Archive for May 2025

Best Visual Novel Releases – May 2025


As we creepy slowly closer to summer, the temperature has been rising in the world of visual novels with a suite of exciting releases. It has been a month full of a little bit for everyone from those who want a harem of catgirls to the complex relationships of yuri and yaoi to various supernatural tales dripping in danger. Let’s dive in and find out what visual novels from the past month you should be playing.
 

Official Releases

 

NEKOPARA After

Steam     VNDB    Genre – Slice of Life, Harem
It has been five years since the last entry in the NEKOPARA franchise and this seemed to be a series which had reached its natural end. Then along come After to inject life with a game focused around a previously minor catgirl and the protagonist’s sister. Nothing about this game is interested in breaking the formula established in previous titles and it instead doubles down on the familiar characters and setting as its main selling points. This is a victory lap of sorts focused on the only remaining character without meaning exploration, Kashou’s sister Shigure and her odd relationship with her brother. Since the games have generally had a dual heroines, the catgirl of Kashou’s grandmother has been brought in to act as a foil to the antics of Shigure and their dynamic is main selling point of After. If you are a fan of NEKOPARA then After is a must buy, but it will not be converting anyone who never meshed with its brand of humour and slice of life story.
 

7'scarlet

Nintendo Eshop    VNDB    Genre – Otome, Supernatural Mystery    Play Time – 20 hours
Originally released on the PSVita back in 2018, this Nintendo Switch release opens up the supernatural romance up to a new audience who get to enjoy its imaginative brand of otome. The visual novel is focused around the heroine’s search for her brother who has gone missing after he visited Okunezato. With this as her only clue she sets out with her childhood friend Kagutsuchi Hino to investigate this mysterious town, but what she find is more dangerous than she could have anticipated as the local ‘Legend of the Dead’ turns out to be very real. This supernatural mystery forms the backbone of the narrative as each new route reveals a piece of the puzzle alongside getting to know the various suitors. It does a good job of balancing the love and the danger to create an engaging tension between the leads which helps spice up the typical otome romance. Overall 7'scarlet is a fun otome for those looking to add a little more intrigue to their pursuit of the suitors.

The Town of Nie Iromusubi

Steam    VNDB    Genre – Yaoi/BL, Supernatural, Fandisc    Play Time – 25 hours
Being the fandisc to the original The Town Of Nie puts Iromusubi in an interesting position due to that first game’s darker themes and afterlife centric story. It chooses to tackle these elements by leaning into them as it expands on both the good and bad endings from the original in order to continue the rounded perspective on its characters. There are also the customary extra stories common in fandiscs, here they are all given to side characters so their backstories can be explored in a way they could not be before. As a whole Iromusubi shifts away from the direct sense of danger and mystery into a title examining the few possibilities left from new angles. While not quite offering the same experience as the original it still manages to offer fans something substantial to chew on.
 

Perennial Dusk -Kinsenka- 

Steam     VNDB    Genre – Drama, Supernatural
Frontwing’s newest title has an interesting set up with it following a group of exorcists in training in a world where the living and the dead freely mingle. Everything about this game is set up it makes its intent to create a powerful and resonant emotional journey clear as well as the fact it will not be an entirely happy one. This is a story about the ability of the human spirit to endure hardships and how that shapes people while they keep pushing forwards. However, this is a Frontwing game so this is never going to be a wall to wall bleak affair and instead leans into elements of action and slice of life to break up any darker feelings and make time for the characters to just be themselves. Being a focused and linear version of the developer’s style makes Perennial Dusk an excellent place to dip your toes into their portfolio and offers a compelling experience for existing fans.
 

Clover Reset

Steam     VNDB    Genre – Yuri/GL, Drama
For this month’s yuri game we have Cover Reset, a tale of young love and heightened emotions. This is a title which firmly leans into its teenage cast and school setting to present its romance through a heart-warming coming of age story. It puts a lot of effort into making its cast feel human and with relatable concerns which build upon each other to create an excellent breeding ground for drama. All this results in a very inward looking narrative where the inner journeys of these characters are in many ways more important than their actual actions. Cover Reset is a suitably emotional ride that will appeal to fans of the genre and those looking for something with an introspective nature.


