Archive for September 2025

Best Visual Novel Releases – September 2025


The chill of autumn has truly begun to set in and now the trees have turned their customary brown it is time to look at the harvest of visual novels from the past month. It has been a good one from lovers of mystery stories with all kinds being released from magical girl to murder to puzzle alongside a suite of other exciting genres and a surprise port of a classic title. Let’s dive in and discover the exciting games on offer.
 

Official Releases

 

Lock and Key: A Magical Girl Mystery

Steam    VNDB    Genre – Yuri/GL, Magical Girl, Mystery

This title is an interesting take on the magic girl genre in a variety of ways from its married couple of magical girls to most of the cast being in their late 20’s. Choices like these create a very different style of magical girl story with people who have more worldly experience than the children/ teens typical of the genre. Yet it is still undeniably a love letter to the genre as it uses the same themes and ideas but places them through the lens of its older cast. The story follows the married pair of Sherri and Kealey Cohen as they are pulled out of retirement after a string of murders demands their skills to help uncover the perpetrator. It will lead them down a winding path through the past and the future where they will have to confront the web of lies surround the case. Not everything is clear cut and it is up to the player to guide the pair towards an ending to their tale. Another strong visual novel from Studio Élan who seem to be on a role when it comes to thoughtful yuri games.
 

Illusion of Itehari

Nintendo Eshop    VNDB    Genre – Otome, Steampunk, Politics   Play Time – 45 hours

Set the floating city of Itehari, this utopia seems to be a picture of paradise for the young noble lady Hinagiku, and yet she still wonders what beyond its boundaries. One day she meet a strange amnesiac man named Yashiro and is dragged into a conflict which unearths secrets about their paradise. There is a strong political thriller angle to Itehari as Hinagiku finds herself having to navigate the structures of power defining her world alongside the people she meets there and it is never certain who is friend or foe. This game has a distinctive visual identity which mixes Japanese styling with its steampunk setting to create an interesting and immediately recognisable landscape. These elements combine to create a memorable ride which fans of otome who are looking for their monthly fix.
 

SHUTEN ORDER

Steam    VNDB    Genre – Murder Mystery, Multiple Gameplay Styles, Supernatural    Play Time – 40 hours

The latest title from the weird mind of Nakazawa Takumi comes off the release of HUNDRED LINE earlier this year and there appears to be no slowing this man’s creativity. What makes SHUTEN ORDER stand out is each section having its own distinct gameplay style associated with it. This ranges from stealth action horror to dating sim with every one of them taking their style to its absurd limits. It is drenched in a constant scene of dark humour as the subjects being tackled are serious in nature, but the entire package is presented through its strong brightly coloured art and larger than life characters who make light of what are some horrible affairs. The absurdity of this nation run by a religious cult never leaves the player’s mind as it slowly dawns on them, through the lies and dark jokes, exactly what is going on in this world and why the cults leader was murdered. Overall another fun and thrilling ride which is worth your time if you are looking for something completely distinct.
 

Blood Lily Ghoststories

Steam    VNDB    Genre – Horror, Mystery, Yuri/GL   Play Time – 3 hours

Now for something much smaller in scale with this light and short yuri horror anthology. Split into four parts each one covering a different character and aspect of the plot as they build towards the truth. Each one does a good job selling the cast and creating tension when new reveals occur while still having their own identity. Its stylistic use of silhouette sprites lends those scenes a detached sense of place to them and helps to underline this as a horror title. The short play time works in its favour since it does not have much substance to its plot so keeping its length down hides its weaker elements and intensifies its stronger moments. For anyone looking for a lighter horror experience, this is perfect for you.
 

ROAD59 A Yakuza’s Last Stand

Steam     VNDB     Genre – Yakuza, Crime, Action

Looking for a crime thriller then perhaps ROAD59 might be up your alley. This drama packed yakuza story set in the bright neon glow of a future Tokyo aims to hit all the right notes of the genre. As the heir to a crime syndicate Sho Himuro’s life was never going to be a simple affair no matter how much he might yearn for normality. He finds himself entangled with the family's future as a conflict breaks out over the mysterious Power of Orochi and a rival gang seeks to overthrow them. Faced with danger on all side, he must set up into a world of betrayal, desire and honour in order to protect those he cares about. A solid sci-fi crime game with just enough unique flare to keep you engaged until its finale.
 

