Archive for June 2026

Friendship And Platonic Relationships – An Anatomy Of Visual Novels


Just Friends?

 
The visual novel space has a strange relationship with friendship and other non-romantic interactions. A large swath of the medium focuses on love and its consequences to the point at which the audience has come to expect it from all of the titles they play. However, not all games can or want to engage with romance so they have to set the right expectations and pushing friendships is often how they achieve this aim. In its most basic form platonic relationships get mixed in with romantic ones to at least meet player expectations in part while also allow for an examination of the wider human experience. Another avenue it takes is being a response to player choice by reacting to their actions or giving them a narrative playground to explore beyond standard tales of love. Then sometimes there are titles which want to focus on the broader strokes of the way relationships work and so a focus on romance would undermine that resulting in them spending more time expanding on platonic interactions. Let’s just be friends and find out how a different framing of relationship can dramatically change a narrative.
 
 

Exploration Of Human Relationships

 
Romance is not the only form of meaningful human relationship and visual novels hoping to express the breath of these interactions often choose to do so through mixing in platonic bonds as a supplementary element. These come in the form of smaller side routes or subsections focused on characters beyond the main circle of love interests and developing their connection with the protagonist. Since these additions end up being significantly smaller in scope compared to the main route, there is a tight focus on the single idea each wants to present and they lack the dramatic nature of the romance routes. Inadvertently this leads to the concept of a friendship being a lower investment kind of relationship and less fraught with emotional instability. Most titles accept this imbalance and use these routes as a place to create an extended comedy gag or a palate cleanser from the main narrative. This does not exclude them from engaging with the core themes of these games from a new angle and instead it frames them in a lighter and brighter context to form a sense of perspective on the story’s scale. Each one provides a different insight into the reasons and motives which exist beyond romance and they ground the love of the main routes in the more muted emotions of a less intense relationship. 

Maji de Watashi ni Koi Shinasai!’s use of friendship is interesting for how it both explores a wider breadth of its cast while creating a dividing line between men and women. The platonic routes focus on the relationships Naoe Yamato has with the other male members of cast and the varied kinds of emotions to be found in these dynamics. Connections are pushed through a masculine lens to present the strange tensions in male friendships and the way they can promote as much admiration as jealousy. All this comes through Majikoi’s standard comedy tone in order to help take the edges off any negative moments and they contrast the relationships between men and between Naoe and a heroine with the later ending up being much harder for him to handle. This not only works to present the kind of person Naoe is, but also reinforces the group dynamics all routes play off for their drama through the broad range of emotions it demonstrates. Majikoi’s romance base creates an interesting issue in that all the female routes are romantic meaning in the game’s eyes it is not possible for a man and a women to have a friendship without it eventually turning into love. This is not a malicious choice and is instead born of the need to meet audience expectations and to not leave people feeling cheated if their favourite ends up getting relegated to ‘just friends’. Still there is much to be said for more exploration of male friendships like these in visual novels since they offer a chance to breathe life into a sidelined gender of secondary characters. 
Everyone has their own story to tell

For a better handling of non-romantic female routes, Clannad can be held up as example. Its softer form of romance, compared to the highly over the top Majikoi, is in no small part responsible since the difference between it and friendship comes across as smaller and thus makes friendship between genders more reasonable. A second element is the way it has these friendships be with characters significantly older or younger than Okazaki Tomoya which makes the idea of romancing them not cross the player’s mind due to being inappropriate. Into this space Clannad injects explorations of what a relationship between age groups can be like and how their experiences speak to a person’s growth and development as they age. It is through this framing of the main cast’s age the player understands the romantic drama of other routes. This immaturity is never presented as a negative quality but rather as a natural part of growing up and asks the player to remember a time when they too were susceptible to being a teenager.
 
 

Direct Responsiveness

 
Sometimes friendship is offered to the player as either a choice instead of romance or as a consequence of their previous decisions. This exists as a means of providing a sense of responsiveness from the narrative to recognise the player’s engagement with it. A platonic outcome can be framed in both a positive and negative manner depending on how the game wants its characters to be viewed. In a romance centric visual novel, friendship with a main heroine immediately comes across as a failure state and signals to the player they have done something wrong. Often such endings are bitter sweet in nature with the possibility of what could have been dangled in front of the player while the characters are not entirely unhappy and so creating an emotional friction the player will seek to resolve. When romance occupies a side role the option to choose a friendship appears to be a more valid outcome since the game has not being pushing love as the correct connection between the protagonist and the other party. Here the aim becomes to respond to the player and create a co-authored story where they get to leave their mark on the way it plays out. By investing the player in this manner they can be made to care about the broader scripted themes and outcomes since they have some part in crafting the experience. 
Is it for the best?