POV Characters – An Anatomy Of Visual Novels


A Window Into The World

 
Every story needs someone to tell it and often this role is given to the tale's protagonists so they can paint an intimate picture of their journey. Visual novels love to play with perspective due to their tendency towards first person narratives where it can help the player better understand events or trick them with smoke and mirrors. This regularly involves entire large sections from the different points of view among its cast, each of which provide new information to help construct a complete picture of what is going on. Not every use of perspectives needs to grand with many titles jumping POV for only small periods of time to create an emphasis on key emotional moments. Of course the simplest use of this technique is the bait and switch protagonist where it looks like one character is going to the protagonist only for something to change and another character to raise up in their place. There is a great deal of expression available for a developer through showcasing multiple perspectives and opening the player up to new experiences. Let’s swap characters and find out how this all works in practice.
 

Differing Perspectives

 
Having multiple POV characters opens a lot a possibilities in how a narrative can present itself and what information the player will be given and by whom. It allows for its characters to show the same events through different eyes in order to slowly reveal the complete picture as the game goes on. Choosing to structure a visual novel in this way means adopting a non-linear formatting to progression either directly within the story flow or in an episodic fashion due to how much jumping back and forth it will be doing. It is also rarely a simple duel protagonist set up and there can instead be as many as five competing perspectives on the same events which can be a challenge for the player to keep track of, so it is key for the game to make it clear who is currently the POV and what they stand for as fast as possible. The main advantage of having so many POV characters is how it offers a natural way to recontextualise what the player believes to be true without stopping the story to do a big plot reveal. What happens instead is the characters just give out what information on what they are seeing and feeling and it is only from the player’s perspective that they have this additional layer of meaning. To someone within the story their world view seems normal and it is only from a higher angle it can be revealed to full of holes. There is an important development cost angle to this use of multiple characters since the repeated revisiting of the same places and times means the assets created for it can be reused with each return. As such there are generally less overall assets to create and this leads to a freeing of resources for the key narrative moments or to keep the project within budget. 
VNs with lots of POVs often have some sort of chart to help track them all

Looking at Wonderful Everyday and 428: Shibuya Scramble as examples of visual novels using this structure we can see the two contrasting visions of how it can be implemented. Wonderful Everyday has an episodic take on the multiple protagonists approach with it swapping to an entirely new perspective at the start of each episode. The events and time period of every episode are mostly the same with a few outliers and showcase how they looked for another angle as well as showing things the other protagonists could not have seen since they were not present. What forms is a slowly expanding picture of these events where the player is constantly having to reevaluate their prior knowledge as people they thought were reliable turn out not to be and vice-versa. Its constant stream of new protagonists helps create a broad and empathetic cast where previously minor characters get a chance to shine and demonstrate how their relevancy to the overarching narrative. This leads to the plot feeling like the natural conclusion of various people’s actions rather than a contrived plot structure. On the opposite side of this embracing multiple perspectives sits 428: Shibuya Scramble and the way it constantly pushes the player between different protagonists. Its structure is decidedly non-linear with it not being possible to complete one perspective without having finished parts of various others in order to progress. Adopting this approach allows the game to lean into the interconnectivity of the characters’ lives and provide the player with different options of what to experience next without giving away control of how and when major plot beats are experienced. Rather than making the player question the reliability of its POV characters, Shibuya Scramble uses this differing perspectives to give each a piece of the picture which only makes sense when placed alongside those from other characters to give the narrative a jigsaw like feeling.
 

