Monday, June 23, 2025

 

Aiming For The Moon

 
On the surface Action Shooters and Shmups might seem to be the gameplay styles which have the most patchy and inconsistent relationship with narrative. Yet when it comes to visual novels they follow a series of relationships in order to allow them to function at their best. While the flexibility of visual novels allows them to form around the Shooter, the gameplay style itself is by its nature extremely fixed and controlled meaning it cannot offer the same ability to change in return. One of the ways this manifests is through each part’s ability to act as an accessory to the other where they can highlight key moments rather than being a primary focus. A visual novel element can adapt to match the rigid nature of the Shooter or push against it to meet the developer’s needs. There is an important feeling of forward momentum to Shooters which can sometimes be uneven in a pure version due to the necessity of downtime but with the addition of visual novel sections this can be more consistently maintained. Let’s fire out bullets and discover how this hybrid comes together.
 

Accessorizing Core Identity

 
A common way visual novels and Shooters merge is through one of them acting as an accessory to the other. What is this often means is one of them is reduced to a minor role where they appear briefly to create an impactful moment the other could not achieve on their own. Their functionality in this situation comes from their ability to be a flexible tool capable of appearing wherever it is needed. When the visual novel sections are the minor element they work to give the otherwise disconnected Shooter levels a sense of cohesive direction. This is made easier due to their simple presentation lending them a fast pace so they can communicate information and tone in the small time frame given in a way a more elaborate narrative style would struggle to do. Being lower cost to produce also plays a role in this since committing a large amount of resources to something which appears infrequently is not something many developer’s want to do and this makes the visual novel an appealing option. On the opposite extreme are the title where the Shooter occupies the position as the minor element. In many ways it is similar to other gameplay styles in that it offers a break from the visual novel and a chance to create a vastly different mood within the game. However, what makes it distinct from other examples of this is the way its action gameplay is such a large departure from the static nature of visual novels it creates a powerful and memorable way to provide a dynamic feeling. It can help support the drama and pace of the story surrounding it through asking the player to act fast just like the characters are doing while not overstaying its welcome. A fast paced gameplay style also allows it to feel natural in the short and aggressive bursts needed to fulfil its role without feeling too simplistic within its limitations. 
Here come the butterflies

Psychedelica of the Black Butterfly is one such visual novel containing Shooter elements in an arcade style where butterflies move towards the screen and the player must shoot them down. These are placed in narrative moments when the cast is in danger and act as a way to provide weight to scenes which can otherwise come across as lacking impact. Actions scenes in Psychedelica lack a proper sense of tension and stakes as it is clear the character drama is the game’s main concern and so the Shooter gameplay has been brought in to compensate for this weakness. Due to that focus on characters and their interpersonal conflicts there are only few Shooter sections in the entire game so they are basic in nature in order to not interrupt the flow. The game does not want the player to be challenged by the arcade shooting and it is difficult to fail them since there is a generous amount of health, enemies move slowly and you have infinite ammo. In terms of how the Shooter is presented within the aesthetics and tone of the title, there has been a lot of thought put into preventing it appearing too out of place on this front. The characters all have guns in the story so it makes sense for them to be able to engaging in shooting gameplay and choosing butterflies as the enemies works within what has been established about their role in the setting alongside creating a common imagery for both side to use.
 

On Rails

 
When talking about Shmups it is rare for visual novels or narrative in general to come up in the conversation and yet when one wants to present a story they always fall back on some kind of visual novel element. This is due to the contrast between the on rails nature of their mechanics and the appearance of the more open and free-form nature presented by visual novels. Obviously visual novels can be just a rigid as Shmups in terms of progression but their human focus allows for a feeling of chaos to be injected into proceedings and create the idea that anything is possible. The result of combining these two is a mixture of complimentary drama and contrasting flexibility. A Shmup level is inherently a roller-coaster ride of particle effects, explosions and moment to moment decision making and this works well as the dramatic core which a visual novel section can build off for its heightened emotional moments which keeps pace with the gameplay. By deliberately creating a friction between the structures of the two parts, the game is able to highlight their individual distinguishing features and draw the player’s attention to aspects of each as they are given new life. Despite there being little in common in terms of mechanics, there is some crossover in terms of presentation which can be used to make it clear what matters on both sides. 
Quick solve the mystery!

Let’s look at a somewhat unconventional example in the form of Yurukill: The Calumniation Games. This is an odd one since it converts parts of its Shooter gameplay into a multiple choice deduction puzzle were the ship must fly through the correct answer. Having such a large departure from the expected gameplay of its genre is an attempt to draw the visual novel half closer to it by placing elements commonly found there into a Shooter context. Rather than reconciling the two halves, it instead seeks to align them in what they represent in terms of narrative direction with everything tying back into the interpersonal conflicts of its cast. There is still a strong contrast between the visual novel and Shooter sections even with their common ground and they push up against each other to create a series of highs and lows depending on where the game places them within its overall structure. The over the top tone which remains constant through the cast’s exploration of Yurukill Land helps these parts from a cohesive feeling whole since there is an underlying expectation from the player for things to not be straightforward and the inclusion of contrasting mechanical elements certainly fits.
 

Constant Momentum

 
On the opposite end to the use of two as contrasting elements are the titles which push both into the role of perpetuation the game’s momentum. Presenting the title through only one lens leads to a degree of predictability as the player becomes comfortable with the limits of what they can expect for it. For a game relying on its action and drama as its core hooks this is not a desirable state since they want to keep the high moments coming and that is difficult when the tension has been drained out of the gameplay. The answer is into lean into the Shooter’s nature as an experience with a lot of forward momentum and combine with it with the personal tension of a visual novel narrative to create an experience which bounces between the two in order to never lose steam. This is not to say that these games do not have any downtime but instead they emphasise their high points through a back and forth along narrative and mechanical lines. It does not completely remove the familiarity since if the title wants complex gameplay or plot it needs to slowly build it up and so tries to space the swaps far enough apart that they can still hold some impact but not so much that it undermines the player’s ability to engage with the mechanics or narrative. 
Mecha combat has quite an impact

One set of titles which likes to play this angle are the BALDR SKY games. Its mecha Shooter gameplay is cleverly weaved into the narrative to keep it moving forwards with a noticeable briskness during sections of escalating conflict. This way its momentum does not get in the way of the downtime and character interactions which shape the direction of the plot. Sharing a common focus on the destructive battles of the mecha contributes to a feeling of the player’s actions within the Shooter sections having weight and smoothly leads into and out of the visual novel’s presentation. Without these mecha piloting sections these massive machines would lack a proper sense of place within the narrative as the act of pushing through enemy resistance provides a momentum and physicality to this hulking metal humanoid. BALDR SKY does highlight how this use of the hybrid prefers titles with an easy to communicate source of fighting which a Shooters can systemise in order to create a coherent mechanical identity. Something too simple or non combative would not suit the kind of gameplay favoured by Shooters hence why BALDR SKY’s mecha are perfect for this purpose.
 

Conclusion

 
Heart pumping Shooters and edge of the seat visual novels are a surprisingly good match for each other despite their vastly different natures. One can act in a minor role inside the other where they offer a short break from the established identity of the work to present an idea or tone which would not be easy to otherwise convey. Their union can also bring out their respective strong presentation of forward momentum while keeping the player from becoming too overly familiar with either side. Above all the contrast between the two is the most powerful tool they leverage to play on the rigidity and flexibility of their respective content and communicate ideas and themes on a more subtle level than could be achieved in isolation. This hybrid is one all developers should keep in the back of their mind when looking for a way to blend action and a strong narrative.
 
 

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