Archive for July 2025

Best Visual Novel Releases – July 2025


As the weather alternates wildly between intense heat and lashing thunderstorms, there is no better time to distract yourself by looking at what visual novels have come out in the past month. There have been a good number of notable releases from a wide variety of well known developers with long overdue fandiscs, adorable yuri and crime otome being among their offerings. Let’s dive in and see what you should be playing from the most recent releases.
 
 

Official Releases

  

Rewrite Harvest festa!

Steam     VNDB    Genre – Slice of Life, Supernatural    Play Time – 12 hours

Releasing four years after the English version of the original Rewrite, this fandisc aims to give the player another chance to experience its characters and world. It consists of two distinct parts, the extra stories for each of the heroines and the Rewrite Quest dungeon crawler. The heroines’ stories are not all after-stories as would generally be expected with some of the merely being extensions of the common route focused purely on one character and overall there is a lack of emphasis on the events of the original Rewrite. Their aim is clear to have the player experience the joys of see this cast again rather than wrapping up loose ends. As for Rewrite Quest, it is not a particularly complex dungeon crawler and instead is interested in creating a feeling of adventuring with these lovable characters. While it is unlikely to engage the hardcore player, there is enough here to make for a good addition to the well rounded fandisc which knows its audience.
 

Arcana Famiglia

Nintendo Eshop    VNDB    Genre – Action, Gang/Mafia, Otome    Play Time – 20 hours

Mafia and crime are always good bedfellows with otome and Arcana Famiglia is no exception to this rule. Our heroine spent most of her life in a remote location with her mother until she turned sixteen when she was invited to go live with her father. Taking up this offer she steps out of her quiet life and into her new role as a member of the Arcana Famiglia which will come to shape her in way she could not have imagined. It is entertaining to have a main heroine who holds a position of power and acts in a way fitting of her authority while still managing to display a degree of innocence befitting her youth. The suitors are also a well rounded bunch with a good spread of personalities all of which make sense within the setting and subject matter and combine with or rub up against the heroine to form entertaining dynamics. Overall, this is a fun otome which leverages its mafia elements effectively and is a must for fans of the genre.
 

All the Words She Wrote

Steam     VNDB    Genre – Yuri/GL, Slice Of Life    Play Time – 4 hours

Looking for something cute, sweet and short then All The Words She Wrote might well be what you need. This yuri visual novel follows Takaoka Mayo as she meanders through her life without any direction until she gets a chance to meet the author of her favourite light novel series The Forest Of The Elves. However, this does not quite go as she envisioned as the author, Komikado Hijiri, turns out to be a woman only a few years older than her with a sharp tongue and abrasive personality. As the two spend more time together, they grow closer Mayo has to deal with her budding feelings and find her own purpose in life. There is nothing ground breaking here and whatever plot you imagined from that outline is most likely correct since it never shakes the boat. It is a warm blanket of positive and comfortable romance which knows what its audience wants and plays exactly into those expectations.
 

Futamata Ren'ai: Two Times the Trouble

Steam     VNDB     Genre – Romantic Comedy, Slice of Life     Play Time – 25 hours

As an ASa Project title, Futamata Ren'ai adheres closely to the style of intensive comedy the studio is know for and if you have played any of their other games, such as Renai Karichaimashita, then you already have a good idea of what to expect. This knowledge is especially important here since comedy is so subjective and an existing example to point to gives a handy barometer so you can decide if it is for you. Futamata Ren'ai follows the accidental two timing antics of Koga Nao who has found himself in a relationship with two of the heroines due to his inability to clear up misunderstandings. It is this juggling of these girls while having other characters getting in the way that is the source of all the drama and humour of the title and it does a good job of balancing comedy with character arc which feel earned despite the light tone. The back and forth banter alongside the strong emotional moments remain as engaging as in previous games and for fans it will deliver the same experience through a new and exciting lens.
 