Creating Emphasis

 
Not all uses of different perspectives need to be extensive and instead they can function as short pacing and information controllers. These manifest in the form of quick switches of POV from the main character into the head of another in order to get their viewpoint of events before returning back to the protagonist. By quickly providing a new angle on the emotions and events of a scene they can highlight these moments as significant in a broader sense and makes them stick out in the player’s mind. Each acts as a widening of the player’s appreciation for their consequences and opens the window to the feelings evolving in characters beyond just the protagonist. Unlike a more extensive multiple POV structure, these small tangents are intense bubbles of emotion which aim to create drama and suspense rather than feed into some greater picture. As you might expect they are somewhat contrived in nature and can be a little nonsensical if the player ever stops to think about them hence why they are so short so there is no time to give them serious consideration before the game moves on to the next plot beat. They are also used sparingly over the course of a visual novel so they do not become invasive and take the player out of the protagonist’s head space which many titles rely heavily on in order to create an impactful experience. The infrequent use of perspective changes does not create this friction while also countering any potential sense that the world revolves completely around the protagonist.
I'm sure she is completely reliable right?

Using multiple perspectives in this manner is most common in various slice of life or romance visual novels where the aim is to use them to underscore the blossoming love between the leads. One developer in this genre who loves to regularly dip into different POV’s is Yuzusoft and they have even experimented with more expansive protagonist swapping. Their short dives into another character’s mind are almost always into the head of the route heroine or story relevant characters close to them. Focusing on the heroine is a way through which the game can communicate the mutual nature of the couple’s affections rather than making the heroine appear to exist just for the protagonist’s desires. This is especially important due to the erotic component in these titles since it could come across as objectifying the heroine or be otherwise uncomfortable for the player if it did not make their common feelings so clear. It also serves a minor role in pushing the plot forward if the conflict is placing the heroine in some kind of direct danger where the protagonist may not be aware of it or simply cannot perceive it due to it being internal in nature. However, Yuzusoft are careful to have everything come back towards the protagonist so the romance can remain front and centre in order to sell their relationship as a seamless experience for the player.
 

Bait And Switch

 
Not every visual novel immediately makes it clear if there are going to be multiple protagonists within their story in order to trick the player into believing they know how things will play out. This is done purely for the sake of a twist reveal that the initial protagonist was in fact not the main character of the story and the role falls to another of the established characters. A bait and switch like this regularly results in the first POV character being removed from the story now they have fulfilled their purpose and all the remaining play time is from the new POV. Narrative techniques of this type are a once and done affair since the player is now aware of the trick and any additional attempts to do the same thing will lack impact. It acts as a means of grabbing the player’s attention in a shocking manner and drawing them into a plot they thought they had all figured out. One the notable risk to this approach is if the player has bonded with the original protagonist they may not like it when this character is taken away and they are forced onto another one. This may leave a bad taste in their mouth and prevent them from properly engaging with the new POV character as they now have a bitter association between this protagonist and these negative feelings. Hence most bait and switches of this type tend to take place in the opening hours of a game to not give the player enough time to get overly attached to the character who is about to be thrown away. 
Danganronpa can get away with a lot other titles cannot

A particularly famous example of this technique can be seen in Danganronpa V3 at the climax of its first trial. Here the first protagonist Akamatsu Kaede is shown to not be a reliable narrator to the events of the chapter and is in fact the murderer they have been attempting to uncover. The POV then swaps to reveal the real protagonist to be Saihara Shuuichi someone who had been a major character beforehand so the transition has a believable passing of the torch quality. Since Kaede dies not long after Danganronpa cleverly makes her existence and absence impactful for Shuuichi so Kaede does not entirely disappear for the narrative the moment the game is done with her, even if it is only in spirit. The reason for the bait and switch is simple, shock value. As a franchise Danganronpa lives on its over the top nature and this big twist fits right in with its existing tone which helps smooth over the transition between the two protagonists. Other visual novels would have struggled to retain the player’s interest in quite the same way after such a dramatic end to a likeable character.
 

Conclusion

 
The eyes through which the player sees the story of a visual novel control a lot about how they engage with it and so shifting between multiple of them opens up a lot of possibilities. Through the use of a wide range of POV characters the narrative takes on a patchwork quality where competing perspectives offer pieces of the big picture for the player to uncover. Performing a bait and switch with the protagonist has the ability to create an impactful early experience which can capture the attention of the player and help keep it for the long term. Even the sprinkling in of infrequent POV swapping can be useful when the story needs specific emotional moments and plot beats to have more emphasis to help underscore their importance. There are few tools available for visual novel developers which can have quite the impact on the game’s overall structure and reception as multiple POV characters so it is worth carefully considering how you use them when making your own titles.
 
