Archive for November 2025

Narrator Perspectives – An Anatomy Of Visual Novels


Who Is Speaking?

 
One of the foundational aspects of any media using the written word is what person should be used, 1st, 2nd or 3rd? This choice of narrator is especially important for visual novels given its role in determining the intimacy of the story and the tools it has available to it. 1st person is by far the most common type with its simple and fixed perspective allow for player character to tell their story while the player forms a strong sense of investment in them. Less frequently a game will choose a 3rd person to tell their stories and this is often done where there is more than one core character around which the story revolves and the emphasis on them need to be even. Once in a blue moon a 2nd person visual novel comes along to shake things up but it is a delicate instrument due to how odd 2nd person feels to read outside of instructions, yet there is an undeniable distinctiveness to it. Let’s go down the list of I, You and They, to see what each of these looks like in the wild and why developers might choose each of them.
 

I Will Tell A Tale 

 
There are a variety of reasons 1st person is the primary choice for visual novel narrators and they all broadly stem from its ease of use and personal nature. It is easy for a player to become attached to the protagonist through this narration since they reveal their intimate thoughts and put their humanity on display so they come across as likeable or at least sympathetic. This is important when dealing with genres which play off heightened emotion such as romance or horror where being inside the head of the character gives an immediacy to events. By being so personal the developer can engage with the reliability of the narrator in various ways from subtle bias to outright delusion in an obfuscated fashion in order to have it hit the player with a greater sense of shock and betrayal. Controlling the player’s knowledge in a believable way is easier to implement in 1st person due to the player understanding what it is reasonable for one person to be able to know at any given time and the developer can use this to their advantage to shape how the narrative progresses. Just on a fundamental level people find it easier to write from the perspective they live their lives and they will know exactly what the narrator would be able to see and do at any given moment since they are like us. 
1st person gives us a lot of... odd thoughts...

With 1st person being so common in visual novels let’s pick a couple of random examples out a hat and see to what extent these elements are reflected in them. If there is one thing that can be said about Shuffle! it is the way it embodies the romance visual novels of its period. Its narrator is the fairly standard nice guy protagonist, Tsuchimi Rin, who’s role as player stand-in makes his narration tend towards being as nonintrusive to the self-insert experience as possible. This tuning of the player’s experience so as to reduce the barrier between them and the character is a key part of why romance titles like Shuffle! tend towards 1st person since it offers the least resistance to blending the two together due its personal nature. Rin is not a completely flat character otherwise the strong emotions which the genre need to sell its climatic scenes would be lacking so he instead offers a head space with enough room for the player to put themselves into but still have motives related to the story. The impressions he gives of the heroines have an important impact on the player’s initial perception of them and while it does end up being inaccurate, as they all have new sides to reveal, they provide an opportunity for the developer to sell each of the girls in a desirable light. Emotional intensity and immediacy are flexible in 1st person as can be seen in the variety of ways Rewrite plays off the protagonist’s limited awareness of what is going on. Kotori’s route uses his ignorance to create a thriller where the player feels as if they are in a middle of war they cannot begin to properly understand the scale of. On the opposite side is Chihaya’s route with its heavy leanings into action and the superpower nature of the setting. In using the 1st person it gains the ability to sell the power and ferocity of the moment to moment combat and the growth of the protagonist’s abilities through their own experiences, so making the fantastical more relatable since their interactions mirror the player’s own curiosity. The ability of Rewrite to play host to such a wide spectrum of narrative types while not appearing to contradict itself is a testament to how open 1st person is as a means of narration and what is acceptable within it.
  

They Stand Above All

 
Upon entering the world of the 3rd person narration there is a reduction in the number of visual novels utilising it when compared to its 1st person counter part. The main reason for this is likely the fact it is more difficult to handle emotional stories when using it due to the inherent distance from events granted by this overlooking perspective. Of course titles can still use 3rd person and be filled with high emotion scenes if the developer is capable of adjusting where their emphasis lies and set the player’s expectations. One of the ways it stands out is the ability to showcase the thoughts and feelings of its entire cast in a smooth and natural fashion which is important in titles with multiple major characters. This avoids the problem present in 1st person of having to grind the narrative to a stop to swap perspectives each time it needs to express another character’s viewpoint. Being above the events of the game offers the option of presenting them in a grander manner since the interlocking pieces of the story are clear as are their consequences. When this is leaned into the far reaching influence of events can be shown and weaved into the smaller scale struggles of the cast in a way which heightens the stakes and emotions. There is also the option of taking it to the opposite extreme and making the narrative as detached as possible given it an almost historical record like feeling, but few visual novels can properly use this form. 
The use of illustrated books makes the 3rd person more distinct