No Sleep For Kaname Date – From AI: THE SOMNIUM FILES

Steam     VNDB     Genre – Mystery, Detective, Escape Game

How do you continue a series after an ending as universe defining as AI: Somnium Files – nirvanA Initiative’s? The answer No Sleep For Kaname Date seems to have arrived at is to pretend it never happened and go back in time to when things were simpler. Hence why all the cast members have returned to being their younger selves from the first game. Whether this is a good thing will likely depend on which of the two original games you enjoyed more, but either extreme is still going to find the same cast of loveable character as always engaging in another mind bending adventure. This time Iris finds herself kidnapped and forced to play a dangerous escape game, meanwhile a mysterious coffin like device is discovered with the words ‘psyche me’ written on it. The only person capable of solving these seemingly unrelated happening is once again the duo of Kaname Date and Aiba. Can they unravel these strange occurrences and uncover how it all links together? It is hard to recommend this to some who has not played the previous games since it just assumes you know who all these characters are and does nothing to help catch a new player up even more so than nirvanA Initiative.
 

BUSTAFELLOWS Season 2

Steam      VNDB     Genre – Crime, Drama, Otome     Play Time – 35 hours

It appears this is the month of Crime otome with yet another one coming out in the form of BUSTAFELLOWS Season 2. Unlike Arcana Famiglia, this game puts a lot of emphasis of the action and drama in the style of an over the top crime thriller. Building off the first title’s excellent romances, it plays off the various suitors in interesting ways which continue their respective narratives while adding in enough new spice to make their relationship feel like it is evolving. There is also a fair number of unlockable side stories and these cover characters or events that did not fit into the main story but here can work to give the world of BUSTAFELLOWS a nice bit of additional texture. An extremely solid sequel for fans of the original or high quality otome.
 
 
 

Protagonists: Self-Insert Vs. Predefined – An Anatomy Of Visual Novels


Putty Or Rock?

 
A game is often defined by its protagonist and how they act is a key indicator for how the player will engage with experience. The degree of space the player has to slot themselves into the protagonist and the distinctiveness of the protagonist’s own personality change the kind of narratives the developer can utilise. Focusing on a Self-Insert protagonist reduces the friction between them and the player in exchange for not being able to give them meaningful arcs or characterisation. On the flip-side are the Predefined protagonists where a memorable and distinctive character is exchanged for the risk of the player not empathising with them. Sitting between them is the Co-Authored protagonist with its mixture of defined and nebulous elements and its nature as an attempt to balance the two extremes. No matter which one a developer chooses it decides fundamental elements from the other character around the protagonist to how story and gameplay should flow. Let’s put ourselves into another’s shoes and find out how the style of protagonist influences the choices visual novels make in their design.
 

Stepping Into Their Shoes


The Self-Insert is an interesting type of character since they are not a completely empty vessel in the way a silent protagonist would be and instead have a personality independent of the player. Such protagonists generally follow a common outline with a few unique splashes of colour in order to communicate quickly what kind of character they are within the narrative. These characteristics are all broadly heroic in nature with some other ‘Nice Guy’ positive and desirable traits and little in the way of negative elements to their identity. Beyond this core they lack features which would put up a barrier between them and the player with the exception of the any required pre-established relationships. This lack of friction gives the player the room to project onto the protagonist and place themselves into their shoes without leaving their own. There is an inherent degree of wish fulfillment here, even if the rest of the title is not, since the Self-Insert is often unrealistically virtuous so by stepping into their role the player can pretend to have the same qualities and put aside their own weaknesses to partake in the fiction. What visual novels gain through this blurring of lines is a direct personal connection to the player. Rather than using the characters’ struggles as a medium to communicate emotions to the player, the game can make those struggles the player’s own through their Self-Insert role within the narrative. This helps solidify the player’s investment in the cast as they get to experience the conflicts from an emotionally close distance. How a game plays off this emotional connection can vary wildly from a straight presentation of the protagonist journey to a subversive one where the game uses its closeness to the player to break the fourth wall and bring them into the story. Regardless of what approach is taken they all share a common desire to pull the player into the visual novel with as few boundaries as possible. 
Not having eyes in CGs is a common convention for a Self-Insert