 

Management Simulators – Uncovering The Hybrid


Pursuing High Numbers

 
As a mechanical backbone for a game Management Simulators create a distinctive focus on numbers and long term organisation which at first glance might make it appear incompatible with visual novels. Despite the contrast between the two styles of game, there have been many titles merging them and it has revealed some interesting interactions between how they function. On the most basic level the visual novel sections act as a means to soften the hard of edges of the Management Simulators’ dry tendency to hyper fixate on numbers. The Sim also naturally construct a journey which a narrative element can weave in and out of in an organic manner while adding weight to process of advancement. It is common for them to be accompanied by another style of gameplay in order to add variety to the content and this offers the visual novel parts an opportunity to play off two complementary sets of mechanics. Let’s crunch some numbers and find out how this hybrid’s interactions work in practice.
 

Softening The Edges Of Progress

 
By their nature Management Simulators are extremely distant and impersonal even more so than other sims like raising and dating. This is due to a combination of the wider scope of their subject matter and the inherent number based nature of such sims. Rather than the systematising of the struggles and growth of a single individual found in raising and dating sims, Management Simulators instead present the bigger picture of running an organisation or business over the longer term and require the player to engage with this far seeing approach to succeed. As you might imagine this leads to some sharp edges when it comes to how this big picture relates to the people directly involved in it and how it influences their lives. This is where the visual novel element comes in as a means to soften this issue and bring these abstract systems down to a level the player can easily understand from an emotional perspective. In particular the simple presentation of visual novels makes them an easy way to show the story while not being a massive leap away from the menu based nature of Management Simulators and allows for the game to easily transition between them without either side appearing out of place. Looking at it in reverse the visual novel gains a larger perspective on events it might otherwise struggle to accurately capture due to its personal and direct narrative style and so the sim can frame it to provide the developer’s desired impact.
Management does not need to be complex

Let’s look at a couple of examples which showcase the differing approaches to utilising this interaction between these two parts of the game. Kamidori Alchemy Meister has a sizeable focus on managing the protagonist’s alchemy shop and the creation of items to restock it which underpins much of the sense of progression in the early game. There is a keen sense of this shop as being a cosy home for the characters while also a place of business and balancing these feelings is key to its presentation. This is achieved through several avenues chief among them being the various small events which take place in the shop and frame how the space should be interpreted by the player. Each of these visual novel sections acts as a break from the mechanical elements of the title and adds some extra flavour to the people living there. The same characters are also available for the player to assign to run the shop and offer a variety of benefits appropriate to their personalities to tie what is experienced in the vignettes into the gameplay. On the opposite end of the spectrum we have Astra's Garden which treats its Management Simulator element as a minor secondary concern. Here the focus is on the protagonist Astragalus and the interactions they have with their customers. The Management Simulator elements are very basic and simple in nature due to the game’s desire to use them as a framing device for the narrative encounters. By doing this the game is able to communicate to the player a sense of what it is like to run the shop and how the meetings with customers feels within that context. In many ways this version of the Management Simulator is merely a narrative device through which the visual novel sections can express a more abstract set of ideas they would have difficulty conveying in the precise way it can.
 