Witch on the Holy Night is a tale of three individuals at the point when their lives intersect and each of them shares the role of main character. Hence it is only natural it would choose to place its narrative at equal distance from through the use of 3rd person. While Shizuki Soujuurou is the person the narrator obits for a good chunk of the early sections of the game, there is a constant effort made to ensure at least one of the other two are within shot at all times so their importance is never lost on the player. This focus on the trio gives the title a far more personal feel to it than it might otherwise have as there are plenty of opportunities for them to reveal different aspects of who they are and their relationships. Running alongside this is the grandeur of magic which the 3rd person narrator is constantly pushing whenever it appears in the story through elaborate descriptions of details and a larger scale picture of their power. Despite the personal motives for the use of magic it never stops being a greater force which keeps its otherworldly wonder. 3rd person narrators have a stronger historical footprint in other mediums so utilising it within visual novels invokes those older forms, such is the intent behind Adabana Odd Tales’ use of it. The world is set in a realm of illustrated books and the choice of narrator, along with the use of a brush stroke art style, invokes the memory and legacy of those works to establish a baseline for the story to play off. Being able to have this clear line between the two allows it to draw upon characters and cliches established in the player’s mind to employ as a means of creating expectations to embrace and subvert. Since it also regularly just swaps to a story book style of presentation which is also in the 3rd person, it is obvious to the player how the themes and ideas of Adabana are meant to be interpreted and this ability to shape their perception without the ambiguity of an overly intimate perspective is one of the core strengths of a 3rd person narrator.
 

You Walk Into A Bar

 
2nd person is an odd and rare beast in the visual novel space due to its instructional tone and way it distances the player from what is meant to be their own actions. It is a style of narration which has had some success in other types of game most notably text adventures or other things which can trace their linage from tabletop RPGs and the commanding voice of the GM. For an audience this use of the 2nd person is what is mostly likely to come to mind when faced with it and this is something a developer can play off to engage with these experiences. It is telling then that a lot of these visual novels invoke the authority of the GM role to create a scene directed at the player where they get to role-play its protagonist. The way it blends personal connection and distance is often played off to make the player select choices they might not otherwise and retain the ability to gut punch them when things inevitably go wrong. While not taking as much sadistic glee in killing the player character as old school text adventures, there is still a greater willingness to make them suffer in overt ways then in other visual novels regardless of if things ultimately end happily. 
Look terrible things are happening to YOU

Their limited appeal also results in this space being filled with more experiential titles which are looking for unique ways to express their narratives and leave a lasting impression. One such game is BAD END THEATER with its multiple protagonists playing nicely into its use of 2nd person. Each of these characters is always “you” so uses the slight disconnect from the player, since they are obvious not multiple people, to make them more willing to experiment with the game’s structure and see what it has to offer. At the same time the direct view on their lives given by the 2nd person slowly endears the player to them as the player get expose to their human struggles and fun dynamics both while under the player’s command and from other cast member’s viewpoints. The slight use of meta narrative elements is also important to the choice of narrator since the way it makes the player both an insider and an outsider already operates on a vaguely meta level and this allow the story’s acknowledgement of it come across as a natural extension of what has been established. Horror is one few genres which does not mind the use of 2nd person since the disconnect it brings can be leveraged to unsettle the player as can be seen in It gets so lonely here. This title mixes a core of dark fantasy with its horror elements to underpin the twisted nature of the events it calmly explains are happening to the protagonist. Presenting it through the use of fairy tale creatures and motifs as a means of taking the innocence from those stories and tricking the player with a familiar presentation from a new angle of narration then pulling the rug out from under them. A 2nd person description of its events lends the game a certain air of otherworldliness due to it being uncommon couple with the fantasy subject matter and this meshes well with the strange behaviour of it characters.
 

Conclusion

 
Deciding the type of narrator for a visual novel has a profound effect on how it will be perceived by the player and what sort of narrative tools will be available. 1st person is the traditional choice for good reason as it offers a personal angle on the story while giving the developer an easy way to control what information the player has access to at any given moment. Selecting the 2nd person is rare since the way it invokes an odd mix of intimate and detached feelings and its authoritative tone are only suitable for a small number of games. On the other hand, 3rd person sits the player completely above the events of the visual novel looking down on its cast which it can leverage to showcase a broader picture of events and characters alongside drawing connections with other mediums for dramatic effect. Overall, when considering this choice you should carefully weigh up the benefits each has to offer and what your audience expects from similar works either to adhere or subvert depending on your needs.
 