Analogue: A Hate Story frames its choice between romance or friendship as the ultimate outcome of the player’s relationship with Hyun Ae. Given her negative experiences with what others have presented as love, a romantic connection may not ultimately be best one for her yet it is left to the player to decide what they think the outcome should be. This is heavily influenced by the expensive and horrifying picture of Hyun Ae’s life prior to this point and acts as a final tracing of the outline of the themes the game has been continuously pushing. Neither outcome comes across as right or wrong with Analogue seeming more interested in posing the question to get the player to react rather than pass judgement for their choices. On the other hand we have titles like Amagami where the friendship endings are shown as a failure to reach a proper resolution. For it the idea of a platonic relationship is put in the same camp as the actual bad endings of its story and the closer an ending is to a full fledged romance the better. These endings sit in the middle ground between the destructively negative outcomes and the ones drenched in mutual love and showcase a partial failure resulting from incorrect player choices. In many ways they are a light slap on the wrist where the emotions of the relationship between the protagonist and heroine are partly fulfilled but in an unsatisfying manner. From here the game pushes the player to try again and find the best resolution which will give them the closure the friendship ending hints towards.
 
 

When Love Is Not Appropriate


Choosing to focus on friendship as the primary meaningful relationship between characters is often done when romance is not suitable for the topics or circumstances surrounding the narrative. This does not exclude the subject of love from being tackled in such titles, but rather it is relegated to an object of discussion rather than action. Not all stories want the messy and complex emotions brought up by romance since it would distract from what they want their core messaging to be. As such a more neutral kind of relationship is needed to facilitate character interactions while not getting in the way and friendship in its many different forms works perfectly in this role. Platonic bonds have far less associated baggage than those focused around love and they are instead defined by the participants in a colourful and unique manner reflecting their individual natures. These can be shaped in such a manner as to neatly highlight what the game wants with precise control over when it will impact the player. Visual novels using friendships like this tend not to have routes or the intense focus on a single character at a time but on a wide cast where weight of this story is less intensely fixated and instead spread evenly among them. 
Be friends with anyone, even a dog!

When it comes to presenting friendships as a core narrative thread, there are few better at it than VA-11 HALL-A. Over the course of the game showcases a variety of relationship between the cast and Jill which both expand on their identity while also pulling out the many different ways two people can form a meaningful bond. These connections are slowly teased out and keep the player invested over the long term in order to see what kinds of interactions they might witness next. Love still comes up within VA-11 HALL-A, mostly connected with Jill’s past, and is placed on the same level as all the previously established relationships in order to strip it of its magical qualities so it can be clearly seen for the messy thing it is. It also loosely cross over into friendship through the light flirting between characters to create an intricate consideration of how relationships rarely fit into the rigid boxes people choose to ascribe to them.


Conclusion

 
For a medium often remembered for its tales of romance, visual novels can handle friendship in diverse and engaging ways. When placed alongside love, platonic relationships can be used to fully express the breadth of human connections and provide a much needed sense of perspective to the enamoured couples. Not all titles need to deal with the intense emotions of romance and for them a friendship provides a flexible way to have characters interact while presenting core themes and ideas. Then sometimes a friendship can just be a negative outcome which communicates to the player they have made the wrong choices and encourages them to try again. Playing around with character relationships can dramatically change the tone and content of a game and how a player perceives it so even the smallest friendship can be a powerful tool in your arsenal.
 
 

Card Battlers – Uncovering The Hybrid


Playing Your Last Card

 
As one of the biggest trends within the indie video game space, it is little surprise the Card Battler would end up being merged with visual novels. These kind of titles use the card battles as a means of represent the conflicts and interacts which act as the story’s highlights. Through having the player directly engage with these key moments the game can present an abstraction of them and push the player to engage with the broader metaphors and themes of the narrative. In its most basic form this means the cards and their interactions can be representations of the character’s actions and emotions where the player gets to act them out. Conflict can mean battles and here the random assortment of cards drawn simulates the chaos of the situation and underlines the tension created by the visual novel sections. Since the cards provided to the player often represent the abilities of the characters or the world around them, they can express the cast’s identities through how their cards feel to play so offering another avenue of reinforcing their personalities and the tone. How do these different uses of Card Battlers intersect and interact with visual novels? Let’s draw a new hand and find out what each has to offer the other.
 