From Economics To A Journey 

 
The line must always go up in something so focused on management and economical aspects and the graph it ends up creating the natural outline of a narrative. It is a journey through the various perils of running whatever organisation is at the game’s core and this has its ups and downs yet it broadly trends upwards towards the final goal. Of course not ever Management Simulator has a set ending point and some continue as long as the player desires to engage with them but such titles are generally entirely divorced from any form of direct narrative. Those which do include story elements can take advantage of their natural tendency to end up with the rough outline of a journey which enables them to seamlessly weave in the visual novel parts. Achieving this is generally done by triggering these events on key milestones in the upwards trend and relating the player’s achievements to the characters’ own progression and growth. This rewards structure is interspersed with self contained vignettes to ensure the narrative is never gone for so long that the player might forgets it exists or loses track of what is going on. This is especially important as the goals set by the game become increasingly large and the time between each major story beat becomes longer.
I hope you are good at bartering

Take the pair of DS Spice and Wolf games, My Year with Holo and The Wind that Spans the Sea, they are good examples of how this can be implemented. Mechanically they trading style Management Simulators where the aim is to spin up a profit by buying low at one place and selling high at another based on the rumours and other information on the best price. This leads to an open structure where the player travels from town to town following profit and as such they will regularly go back on themselves and will not progress in a predictable manner. As such the majority of narrative beats are attached to the player’s arrival in specific locations or to them meeting key goals along the journey. Shaped like this, the story follows a broad structure which accounts for the possibility of them being experienced out of order or after a long gap since they are singular on their point and isolated enough to be clear no matter when they are experienced. Splashed in between these major beats are numerous smaller interaction when travelling between towns or after certain periods of time. These offer snapshots of Holo and the cast’s interactions in order to reminds the player of the people their choices are influencing and keeping them emotional invested in them.
 

Rarely The Whole Package 

 
Pure Management Simulators are not common and they often utilised alongside other gameplay elements in order to create a diverse and balanced experience. It is predominately mixed with some other kind of big picture mechanic such as strategy since they do not conflict due to their similar overall perspective. This combination is an opportunity for the visual novel sections to tread the line between the two and play off the differing emotional qualities of each. Ordering a man to build a market and sending him to die in a battle have different impacts on the player even if they operate on the same higher plane of organisation. The narrative acts as a means to bridge the two by showing the same characters acting across the whole spectrum of what the gameplay presents going from dealing the effects of management to those of combat. Having them deal with the fallout of the player’s management lends a common sense of personal investment to these higher level gameplay systems and prevent the feeling of bouncing backwards and forwards between segregated parts of the game. Madou Koukaku is a prime example of this merger with its city management and strategy. The story is segregated down this line and big actions scenes are found around the battles while the quieter moments are gathered around the city building since this matches the tone and content of the mechanics they are connected with. Yet there is a lot of overlap in the characters and key events as they grow and develop throughout to match the escalation of mechanical difficulty. This consistency allows for a coherent picture of emotional impact of the gameplay on the characters to emerge over time as the player’s actions within them become more dramatic to match the escalating war across the Melkia empire.
A city is the heart of its people

Conclusion

 
Putting something so focused on the big picture in Management Simulators next to the intimate and personal format of visual novels might seem like a terrible match at first but the extreme nature of their differences works in the union’s favour. The narrative element provided by visual novels can act as a way to offer emotional context to the actions the player performs while managing and this helps keep them invested. Since Management Simulators are rarely the only style of gameplay present, the story can work as a bridge between the different mechanics and connect the impact they have on the characters. As a sim progresses it naturally forms the outline of journey with its ups and downs where the player has to deal with various trials and it makes for the perfect space for a visual novel scenes to slot into. For those looking for a way to find a balance between higher level mechanics and story there are few better ways to achieve it than through this memorable hybrid.
 
 

Corpse Party: Book Of Shadows Review – Is Salvation Just A Choice Away?

Genre – Horror, Adventure Game    Play Time – 20 hours     Developer - MAGES. & Team Gris Gris    Steam    VNDB

 

Can Fate Be Changed?

 
Making a squeal to a horror game is never an easy task since if it deviates too far from what made the original terrifying then the audience may feel disconnected from it. Book of Shadows’ answer to this problem is to firmly bury itself within the Blood Covered’s setting and time-frame in order to tell a set of different stories using the same material. Trading out the sprite based visuals for one much closer to the style of the CGs and a movement system much more akin to a dungeon crawler are both changes made to help it stand out from the original while still being able to incorporate its core identity. A certain glee can be felt from the game when it presents the player with hope and new possibilities only to crush them in inventive ways. The most notable departure from the first game is in its focus on the previously minor cast members who often died off screen and giving them the proper time to shine rather than being glorified set dressing. Relying so much on Blood Covered comes with the draw backs of not really pushing the greater narrative forwards until the very end and having few interesting mechanics to call its own. Is this over reliance on the original enough to undermine its own achievements? Let’s avoid those bad endings and find out.
 