Type Noise: Shonen Shojo

Steam    VNDB    Genre – Puzzle, Mystery, Trapped

Six people awake in Noise Scramble City and into a mental prison of their own making from which they must escape. This place resembles a twisted version of down-town Tokyo and is formed of the true selves each has forgotten. Interpersonal drama from the tension of being trapped without memories forms much of the initial narrative driving force with a smattering of personal revelations adding fuel to the fire. Type Noise makes good use of this tension by playing up the cast’s personalities in a human and fragile way in order to get the player to root for their success in the face of this confusion. Supporting the story are a series of puzzle mechanics which shift as the player engages with new characters and places to match the themes and tone of these elements. At its core is a point and click style of interaction where additional aspects of gameplay, such as a mock fighting game and managing a live stream, are weaved in to spice up the formula. If you are seeking another in the oddly large sub genre of trapped people in extreme situations then Type Noise will meet your needs.
 

Fan Releases

 

Tsui no Sora Original

Download     VNDB    Genre – Denpa, Psychological Thriller, Utsuge    Play Time – 8 hours

Rather than a simple fan translation of the original Tsui No Sora, this is a full on port out of its ageing and difficult to run engine into Ren’py making it more accessible on modern hardware. Despite the change all of the identity of Tsui no Sora is preserved including its low budget presentation and strong writing and offers a new audience the chance to experience this cult hit work. You might be asking why play this version when the shiny new remake is also available? Simply put they are not identical experiences with the remake making important changes and additions which fundamentally distinguish it from the original. All three versions of this story have their own unique selling points and the original is just the first iteration on those ideas. The original is worth playing to see the base from which many of the developer’s titles would string and the imagination it represents.
 
 

A Slow Burn: Openings And Pacing – An Anatomy Of Visual Novels


Beginning On The Right Foot

 
A game’s opening determines much about how a player is going to perceive and engage with its content going forward. Since visual novels are particularly susceptible to this influence, due to their focus on narrative and longer play times, making those first few hours critical to hooking the player in as they know this is what they can expect for the entire duration. As a medium visual novels have developed tools to try and control this perception, such as the common route, but this article will not be looking at them and instead will investigate the way the broader idea of pacing shapes the experience as a whole. Regardless of whether the game begins with dramatic battle or a walk to school, these moments must work to set up the seeds of future beats around which everything will rotate. If the opening is slow in nature then there is a good chance the player might begin to lose interest so it has to be carefully curated to drip feed just enough engagement to prevent that response. The temptation to front load the drama and excitement in a bid to capture the player’s attention without a means of maintaining this style of narrative over the long term risks hurting the their trust in the game. Let’s pace ourselves and see exactly what a good opening has to do.
  

Setting Up For The Long Haul

 
When constructing an opening and its pacing there has to be consideration for how it will relate to future plot events and reveals. It can be easy to fall into the trap on simply establishing characters and setting in their most immediate manifestation, this is still important when it comes to setup, but only doing this fails to set the right expectations for later sections while not giving the player anything to latch onto. Setting up long term plot elements requires the use of narrative breadcrumbs which act as subtle hooks to gain the player interest and gesture towards what might be coming in a vague enough way so as to not give anything away. How these breadcrumbs are distributed decides the pacing of each scene in the opening hours as the intrigue they generate helps even out the story’s momentum in between larger plot beats. The fact they are so subtle in nature works in their favour when placed in a section where they can compliment rather than distract from the main ongoing events. A title capable of establishing this long term promise with the player will be rewarded with a passive ability to hold their attention due to the investment created through these breadcrumbs and the player wanting to see the way all of this plays out. 
What a strange man, I wonder if his backstory will somehow be important