 

Detective Fiction – Genre Deep Dive


On The Case

 
From Sherlock Holmes to Columbo, Detective Fiction has a vice like grip on the popular consciousness so it is no surprise to find visual novels making use of such stories. The way visual novels play into the strengths of video games and written mediums results in a unique blend of roleplay while still having the strong personalities key to a good detective. When the focus is around the detective within an officially sanctioned organisation like the police the story tends to come with more authority for the characters and the struggles at having to navigate red tape. Stepping into the private sector and the detective gains a more scrappy mentality where they have to work to unearth clues in a less direct fashion compared to their official counterparts. Then there are characters put into the role of detective out of no choice of their own and this lack of experience alongside them often being directly connected to mystery they are solving gives them a wider emotional and narrative range at the cost of much of the detective fantasy. Let’s put on our deerstalkers and deduce how these traits of the genre influence its presentation and what stories it tells.
 

Official Police Business

 
Working in an officially recognised organisation like the police or some form of special unit gives the detective a greater degree of authority to wield while also demanding they be accountable to regulations. Narratively this often manifests as some elements of the police procedural style where the characters have access to a wide range of other professionals in various field who can provide information they would not otherwise be able to know. Another common feature is a fixation on the crime scene from an analytical perspective where the detective picks over every detail of the area beyond what is necessary to solve the case in order to sell the idea of just how capable they are and many resources they have at their disposal. In order to create a sense of the authority available to the detective they are able to get access to restricted locations and make people they are interviewing feel as if they have to talk which both feed into this idea of the borrowed power they are wielding. Red tape is a part of any large organisation and at some point the detective is going to have to be shown engaging with it. The exact extent of the paper pushing and regulation which appears depends on the extent it leans into being a fantasy with the grounded tales tending to have more mundane work and the action focused ones being less interested in breaking the story’s flow to accommodate it. 
Got to get all the details of the crime

This divide between the kinds of police detective fiction defines much of this side of the genre in visual novels so let us look a pair of games which exemplify each end of the spectrum. AI: Somnium Files is not a realistic depiction of police detective work in any way with the futuristic sci-fi tech and the special branch dedicated to use it. There is a strong through line of drama where the Detective Fiction is a means of presenting a complex narrative rather than an attempt to engage with the realities of solving crime. Date Kaname never has to sit down and do paper work and spends as much time goofing off as he does working to the point you could be forgiven for forgetting he is in-fact in a position of authority. Yet he does have to work within the bounds of the police’s structure such as not being able to arrest or hold people without evidence and this is used as a dramatic device to build tension and tie his hands. It also acts as a means of easily presenting him in a heroic light as he struggles to do what is right while also balancing his role as a representative of a group far bigger than him. Crime scene investigations is a core aspect of AI: Somnium Files identity and over the course of the game the player will investigate them in great detail as they try to piece together the mystery. Here is where the appeal of the detective fantasy is at its strongest in AI where the fragmentary clues tantalisingly place the truth within reach, but only the detective has ability to reach that conclusion. On the other hand CollarXMalice is much more interested in the day to day operations of the police despite it also have an outlandish premise. The protagonist spends a lot of the common route performing the routine actions required of the police from filling out paperwork to taking calls to patrolling the streets. Through these actions the game’s world is contextualised within a sense of normality the police are trying to maintain despite the circumstances around them. Returning to this normal is a key motivator for the protagonist and their mundane actions showcase her vision of such a life which remains potent as the antagonists attempt to take it away from her. Since she is not a detective by position but instead circumstance, this causes the mystery solving element of the detective to move away from the crime scene itself and into the way each crime paints a picture of what the antagonists are after as she works towards the truth about each one. Being part of the police does give her access to specialists, in a more grounded way than AI’s sci-fi magic, with the most notable of these being Shiraishi Kageyuki of the crime lab who regularly gives her useful information his department has gained. Everything aims to sell the police in this setting as a believable version of their real world equivalents and sell the lumbering nature of this organisation which the detective belongs to.
 

Private Eye

 
A private sector detective is free from the constraints and responsibilities of the police but in exchange do not have access to the professionals or the ability to pressure people for information through their authority. This leads a lot of such detectives to be characterised as scrappy underdogs who have to use their intelligence and creativity to the evidence they need to solve the crime. It pushes the super smart end of the detective fantasy where they are utilising their cunning to pry truths out of people which they would otherwise never speak. Having some connection to the police is a relatively common means to get the detective the knowledge he need, either because they were once part of the police or through a friend on the force, yet there is careful balance here since it could easily undercut the scrappy element of the fantasy and so the source of the information often only reveals a limited amount since they are bound by confidentiality. Interactions with the criminal underworld or shady information brokers is another angle this style of detective can bring as they tread the line between the light and dark sides of the world in pursuit of the truth. This plays into the more morally grey tendencies of a detective working for an inherently selfish motive in money where their compass might lead them to do things the player may not agree with. 
Finding all those tiny clues

