Archive for February 2026

The Pillagers Of Raillore Review – Two Lives Divided By Disaster


Genre – Medieval Fantasy, Action, Superpowers    Play Time – 20 hours    Developer - 3rdEye    MangaGamer(18+)    VNDB

 

Stealing Your Future

 
The technological marvels and achievements of the modern world have faded, its cities now lie in ruins and humanity has return to living in medieval conditions. The existence of various kinds of superpowers called Dunamis have shaped this new world and the ruins of the past are pillaged for anything of value. In this world two young men living vastly different lives find themselves swept up in the tides of change and must utilise their unique powers to navigate these choppy waters. Raillore jumps between the perspectives of these two protagonists and it is through their eyes the player will witness this vibrant world with its own social problems. There is a strong theming around acceptance of others and the damaging effects of discrimination which helps add texture to even minor characters. The cast surrounding the two protagonists are endearing and form entertaining dynamics to further push the groups character arcs and solidify the side of the world they occupy. When it comes to the supernatural battles 3rdEye continue to be one of the best at capturing the intensity and momentum of combat in a visual novel form. However, there are a number of quite large issues with Raillore from the protagonist’s stories being detached from one another to its intrusive sexuality. Are these problems the death blow to this imaginative world? Let’s steal someone’s power and find out.
 

Divided Down The Middle – Narrative and Themes

 
Front and centre of Raillore’s narrative presentation are the twin stories of its two protagonists, Reno and Graydric, and their individual journeys form the solid core around which everything rotates. Their joint trauma steaming from a catastrophe which occurred during their childhood leads them down vastly different paths. Reno ends up as part of the Regulatory Corps while Graydric sinks into the underbelly of society. Their isolated stories give them the space to explore these two characters as they unpick the damage that has warped them. For Reno, he must face this unwillingness to live without the orders of others while Graydric has to learn to love himself again after all he has done and accept the affection others have for him. Neither are initially willing to do so and their attempts to run away from it even as it catches up to them gives them strong arcs which feel earned while justifying their long length. These contrasting looks at the same world allow for a more nuanced presentation of the various problems it faces and the state of humanity beyond the walls of Raillore. It frames the characters’ actions within this clashing of circumstances and this helps justify why their beliefs have ended up the way they are and create a baseline level of sympathy towards the suffering they undergo. The unveiling of this world is also slow so there is always something new for the player to experience even in the later parts which supports the narrative idea of this as an expansive place filled with all types of people. Showing these different groups gives the game room to push its core theme about acceptance and the dangers of discrimination through both its world and its characters. The existence of Errors and the use of the threat they supposedly pose as a justification for terrible treatment is the main way this theme influences the cast since some become Errors and have to grapple with this reality. Most of the first half of the game is focused around this conflict over the existence of Errors and it utilises this time well to create an emotionally resonant argument against this discrimination while still making people’s lingering fears feel somewhat justified. This theming around discrimination is hardly revolutionary and plays out much as one would expect for it, but its sincerity and how it is tied into the narrative stakes and character arcs lend it a memorable quality and a good remainder as to why this theme is so timeless.
Acceptance is core to Raillore's theming

Cracks start to show when it comes to the transitions between these two protagonist’s POVs and the way the game handles the points where their stories intersect. These transition are not smooth in the slightest with one character’s story coming to a sudden and juddering halt to swap to the other protagonist so they can have their turn. It is also unwilling to go back in time and show events from the other POV and instead continues from the present just swapping character, but the result is large chunks of time from each protagonist’s story just being missing and the game have to rapidly catch the player up to speed. As you can imagine every time this happens there is a sizeable period where there is confusion about what is going and it draws the player out of the experience as they have spend time adjusting to the new information. Another strange choice which plays into this disconnect is the lack of any pause given where the player is encourage to view the side episodes which unlock at regular intervals. Instead the game just continues on and it would not be surprising if the player completely forgot about them and just barrelled straight onwards since that is what it encourages them to do. This is a shame since these episodes do a lot of work for the side characters if viewed during the sections they are unlocked. Then there is the issue of the divide between the first and second halves of the story. The problems around the Errors discrimination have begun to be resolved and the major players of the narrative have all been put to rest with a vaguely hopeful future ahead of them. This appears to be a perfect point to end the game since everything the player was invested in has met some kind of resolution, but then the game plays a second opening and just continues onwards. No big twist occurs, no shift in our understanding to justify a new conflict, it just keeps going. Eventually, it does create a new solid threat and build on the characters’ arcs, but for a long period there is a jarring sense that the game should already be over since its main theme and narrative push have been put to rest. There is even a big fight at the end of the first half which feels climatic enough to be the final battle since it is against someone the characters have a meaningful connect to. These sources of friction in the experience of playing Raillore make it very bumpy and impede the player’s ability to invest themselves into the experience.