If there is one game which absolutely loves breadcrumbs in its opening then it is Fate Stay Night. Over the course of its first few hours hints are dropped about almost every character such as Sakura’s family situation, Saber and Archer’s motivations and the identity of other masters are all liberally sprinkled wherever there is space. It promises the player a wild ride of character centric drama and conflict as all these elements focus on them rather than being related to the setting. One key feature to note is how the path which the player takes through the common route determines what breadcrumbs they will see. This is important in not overloading them with hints which may not be relevant for anywhere up to twenty to thirty hours later and keeps things focused on the route the player is about to enter. It also allows the opening to feel fresh with each new pass through it since there will be different hints on display to be digested and considered within the context of the knowledge gained from the previous route. Umineko uses its entire first episode as its opening and uses its nature as a mystery title to fully take advantage of the benefits of breadcrumbs. It uses this space to establish the foundation of the ongoing puzzle box around which everything will be based, but it has to balance the feeling of this being solvable and not actually giving way enough to make it possible. Here the breadcrumbs provide the sense of what solutions might exist without presenting anything with substance which could hurt future revelations. They tempt the player into continuing to play for the long term by putting the truth so close the player can almost touch it if only they keep playing.
 

Maintaining Interest

 
If a visual novel opens in a slow burn style then there is a risk the player may lose interest since it appears on the surface as if little is actually happening and there are no stakes. For some games this may be an intentional choice to create a cosy and low stress atmosphere, but for many others it is a major issue they do their best to mitigate. This is often achieved by moving the focus away from the slower pacing and onto the moment to moment events on screen. Having strong characters and selling the build up on their interactions is the most common way to go about implementing this idea. It gives the player something solid to grasp onto in what appears to be a sea of minor events and provides them with a genuine reason to care about what happens to the characters which in turn leads to them sticking around to find out. Much of the content of these interactions is banter or comedic in nature since laughter can be an effective way to humanise someone by showing them to be flawed just like the player. In addition, recurring gags can be used to create a structure of humour and provide its own brand of narrative pacing to compliment the main flow. If there is one game which embodies this approach it is Steins;Gate with its long and slow opening. While a lot of plot build up does happen in the background, its progress has long gaps between jumps and these have to be filled with something so character interactions and scenarios are used to establish the cast. These are important for establishing all the individuals who will later on come to define the conflict and the various timelines. Of course the player is not aware of this significance at the time so instead a focus is placed on create a believable group who gradually come together into the lab members they will come to love. This forms the connective tissue between plot beats and acts as the main reason to progress during those opening hours before the twist. 
Kurisu's lecture is a fun way to introduce her and her future interactions with Okabe

Another way to hold the player interest in a slower paced opening is to plant the seeds of intrigue. Rather than big plot beats these are small events which show a breaking of the facade in small ways from character behaving strangely for a moment to a sudden time skip which goes uncommented on. These clues are all player facing with the characters often ignoring or dismissing them and they are instead designed to get the player thinking about what they mean in order to keep them invested in the narrative. Little Busters uses this approach alongside the previous character centric one to add some variety to its opening. Individually its hints do not appear significant and it is only as they compound that the player sits up and takes notice when the off words of certain characters and Naoe Riki’s abnormal narcolepsy start to ring alarm bells. This works well for the emotion centric narrative Little Busters is trying to tell since big reveal this is all building towards is not all that surprising, but instead gains its potency from what it means to the cast. As such the feelings of intrigue are the important part of this approach since they bring the player into an emotional mindset around which the rest of the game can create an environment for heart-wrenching moments.
 