As a genre this type of detective is deal with in one of two ways, either it is treated with the utmost seriousness and leans into the darker side of human nature or it goes the opposite way and makes the lack of restrictions of their activities the source of a light adventure with a free-form structure. The Kara No Shoujo series is sits decidedly on the side of the former with its horrific murders and generally dark tone. Tokisaka Reiji is not initially hired to solve a murder but rather to go undercover as a history teacher to investigate a series of disappearances at the behest of the vice principle. This is an important part of the narrative set up as it establishes the for hire nature of the detective and as he pokes around to try and solve the disappearances the player gets to see the cunning way he uses the minimal resources he has at his disposal. His lack of detachment from the people he interacts with and his willingness to get personally involved in their lives marks him as a less professional and more human version of the detective. Given the small cast of characters this focus on them allows the game to place the horror of the murders on a personal level where the player will witness the effects it has on a wide spread of the cast. It also highlights how compromised the detective is when he acts in accordance with his emotions rather than the logic more befitting his status and this makes his struggles and successes feel personal to him. A lighter take on the private detective can be seen in Famicom Detective Club: The Girl Who Stands Behind where the protagonist assumes the role after being taken in by a more experienced detective. The young age of the protagonist allows them to fit into the school setting where they are tasked with investigating the disappearance of a young girl and it makes his naivety and inexperience blend into a coming of age story which steers clear of anything too dark for its broader target audience. Witnessing the growth of a detective on the job is a part of the genre this game plays heavily into as the player gets to witness the protagonist grow and find the skills he needs to solve the mystery and discover the spark of genius which defines him as a detective. Following this growth is one of the main ways the narrative gets the player invested in seeing the story to its end and gives another emotional avenue to the mystery beyond the desire to see it solved. It also leads to a story about building a future and is hopeful for the people involved in contrast to the spiral downwards which defines Kara No Shoujo.
 

Amateur Hour 

 
The final type of detective fiction is one where the detective is an unwitting everyman who lacks any spark of deductive genius. They are drawn into investigating the mystery when circumstances compel them rather than as part of their profession. By the end of the story they may have picked up the skills of the detective but they do not start out with any of them and struggle against what is asked of them and even at the end their abilities are something they want to never have to use again. These detectives possess likeable and familiar traits of people the player might meet in their day to day life giving them by far the most grounded starting point for the genre and it tries to keep them within this core identity so they never lose their connection to the world they came from. Due to their origins they have no way of accessing the information necessary to solve the mystery like other styles of detective and instead the game adopts a contrivance, such a some form of magic or a contained environment, in order to provide the clues and resources need to solve the mystery. This need for a strong justification for the detective’s engagement and ability to solve the mystery does lead to this end of the genre tending to be far more wacky in premise with it stretching the limits of the genre. 
Naegi is an extremely over the top version of the everyman 

Danganronpa is perhaps the poster-child of how distinctive this side of the detective genre can be in visual novels. Its detectives are always confused participants in the death game which demands they solve various murders with the minimal skills at their disposal. Their deer in the headlights reactions to what is happening around them firmly places them as an everyman who has to stand up to the task in order to survive no matter how unsuitable they might be for the job. Focusing on confining the cast inside a limited location to incite the death game also serves the double purpose of ensuring the clues the detective needs can be found despite their limited skills. Meanwhile their captor, Monokuma, serve as the specialist who can provide the detective with information they could otherwise not know even if they might present it in a misleading fashion. While not as comically over the top as Danganronpa, Umineko’s use of magic in its setting gives it a legitimate reason to be able to supply Battler with all the details of the case from his vantage point outside of time and space. Battler himself is the definition of an unwilling detective when he is thrust into the role when people start being killed around him and he raw reactions to events and way he struggles to adapt make him start out being an everyman. Eventually he does take to his new role as detective which is in the game’s best interest given how much it plays of the idea of the detective and the cliché’s of Detective Fiction, but even then it is careful to keep his motives of saving his family and friends front and centre to utilise this contrast between actions and motive to fuel his character growth. He is not the only detective on the case with Beatrice acting as a detective who seeks to prove magic as the cause of the mystery as opposed to Battler’s realistic perpetrators. The pair’s vastly different views on events are a core part of Umineko’s appeal since it understand the qualities of a good detective and has each of them take on a form of this fiction to better comment and engage with its troupes and conventions.
 

Conclusion

 
Detective Fiction comes in all shapes and sizes within visual novels as they try to adapt its malleable genre mysteries and strong personalities to the stories they want to tell. Police detective narratives stress the structures the detective is working within both in terms of the authority it gives them and its restrictions to sell the power and struggles it brings. On the opposite end of the spectrum, the everyman detective is dragged into the mystery against their will and has few resources to aid them in order to make the success of solving the case all the sweeter. Between them is the private detective who’s connections to the police and the underworld give them the information they need but results in a more morally grey narrative. As you may have noticed from the examples from each part of the genre there is a lot of overlap between these kinds of Detective Fiction since this approach allows these games to take the aspects they need to tell their mysteries. Such a varied and adaptable genre is perfect for those looking for a way to create a mystery visual novel with a focus on a single or few deductive individuals.
 