Yet there is a more fundamental issue with Raillore’s narrative in the form of narrative event happening for the sake of the plot rather than being driven by the characters. A majority of the time when something important or dramatic happens it is done solely to push the plot rather than being caused by character action or the consequences of it. In the first half of the game this is not as present an issue since it can rely on the novelty of the world and growing escalation of stakes work to conceal this plot centric attitude. However, in the second half a lot of events and actions just happen to make for a dramatic moment only to never be brought up again or otherwise just swept under the rug in favour of the shiny new twist or battle it has put in front of the player. Without going into too much detail for the sake of spoilers, there are a series of plot twists towards the end of the game which almost appear to come out of nowhere and be disconnected from everything else, all for the sake of having a final superpowered fight which feel out of place against the otherwise human and emotional story before this point. 
This pair have great chemistry when they actually get to talk properly

Another more minor issue is the way it handles its erotic scenes and how they feel slapped into the main plot out of obligation. They all begin out of nowhere, one moment everything is normal and then suddenly everything is erotic. It is odd to say the least since the justifications for them are weak at best and almost all of them are not mentioned ever again once the deed is done. Then there is the non-consensual undertone to all of the main story scenes on the part of the male characters. Reno cannot give consent since he is incapable of saying no to anything people ask of him so it becomes very uncomfortable when the women who know this fact proceed to engage in erotic activities with him as they exercise this control. While Graydric is a normal person and can consent, he somehow ends up with even more non-consensual scenes, one of which even has him being tied up while he was unconscious. These are never directly presented as non-consensual since the game does not seem to care enough to consider the context or content of them. Yet it is not a great time for the player to be thrust suddenly into something so awkward to witness.
  

Interlocking Lives – Characters

 
Surrounding each protagonist is a separate ensemble of characters and while some do cross over between the pair, the majority stick to their lanes. As such they are highly focused on being connected to their protagonist’s story and intertwined with the themes of their side. The character arcs of these groups also tend to mirror their protagonist's own by taking their core ideas and tackling them from a different angle. Reno and Tilt both have to grapple with what it means to choose a path for themselves. While Reno must escape an unwillingness to do so, Tilt has to confront the truth that the choices she been making have not adhered to the ideals she thought they held. Having such a dynamics spread of character conflicts which push in the same direction allows for the cast to clash and support each other in an organic manner and sells them as a cohesive and caring group. It also makes playing as each protagonist feel distinct since the cast they interact with is so vastly different in feel to see interact and displays the variety of people who live in Raillore. This is all extremely important since the game relies heavily on its character moments to fill the space between major plot beats and this down time is frequent enough to the point weak characterisation could have severely undermined the whole experience. Banter between these characters is entertaining since they are more than willing to push back against their protagonist and the emotional tension of the arcs keeps it feeling fresh.
Ollstatt is perhaps the only good antagonist

By far the weakest group of characters are the villains who range from comically evil to poorly developed. They seem to solely exit for the sake of introducing conflict rather than having justifiable reason for their actions. Flat is the simplest way of expressing this lack of substance, they lack any sense of existing beyond their presence on screen which stand out in stark contrast to the main cast’s strong identities. This is a massive issue because the second half of the game is primarily driven forward through their actions so this absence of proper characterisation gets pushed in the player’s face. The weakness of these characters can be seen through one of the recurring antagonist’s Ellikate who is Graydric primarily opposition. Outside of being generally sadistic and obsessed with Graydric, there is nothing to his character and he pops up whenever the plot needs something evil to happen in order to motivate the cast. His connection with Graydric is weak at best and is only loosely expanded upon throughout the entire game so their final confrontation feels unearned and an emotionally hollow. This is not helped by the fact the game has to stop the finale briefly so he and Graydric can have their final fight since he has nothing to do with the main plot at this point. Unfortunately this acting in the service of introducing conflict is not solely confined to villains as some of the main cast will act completely nonsensically in order to create drama. The character who suffers the most from these twists is Rurunia. She has a plot twist late in the game which is designed to recontextualise her actions but actually just makes her look stupid since her plan is so contrived and relied on a lot of things going right for it to work. This also leads to her wildly jumping around what role in the narrative she occupies depending on what the plot needs from her at that moment and is a symptom of the poor executed nature of the finale. No other main cast member has it quite as bad as Rurunia, but many do have moments of stupidity which feel similarly detached from what would be reasonable for them.
 