Cyclical Horror – Narrative and Themes

 
Sticking so close to the original’s material allows Book of Shadows to play on the familiar and known aspects of the world in ways which add to the player’s appreciation of it. In particular it loves to take a section of the story that the player thinks they know and expand upon it to reveal there was more going on then they realised in an episodic fashion. The chaotic myriad of other people who were drawn in by the Sachiko Ever After ritual, only glimpsed before, are given the space to showcase their tragedies and how their stories intersected with the main cast’s own journey. It does a good job of highlighting the magnitude of the suffering which occurred and how lucky the people who escaped were in the face of this ever-changing labyrinth of death traps. As a whole the game loves to play with the player through giving them hope before cruelly snatching it away just when it seems to be within grasp. This happens multiple times across the play time while being spaced out enough to convince you that maybe this time will be different. Of course it never is, the end of this tale has already been written and witnessed in the original so it is folly to think otherwise, but Book of Shadows does a masterful job of luring the player along with the promise of a happy ending despite everything pointing in the opposite direction. By fully embracing the bleak nature of the setting it can layer on the atmosphere and create an experience which captures best parts of early to mid game of Blood Covered. Everything is dangerous and the characters are confused and scared in the face of this monstrous place, it is here the horror in Corpse Party games is at its strongest and Book of Shadows fully capitalises on this at every turn. This is why the false hope and focus on previously minor cast members are so important, the player must have the ability to put themselves in the characters head space rather than distancing their feelings from people they know the fates of.
Pulling out hair from your throat might be a bad sign

Relying so heavily on Blood Covered comes with the problem of Book of Shadows feeling as if it does not meaningfully advance the narrative. It spends the majority of its play time expanding on what has already been established but not in a way which points to anything substantial for the future of the series as it just clarifies events which have already reached their conclusion. The final section of the game does try to set up for a squeal with a new story set after the events of the original, but its execution is a bit messy. This manifests as a general lack of confidence in its own material and the game’s systems not having the same impact they did in the school. Perhaps the best example of this narrative issue is the over the top cliffhanger which is so contrived and overly violent that it moves into being almost comic. There have been plenty of violent scenes before this point but the bright lights and visual clarity highlight how silly it is. There is a reason the school is so dark and it is to blur the unflattering lines of the horror fantasy since the genre sits closer to comedy when all is clear to see, horror is only scary because there is some level of the unknown to it. As for the mechanics, this chapter is set in what is essentially a haunted house, but it is not very big and only consists of a few rooms. What this does is remove much of the freedom and exploration offered before and it makes for a very linear flow. As a result it brings all of the minor issues with the system to the front since there is nothing to distract from it. Overall it is a weak note to end what is otherwise a strong horror experience.
 

Getting A Turn In The Spotlight – Characters

 
When it comes to the cast there is the continued focus on expanding on established ideas. There are not truly any new characters with those who seem to be new at first glance having actually appeared as corpses in the original. Their fates have already been written and a player who remembers these details will be rewarded with a sense of the tragedy to come. Each one is given enough space to provide a rounded presentation of themselves so the player has a good sense of what makes them tick. In terms of their role within the narrative, there is a great deal of variation as some get to be major characters in their chapter while others serve the role of sacrificial lambs to the slaughter and it is often hard to tell which they are when they are first introduced. By spreading out the importance of these characters the game can keep the player on the edge of their seat as to how long they have left which it can play with to create a sort of suspension bridge effect to foster an emotional attachment to the characters. As for the returning cast they are still the same entertaining and clashing personalities as before and since they are already established the focus can instead be put on new interactions and exciting situations. There is a brand of what if fiction to the characters’ choices and these new stories are given a feeling of wandering off into unknown territory. While they cannot go too far off the beaten track, each character gets enough new material to satisfy fans and make them a relevant part of the narrative despite their stories having already reached their conclusion.
It is nice to see more of the cast before the terrible events happen

