Sunday, December 14, 2025


Feast For The Ears

 
From the moment a visual novel starts to its end, music is always playing in one form or another. It is so omnipresent the player may not even properly register it since its presence is exactly what they would expect and its absence is more striking. Yet a game’s soundtrack holds a lot of power over the various ways it is perceived as well as the tools it has to crafts its narrative and contextualise any mechanical elements. Music has the ability to invoke emotion in the listener which makes it perfect for guiding the player into the desired emotional state for the scene’s events to have impact. When used in an understated manner the soundtrack can build a sense of atmosphere and place without it being spelt out, leaving room for interpretation or manipulation later on. The varied nature of music provides the ability to add or remove elements of a players auditory understanding through the alternation of established tracks or the careful use of silence and shape the way a scene should be parsed when placed as part of the whole experience. Let’s put some headphones on and see exactly how these tools work in practice.
 

Music As Emotion

 
Utilising the ability of music to invoke emotion is hardly unique to visual novels and has been practised throughout history. What is interesting about it is the way its relative prominence within the structure of each visual novel makes it more memorable and significant to the experience than in other types of video game. This is predominately due to the way the soundscape of a visual novel is set up where sound effects are infrequent or understated in favour of having the music do the heavy lifting. Emotional subtly has a strange relationship with visual novel music for exactly this reason, for the most part their soundtracks tend to communicate the intended emotion load and clear so the player can be influenced in a manner which lacks ambiguity. If they attempt to be indirect about it then they might muddy the waters and confuse a scene’s core identity and so it is often avoided at all costs since music is such an important tool. When subtly is brought into the emotional range of the soundtrack it is part of a universal ambiguity running through the entire game in order to prime the player to be able to independently interpret it. This allows the title to weave in a wider soundscape without diluting the music due to its understated nature and the way it has room to show off various flourishes. 
Slice of Life Romance is a genre which musically knows what it wants

One lineage of visual novel music which relies on emotion in a standard way across it titles is the slice of life romance genre. These games lean into a common pool of auditory templates for their soundtracks in order to guarantee the establishing of an easy to understand emotion for each of their narrative beats. For example take Sabbat of The Witch and Neko Para which despite their different developers and intents speak the same musical language. Their soundtracks are modern day and loosely synth in nature with the occasions sprinkling in of an out of place instrument to try and add identity. A majority of their music sets about establishing a light and upbeat mood as the emotional baseline through cheery tunes like Asa no Youki and Nya Soleil respectively. Then there is at least one slightly sombre track, often played on the piano, for the moments of emotional sincerity, such as Tashikame-au Omoi and Tasogare Nyanko. To top it all off is the romantic tracks were love is in the air and the games want to make that as clear as possible in its gentle tones, like Mahou no Hikari and Aibyou. What this common language achieves is creating an emotional short hand the player will come to internalise as they become familiar with the genre and this makes it easier for developers to shape the mood without having the reinvent the wheel to get these results. However, it is also their biggest problem since none of these soundtracks are particularly memorable and, while they can have the right emotional impact in the moment, they lack the ability to leave a lasting impression. While not all use of an established auditory language is in such quite a complete manner, it is nonetheless common when considering certain kinds of tracks. Action music, such as Fight Or Flight from Sorcery Jokers, tends to follow its own specific emotional script defined by a strong and load beat and a fast rhythm used to sell the directness and intensity of the events on screen. As such there is merit in this approach in a broader suite of genres and it can be included in whatever amount is needed.
 