The Risks Of Front-Loading

 
At first it might seem a good idea to front-load all the drama and action in a visual novel since this is the kind of content which can easily ensnare a player. However, the opening is a type of promise between game and player about the experience the latter is for and if the game cannot maintain this content then it can lead to a feeling of disappoint on the part of the player. Subversion of this expectation is an option here since some titles may want to play around with the idea introduced in the opening in unexpected ways. Yet there are plenty of games which understand the importance of engaging the player immediately so opt for an exciting start before shifting onto what they actually want their narrative to be about. The result is an uneven progression where there is a clear divided between the two parts of the game with little being done to reconcile them leading to it distracting the player. Let’s look at a couple of examples to see the damage this unrepresentative opening can do. Action and tension are the defining element of Senren Banka’s opening hours as the cast deal with the supernatural threat plaguing the village of Hoori. There are multiple instances of life and death combat throughout to really drive home the danger and keep the player on the edge of their seat. However, most of this conflict is suddenly resolved at the halfway mark and the action and tension almost entirely vanish for the narrative. They are replaced by the standard Yuzusoft slice of life and romance heroine routes and these have little in common with the content from just hours before. It is quite clear the intention was always to have a story be about the heroine romances but the developer felt they needed to spice up the usual formula so introduced the supernatural threat to make the game stand out. This betrayal of player expectations almost feels accidental since action is not what the studio is know for and this is just the two parts unintentionally rubbing up against one another in an unflattering way. 
This looks like it belongs in an action centric title not a romance one

From the first scenes of the opening Futamata Ren'ai pushes over the top drama as its core appeal. The two timing and character’s reactions to it supply a steady stream of comedy and they are the pole around which the game can form plot beats and emotional scenes. As such when it stops the moment the player enters a heroine route it is like something major is missing from the substance of the narrative since nothing is added to replace it while the route trundles along seemingly oblivious to the empty feeling in invokes in the player. This loss of the opening promise is a result of the way the two timing has to be resolved before a heroine route in order to make its romance pure and so the primary source of conflict must be removed. Yet nothing replaces it since the title has spent so much time on this one issue it has not had the room to build up another. However, the end result undeniably weakens its consistency and hurts the player’s overall impression of it.
 

Conclusion

 
Shaping the pacing and expression in a visual novel’s opening hours is key to crafting an overall experience which can capture the player’s imagination. It is the place where future plot elements can be teased and set up to allow for the a feeling of excitement in the player about what is to come. As tempting as it is to make the opening dramatic and action packed, it still has to represent the rest of the game since it a promise with the player about what is to come. When opting for a slower paced opening there is a need to maintain the player’s interest through other methods and this often means strong character writing or intrigue to give direction to the downtime. How a developer starts their game is important no matter what type it is or what its narrative aims are and so it is the part of it which needs to be extremely carefully considered in order to get the most out of it.
 
 

High And Medieval Fantasy – Genre Deep Dive


Another World And Time

 
Due to the widespread influence of Tolkien on fantasy, there has been a lot of overlap between High and Medieval Fantasy genres to the point of the two often being one and the same. Technically High Fantasy does not need to be set in the medieval times of its world, it just has to be set in a world separate from our own with its own set of magically rules. In reality the majority of High Fantasy visual novels are also Medieval Fantasy and so the two must be talked about together to get a proper overview of their workings. One of the most common elements of these genres is the way magic is out in the open and normal knowledge for all those in the setting which changes how characters engage with it and see their own role within their society. From the Medieval side comes the political structures and general aesthetics where towering stone castles and golden temples are ruled over by monarchies with knights and princess and this influences the kind of narratives these games like to tell. The distancing of the player from the familiar through the worlds of High Fantasy tends to lead to it focusing on using its world as an exaggerated reflection of our own where the core themes are writ large in every action. Let’s weave a tale of sword and sorcery and discover the extent of what these genres have to offer.
 