Intimate Terror – Visual, Audio and Technical

 
When it comes to presentation there is a move away from the pixel art of the original title and into a style more in line with that game’s CGs. This is done to accommodate the change in gameplay from an RPG into a point and click adventure game. As such the player needs a static and clearly presented world to interact with in order to be able to reasonably understand what they are able to use within the space and what reactions they might be able expect. The result is a direct visual style where the first person perspective makes the horrors personal and intimate as it is offered up in a vivid detail not possible before. A corpse on the floor is no longer a jumble of pixels symbolising its horrific nature and it is instead the rotting remains of what was once a person which represents the fate awaiting those trapped here. In terms of audio Book of Shadows inherits the tool set of its predecessor but utilises it in a slightly different manner. Rather than being something to highlight key moments and actions, it instead focuses on creating a general ambiance where everything makes some kind of unsettling sound in order to sell the hostility of the environment. Promoting the school itself has a living and antagonistic entity underpins a lot of the presentational choices since it still holds an unknown threat to it which the ghosts no longer possess and it allows the game to capture the same fear as the original.
The sprites on the movement screen is a fun nod to the first game

On the mechanical front this is a fairly standard point and click adventure game with a normal inventory system and movement. However, there are several strange design choices which are worth talking about in the form of the sanity system and how the player unlocks the final chapter. Introduced in the first chapter, the sanity system represents how much the school’s influence has infected the playable character. This is a system at its best during that opening chapter where as the character’s sanity drops their behaviour begins to change and their interactions become more wild, violent and unpredictable. Unfortunately this is the only real time the sanity system has any real effect on the game and from then onwards it is just a health system which gives you are a game over if it maxes out and nothing else. It is such an odd choice to build up the importance of the sanity system in the first chapter only to throw it out of the window instantly and it leaves a disappointing aftertaste when the player realises this fact. When it comes to unlocking the final chapter the developers decided that the player must either have save data from Blood Covered or they have to complete every single bad ending the game. As good as the various bad endings in Book of Shadows are, they are not something the player should be forced to complete like a checklist and it takes all the mystique and terror out of them. There are also quite a lot of them so the process is long and repetitive since if the player has just been completing the chapters normally then they will likely only have a handful. A horror game should never devolve into data entry as there is nothing less scary than busy work.
 

Conclusion

 
Expansion is at the core of Book of Shadows’ identity as it adds more layers to Blood Covered’s narrative and setting from a new and exciting angle. It loves to give the player hope and snatch it away as cruelly as possible while it showcases the various minor characters who have been snared into the deathtrap. Moving away from a sprite based RPG into a CG based point and click adventure style allows for a more direct and personal presentation of the horror where the school itself feels more antagonistic than before. By mixing in familiar faces, the narrative can reveal new sides to them while still making them consistent with what was established in the original in order to create a more well rounded experience. Despite some issues with it not pushing the overall story forwards and some odd gameplay design choices, Book of Shadows stands out as an example of how a horror sequel can be recapture the magic of the original title.
 
 

Verdict – 

Builds upon what made the first game a strong horror experience to create a well rounded and expanded version of that terror with new angles on familiar characters and ideas. It does slip up a bit when it comes to progressing the overall plot and has a few odd design choices.
 
 

Pros -

 
+ Gives the player just enough hope for the moments of despair to hit all the harder and mixes it in with a good dose of the familiar to undermine expectations.
 
+ New life is provided to existing major characters and new and minor cast members get their time to shine while selling the horror of what is happening to them.
 
+ Perfectly transitions from sprites to CGs and manages to capture new angles on the established horror of the school.
 

Cons -

 
- Does not really move the overarching narrative forwards and even when it tries to it is quite messy.
 
- Several odd design choices in the form of a vestigial sanity system and being forced to complete all the bad endings.
 
 

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