Music As Atmosphere

 
Crafting a tone and setting through a soundtrack is key to the way visual novels approach them. This can manifest in various ways due to the player’s flexible interpretation of music and the angles offered with instrumental choices. Parsing a soundtrack through a cultural filter is a relatively straightforward way of set up an atmosphere using the sense of place associated with the culture. Without having to spend a long time establishing the setting in the main body of the game, an idea of what to expect has formed in the player’s mind and allows the game to skip over unnecessary details. This is even more effective in a real world setting where this understanding is often correct or at least works for the narrative’s purpose. Since this use of culture is such a nebulous idea let’s look at a few example to demonstrate its application. Piofiore: Fated Memories’ 20s South Italian setting and the serious nature of the mafia are clear from the moment the player reaches the main menu with its mixture of jazz and classical tones speaking to the energy of the story and the rapidly changing world around its characters. It consistently maintains this style of music throughout the title even in the different emotional tones the tracks invoke where the energetic jazz gives way to a sombre version. Taking from the other side of the world, Winter's Wish: Spirits of Edo presents its Edo era Japanese setting via the way it pushes its traditional Japanese instruments to the front of each of its tracks. They are often mixed into a group of modern instruments or musical styling yet maintain the sense of being from a distant past by careful putting these elements in the background to supplement rather than overtake the traditional instruments. 
Commiting to a setting for a musical atmosphere can really sell it

Adhering to convention is not the only way to create atmosphere and music can make use of unusual element to make a unique soundscape. These tracks are often accompanied by sound effects of a similarly off-kilter nature since it would clash against more traditions sounds and this limits how useful it can be for a lot of genres. In choosing to utilise odd tracks the visual novel can shift the tone of scene quickly due to how distinct such tracks are when compared to the rest of the musical score and so being able to loadly signal the dramatic change in narrative circumstances. If the tracks make up a major portion of the overall soundtrack then the effect becomes broader and adds an atmosphere where unexpected things are on the cards. Such unusual aspects of the music do not need to be abrasive to get the desired effect as can be seen in The House Of Fata Morgana’s extensive use of vocals throughout its tracks. While it is not uncommon to have vocal tracks in isolation, a large number of them is abnormal and influences the overall atmosphere quite considerably and lends it an almost dream like sensibility. It helps fuel the sense each event depicted is being told to the player by someone reading from an old book and the vocals are this voice faded into the background of the drama.
 

The Nuance of Control 

 
So far all the methods of using music have been on the complete soundtrack and its overall influence. However, any soundtrack is made up of many individual tracks and while they might adhere to these overarching trends they each offer a chance to control the specifics of moment to moment interactions with a game. The most obvious of these has already been covered in the form of how the presence of music can change the emotion or atmosphere of a scene, yet it is the pauses in the music when lend them much of this impact. Silence in a medium where music is constantly present allows its absence to create a greater emphasis on the tracks immediately before and after the gap. The previous track echoes in the player’s mind where they are held in suspense waiting for the next track to start and so when it finally does there is a sense of release given to the new track. In order for this impact to be meaningful each track has to have its own distinct purpose which the section on emotional music gestured towards. These can be anything from music indicating action or everyday scenes to those aiming for a disquieting or cultural atmosphere and their individual effects have been discussed before. It is in their totality where their value can be seen, they are a tool kit the visual novel can dip into in order to add nuance the text and images would lack on their own. Obviously this requires a discerning touch to avoid the risk of overusing the tracks, causing them to lose their ability to contribute to the events they are attached. When the soundtrack is larger this becomes a lot easier at the cost of not having those core memorable tracks which the player will always recall through their repetition. Knowing what a game is aiming for is key to making the most out of the music available.
The House of Fata Morgana is an odd beast in so many ways

Conclusion

 
Choosing what to included and how to shape a visual novel’s OST has a profound influence on the way a player is going to engage with the game. The power music naturally has over our emotions can be utilised to clearly shape those feelings due to how continuous and prominent each one is within the material being presented. As such there is a lot to be gained from introducing a variety of styles into a soundtrack and this allows for a lot of control over the perception of the game alongside a careful use of silence to exaggerate the music. Not only can an OST change the emotions of a scene it can also alter the atmosphere from setting up a particular cultural backdrop to including some abnormal elements to keep the player’s on their auditory toes. When composing for a visual novel the strength and importance of music to the overall experience is something you should keep in mind.
 
 

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