 

Monster Girls – Character And Cliché In Visual Novels


From Myth And Mystery

 
Nothing in the world of visual novels leaves quite the same immediate impression as Monster Girls with their addition anatomy and supernatural nature. A Monster Girl is not the same as something like a cat girl where they have direct connection to real animals and instead are based on monsters from myth and folklore. This often means more dramatic changes to their appearance like with the snake lower body of a lamia or the horse of a centaur, but they can also be merely an otherworldly bloodline which gives monstrous personality traits as often happens with the oni. In addition despite the title saying Monster Girls this work will consider their male equivalent for what it shows about how gender changes their role. On their most basic level a Monster Girl is a monster and may well act like it through aggressive actions which they may not have full control over. Then there are the Monster Girls for whom their monster characteristics are just a cute accessory to make them stand out to the player and they rarely have any negative elements to them in order to make them likeable. Their unusual appearance gives them room to act as stand in for humans while still allowing for some distance from subjects like discrimination. These characters are a wide spectrum of body types, additional limbs and personalities so there is quite a bit of flexibility in what roles they can fill. Let’s escape the hoards of Monster Girls and find out how these characters have shaped and been shaped by visual novels.
 

The Monster Within

 
A Monster Girl character does not need to have need to have any immediately identifiable physical elements so long as their non human nature is reflected in how people treat them and in the way it influences their lives. This style of character has their monstrous nature act as a sort of curse which they often have no control over yet decides much of their life with many people coveting that power. Since they appear human on the outside they generally do their best to blend into normal life and dream of being left alone. Their nature has a violent and uncontrollable undertone to it and this does not have to be just for themselves as its effects on the people the character cares about can be vastly more destructive. From a narrative standpoint this type of Monster Girl reflects on the ruinous nature of our darker emotions or the desire for ever greater power. In overcoming these internal negative traits the characters can display a virtue and struggles through which core themes can be displayed as well as provide a reason for the player to root for them. One of the most common kinds of Monster Girl to get this treatment is the oni since having some oni in a bloodline as an excuse for magical powers is a cliché in and of itself. The customary violent nature of an oni makes this struggle against these darker tendencies an expected part of the process of character growth. 
It is always a problem when they start wanting your blood

One particularly interesting example of this use of oni is in the Hakuoki where a number of oni characters make their appearance including the protagonist Yukimura Chizuru. What makes the oni stand out here is the variety and flexibility of their roles for person to person. Chizuru is obviously the oni with the largest amount of screen time but for the most part their powers are not something which they have to struggle but instead it falls on those around her. She is coveted by multiple other individuals including other oni and she reveals their less desirable sides through their pursuit of her while also highlighting the heroic side of those who defend her which plays well into selling the romantic interests. When she starts using her blood to save the people she cares about is where the darker aspects of the oni start to creep in as the suitors she uses it on are not always able to adjust and reveal the dangerous side of the oni. Their struggles with their declining mental state and how the Chizuru handles their relationship works as the backbone of their arcs in the later parts of the game and helps support the historical drama happening around them. As rival to the suitors and the foil to Chizuru, Kazama Chikage’s status as an oni places him in position where he is both the best and the worst of his kind. The arrogant superiority where he looks down at humans as inferior mirrors that element in humanity itself and yet it is this pride which demands he hold himself to a higher standard than many of the people around him. Throughout the narrative he demonstrates himself to be the one character who will stand by his values to the very end even as he fights in open opposition to the heroes. This muddies the picture of what it means to be an oni and further allows them to be a direct connection to humanity and the time of chaos the cast find themselves in.
 

As A Cute Trait

 
By far the most common use of a Monster Girls style of character is as a means to add distinctive traits to the cast in order to make them stand out. Often this is the bare minium for the character to be considered a Monster Girl and takes the form of some extra element on their human bodies, but even then they have the ability to conceal it the majority of the time. Functionally they are just human characters as far as the narrative is concerned with vague nods at their supernatural nature so it can be done in the least invasive way possible. For this kind of Monster Girl their role rests solely in their appeal and exotic origins as a way to spice up what might otherwise be a standard visual novel. Take The Ditzy Demons Are in Love With Me, if the Monster Girls were stripped of their powers the game would just be another standard example of the romance slice of life genre. Their personalities form the expected spectrum of moe traits from shy to clumsy to teasing and can easily be summed up in a single sentence which is a part of the romantic fantasy this style of story is aiming for. However, being too similar to its peers risks it not standing out enough to make a player consider picking it up among the sea of other titles. So each girl was made into a different Monster Girl in order to provide them a visual identity different from other such characters. To its credit the game does allow some aspects of their monstrous nature to show themselves, such as the succubi being seductive, but it is still restrained to only positive or humours traits that will not scare off players. The story does not reflect this choice in any meaningful way with the conflicts and arcs being ones where the monsters could easily have just be swapped out for humans and nothing would change. It should be said this strategy for using Monster Girls has broadly been successful as can be seen in the way it has formed a subset of players who like the aesthetic changes. 
Definitely a normal girl....