One genre which loves the Self-Insert protagonist is Romance. Take for example Princess Evangile, which has its protagonist enter a previously all-girls school in order to change its view on gender integration. He is a wall of good traits such hard working, kind and optimistic and even his negative traits like naive and oblivious to romantic advances are not particularly damning. What should immediately stand out here is how none of his traits results in a distinctive personality and what traits he does have are typical of a Self-Insert. As such the player will realise what is going on and quickly slip into the protagonist’s shoes. In this way the heroines are not only falling in love with the protagonist, they are indirectly engaging the player who gets to experience this romance vicariously. Obviosuly the player is aware of the fictional nature of this connection, but it speaks to its power that many continue to feel a deep emotional attachment to a specific heroine well after the game has ended. Of course this is not limited to male centred romances as Otome is more than happy to use the Self-Insert. Amnesia’s nameable protagonist has many of the same traits as the one from Princess Evangile, such as kind and honest with the same weakness of being a bit naive, but they are adopted through a distinctly feminine angle. Their overall purpose remains the same, it has just been adjusted for a different audience with suitors instead of heroines. It is possibly even more deliberate and stronger here since the player gets to choose the protagonist’s name so can input their own name in order to further the connection between the two and this makes it very clear what role the game expects the player to have within it.
 

Carving Their Own Journey

 
For many visual novels, the vague nature of a Self-Insert is not a feasible option and instead they rely on the Predefined protagonist to provide the necessary shape and identity for the work. These are main characters with strong and immediately recognisable personalities, motives and direction independent of the player. Each one is a mix of positive and negative traits which make up the strengths and weaknesses the game will play on in order to crate its narrative. Such a character is not guaranteed to be liked by the player and in many ways that is often the point, this style of protagonist is an exploration of another person’s mind and how they deal with the trails before them. It gives the visual novel the freedom to explore a variety of themes and ideas which might make the player uncomfortable if they were brought too close to home, but from the safe distance of another person’s life they can be explored without leaving a bad taste in the player’s mouth. However, it becomes harder to invest the player in the character since they have no direct connection with them so a lot more work is put into making the cast sympathetic before their darker traits come to the forefront. Of course the title could lean into this natural dissonance to make an unlikeable protagonist who is compelling due to their shocking actions being so alien to the player who stop watching on in horror. Overall, there is a good reason that this style of main character is so widespread throughout different mediums and times, if the creator wants to express something specific then they need the protagonist to match the job. 
Being allowed to make good and bad choices is the luxury of the Predefined protagonist

Since there are so many games and genres which utilise this style of protagonist and there are no specific ones which highlight its features, in contrast to the Self-Insert, let’s pick one out of a hat. Shikkoku no Sharnoth ~What a beautiful tomorrow~ puts an extremely heavy emphasis on its protagonist being their own entity to the point of having extensive internal monologues at regular intervals. Mary Clarissa Christie is never presented to be in any way a stand in for the player and pursues her own goals in ways the player may not approve of while making her own mistakes. There is an awareness of the possible gap between Mary and the player which manifests through the way the monologues paint her sympathetic qualities above all else and her relative vulnerability compared to the powerful forces she confronts. However, Sharnoth is careful to never thread to far into appealing to the player since it values the mistakes she is allowed to make as a Predefined character and the way they can be used to drive the story into interesting places where she can be pushed to her limits. Being likeable is not a requirement for an interesting protagonist in this style as can be seen with Nishijou Takumi in Chaos Head. In general he is not a good person as his paranoid and perpetually pessimistic personality lead him to be distrustful and unkind of people who are just being nice to him and trusting of those who are clearly suspicious. What keeps a player progressing is the curiosity about how exactly all his negative traits will come back to bite him and the possibility he can overcome them before they overcome him. Chaos Head is aware of this aspect of its appeal and plays into it by leaning on Takumi’s unreliable narrator status to give the player new shocking moments which play into his negative traits and keep them guessing.
 

Co-Authoring Destiny

 
Finding a middle ground between Self-Insert and Predefined protagonists is not something many visual novels attempt to do and it instead originates from western RPG’s with characters like Mass Effect’s Commander Shepard and The Witcher’s Geralt of Rivia. They offer these titles the means to honour the player authored characters from WPRG’s Dungeons And Dragons legacy while also gaining the narrative benefits of a Predefined protagonist. Their principally western origin means the few visual novels which try their hand at this style often come from outside of Japan. A Co-Authored protagonist is one primarily defined by the developer but the character has empty space in their personalities where the player uses the choices they are given to paint these areas however they desire. This gives the developer the means to create recognisable character arcs and consistent characterisation for their protagonist rather than having to constantly worry about the risk of separating player and protagonist. On the player’s side they get to immerse themselves in the role of the protagonist by taking ownership of protagonist’s action through their choices and so develop an attachment to them. At this point the question arises that if this is such a great middle ground why is it not used in every game? Put simply, it is because it inherits the problems of both extremes. There is a good chance the player does not resonate with the protagonist due to their stronger core identity even with the degree of participation they have in forming it. Even with the freedom the developer gets they are still constrained within the boundaries of conventional good, even if they can push into anti-hero territory, if they want the protagonist to be desirable to Co-Author in the first place. 
As a captain and as a person Shields is co-owned by player and developer