Magic In The Open

 
A common feature in many titles of these genres is the presentation of magic or magical elements as a natural part of the world and something known to all. This contrasts with games from genres like urban fantasy which often have magic being a hidden side to the familiar everyday reality of modern life. Having magic be a fundamental aspect results a variety of changes to how social and political structures operate since there are people or creatures capable of reshaping the world at their whims. Titles of these genres often operating on a higher power level with magic not being accessible to all and tending to have a society where those who do have it generally hold a higher value. Many Eushully games like Kamidori Alchemy Meister and Madou Koukaku broadly fit into this space where magic often equals special treatment while angels, demons and other divine forces play an active role in deciding the fate the world. Kamidori is a smaller scale version of this outline with it being focused on the lives of those running an alchemy shop and their inevitable magical encounters. Here the grand forces and powers are shown through their influence on the individual lives, angels are objects of faith who follow their convictions while humans possessing magic offer their services to those who pay them and elemental spirits lazily live out their existence. Grand power scaling is common in these genres and yet they can still leave room for the everyday operation of these worlds. 
There are all kinds of fantasy races on offer in Kamidori

On the diametric opposite side sits Madou Koukaku due to its focus on miliary might and the struggles for control over an empire. Magic is a tool of war in this story and the Magical Machine Dolls are the keys to winning the war. This higher perspective on the affairs of an empire places magic firmly as an instrument of power and those who use it or command such individuals gain positions of authority. Magic is presented within the world as another weapon like a cannon or even an atomic bomb and so it is easy for the player to understand why they would be such importance through its comparison to real world conflicts. A lens like this is important for something as abstract as magic since its fantastical nature can stretch its believability and cause a disconnect with the player.
 

King, Queens And Castles

 
From the Medieval Fantasy comes many of the political structures found throughout both genres which come to shape the themes they choose to handle. Some form of monarchy is the most common style of political institution among titles in these genres with all the associated kings and princesses alongside their magnificent castles. This is of course a reflection of real world medieval Europe although sometimes it will extend out into medieval Japan with its Emperor and hierarchy, but it still maintains the focus on a single ruling individual holding the majority of the power. Since these genres tend to lean into the idea of an escapist fantasy, they often find themselves glorifying monarchy with its rulers holding good intent or the person the characters help raise to power leading to a virtuous age. Any evil is just a few bad apples who are not symptomatic of a wider problem and just need to be removed for everything to be better. No real attempt is made to provide an even presentation of the realities of the system and these games make sure to distract away from this fact so it will not sour the experience. The power politics and backstabbing under a single ruler adds an important element of danger beyond the characters’ control and to keep the player guess where danger will come from next. The Utawarerumono titles Mask of Deception and Mask of Truth both take this political danger and make it a bed of thorns for their protagonist the navigate. All of the struggles centre around the emperor of Yamato and the young princess and heiress with the various factions and people positioning themselves to gain favour and power around them. This is given even greater importance from the special magical masks given out to those who hold the emperor’s favour and it neatly ties the magical element of the world into the struggles for dominance. The protagonist is a reluctant player in these battles which works to absolve them of seeking power for their own gain and helps frame them as a virtuous righter of wrongs in this pit of snakes so the player might cheer for them. 
Got to love the power struggles of succession

Monarchy is not the only system present in these genres as a few of them choose to add elements of theocracy into their narratives. Here a religious organisation or figure hold a major sway over the affairs of the nation and in many stories are not mutually exclusive with monarchies even if the two will often butt heads as a result. Overtones of faith and belief as well as religious imagery tend to find there way into games involving this system of governance alongside tests of that faith for the zealous characters and the idea of forgiveness and sin. Aiyoku no Eustia engages in a mixing of monarchy and theocracy in a floating city ruled by a king and kept afloat by the prayers of a saint. Obviously the idea of a city flying due to religious fervour places its fate in the hands of the church who have the saint at their centre and want to keep her on their leash. It also uses a large amount of vaguely religious imagery in the form of the people growing wings and the idea of angels which it constantly circles back to and forms its core theming. The growth and development of the saint is where much of the testing of faith comes from as she rebels against the church’s hold on her and the true nature of her role. Pushing this theocracy angle gives the game a strong visual and narrative identity it would not have without its use of religious elements.
 