Jumping Into The Action – Visual, Audio And Technical

 
It should come as no surprise that the action scenes in a game focused around big action set pieces are extremely well put together. There is an extensive use of movement through all aspects of the visual presentation in order to communicate a battle’s impact and position of each participant. This is achieved through a clever use of cuts between images, moving the camera around and a rapid swapping of character sprites. Cutting between images is used as a means to show the position of the currently speaking or acting character and often changes mid sentence to match their continued momentum within the fight. Meanwhile the camera is zooming and out while shifting around to match what the protagonist is looking at or show how much they are being knocked about. What draws all of this together is the wide variety of character portraits Raillore has specifically for these action scenes which show the cast in action poses perfect for using in a lot of different contexts. The soundtrack does an excellent job at selling the tension and energy needed for these scenes to work and it immediately tells the player exactly what is about to go down. Having a generally vibrate fantasy aesthetic to the visuals also reinforces this energy and pushes the potentially lethal nature of these conflicts as the magical powers shoot off in all directions. 3rdEye’s expertise really shines here and everything they have learned from their previous titles has been refined into a smooth and engaging dramatic clash.
It is very clear from one look what her outfit aims to present

If there is one aspect which brings the visuals down it is the game’s failure to understand when it is appropriate to display its ‘sexy’ parts. In particular the shoving of panty shots into the face of the player during actions scenes where they receive a face full of underwear when they should be focused on the tension and danger of the situation. These are sudden flashes rather than a prolonged exposure but the damage they do to the intended feel of an action scene cannot be overstated. It creates a weird whiplash between male and female battles with the former being complete consistent in tone while the later can feel like watching a strip tease. This leads into how aggressively sexy some of the character’s outfits can be. The majority are of the mild variety such as Fi and Tilt with the customary chest hole which is silly look, but well within what is expected of an eroge and it is easy to put aside. However, there are character’s like Easla Eilain who the game treats like a sex object at times. Her outfit barely constitutes clothing with how much skin it shows and the impossible way it is held together. If it where only this then it would barely be worth noting but what makes this uncomfortable is the way everyone ogles her and her sexiness is a constant thought in Greydric’s mind over any thoughts about her as a person. She does not use this attractiveness as a weapon or even seem aware of it and it is only through a male gaze that she is considered this way so making her a victim of it rather than it empowering her. What makes this worse is the fact she is a main character in Greydric’s story so is constantly on screen and regularly subject to this treatment by the game and it is detracts from her strong personal arc. Coupled with the previously mentioned sudden erotic scenes, it is clear Raillore has no idea how to handle its status as an eroge and flails around desperately trying to met its obligations to the genre.
 

Conclusion

 
Creating a compelling superpower action narrative in a visual novel is no small feat and the creativity 3rdEye put into Raillore cannot be overstated. The strong focus on a pair of protagonists allows for emotional moments to naturally arise around which the combat can take place and helps give it a greater punch. Clever use of movement and a larger pool of character sprites provides a reliable sense of what is happening on screen and where each character is in relation to one another while also offering quite a spectacle. Surrounding each protagonist are a cast of characters who’s struggles give context to the conflicts and invest the player in the outcome so they are on the edge of their seats at every clash of blades. This is not a game without issues from its uncomfortable relationship with its sexual content to the messy way characters serve the plot and these do drag down the experience in a distracting manner. This brings us to the elephant in the room, 3rdEye has released another game called Sorcery Jokers which is extremely similar to Raillore in terms of the plot structure, overall tone and content and it does not suffer from the major problems of Raillore. While it does have issues of its own, they are relatively minor compared to Raillore’s to the point at which it would be a struggle to recommend Raillore when Sorcery Jokers is just a better version of it. Raillore is more for a player who has already finished Sorcery Jokers and wants more of the same but does not mind the drop in quality.
 
 

Verdict – 

Dynamic action is supported by a duel protagonist set up to create a heart pumping and high stakes fantasy narrative. Yet its many flaws and the existence of a better version of the experience in Sorcery Jokers make it difficult to recommend.
 
 

Pros-

 
+ Engaging stories for each protagonist with strong arcs and an interesting world to back it up and justify their actions.
 
+ Lovable cast surrounding each protagonist who have their own stories and reasons to grow and change.

+ Excellent action scenes which use a smart mix of movement and asset positioning to great effect while being backed up by a suitably dramatic soundtrack.
 

Cons-

 
- The duel protagonist structure results in the narrative constantly starting and stopping due to the disconnected nature of the two character’s stories.
 
- At the end of the first half there is a perfectly good ending point, but the game just continues on despite all narrative momentum having come to a stop.
 
- Villains are weak and exist just to have something for the cast to battle.
 
- Cast serve the plot rather than themselves and perform all kinds of nonsensical and contrived actions as a result.
 
- Does not understand how to appropriately use its sexual element leading to distracting panty shots in serious battles and jarring erotic scenes starting out of nowhere.
 
 

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