This subject comfortable brings us to the other reason the surface level existence of a Monster Girl is used, to appeal to a fetish. Obviously this is something far more common in eroge where it feeds into the erotic elements of the game, but it can act as an undertone in any title where the characters have noticeable non-human physical additions. Unlike the use of these as a tool for cuteness, here the Monster Girl is more tightly bound to the expectations of their race and it closely defines the outline of their personalities. The easiest way to see this in action is to look at the developer Eushully’s output in its entirety and note their obsession with angels. All the angels in their games fall under the same racial archetype, this being purity with a layer of vaguely religious background. Each individual character does have their own spin on it to try and not make this cliché too obvious such as with Melodiana from Kamidori Alchemy Meister being a kind and refined individual while Forzasleyn from Kami no Rhapsody is serious and stubborn, yet at their core this commonality remains. Since an angel is such a potent symbol of purity, the associated white wings and golden halo become a part of a framework to appeal immediately to those who find such traits to be desirable and it insures a consistent stream of predictably attractive characters. Eushully’s consistent fixation of angels can be applied to a lot of other titles using Monster Girls since racial archetypes makes for an excellent shorthand for a narrative and recognisable aesthetic all in one.

 

Just Like You And I

 
Using Monster Girls as a direct metaphor for the struggles and treatment of people in our own world is a fairly common practice. Their mix of human and monstrous features make them a perfect blend of being close to the player while still having the necessary distance to allow for the player to more objectively view their treatment and avoid any unwanted connections to real world equivalents. Being so fantastical provides room for the edges to taken off the darker elements that might be addressed during the game by slotting in another lighter kind of content such as over the top fights featuring their powers. Ayakashibito’s monster of choice is the yokai of which Kisaragi Suzu gets the largest amount of screen time and her treatment forms the backbone of a lot of the title’s themes. Immediately striking is the fact she is lacking in any physical identifies of her origin for most of the game and looks just like a normal human girl which is a deliberate choice made to draw a line between the her suffering and the player’s own experiences. It also helps form a similar bond with the player as they have with the rest of the cast and blurs the lines they define themselves along. As such humanity’s treatment of her is reflected back onto them as they justify their actions based on her monstrous nature and ignore the things they have in common. Despite this undertone Ayakashibito is not interested in making any meaningful comments on their actions beyond a simple moral evil. Instead the story uses it as a justification for the interpersonal conflicts and the battles with it just acting as additional texture to their character arcs. 
So begins a quest into a gentle world

It would not be proper to discuss about Monster Girls without bring up Monster Girl Quest and its influential choices in character design. It uses the non human appearances of its Monster Girls as the basis for a narrative about discrimination and prejudice based on physical attributes and misunderstandings making for a very simple analogy for the real world. The complexity of the issue is not something Monster Girl Quest is interested in tackling and so the result is a parable about the need to not judge a person without first understanding them which is perfect from the kind of heart-warming space the game want to provide. Sitting next to this is one of the widest pools of different Monster Girl designs all clearly leaning into one fetish or another to a frankly impressive degree. Neither of these two side even acknowledge the other’s existence and it does make the game’s messaging feel a bit confused as if two entirely different titles were smashed together yet there is no doubt its brand of Monster Girls has left its mark on how future visual novels presented their versions of it even if they never reached the same level of success.
 

Conclusion

 
Nothing quite speaks to human nature like a Monster Girl character as they straddle the line between their twin natures and the clichés which come with their appearances. They can function as a way to examine the dark and uncontrollable sides of human nature through their supernatural powers and those who covert them. How people treat them and how the Monster Girls attempts to deal with that allow for an exploration of discrimination and reconciliation. However, they do not need to embody complex themes at all and can simply exist as cute accessories to someone who is otherwise just a human or as a means of appealing to a fetish. Being both alien and familiar gives Monster Girls a lot of range on where they can be included and what roles they can be given so they are worth considering when making any kind of fantasy narrative.
 