Beyond The Real

 
By choosing to set a visual novel in alternative world with its own rules distinct from our own, the developers gain a freedom to shape the bigger picture of their narrative in more exaggerated and to the point ways than in a real world setting. Using the very fabric of the world as a canvas to paint the core themes and ideas is the main advantage of following this path since it makes it difficult for the player to miss them. It also offers a way to ground the magical elements of the setting within an easy to digest core point around which it can be contextualised and given substance. For The Second Reproduction, the big element it uses to write is its various demons and their powers. They are both the darker aspects of human nature while still holding many positive qualities and the contrast they offer to the humans in the story holds many of the key themes of the work. Placing these demons within the context of an ongoing war further drives home this emphasis on the extremes of human nature and how engaging in one extreme does not exclude you from the other while also adding a tension to every interaction with the demon characters. From this dynamic the magic fights and powers are given the role of representing the conflicting aspects of humanity through the methods and directness of the powers they wield against each other. 
Having a magical race be a mirror for human nature is a fairly common idea
 
Not every use of alternative worlds needs to be quite so grand and leveraging the same tools can create jokes just as well as themes. Despite its almost aggressively standard sword and sorcery setting, the Rance series seems to hold its setting in contempt and regularly makes jokes at its expense. Each title has everything you would expect from a world of this type, wizards, knights, castles and princess who are all made a mockery off by one very horny guy. It still knows how to take somewhat seriously when needed but the unique characteristics of the world are flexible enough to swing either way since they are well known to the player so can be supported or subverted depending on the situation. Everyone else except the titular Rance takes their world entirely seriously and their magical conflicts and kingdom spanning strife are of dire importance. They are the straight man for Rance’s antics as they struggle to deal with his absurd choices which fly in the face of the expected reaction of a hero in his place.
 

Conclusion

 
Despite how bound at the hip Medieval and High Fantasy are there is still a lot of variety to the way they implement their narratives. With magic being an open aspect of so many of these stories, it changes the social and political structures of their worlds and makes them more flexible when it comes to their approach of engaging with their characters. Since these worlds operate on such a different set of rules to our own they offer more opportunities to shape them to showcase core themes and ideas or just for the sake of humour. The political structures inherited from Medieval Fantasy tend to be either monarchy or theocracy and shape the direction of the narrative and the imagery it chooses to invoke. Overall there is a lot on offer when choosing to this meshed dual genre and it definitely demands more creativity and imagination to get the most out of or risk appearing cliché or seeming to have a world with inconsistent rules.
 
 

Futamata Ren'ai: Two Times the Trouble Review – And Make It Double


 Genre – Romantic Comedy, Slice of Life    Play Time – 20 hours    Developer - ASa Project    Steam    VNDB

 

Balancing Act Comedy

 
Becoming a two timer after being forced into a relationship with a girl due to a misunderstanding and then being asked out by your crush is suitably absurd premise perfect for a romcom. Pushing the boundary of believability for comic effect is something Asa Project have made their signature and Futamata Ren’ai continues this steady output. It uses the drama generated by the two timing to create entertaining situations for the player to laugh at while still maintaining a sense of the stakes and providing meaningful consequences. The characters and their banter are the heart and soul of the game and they are its greatest strength as the majority of the moment to moment comedy comes from their interactions and how the play off each other. Fun and unusual character portraits, such as those involving vomiting, give a life and humanity to its cast even if the rest of the visuals and audio are fairly standard. If there is one thing which brings the experience down it is way the routes feel weak and devoid of the drama which defines the rest of the title. However, is this undermining of one of the visual novel pillars enough to stifle the laughter? Let’s juggle relationships and find out.
 

