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- Da Capo III Review – Flowers Blooms For Love Eternal
Sunday, June 1, 2025
Genre – Romance, Slice of Life, Magic School Play Time – 40 hours Developer – CIRCUS Steam VNDB
Magical School Life
A
strange text message from the past and the sudden blooming of sakura
in the middle of winter herald a tale of magic and pure love. Da Capo
III is a game of two parts the modern day school romance and the 50’s
magical school drama and these work to form a contrasting web of
delicate emotions and characters. Its nature as a love story remains
at the core of the game’s identity from beginning to end no matter
what extraordinary events happen, everything always comes back to the pair’s romance. Driving the drama is a cast of memorable and
likeable people who are subtly different in the past and
present sections. Backing all of this is a presentational style
which is clear and bright to match the game’s tone perfectly.
Having a divide between two different time periods does have a down
side and that is the way the past sections are significantly more
interesting than the more standard present day ones to a distracting
degree. The Da Capo series is well known for its blend strong
emotional moments and heart-warming romances but does its this third
entry live up to its legacy? Let’s stand under the blossom and find
out.
Meshing Past And Present – Narrative and Themes
As
you would expect from a romance visual novel, the bulk of Da Capo
III’s playtime is dedicated to love stories for each heroine and
the associated drama. While this might seem to be an obvious feature
at first glance, since what else would you expect from this genre,
there are numerous small touches, combined with its core messaging, which ensure it always comes back to its core identity and never gets
lost in all the surrounding elements. Keeping this focus is most
important when it comes to how the game handles its drama since this
is where the majority of the narrative’s conflict originates from,
but it is also the point where the game could easily become too
caught up in making itself as climatic as possible. Da Capo constantly
draws a clear connection between the drama and what is it at stake,
the couple’s love, and makes sure the player feels the weight of
the characters emotional connection as it is strained under this
tension. Since the player is by this point intimately familiar and
invested with the couple’s affection, it helps provide a context to
why they should care about what is going on and this is valuable when
the stakes are otherwise low due to the more grounded nature of the
conflicts. Another way the focus on the idea of a pure love story
works in the game’s favour is through providing a unifying context
to the past and present versions of the characters. The exact events
surrounding how each version of them fall in love might be different
yet the love is the same at its core and reflects the nature of their
bond as an eternal and meaningful one. In this way romance becomes
the glue which holds the whole experience together in the way any
good story of the genre should aim for.
By
far the biggest draw for the title is its two complimentary settings,
a present day school and a 50’s magic school. These two share a lot
of common slice of life elements recontextualised into the culture
and place each offers to invite the player to compare and contrast
them. Its present day half is more or less what you would expect of a
visual novel from this genre with its clubs and general air of
optimistic youthfulness. On the other hand the magic school puts its
own spin on these elements as aspects of its magical world and in
turn give them new life to keep things feeling fresh. Until the
finale the magic side of the story holds a certain distance from the
player’s perspective and offers the main source of overarching
intrigue since it is obvious what is happening with the peeks into
the past versions of the characters, but not why it has started
happening now. This prevents it from drawing away attention for the
present day romance which remains front and centre for much of the
playtime so the emotions of this set of characters can presented
clearly and be properly explored. When the past finally does
take centre stage it works as an impactful and distinctive way to tie
up loose ends in order to engage the player just when the structure
of the heroine routes has become predictable and help the title end
on a high note.
Leaning
so heavily into this present and past divide as its main unique
feature results in Da Capo III’s biggest problem in the form of the
unflattering contrast it presents. The present day side of the
narrative is a fairly standard affair when it comes to its own
content and anyone who has played a game in this genre will be
familiar with everything it has to offer. By itself this is not
necessarily an issue given many other titles follow the same patterns
without it being a problem, it is presence of the past sections and their more memorable characteristics which
highlight the formulaic nature of much of the present day content. This is made more noticeable due to all the important
overarching elements taking place in the past or being directly
related to it with nothing going in the opposite direction. Through
this lack of broad plot beats, the present feels like it
lacks substance and undermines the dramatic tension it aims to create
through the feeling of it being ephemeral to the overall game.
Further emphasising this is the fact the final route, which wraps up
the story, almost exclusively focuses on the past with little
interest in the present and it is the pay off for all the build up
throughout the entire game. As a result past sections come across as
the parts of the game the developers were excited to create and
put the most effort into while the present day events feel weaker by
contrast even if they are not bad for their genre.