 

Pocket Mirror: GoldenerTraum Review – Golden Hope And Young Girls

Genre – Horror, RPG Maker    Play Time – 10 hours    Developer – AstralShift   Steam

 

Hold That Gold Tight

 
Releasing at the tail end of the golden era of RPG Maker horror, the original Pocket Mirror captured the best quality of games from that time and brought them together into a well presented package. Seven years later AstralShift released a remaster of Pocket Mirror named GoldenerTraum which touches up the visuals and adds some new content in order to bring it to a wider audience. It maintains the excellent atmosphere and creeping dread alongside the characters’ riveting journey which made the original so memorable. Those characters are dealt with separately and given the space they need to shine and inspire fear. Creating a visual and audio space filled with tension and beauty was already something the original did well so the new touches help elevate it to a new level. However, GoldenerTraum does not solve any of the flaws of the original from unclear choices to uneven pacing while adding in many of its own with its new content not meshing with the old. Is this enough to undermine this classic RPG Maker horror game? Let’s get lost in a kaleidoscopic maze of terror and find out.
 

Into Fear And Loneliness – Narrative and Themes

 
The one element a RPG Maker horror game needs to be successful is a strong atmosphere with a backbone of dread since it cannot rely on its visuals in the direct way other style of horror are able to. Pocket Mirror takes notes from its predecessors in order to embody their best traits while avoiding some of their common pitfalls. Dread is used as a subtle tool with the off nature of puzzles and interactions carrying a lot of the tonal weight. Often this manifests in moments where characters will have the protagonist do things that are twisted or not be upfront about the consequences of what they want only to turn round and be confused at the protagonist’s fear. An abnormal sense of normality is pervasive throughout as the items and scenery of a young girl’s life take on strange forms and even in the quiet moments the player cannot shake the feeling of wrongness. This encroachment becomes more pronounced as the game goes on and the characters become more openly hostile to the protagonist and this makes for suitable pacing curve to prevent the horror from becoming too stale and predictable. Its characters’ journeys and how the relate to and influence the protagonist is the main narrative driving force. Their unforgettable personalities and the way they can turn on the protagonist at any moment helps make each new encounter with them feel like a meaningful look into their minds. When combined with the player’s ability to decide their individual fates through choices made along the way, it makes for a compelling motivation to push through the fear and see the outcome of this story. 
 
One area Pocket Mirror is careful to not overuse is the chase sequence. Many of its peers have a tendency to overuse this mechanic due to the lack of other ways to directly threaten the player which might be exciting at first but eventually results in fatigue due to the player wanting to just get on with the game. Here Pocket Mirror understands the need for palpable danger but uses the chases as a means to emphasise a specific narrative beat or to shake up the player’s expectations after a long period of their absence. By holding back it can get the most out of this mechanic without it and avoid it wearing out its welcome. A similar approach can be seen in its more selective use of dead ends compared to other RPG Maker horror titles. Rather than just killing the protagonist at every minor mistake, it instead makes its dead ending narratively appropriate and clear telegraphs the imminent danger to build up and pay off the tense situation. Using its tools when they are called for a general use of subtly and implication are Pocket Mirror’s greatest strengths and are the basis of its fear.
Be careful not to fall

GoldenerTraum is an odd release when it comes to Pocket Mirror’s narrative and tone since it makes a lot of changes and additions which undermine the strengths of the original while also failing to fix the issues it has inherited. By far the most problematic addition is the new ending which exemplifies the issues with the changes made by GoldenerTraum. It is says the quiet part out load. This ending covers something which was never the focus of the original story and was vaguely implied through subtle clues. It is not an important element of the story and not expanding on it did not hurt the original work. By spelling it out for the player it removes a layer of subtly which was the game’s greatest strength in exchange for an ending lacking in meaningful substance. To top it all off it is also a bad ending so lacks any proper sense of resolution and feels like it exists to punish the player despite another bad ending already existing to fulfil this purpose. 
 
Beyond the ending, the other changes all roughly follow this pattern of stripping away subtly and are damaging to various extents. For example, the endings all now have little illustrations which pop up after they have been completed. While they should be a nice touch which adds another layer to presentation, they are instead highly destructive since they spell out how the player should interpret them. Ambiguous endings are now made black and white removing any need for the player to engage with narrative and undermining the horror brought about by that lack of certainty. Then there are the problems also present in the original which the new release does nothing to resolve. Chief among these is the imbalanced lengths of the sections given to each character with the first one, Fleta, being noticeable longer when compared to the others. In the original this was likely caused by the opening hours being the first to be developed meaning they got the most revisions and additions before the final release. However, GoldenerTraum does nothing to address how lopsided this can make the experience of playing the game and seems to not be interested in fixing issues so much as making unnecessary add-ons.
 