Two Times The Drama – Narrative And Themes

 
The core of Futamata’s appeal lies in the way it plays up the drama of its core premise to tread a line between comedy, sincerity and satisfying resolutions. It leans into all the expected beats of this kind of narrative from the accidental double dates to the discovery of the infidelity and amps them up to their extremes. The use of drama here is craft a wild ride for the protagonist, Koga Nao, as they fumble their way through their relationships with the heroines while the player gets watches this slow motion car crash. By putting the player in the passenger seat Futamata is free to leverage Nao’s self inflicted suffering as an avenue for comedy within the framework of its over the top events and allows the player to not feel responsible for his actions. These various pathways for the delivery of its comedy are all brought together with the character banter which operates as the main means of communicating and playing off the comic situations. From the moment it starts the game is clear how the Nao’s two timing will end so the focus shifts onto how it will all come crashing down and what this will mean for those involved. As such the moments of sincerity on the part of the cast where they are frank with their emotions and the comedy is allowed to take a backseat have a powerful impact and bring them closer to the player as they move beyond being simple vessels for humour. There is also a forward momentum provided by this drama via the developing web of lies and the way relationships based on this lie start to bloom into something meaningful. This does a lot to help connect what might otherwise come across as series of unconnected comedy sketches and keep the player invested for the long term. When it comes to the resolution of the car crash, Futamata makes sure to offer a satisfying conclusion to the conflict for both the route heroine and the rest of the cast. It is shown how what has happened resulted in growth for their character where the become more assertive, reconcile with those they were in conflict with or find love. Doing this helps ease the sting of the wrong done to the heroines through the two timing and keeps the tone light rather than having the consequences being completely negative. The game gets to end on a satisfying note where the characters the player has grown the care about get the conclusions they deserve to round out the experience.
Not sleeping is bad for you kids

Marks against the game come from elements of somewhat messy execution which are peppered throughout. Broadly these come in the form of weak routes stemming from the drama stopping the moment one starts and the uneven treatment of its characters. The overall structure of Futamata places all of the drama in the common route and almost all of it is resolved before the game enters its routes. Since the mixture of drama and comedy is one of the game’s strongest points its absence in character routes is keenly felt because its ends up being a series of romantic and comedy scenes with very little connective tissue. They feel more like long epilogues than substantial additions or explorations of their respective characters. Due to how suddenly the drama disappears it feels as if there is a hole in the narrative which is never filled even if the quality of the banter and character moments remains the same throughout to help mitigate the void. It is a strange choice since it would have been easy to mix in a few moments of drama to spice things up without it weakening the romantic atmosphere since they manage to keep the character banter comedy in without any issues of clashing tones. 
Hmmm I wonder why

The uneven treatment of characters is something born out of a collection of small oddities when they compound together and it may be something you never notice during your own play time. Let’s go over a few example to showcase what type of oddities there are in the text. Perhaps the most immediately noticeable is the presentation of the male cast as “assholes”. Nao is an interesting case for this since he is not exactly the best person, hence the two timing, so him being labelled as an “asshole” is somewhat his own fault. The issue arises when comparing his treatment to that of the female cast who are not all that much better than he is. At one point Nao and a heroine are found to be equally guilty but their punishments are not equivalent, he gets tossed into the sea and while she just gets a light slap. Then there is a moment where the player is offered a choice whether to sleep with a character or not and regardless of what they choose Nao is always treated as being in the wrong. If he does sleep with her then he is irresponsible despite the other party consenting and if he turns her down than he was not man enough to do the deed. There is a running undertone in Futamata of men having all the responsibility and women being less culpable for their actions, despite the majority of the major characters in the game being woman and each one having an important role in how events conclude. Then there is the strange case of Oikawa You who the player is told is an “asshole” but during the game he is nothing more than a bit grumpy and his pursuit of a stable job and thoughts towards the future seem to suggest the opposite. Beyond the strange male presentation, the women also suffer for similar issues. For example Rui is a supportive person who tries her best to be their for her friends, even for Nao in this two timing, but this is contaminated by the later revelation that she is a masochist and the game drawing a direct line between it and the help she offered. Thus the conclusion to be draw for this connection is that the only reason she was supportive is she enjoyed the suffering due to her masochism rather than her being a good person. Obvious Futamata intends this as a joke rather than a serious comment on her character, but things like this happen often enough to be distracting and it feels like the game is beating these characters over the head with a club and asking you to laugh. It spends most of its time asking the player to laugh with the characters so swapping to asking them to laugh at the cast is more than a bit jarring since they are people you will have grown attached to.
 