 

Emotional Symbols

 
Cards hold symbolic power within human culture, such as with tarot cards, especially since the imagery depicted on them is concentrated in a small space and has a physical sense of presence to it. In a hybrid they can function as a means of cleanly presenting abstract concepts to the player and chief among these are emotions or emotional actions. These communicate the core ideas of the narrative through play where the interactions between cards and the objective lets the player experience a simulation of dealing with those emotions. As such it can snugly fit into the dramatic and intense moments to do the heavy lifting and leave the space between for the visual novel element to handle the build up and cool down. By doing this the title can curate the pacing of the experience in a way conducive to a character centric story aiming to put the player firmly into the minds of the cast. The abstraction of a card system helps form an environment where sensitive topics can be addressed without having to confront them face on. 
Colour and emotion are powerfully linked

An interesting execution of this kind of Card Battler can be found in I Was a Teenage Exocolonist which uses its cards as a means of exploring being a teenager. All of its cards are the simple actions and items of a teenager in this sci-fi world and only a few hold any direction emotional symbolism rather being mundane in nature. Instead they gain this association with emotion through the narrative surrounding them to provide context and enhance the challenges they are used to overcome. They often get framed and reframed based on the how they end up being utilised through the lens of a teenager’s wild roller-coaster of feelings during this sensitive time in their lives. Since this is not a game about big battles and world ending stakes, the emotions of its cast have to do a lot of the heavy lifting so weaving them into the mechanical side makes sense. It is even doubled down on through the mood system being another angle of reflection for the narrative which connects back into the Card Battler. Kumitantei: Old-School Slaughter offers a slight more direct use of emotional cards through its Danganronpa inspired killing game. Its use of cards is in the argument sections of the story where the protagonist is attempting to convince another character of something. This is already a situation naturally high in emotion and the game doubles down on it through each card’s colour and stylised imagery making clear the feelings behind it. With each card played the intensity of the back and forth comes across as the protagonist eventually pushes through the noise to convert the other party into one willing to at least listen to the truth.
 
 

Chaos Of Battle

 
Being able to capture the messy and improvisational element of combat through a Card Battler system is something a textual narrative like visual novels cannot easily achieve. This is created through either with the randomness of a card pool or the chaos of the interactions between each card and the battle. Such titles also tend only use the Card Battler for combat and leave everything else to other systems in order for it to provide a focused impact on the player. Having an element of randomness through what cards the player will see each turn works to simulate a reactive environment and encourages a looser play style where they have to roll with the punches rather than follow a neatly laid out plan. On the other hand if the interactions caused by cards are pushed to the front then the chaos comes from the need to balance them against what the enemy is doing. It forms a push and pull between the two and the increasing difficulty the player experiences trying to keep the two sides from overwhelming them mirrors the pressures experienced by the cast. By doing this it allows for a strong emotional resonance which the main visual novel narrative can play off and so expand on the consequence to gives a wholistic feeling to the entire work. 
Controlling the battle is a constant challenge

Battle Suit Aces is an example of how interactions can do a lot of the heavy lifting to create this chaos despite its relatively ordered card progression. In order to capture the clash of mechas and monsters underpinning the narrative, there was an effort made to sell the power each possess through strong visual effects accompanying a dynamic back and forth between allies and enemies. This operates on two levels, the allied units and their combos planned out by the player beforehand and then the enemies messing these up with their own interactions and synergies which must be worked around. Having to manage these competing fronts creates a chaotic game state where each element has to be considers yet all can easily spiral out of control if left unattended. Since the visual novel presentation in Battle Suit Aces is relatively static in nature, these battles are the only chance to properly sell the conflicts and there is a careful bouncing back and forth between them to keep them both engaging. There is no simpler version of the chaos of the unknown than the Card Battler systems of Princess Waltz. The player is dealt a random hand of numbered cards and must play them to beat their opponents score but since their opponent plays their cards face down the player has no idea about the total they are trying to beat. Through these two unknowns the game can simulate the chaos of the one vs one battles presented in the visual novel sections while asking for logic and risk management skills to be exercised. Just like the cast, the player must push beyond the uncertainty with their unique skills and making reads off their enemy’s actions.
 
 

Expressing Identity

 
What cards are available and the actions they represent can give the characters using them a sense of identity while also building a wider feeling world carried through into the narrative. Since the player will be spending a lot of time engaging with and executing the strategies these cards facilitate, this is a space which organically finds itself lodged into their mind. As such character and world building can be weaved into them in a way which reflects the narrative’s needs as the player's toolbox grows along with their opposition. The resources available to the cast helps spell out the kind of world they live in, how they view that world and what kind of means they are willing to use to achieve victory. A character using poison to slowly kill their enemy communicates a vastly different kind of personality to one who uses shields to help keep themselves and their allies alive. A world saturated by magic will have its cards filled with spell slinging while one in a sci-fi setting might instead offer laser guns, mechs and spaceships for the player to use. Committing into this style of quiet and layered presentation frees the visual novel element from the need to spend valuable time explaining the broader strokes of the world and cast so it can focus on the plot beats and pacing needed to keep the player engaged. 
Clean, clear and violent

