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- Sona-Nyl of the Violet Shadows Review – What Was Above Is Now Bellow
Sunday, August 3, 2025
Genre – Steampunk, Fantasy, Odyssey Play Time – 25 hours Developer – Liar-Soft Steam VNDB
A Stroll Through New York
New
York is in ruins and all its inhabitants mysteriously disappeared
overnight. The U.S. government claims they all died in
a tragic engine accident and sealed the city off, but one young woman,
Elysia Wentworth, is not convinced so sneaks in to uncover
the truth by journeying to the centre of catastrophe, Manhattan.
Bellow the city a girl named Lily wakes up and begins her own quest
to reach the violet horizon and exploring the strange people and
places of the underground. Sona-Nyl is the intertwining tales of
these two women as they confront their emotions and memories through
the colourful cast they meet and the locations within the city.
Elysia and Lily are good pair of protagonist due to how well their
respective personalities contrast and reflect each other and how they
engage with their surroundings. The rest of the cast is similarly
memorable as they struggle against the dangers of the underground and
yet still manage to maintain their sense of cheer. From a visual
stand point the distinctive grays of the surface ruins and the deep
purples of the underground make it immediately clear where a scene is
taking place and provide it with an identity. Throughout the narrative
there is an extensive use of repetition and slow pacing which coupled
with the frustration of the newspaper system make for a level of
friction against the player. Is Liar-Soft’s high standard of
writing and engagement enough to overcome these issues? Let’s set
off for the horizon and find out.
Odyssey To The Edge Of The World – Narrative and Themes
Due
to being an odyssey of two women through their respective versions of
New York, the player gets to witness the various sights of this
fantastical steam punk vision of the city and its people. This
constant movement through what ends up being a large cast of
characters and varied environments forms a core part of the lens
through which it explores the lives of its two protagonists. Lily’s
journey is all about her discovering her own emotions in order to
decide her future while Elysia’s is about accepting what happened
to her in the past. It is fitting then that each of them is assigned
a version of New York which reflects them, Lily is given the bright
and lively underground and Elysia wanders through the ruins on the
surface. Despite the underground being a dangerous place where its
inhabitants live in constant fear of turning into metal, it is a
place filled with life and all the emotions of humanity as its people
strive to make the most out of their remain time. Each area Lily
visits generally focuses on one new emotion which Lily has to grapple
with in order to become a complete person. This is everything from
love to sadness to anger and seeing it acted out by those she meets
and becomes involved with is how she is forced to admit to these
aspects of herself. Watching her growth from an innocent girl who
does not understand what is going on in and around her into a
developed person who strikes out to make her own future is one of the
most satisfying parts of the game. Up on the surface, Elysia only
meets the remnants left behind by New York’s people and these are the
only proof left they existed, placing them firmly as part of the past.
So as the accidentally stumbles on them she is forced to think about
her own past and the trauma responsible for the journey into this
ruined city. Her developed is not as dramatic as Lily’s but is no
less moving to see her wrestle with her demons. Sona-Nyl is a
character centric story where these two women unknowingly intertwine
with each other’s paths towards their respective towers and it is
one where the journey and the memories are far more important than
the destination.
Liar-Soft’s
narrative style has never had the broad appeal of other studio’s
due to their extensive use of various flowery language and playing
with the story structure. Sona-Nyl makes no attempt to change this
limited appeal with its use of repetition and an overall slow pacing
to progression. This use of repetition manifests of multiple levels,
there is the basic repeating of similar phrasing throughout the
story, the inherent repetition of the odyssey style and the overall structure of each new area’s story being nearly
identical to one another. All these aspects are cleverly used to
misdirect the player and subvert proceedings in a way which makes
clear what themes and ideas are important. However, there is denying
the risk such repetition brings since not all players are going to
appreciate the stylistic choice and may instead find it boring and
lose interest in continuing to play. Not helping this issue is the
slow pacing of the overall narrative since neither protagonist is in any particular hurry to get to their destination. The thoughtful and
internal nature of its narrative make a slower pace the natural
choice to give the player a chance to get inside the heads of its
characters, but alongside the repetition it can come across as the
game dragging its feet. If either of these two things sound like
deal-breakers for you then Sona-Nyl may struggle to grab you.