Two Times The Banter – Characters

 
Fun characters and their banter are the life blood of Futamata without which the drama and comedy would not function and they underlie much of the developer’s design choices. Having a protagonist like Nao who is not the normal good guy archetype opens the door for a lot more engaging interactions and satisfying arcs since he has room to grow and can surprise the player in fun ways. It is from his character that much of the game’s drama stems with his two timing and the comedy loves to play with his less desirable traits to create banter specific to the character he is interacting with. As the main POV character, this variety is especially important since most jokes and emotional moments will in some way relate to him so he needs to keep the player on their toes lest he become dry and familiar, the death nails of comedy. The heroines all have their own memorable quirks from the biting wit of “final boss” Nobuta Yua to the laid back cat-like Umino Miyako. Each one interacts with Nao’s two timing in their own way as they dance around the problem lending the comdey a good variety of situations where Nao has to deal with their antics. There is a concerted effort to make the heroines exist independent of Nao as they form their own friendships and have their own lives unknown to him. By doing this the game establishes their ability to act in surprising ways so when those actions are suddenly sprung on Nao they do not come across as unnatural and instead help make the heroines endearing for how they push back against him. Banter is how much of the narrative is delivered outside of climatic moments and Futamata is notable for how consistent the quality of it is and how it ties nicely into the cast. Their conversations always find a new way to take their established traits and shine new comedy lights on them throughout the entire play time which is no small feat given how much of the game is banter.
Even the minor character get their own distinctive traits

 

Two Times The Spectacle – Visual, Audio And Technical

 
Presentation is one of the game’s few mediocre elements. There is nothing particularly wrong with it rather it is a standard visual identity common to titles in the slice of life/ romance genre making it blend into the memory alongside all the other similar looking visual novels. The one exception to this is the fun unique character portraits used for more over the top comedy moments. From vomiting rainbows to shooting lasers out their eyes, these extra portraits are used when to indicate a character’s drunken state and the wild behaviour they engage in. Since this cast get drunk a lot over the course of the story, the portraits see a good deal of use as a means of selling just how out of control the alcohol has made them and results in some truly outstanding comedy moments. Outside of this one exception, the visuals and audio are the cookie cutter bright colours and upbeat tunes where the aim was clearly to craft something familiar to the player’s sensibilities. In this they succeeded as it does feel like slipping into a kind of game the player is comfortable with just with a greater leaning into comedy than normal. However, in a world with so many titles of this genre competing for the player’s attention is being so hard to recognise at a glance truly a good thing? Ultimately it is inoffensive enough that it is not really a strike against the game in a way which would undermine what it has set out to do, make people laugh.
Vomit is a strangely consistent part of the story...

Conclusion


Making the most out of an outlandish core premise is what Futamata excels at and it knows exactly how to push all the right emotional buttons while doing it. The drama is played up to a deliberately comic extreme to facilitate this brand of comedy yet still being capable of using it for genuine moments of sincerity. Character sprite are expressive in fun ways and make it easier to form a connection with the cast even if the rest of the visuals and audio are fairly standard. Interactions between the cast form the backbone of the comedy and their banter is of exceptionally high quality with a large variety on offer depending on who is talking to whom. The game does stumble a bit when it comes to the weak heroine routes and uneven presentation of its cast, but these are not major enough issues to undermine its strong core foundation.

Verdict – 

Two timing leads to double the fun in this dramatic romcom which knows how to balance laughter and a loveable cast. It achieves this despite its weak heroine routes and some odd choice in character presentation.

Pros -


+ Good mix of comedy, drama and sincere moments which mesh together to create a roller-coaster of laughter.

+ Fun characters with good banter who bounce off each other in exciting and hilarious ways.

+ A variety of unique portraits for each character sell their personalities in their wilder comedy moments.

Cons -


- Heroine routes feel weak due to the lack of the drama present everywhere else.

- Uneven treatment of characters can make it feel like the game wants the player to laugh at, rather than with, the characters they have grown to care out.

- Visuals and audio are mostly uninspired and standard for the genre so it blends into the soap of other similar titles.

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