As this is such an uncommon style of protagonist for visual novels, there are not many examples of it in practice, but an interesting one can be found in the Sunrider series. Kayto Shields falls into the Commander Shepard mould, being a member of the miliary given the ability to act independently due to circumstances around them. In general Shields adheres to what is expected of a Co-Authored protagonist, a clear aim and personal connection to the broader plot in a way which makes its overall progression believably out of the player’s hands. At the same time offering the player a series of choices about how he should act both as a space captain and as an individual to those around him and makes them feel like they have weight even if in reality they are mostly set dressing. What is interesting about Shields is how he morphs from a Co-Authored character into a Predefined one in the later games. This begins towards the end of Liberation Day and by the start of Sunrider 4 he has completely shed any real player influence and his transformation shows how difficult it is to maintain the delicate balance needed for a Co-Authored protagonist. It is clear that at some point the developers wanted to tell a more directed and personal story where they have control over exact what the player will experience. Achieving this within a Co-Authoring relationship with the player is difficult and struggles to deal with this contradiction can be seen all over Liberation Day’s later parts as its forced romance flies in the face of player choice while being necessary for the narrative’s drama. In Sunrider 4 the developers just concede to the reality that they have failed to find a way to maintain the balance and commit to making Shields a Predefined character in order to maintain their vision for the series.
 

Conclusion

 
More than any other medium visual novels rely on their protagonists to carry their narratives and so the choice of what style to use has a major impact on them. The Self-Insert is used when the game wants to bring the player into the head space of the protagonist and invest them in the characters around them generally with the aim of providing emotional moments which directly effect the player. Trying to find balance in the middle of extremes, the Co-Authored protagonist offers a way of having a certain amount of preset characteristics while also giving the player some ability to shape them at the cost of having to constantly maintain this delicate balance. Not every game wants to be subject to the player’s whims since they have specific ideas and themes they want to present through their characters and as they choose the Predefined protagonist in order to maintain control over the narrative. Overall, there is a wide field of what a protagonist can be even within these groups and a developer should always select the option which best fits the game they are creating.
 
 

Utsuge – Genre Deep Dive


Let The Tears Flow

 
How a person deals with the inevitable tragedies of life reveals a lot about them. All things will pass and there is a certain catharsis in having characters face this reality. Such is the driving force behind the Utsuge or ‘depressing game’. This is a genre which makes it clear from the moment it starts that there is no hope of a happy resolution and continues to hammer it home until the credits. Confronting the inevitable is a core part of the theming and power of its narrative with death being a common element in many of these games. Being the one who will be left behind once this tragedy has passed makes for a compelling struggle for the genre’s characters as they try to find meaning within their suffering. The emotions experienced in the face of this suffering are not explored by many stories due to their depressing nature and so present an interesting side to our humanity. Let’s cry a river and find out why Utsuge is such an engaging genre.
 

Facing The Inevitable

 
Not every problem has a solution and not every story has a hero who will save the day. Sometimes the worst will come to pass and there is nothing we can do about it. A game about such events might seem like it would only be depressing but there is a lot of nuance in how a narrative and characters can deal with the inevitable ending awaiting them. This is the kind of genre which makes it very clear how things are going to end from the moment they start. There is no attempt to cushion the blow so it can get that initial pain out of the way and allow the long march towards the finale be done under the spectre of certainty. It is not just the player who knows how things will end, the characters often have a good idea about it as well and their reactions to this information form the majority of the conflicts of these games. By looking at how theses characters react to their circumstances, the player is forced to consider if they would react the same in this situation and what being human means in the face of disaster. The efforts to come to terms with the sadness they know awaits can lead the characters to do extreme things in order to run away from the inevitable and yet they cannot run from the knowledge so as the time approaches they have no choice but to look it in the eyes. A tragedy is by its nature unfair on its victims and it is also what makes it so compelling to watch. 
Sorry I'm too busy crying