Girls With Trauma – Characters

 
Having such a small cast works in Pocket Mirror’s favour since it can spend a larger amount of time focused on their individual arc. The game knows this is one of its strength as it is rare for there to be more than two characters on screen to further narrow the player’s attention. To make sure there is no competition for space each of the main character are given their own sections of the game one after another where they become the pivot around which the game revolves. Their distinctive personalities and the way they offer vastly different kind of dangers to the protagonist helps them stand out. Felta is a bubbly and childish girl who becomes brutal and aggressive the moment she does not get her way while Harpae is a calm and mature person who poses a threat in the way she will smother the protagonist in her desire to protect them. The constant tension of waiting for the moment these characters switch and reveal their darker side allows them a larger presence in the player’s mind and makes their eventually resolution all the sweeter. Interacting with all these characters is our protagonist who carefully treads the line between the necessary vulnerability of a main character from a horror game and the good heart needed for her actions and attitude towards others to make sense. Pocket Mirror loves to play on her status as victim to inspire growth in her and highlight how her unwillingness to admit responsibility for her actions has hurt others. This makes the other character’s a great foil to her as they are all things she is not but wishes she could be and through their actions she is shown the reality of how their lives are not what she imagined them to be.
Fleta is so nice until she has a tantrum

 

Wonderland Of Terror – Visual, Audio and Technical

 
If there was one area GoldenerTraum preforms better than its predecessor it is in the improvements it makes to both the traditional and pixel art. It builds upon the strong style and direction of the original to enhance the atmosphere while bring clarity to previous muddy elements. What this means in practice for the pixel art is that it has a sharper resolution with more details being visible and the movement of the characters and their expressions being easier to see. This opens the way for a flexible use of the assets to add a layer of control over how a scene will play out so a greater degree of visual spectacle can be achieved during impactful moments. In terms of the traditional artwork for the CGs and character portraits, there have been a number of new additions throughout and many events which previous did not have any have been given one. The overall effect of these changes is a greater sense of immediacy to the danger and emotion of Pocket Mirror’s world while still maintaining enough of its mystery for these visuals to not overstay their welcome. Improvements have also been made to the game’s soundscape primarily through an expanded soundtrack. Since the original’s music was already a highlight of the experience with its mix of haunting and gentle melodies and GoldenerTraum keeps to this core identity with a few flourishes of its own in order to add to its range of emotions.
Ever screen has a dream like quality to it

Mechanically Pocket Mirror is in line with its peers and does little to try and change the gameplay formula which has worked so well for them. What this means is, outside of the aforementioned chase sequences, a fairly inoffensive adventure game format filled with simple environmental or inventory puzzles. This is not going to shake the boat but at the same time it is well enough put together that the player is likely too distracted by the story and the horror to notice the uninspired repetition. A large mechanical issue stems from the choices where it is regularly unclear what the player has to choose in order to get the best endings for the cast. At times what appears to the right option is in fact completely wrong yet the correct answers are not consistent enough to just apply counter logic in order to find them. This can make for a frustrating experience where the player may feel inclined to look at a guide since they want to see the characters they have grown to care about get the ending the deserve. On top of this the new ending added with GoldenerTraum is only available on a new game plus playthrough. For new players this will likely not be an issue, but for fans who played the original and want to experience the new content this results in two playthroughs of a game whose content they have likely already played many times before just to get to the stuff they paid for.
 

Conclusion

 
Embracing the legacy of the RPG Maker horror genre places a lot of expectations on Pocket Mirror which it comfortably meets by capturing the best of those games. It creates an atmosphere of creeping dread where chase sequences and jump scares are not overused while mixing in a twisted version of a young girl’s life. Visually it takes full advantage of its pixel art to craft a beautiful and haunting world with GoldenerTraum further expanding it. The cast support these core elements through their combination of vulnerability and hostility where the player is just waiting for the other shoe to drop and each is given the space they need to shine. However, the other changes made by GoldenerTraum hurt the game as they undermine the subtly it was using as part of its horror while not fixing the issues of the original. Thankfully this damage is not severe enough to ruin what is one of the most magical titles of its genre.
 
 

Verdict – 

Captures the essence of what makes RPG Maker horror games tick and refines it into a beautiful and unforgettable journey. GoldenerTraum changes do muddy the waters a bit with some questionable additions.
 
 

Pros -

 
+ Brings together the best aspects of the RPG Maker horror genre while leaving behind many of its problematic elements.
 
+ A strong cast who invoke as much fear of them as love and this makes for wonderfully tense interactions.
 
+ Beautifully haunting pixel art is accompanied by an equally powerful soundtrack.
 

Cons -

 
- Changes made by GoldenerTraum often result in a loss of subtly and the horror implied by it in favour of just telling the player how to interpret what they are seeing.
 
- There are several strange design choices such a locking the new ending behind a second playthrough and the correct choices for each character’s good ending often being unclear.
 
 

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