Enchanting Humanity – Characters
For
a game reliant on romance as its core hook, Da Capo made sure to
include a wide range of engaging and memorable heroines so the player
will be interested in pursuing each one. This is given an additional
layer due to the presence of the past versions of these characters
who are subtly different from their present day counterparts. At
their core they are the same people but have been shaped by their respective lives and it results in changes which reveal more about what makes
them both tick. It is a key element in how the game maintains
the player’s interest over the long term as it unveils new sides to
the cast and gives the player a new appreciation for them. Take for
example Morizono Rikka and Ricca Greenwood, they share the same
charismatic and intelligent personality with an aspect of
mischievousness to them, but it is in how they differ from one
another where their hidden sides reveal themselves. Ricca has a deep
loneness within her and her teasing and tricks are her way of
concealing that pain while Rikka uses her charisma to keep control of
what is going on around her so she does not have to get too close to
the people she calls her friends. This comparison invites the player
to re-examine both girls to find how each uses the techniques of the
other and what new aspect of them can be uncovered and spill some new
secret. Such an engagement is also present for secondary characters
since many of them also have past versions which reveal similar
truths about them but these are simpler in nature so as not to
distract from the heroines.
Shining And Clear – Visual, Audio and Technical
The
idea of the bright and pure spring of youth runs through all aspects
of Da Capo’s visuals and audio in both the past and present.
Blooming sakura is a fairly standard motif to signal spring but here
it is the focal point of the visual style and forms an important
thematic icon due to the mysterious blooming tree in winter. The resulting
art style is one painted in bright colours designed to articulate the
nature of the romance they are accompanying and help convey the
inexperienced nature of the character's emotions. Being so overwhelmingly colourful also remands the player of
the magic of the past sections and the strangeness of the sakura
blossom in winter in order to underscore their significance to the
overarching story and keep them in back of the player’s mind. Above
all of this is the way bright visuals convey the slice of life nature
of the game and set exceptions about what the majority of the story
will be like. From an audio standpoint the soundtrack is nothing
particularly special with no real standout tracks and instead aims to
create a singular mood, relaxing romance. On this front it performs
admirably with sweet and light tunes to match every kind of everyday
scene, even of the magical kind, with a lot of thought clearly having
gone into creating such a clear musical palette while maintaining a
core identity. With regards to the mechanical elements of the game
there are sections where the player will be given a menu of options
for how the protagonist will spend their time. Unfortunately there is
no complexity to this system and it is instead just a glorified
version of the normal choices leading to heroine routes just pushed
through a foggy lens to add more confusion which leads to some
frustration at times.
Conclusion
Emphasising
the magical qualities of a pure love story is what Da Capo III does best
both literally and metaphorically. It balances its cute romances with
the necessary drama needed to give them a sense of weight and
genuineness for a rounded experience. The visuals and audio reinforce
this consistent tone and maintain a bright and clear quality to push
the narrative’s core thematic moments. Helping these elements is
the divide between the present and past sections which push the
game’s ideas through familiar and magical angles. This goes for the
characters as well who are given new ways to appreciate them through
how their different versions reaction to the events around them.
Weakening this package is the way the past sections are distinctly
more interesting then the present and tend to get all of the
overarching plot significant moments which makes the present feel
hollow. Alongside a weak choice system and the experience can feel
uneven at times. Despite these hiccups this is a strong romance
visual novel with a good mix of emotional moments and plot
progression to keep you engaged for its entire duration.
Verdict –
Captures the feelings of bright youthful romance and adds in some
magical spice to create a memorable tale spanning across time. Even
if it does have an uneven feeling when it comes to its overarching
story.
Pros -
+
Strong and pure romances with each heroine are backed up by a good
dose of engaging drama.
+
Contrasting the present and past makes for an exciting way to keep
the player’s interest.
+
Having present and past versions of characters offers unique insights
into their personalities and motivations.
+
A strong and clear visual and audio style helps the game maintain a
light and refreshing tone across its entire playtime.
Cons -
-
The past is significantly more interesting then the present due to it
being where all the magical elements happen as well as many
significant overarching plot beats. This leads to the game feeling
uneven.
-
Mechanics are disappointingly simple and somewhat confusing at time
when you are just trying to get to the next route.