to use its illegal acts to deliver the desired shot of adrenaline. Rather than a realistic depiction of the activities and their consequences, these kind of titles aim for an exaggerated rendition of them where the threat is so outside the realm of the player’s own experiences they will not feeling uncomfortable about the acts involved. The worlds these games take place in are still familiar and modern enough to make it easy for people to place themselves into the shoes of the protagonist and enjoy this thrilling ride. Balancing these feelings requires visual novels to contrast the personal and intimate nature of its characters with their over the top actions in a way where the forward momentum prevents their absurdity from being the focus as it keeps moving on passed and does not stop until the end. They also attempt to avoid any themes or ideas related to the illegal acts beyond a simple good guy/ bad guy dynamic in order to not distract from the high octane and tense tale it is weaving. 

Dangerous and hot?


One particular other genre of visual novel loves to make use of this version of Crime and this is otome. The genre is used as an easy means of adding a sense of danger to the suitors and, by extension, stakes to personal conflicts. Since there are so many good examples of this type of Crime visual novel let’s look at a couple of them to see it in action. Collar X Malice over the top setting, where a terrorist group have essentially forced the government out of Shinjuku, immediately sets the tone for the level of believability the game is aiming for. With this established it proceeds to have the terrorists slap a poison filled collar on the heroine to provide a constant sense of tension. If it were not obvious this depiction of terrorists is not remotely close to reality and ends up closer to a conspiracy thriller, but they hold on to just enough of the associations of their real life counterparts to not be alien to the player. Their actions are the driving force of the plot and each suitor has a different relationship to them in order to make their routes feel different while forcing the heroine into new and exciting situations. The constant threat of the collar keeps the game moving at all times since it acts as a reminder of the terrorist’s presence and the danger they pose. Setting expectations and controlling them over the long term is why Crime makes for a good pairing with the normally slower romance genre. A slightly different angle on the use of the Crime genre in otome can be seen in BUSTAFELLOWS. Here it has the additional function of giving the suitors a sense of danger to them through their close proximity to the criminal world. Take Shu who is a bounty hunter and walks a bloodstained path which intersects with the darker half of human dealings and this makes his interactions carry the spectre of violence even if it never actual comes to anything substantial. It is worth noting that in this style of the Crime genre the protagonist rarely comes from a criminal background themselves and instead hold a set of conventionally correct moral values to make them easy for the player to empathise with.
 

Organised Crime

 
The institutions which form around long term and profitable criminal activities are another element the Crime genre loves to bring in as one of its core pillars. These stories place groups such as the Mafia or Yakuza at the centre of events and follows their chaos of complex and violent inner workings. For visual novels this often means games about navigating its messy web of families and alliances or being trapped within its tendrils and forced to do its bidding. Here the host of personalities already in various positions of power before the beginning and the way they are all stained with blood makes it a perfect playground for tense tales of secret pacts and betrayals. The fact the characters all come from morally questionable backgrounds makes their constant backstabbing feel more natural since this is the only world they have even been a part of and so it is the only way they understand how to do things. It is presented as a mire they have been dragged down into and have no way of getting out. As you might have noticed this is essentially a more evolved version of the basic thriller from before which trades its simple to understand narratives for one closer to reality with less clear-cut good and bad guys. It is still exaggerated but tries to balance the thrills with a sense of how dangerous the criminal world is for those involved. 

The dark underbelly is filled with over the top characters


Placing the protagonist inside an organised crime group can provide a constant sense of danger as they attempt to avoid angering those in charge such as can be seen in G-senjou no Maou. In this game the yakuza group Azai Kyousuke is a part of plays a large role in the lives of those he interacts with both because he is the adopted son of its boss and their own connection to the underworld, willing or not. He is a person deeply influenced by his experiences as part of the yakuza which has made him cynical and calculated and it is only through interacting with the heroines that he rediscovers the other parts of himself. This change often puts him in opposition to the criminal world he is a part of and this clash is the core of many route’s dramatic tension. It is a group wearing the mask of civilisation to conceal its violent nature and having the characters engage with it in a deadly dance is a large part of its appeal. In order for organised crime to function it needs a lot of people to do its work and Rose Guns Days takes advantage of this feature to play off its character centric qualities. Rather than making the criminal groups vague dangerous entities, the title instead breaks them into the thousands of people which make the group up and showcases the myriad of personalities within it. Each has their own aims and ambitions which converge and clash in equal measure to compliment the game’s overall focus on the clashes of individuals amongst a bigger picture. The criminal activity is downplayed with little time being given to the actual work of those within it and it is more a flavourful element since it does not want to in the way of the colourful characters and their distinctive web of conflicts.
 

Our Most Violent Impulses

 
So far the criminal activities discussed have all presented some kind of greater aim, be the monetary or idealogical, but what about the ones which stem from the darker part of human nature, how do Crime visual novels engage with them? One of the common ways they choose to do so is through the lens of a murder mystery where the protagonist and player are slowly exposed to what can be graphic content. The protagonist in these games is often either a police or private detective so as to have a justifiable reason to be involved in investigating a murder and not immediately run at the first sign of blood or gore. It also gives them a similar moral position to the player when it comes to the actions of the killer and they provide an easy to understand angle on an uncomfortable subject. When it comes to perpetrator they are often right in front of the player for most of the game without the player realising it. This serves the double purpose of being a big reveal and highlighting how the darker elements of human nature hide just bellow the civilised facade we all wear. Kara No Shoujo plays on this duality to great effect while it presents each horrific murder and there consequences in detail. Since this is a serial killer story the killings are a bit more dramatic than a simple crime of passion which gives the game room to explore around the circumstances which led to this outcome as the spectre of the inevitable next victim hanging over events. Through doing this it can tap into a simpler thriller dynamic to keep the player invested and cast the whole thing through the lens of how distant it is from our normal world.

Violence is often swift sudden and unexpected

 

Conclusion

 
Crime is as horrific as it is mesmerising and visual novels know exactly how to get the most out of this ride of the wild side of humanity. These games can use the genre as a simple source of thrills which does not explore its subject matter in detail and instead wants the player to enjoy the ride. When a title wants a web of personalities and violence to entangle its cast within, it can call upon organised crime as a means to tell compelling and tense stories of backhand dealings and betrayals. The genre can even tackle the darkest aspects of human nature in the horrific murders done for purely personal reasons and address it head on while still being an edge of the seat experience. Overall this is a wide genre filled with possibilities for visual novels and offers fertile ground for you to engage with a variety of subjects.
 

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