Narcissu is a particularly famous example of this exploration of the inevitable. From the moment it starts the terminal illnesses of its two main characters are made unavoidably clear and so too is what sort of ending the player can expect from it. This is game primarily interested in how its cast deal with their imminent demise and their choice is to reject the options offered to them by society and they decide to run away together. A desire to wrestles some control over their lives in the face of something which has completely taken that away drives much of the emotional core behind their words and actions. This is not a fast paced experience with lots of dramatic moments but rather a slow plodding introspection as the unavoidable creeps up over the horizon. It asks the player to consider on what meaning and value their rejection has and through it the player's own mortality. While this does result in an experience characterised by tears rather than smiles, it does create a powerful impression despite the short length of the title and leaves the player to ponder if long after the credits roll.
 

Beyond Tragedy

 
Another side to Utsuge is the characters who are deeply affected by the disaster but must continue onwards after it has passed. They are often left scared and it is their struggle to deal with this pain where it gains its narrative power. Exploring the aftermath of tragedy is not unique to this genre as many a story has a tragic backstory, but what makes it a memorable feature here is way the characters do not simply overcome it like in other genres. Instead the damage of those events is never truly goes away with the cast having to adapt to their scars rather than wiping them away. This results in a similarly introspective tone to the facing of the inevitable style of Utsuge but shifted towards the past where the tragedy took place. It has a bit more room to be dramatic since it does not quite have the same known outcome and so gains the ability to hold the player in suspense about if the characters are going to overcome the adversity from within them. As such they are not quite as constantly bleak as is often expected of the genre with it treading a fine middle point between hope and despair where it appears as if it could fall into either extreme at a moments notice. 
Trauma can create all kinds of different responses

An interesting example of this genre trait is Psychedelica of the Black Butterfly where its cast as at once the victims of the inevitable tragedy and the ones who have to move passed it. The game achieves this balance by giving the cast varying degrees of memory loss so their victim status is obscured from them and the player. It is the slow unveiling of the extent of their scars which forms the primary emotional conflict as the group try to unravel the mystery of space they are trapped within. These breadcrumbs of pain force a reflection on their initial personalities and show how they each deal with the realities of what has happened to them. Such is the course of the eventual discovery of the casts’ various traumas that bought them to this pace and must be faced for them to leave. It is a kind of external representation of their introspective journey so as to add a dramatic threat to proceedings. While all the characters broadly receive happy endings, their struggles are tinged with a bittersweetness where what has been lost will never truly be replaced.
 

Another Side To Humanity

 
Perhaps the largest factor differentiating Utsuge from something which merely uses its heightened emotions for dramatic effect, like nakige, is the way it leverages them as a method of exploring what it means to be human. It is inevitable that we will all experience some kind of disaster or loss in our lives since nothing is immune to the march of time. Processing the emotions these situations produce can be difficult and so there is a certain catharsis to having fictional characters deal with similar experiences. Struggling with this predetermined outcome provides its own inbuilt drama and it can slowly stew in a way which gets into your head. Not all human emotion is positive and the darker thoughts inside our head are often avoided by other genres because they are seen as undesirable and yet they are undoubtable part of being human. Despite the depressing tone that results in focusing on them, Utsuge presents these feelings and asks what they tell us about the human experience and what value exploring them has in understanding oneself. While the ending for its characters may not be happy it still has a respect for their struggles and as such acknowledges the player’s own in a way where it becomes an exercise in self-reflection. 
I'm sure everything will be completely fine...

There are many Utsuge which could demonstrate this tendency, but let’s look at Bokuten – Why I Became an Angel since it provides a clear example of this practice as a core pillar of its experience. This is due to the way it flows from character to character exploring their struggles and finding the meaning which drives them to continue onwards even in the face of disaster. It is also reflected in the protagonist’s journey to discover the true meaning of happiness as they deal with their depression where his interactions with the angels and other characters informs his ultimate understanding of the value of their struggles. While the results of these actions is mixed in their success, the game is more interesting in recognising the process rather than the outcome and points to this as the place meaning resides even if the ending is not always happy.

