Archive for December 2025

Lupercalia of the Silent Accord Review – All The World’s A Stage



Genre - Drama, Supernatural    Play Time - 30 hours   Developer - Rupekari    Patch Download   VNDB

 

Theatre Will Make You Good

 
In a city famed for its theatre, a group of students find themselves drawn into the amateur Lampyris Troupe and their new play, Philia. This is a story of loss, acceptance and love told through the cast’s struggles to perform and the friction which forms between them. Its lavish use of theatre visuals and metaphor give the game a distinctive feel and helps support the impact of each major revelation or character moment. The cast is a colourful bunch who all bounce off each other in a fun and believable manner while having interesting scars that make for strong character arcs. Keeping each one of them relevant throughout their screen time is one of the titles biggest achievements as it helps foster a sense community to the group and allowing their development to occupy a larger amount of the narrative space. However, it is plagued by a litany of minor issues from an overuse of flashbacks to romances which feel out of place and this often distracts from the core themes and ideas the game clearly wants to communicate. Are these niggles enough to make the audience leave the theatre? Let’s step into the lead role and find out.
 

Dance Upon The Stage – Narrative and Themes

 
Committing completely to a core metaphor through which all aspects of the narrative are passed has a transformative effect on how a game engages with its material. For Lupercalia this central element is the theatre and it shapes everything from the city the characters live in to the supernatural powers influencing their actions. Through this lens the personal and human are delivered in the same common formula as the greater narrative in order to make them easy to understand while blurring the barrier between them to heighten their emotional impact. Having the entire city be so focused around theatre helps provide a legitimate reason for the game’s use of it since every character is in some way connected to it and had their lives shaped by it. As the troupe set about preparing for the performance of Philia it is their trails and tribulations on this journey which define their arcs and allows them to shine individually and as a whole capable of putting on a compelling performance. Dealing with the practical realities of how a theatre production works gives the player a glimpse behind the scenes in a way that invites a feeling of wonder at the skills involved to make it all come together. When the supernatural elements creep in they treat the fabric of reality like it was a stage with props and backdrops to be swapped out on a scene change or having the people be unwilling actors to be pushed on and off it. No matter how the narrative is framed it remains a distinctly personal one where each character has to grapple with their past and try to unpick the trauma eating away at them. This helps prevent the metaphors from feel too abstract or overly focused on an existing understanding of how theatre works and acts a reference point for the player to invest themselves into this story. The inherently dramatic nature of theatre is played up to make the emotions of the cast and the events of the narrative appear grander and more impactful than they might otherwise. Assisting this is the way the troupe all remain important even when the focus is on one specific member which sells the idea of them as a dynamic group while preventing secondary characters from being forgotten. All these uses of the theatre contribute to a visual novel with an extremely memorable overall identity unlike any other of its peers in the way it and deftly weave them together so naturally.
The stage is front and centre from the moment the game begins

Before covering the story’s issues, let us begin with the conclusion since it is worth keeping in mind for this section. None of the problems listed bellow fundamentally compromise what the game achieves with its use of theatre to craft a compelling narrative, but they do add up and any one of them might be straw that broke the camel’s back for you so keep that in mind. By far the biggest among these issues is the over use of flashbacks to a frankly hilarious degree. This humour is not intentional as the game presents them in complete seriousness, yet there are so many of them that more of the game is spent in the past than the present to the point that it almost comes across as parody. There are few scenes which do not include, or are entirely, flashbacks and this is due to the focus on the cast overcoming their traumas rather than on any present danger. Even the overarching forces at play are firmly connected to the past so this narrative choice is understandable but there is little doubt it becomes tedious when it regularly grinds forward progression to a halt. A more minor issue is the way the title likes to jump between characters and sometimes fails to establish the jump in perspective happened and the player will only realise it after they have been playing the scene for a while. There is a pop up in one corner that appears when swapping perspectives but it is small, easy to miss and nowhere near the text box which is focus of the player’s attention. It is just an unnecessary layer of confusion and brings the player out of the experience. The romances often feel at odds with the themes of overcoming trauma and forgiving other and yourself since they are framed as a form of escapism. All romance routes are made artificial through the way that they only occur due to the supernatural meddling and the correct choices which lead to the true ending all involve rejecting that easy out. Lupercalia feels like it has been saddled with the exceptions of having a romance inherited from it choice of genre and does not know what to do with it and so is only including it out of obligation. This is not helped by the fact the routes to not have any meaning content exclusive to them outside of a vague and fast romance which does little to expand on either party involved and feels hollow overall. The supernatural aspects have a similar uneven use and presentation. They are merely a background element in the first half of the game to the point of characters having oddly dismissing attitudes towards the abnormal things happening around them since it is not currently plot relevant. Once it is in full swing the rules of these powers are nebulous and seem to be whatever the developers want at any given time which makes them feel contrived and somewhat out of place. To top it all off the supernatural is never given a proper explanation for its origin and the game try to hand wave it away by quickly moving on to the dramatic finale and hoping the player will not notice.
Well excuse me...