Turing Into Metal – Characters
Aside
from the excellent pairing of protagonists, the wider cast is an
eclectic mix of personalities from all levels and aspects of New
York. Each area has its own mini cast with their own stories and
problems and a few overlapping characters who repeated appear. This
gives these characters the freedom to focus on their respective
themes and ideas rather than having to worry about how they fit into
broader relationship dynamics beyond their area. Having each group be
visually distinct from one another, such as one made up of various
styles of catgirls or the lavish costumes of the broadway performers,
allows for them to be immediately memorable and communicate the
outline of their personalities which is critical due to their limited
screen time. It is through their interactions with Lily that they act
as a means to explore a specific element of their humanity and reach
a resolution. Their relationship with Elysia is a little different
since they never actually meet her and instead she get to know them
through what they left behind. This approach offers a new angle on
their lives and a space where things which they would want hidden or
cannot properly expressed can be explored. Despite their dire
circumstances, each and every one of them still holds on to who they
were before the disaster and tries to make the most out of their new
lives. This commonality between everyone of them is something Lily
struggles to understand at the beginning and how it reflects upon her
brings out the hope each of them hold.
Mushrooms and Ruins – Visual, Audio and Technical
Contrasting
visuals is Sona-Nyl’s favourite tool and results in an experience
with clear dividing lines and an immediately recognisable aesthetic
identity. The steampunk ruins of surface New York are a landscape
characterised by a wide use of greys and other dull colours with the
occasional splattering of dark rain. Each new image of the city
presents the desolation it has undergone and the fate of the many
people who disappeared here in the disaster. Despite the dour mood
there is an element of resilience and hope in the objects people have
left behind and they have a slightly brighter colour palette. The
result is a space which feels like the inhabitants
just left for a while and will be back at any moment. In contrast to
this ghost town, the underground is covered in a constant purple haze
and around every corner are giant brightly coloured mushrooms. Its
use of vivid yellows and reds gives the bustling locations an
otherworldly personality as if its people do not belong. This oddness
is extended to how people look from their metallic body parts to
their larger than life clothing and each place has their own
variation of this artistic direction in order to make the player
understand immediately what to expect from it. These clashing visuals
help push along the narrative as it bounces back and forth between
the two as the looming Manhattan tower gets ever closer.
For
whatever reason Liar-Soft seems to have an obsession with introducing
strange gimmick sections into their game to varying degrees success.
Unfortunately Sona-Nyl’s version of this tendency, in the newspaper
system, falls on the weaker end. In this system the player is given a
series of newspaper cuttings and must identify which part of the text
is incorrect. This might sound simple enough but there are several
layers of frustration which make these sections less than pleasant.
First of these being the absence of any instructions about what you
are expected to do. The game just puts them in-front of the player
and they have to figure out the system on their own. Of course the
player will almost certainly fail which results in a bad end a lot later on to the point the player may not link the two together and
understand what they did wrong. Secondly, if the player fails any of
the newspaper sections they fail them all so the most effective way
to deal with this issue is to save scum. Obviously save scumming is
nothing new for visual novels, but here it is so focused into such a
small space it becomes very noticeable especially since the rest of
the game does not demand it. To cap all of these issues off is the
fact that the correct answer to these newspaper sections is often
obtuse meaning the player will fail regularly even when they do
understand what they have to do. This attempt at a gimmick creates a
series of frustrating moments in what is otherwise a smooth
experience.
Conclusion
Navigating
the strange dual worlds of New York is Sona-Nyl greatest achievement
as it constantly pushes its vivid visuals and characters through an
engaging framework of ideas. The odysseys of Lily and Elysia
perfectly reflects their different personal journeys as they grapple
with their past and future. A contrast of colours and visuals helps
this along as the greys of the surface and the deep purples of the
underground make it clear where the characters are and how they
relate to their environments. Living under the purple sky are
the various inhabitants of New York who showcase the identity of each
area of the city and demonstrate to the Lily and Elysia what being human means
to them. All this is only held back by the frustrating Newspaper
sections and the acquired taste of Liar-Soft’s use of repetition
and extensive internal dialogue. These failings are not enough to
eclipse this brilliant story of two young women in the ruins of a
once lively city.
Verdict –
An odyssey filled with colourful characters and memorable
representations of steampunk New York which form a deeply personal look at fundamental aspects of the human condition. Weakened somewhat by
an irritating gimmick and its unwillingness to compromise on its
artistic vision.
Pros -
+
Lily and Elysia’s journeys delightfully engage with what it means
to be human both in terms of what we leave behind and where we will
go in the future.
+
The colourful cast perfectly reflect the core themes of each area of
New York and their own tales of their ordinary lives.
+
Contrast between the unforgettable visuals of the surface and
underground versions of New York are a constant feast for the eyes.
Cons -
-
Artist use of extensive internal dialogue and flowery language
alongside its liberal use of structural repetition will not appeal to
everyone.
-
Newspaper system is obtuse and unforgiving which results in
frustration and save scumming.