Conclusion

 
Many genres want to get the player to cry but few can do it with the impact and resonance offered by Utsuge. It forces its cast to face an inevitable ending and makes it clear to the player exact how tragic it is going to be in order to build a sense of doom. Much of the genre’s thematic and tonal impact comes from how the characters deal with this looming disaster and the value of their struggles despite their often futile nature. Then there are those who are left behind after the tragedy has passed and their struggles to deal with the trauma of what happened which aims to resonate with the player’s own experiences of loss and suffering. Overall, there is no genre quite as capable of being depressing yet thoughtful as Utsuge and for those seeking to address the tragedies of life this is a perfect fit.
 
 

Sunrider: Liberation Day Review – Freedom Is Within Reach

Genre - Sci-fi, Action, Mecha    Play Time - 14 hours    Developer - Love In Space    Steam    VNDB 

 

Welcome Aboard Captain

 
Of all the games in the Sunrider series this was by far the most controversial on release and saw a major revision to its ending as a result. It is now a well regarded entry yet the scars of this change are evident in many subtle ways. Throughout the story there is an effort to up the stakes to provide a more dramatic experience than Mask of Arcadius and it takes an even broader picture view of the war. The crew of the Sunrider return in all their amusing glory as their conflicts and relationships continue to grow in the face of adversity. Mechanically this continues to utilise the turn based tactics systems of Mask of Arcadius which remain enjoyable even if you can feel them reaching their limits. All of this is presented in a complete package of visuals and audio that perfectly capture the fantasy of being a starship captain. Then there is the issue of ending and the lack of player agency, these hang over the later parts of the game even in its transformed state. However, are they enough to undermine the sci-fi adventure this title is built on? Let’s engage the warp drives and find out.
 

Fighting On New Fronts – Narrative And Themes

 
Picking up seconds after the plot twist ending of Mask of Arcadius puts the player right back into the action and sets up the tone for what is to come. As the war between the Alliance and Pact enters its next stage and the scale of conflict threatens to swallow the Neutral Rim. It is a narrative with a lot of forward momentum where everything seems to be pushing towards an inevitable climax as if guided by unseen hands. Alongside this is the promise of an end to the war which is a constant presence throughout the game as the characters dream of what they will do after the liberation of Cera. These thoughts act as a means of distracting the player and lulling them into thinking they know how this will all end. Despite being revealed to the world the Prototypes still hold the reins of power over the galaxy and their madness and machinations make for a great contrast to the big space battles. They combine well with the rising personal conflicts between the crew with Asaga growing increasingly suspicious that her best friend Chigara might be one of the Prototypes. Creating these rifts and slowly pacing out character moments helps the title not lose sight of the people fighting this war and the cost for them both physically and mentally. The consequences of the player’s actions in the first game contribute a lot to this feeling of personal involvement with some like Ava’s appearance being constant remainders of the scars left behind by this conflict.
The plot develops both inside and outside the Sunrider

All this is good until the later half, and in particular the original ending, where Liberation Day makes a few choices which rubbed some players the wrong way. Chief among these issues is the presence of a forced romance despite the previous game giving the freedom to interact with cast however the player wanted. Obviously if you liked the character in question then there would be no issue, but many people did not and felt betrayed by such a substantial change to the direction of the series. Narratively this forced romance exists for the purposes of creating a conflict between the cast and setting up the big plot twist. In the context of Kayto Shields’ personality and character arc this choice makes sense, the issue is that up until this point the line between the player and Shields has been deliberately blurred to allow for a self insert angle. As such this adds a friction between the two not present before. The original ending was a plot twist which was sudden and over quickly while leaving the fate of the cast up in the air in an inconclusive fashion. On its own this may not have been a problem since this is the very nature of cliff hanger, but when combined with the forced romance it compounded the loss of agency and pushed it over the boiling point. The resulting backlash led to quite considerable changes as the developers tried and put out the fire. These include an expansion to the original ending so it is no longer such a cliff hanger and an entirely new and separate what if chapter focused on heroines. However, they do not change the fundamental structure and railroading and are instead attempts to soften the blow. Whether you are okay with what Libration Day is at its core and the concessions it made will determine how much enjoyment you will get out of it.
 

