Sunday, September 14, 2025


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.
 
 

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