Something else which can be held against Lupercalia is implicit view that the only type of theatre worth engaging with is tragedy. Not once is comedy ever mentioned or considered even in passing. This is a fairly common attitude throughout history with even the ancient Greeks suffering from this prejudice, but in Lupercalia it stands out due to how it is regularly willing to use humour yet does not want to address this contradiction between its views and actions. For another example of its strange aversion to comedy is its name dropping of Shakespeare tragedies such as Hamlet but its complete failure to acknowledge the other half of the man’s works like Much Ado About Nothing. A real actor would never turn their nose up at good work and would love a chance to test different acting muscles so it comes across as odd that characters obsessed with expanding their acting abilities never consider comedy. Lupercalia is a victim of this historical disdain for what has been seen as lesser form of the art of theare. Always remember for every Aeschylus there is an Aristophanes and for every Macbeth there is A Midsummer Night’s Dream.
 

Theatre Kids – Characters

 
The Lampyris Troupe are the heart and soul of the game and each of its members has a distinct personality which are interacted with in interesting ways. Rather than a harmonious group they are instead a boiling pot of strong egos and this naturally leads to a lot of friction between their competing visions for their roles within the performance. This constant parade of minor conflicts allows the characters to define themselves in a way that builds up organically as the clashes reveal little bits about them. As such when the major conflicts roll round the player has a good sense of how the cast are going to react to them and the game is willing to both play into or against what has been established in order to create well rounded characters. Beyond their disagreements this is a troupe who care for one another and this is shown through their small actions to accommodate and support one another or to defend them from outsiders. Each character shines brightly when they are centre stage and they are a delightful mixture of flaming ambition and crippling trauma which makes them easy to root for while also being entertaining to watch. When they are not the focus of attention they still contribute to other character’s arcs and generally make their presence felt to push the idea of this being the story of the troupe in its entirety rather than just a few important people.
And so the troupe grows larger
 

Stepping Into The Spotlight – Visuals, Audio and Technical

 
Continuing the game’s fixation on the theatre are the visuals which play on the theatrical motifs and colours of the stage to present the narrative’s themes and ideas. This comes across both in the ways the physical structure of the theatre always finds its way into many scenes and the costume of the performers who step into new clothes to embody their roles. As the lines dividing the theatre and the outside world blur through the characters conflicts and the supernatural elements so to does the visual presence of the physical structure finds its way increasingly into the wider story. Once the supernatural is in full swing the theatre becomes a more abstract sight with the architectural motifs reduced to their most symbol nature where the patterns adorning the old buildings manifest an otherworldly power. Beyond its use of the theatre, there is a strong understanding of how colour and mood are linked to one another and this is subtly used to direct the player’s emotions at every turn. Making these visual aspects so upfront means the game can keep stimulating the player with new and exciting iterations on these core elements while having a gentle transition between them so as to not overwhelm the player with so much they become desensitised to it.
The plays are a highlight of the game

From a visual and technical stand point there are two notable issues. The first being the rather loose relationship the character art has with anatomy. This is not the standard strangeness like the large breasts common to certain anime styles but instead a broader inability to maintain a consistent sense of the physical proportions in general from eyes to limbs. Nothing is immune as the whole spectrum is effected from CGs to portraits and it is distracting to have people who look like shapeshifting aliens that do not quite understand the appearance of a real human. How much this will bother the player is going to influence whether they find this funny or a deal breaker. The other issue stems from this being a fan translation and this is the sometimes iffy nature of the grammar chosen by the translator. Every so often the player will have to re-read a section of text out of confusion where it is unclear what it is try to convey. While this is rare enough to not be a deal breaker it is still worth adjusting expectations when coming into this game.
 

Conclusion

 
As the curtain falls Lupercalia of the Silent Accord’s commitment to its core identity allows it to craft an experience which can stand out among a sea of similar titles. Its story of theatre and stage makes for a compelling centre piece for the struggles and drama unfolding around it. The visuals continue the theatrical motif in a bold fashion making for a feast for the eyes where reality and the play blend together. Backing this up is a cast of large egos and memorable motives alongside the friction they brings to the troupe as a whole. However, the numerous minor problems with the execution of its story coupled with the some stumbles in the quality of its visuals and translation hamper it. Yet what it does is not something the player can find anywhere else and make pushing through these issues worth it to play such a powerful title.
 
 

Verdict – 

Theatrical visuals and metaphors provide the foundation for a deeply person tale of overcoming loss and finding hope in the things we love. Even if it does stumble at times when telling it through some odd choices.
 
 

Pros -

 
+ Its complete commitment to the imagery and metaphors of theatre creates a memorable and gripping story which sticks with the player.
 
+ A cast with large egos and deep seated traumas makes for a perfect mix of tension and camaraderie.
 
+ Has a visual identity which pops off the screen and makes for a constantly stimulating display to match the drama of the text.
 

Cons -

 
- Plagued a lot of minor narrative issues that distract from the core experience.
 
- Character designs have a very loose relationship with real anatomy and their physical proportions shift from pose to pose and CG to CG.
 
 

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