Motley Crew – Characters

 
The old cast returns with their suite of strong personalities from both the crew and the various factions. They form the majority of the characters and make for an experience which feels like the direct continuation it is and as such their arcs develop here in much the same way as before. Each crew member is afforded the time to move their arcs forward in a meaningful way and it adds to the sense that the Sunrider is a small community. Of them, two in particular are given the majority of the screen time, Asaga and Chigara since their conflict drives much of the crew’s internal struggles. As Asaga descends into a pit of hostility and paranoia about Chigara’s allegiances, her actions become similarly problematic until it all boils over into an open clash. Watching this descent slowly and inevitably creeping up, much to Shield’s ignorance, is the most compelling through line present in the narrative. It is the fall of a character the player has come to like which gives it a power the abstract and grand war could never have and makes for a perfect complement as they build up alongside one another. There are a few new characters in the form of the Prototypes with distinct personalities who are added in order provide substance to their motives and identity. While they have relevance to the plot, their relatively small amount of screen time leads to them feeling hollow and they seem to exist to explain their plans to the player rather than being entities with any depth beyond simple antagonists.
Look at them scheming

War In The Final Frontier – Visual, Audio and Technical

 
Visually there has been a much need upgrade to both 2D and 3D art assets from those of Mask Of Arcadius. Everything is more vivid in the game’s depiction of this larger than life sci-fi universe and it makes sure to push this new coat of paint into the player’s face as much as possible. There are no dramatic redesigns so it all comes across as what these characters and places were originally meant to look like and that vision has just been allowed to make itself known. As you might expect it also continues to reinforce the space captain fantasy through its bright and spacious interiors and grand space battles. The soundtrack contribute to this feeling with music which ranges from emotional to empowering wrapped up in the common sense of a space adventure where great deeds will be accomplished. This upgrade and increased focus on the idea of the space captain as a heroic figure were needed since Mask of Arcadius was on the weaker side in terms of its visuals and it was already pushing these ideas but they needed the more complete package of Liberation Day to properly mature.
While larger than before, this system has reached its limit

As for the turn based tactical mechanics, there has been little in the way of changes made outside of the streamlining of unit abilities to make more sense within the system. A few new enemy types have been added to mix to ensure the experience gives the player something new to consider in their calculations. Beyond this change, it remains a well formulated means of presenting the space battles and the characters’ part within it. Every unit has a defined role on the battlefield and they mesh together to create a series of engaging tactical choices. The enemy units inspire a similar response as they work to counter the player’s decisions and demand certain targets be prioritised in back and forth exchange of fire and abilities. However, Liberation Day marks the extreme of what this system is capable of doing as the game struggles to add complexity and difficulty as the playtime rolls on. The later sections are characterised by unit spam or inflated health pools in an attempt to challenge the player. Instead it just feels drawn out and cheap compared to the earlier stages and results in the mechanics ending on a weak note.
 

Conclusion

 
Liberation Day is an interesting transitionary phase in the series where elements of the old rub up against the change in direction. It successfully raises the stakes and transitions the war to its next phase in a manner which builds off the established world in entertaining ways. The characters remain the same driving forces for the narrative as before and are given the space they need to continue their growth. Improved visuals and audio design further the space captain fantasy with a vivid depiction of this sci-fi setting. While the mechanics mostly adhere to this trend of improvement, it is clear that they have reached their limit in terms of complexity and difficulty. Then there is the railroading of the narrative and the forced romance which feel contrary to the emphasis placed on player choice by Mask of Arcadius. Overall, this is still a strong entry in the franchise even with the problems it has implementing its new ideas.
 
 

Verdict – 

Another strong entry in the Sunrider series which continues its grand narrative and loveable cast while giving it a new coat of paint. Even if it does stumble in implementing its new ideas.
 
 

Pros -

 
+ Ups the stakes and builds off the established narrative in interesting ways.
 
+ The cast remains entertaining and deeply human as they continue their character growth.
 
+ Improved visuals help sell the space captain fantasy in a new light.
 

Cons -

 
- A forced romance and reduced player choice can make for a sense of whiplash after Mask of Arcadius.
 
- While the gameplay still remains fun to engage with, it has clearly reached its limit and resorts to inflated heath and numbers to compensate. 
 
 

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