The majority of the previous examples of Card Battlers follow this principle to one extent or another, even the basic Princess Waltz has abilities to activate which serve this function, and all leverage this added flavour to great effect. Library of Ruina showcases an interesting manifestation of this style since it is a game which leans on its world a lot so makes for a contrasting method to the previous titles shown here. Its unique art style coupled with the moves and abilities represented by the cards establishes not only the context of this world but also its tone. The cards available to each character and the kind of fighting they engage in demonstrate details of setting and culture in this dystopian world of steel and horror. A broader tone is quickly established through the cards use of strong colours and often violent imagery as they speak to the game’s content and establish what the player can expect during their time here. By having its mechanics create this baseline, Library of Ruina can play on those ideas in its narrative and they provide something to fall back onto during long periods of progression so the core through-line of the work can be maintained even in the story’s absence.
 
 

Conclusion

 
The many avenues for presentation and the way it can seamlessly merge into a visual novel narrative make card battlers a smooth second element of a hybrid. They can represent the emotions of its themes and characters while having the player engage with them in a very direct fashion. Tone and identity form around how these cards showcase the cast and world they inhabit in an understated manner. When battles are fought the chaotic nature of their systems allow the player to feel the back and forth of combat and never truly be in control of the situation. By pairing a visual novel with a card battler the narrative gains access to a new level of symbolism it can weave in and out of as needed.
 
 

Dark Nights Review – Solving Romantic Tension With Spooky Scares


Genre – Otome, Supernatural, Mystery    Play Time – 13 hours    Developer - Pinlin    Steam(Free)    VNDB

 

Supernatural Hunks 

 
Everyone dreams of something exciting happening to them to break the mundanity of their lives, but few consider the consequences of this adventure. Such is the case for Dark Nights’ bored protagonist Miyoko who gets exactly what she wishes for when people start disappearing and she becomes entangled with a series of supernatural men. This tale of tension, romance and a light bit of horror unveils to her the hidden world living right under her nose. Each of her suitors is given their own distinct plot completely focused on them rather than a variation of a core narrative structure which keeps the game fresh throughout. Small nods to the other routes pepper each play through and invite the player to explore every possible avenue. The suitors possess a good spread of personalities that compliment and rub up against Miyoko’s own strong willed and proactive nature in different and entertaining ways. Backing them up is a secondary cast capable of playing both friend and foe to the main characters without coming across and inconsistent. When it comes to the visuals and audio the amateur nature of Dark Nights becomes obvious in their inconsistent quality and this is not helped by a few odd quirks of scene pacing plaguing certain sections. Are these traits of its production enough to undermine the otome fantasy? Let’s snoop around at night and find out.
 
 

It Goes Bump In The Night – Narrative And Themes

 
Variety stands as Dark Nights’ greatest narrative strength with each route bringing some new angle to the world and there being little overlap between their ideas. This keeps the experience of progression fresh throughout as the player is never quite sure what they are going to encounter next. It also uses the unexpected to help add tension and compliment a romance where the threats facing the suitors differ wildly and always remain exciting. Despite this variance, the world building has a believable consistency to it which never strays too far from the core supernatural concepts established early on in each route. No matter what a player chooses they will be met with a consistent presentation of the world without it falling into a predictable pattern. Almost everything comes down to spirits, the undead or those in charge of managing them. Yet there are lots of variations to this framework such as the spirit world being made up of different powerful spirits and even guardian demons. Helping all of these elements feel consistent with one another is the countless little nods to the other routes inside each route. These hint at the fate of characters from other routes and tease what their route involves while also providing the sense the cast do not just disappear when not chosen by the player. It makes the world feel more natural and alive where the character decide their own fates and merely intersect with Miyoko’s life rather than having everything revolve around her. 
Dreaming of something exciting 

Supporting these vibrant routes is the entertaining mixture of romance and light horror. The horror in Dark Nights’ come across more as spooky rather than actively trying to induce fear in the player and it is akin to haunted house ride at a theme park. This is not to say it cannot create feelings of tension and danger since Miyoko’s fragile nature is constantly reinforced through the bad endings and monsters she faces. What allows this horror to not be overwhelming comes from the playful way it presents these darker elements through making them somewhat silly punishments of obvious failure or the achievements for bad ends having funny illustrations on them. This lighter presentation of horror lets it complement the slowly building romance between Miyoko and the suitor where the two can bond in the face of their shared dangers alongside the excuse to get physically closer to these handsome men. Since these relationships are the main attraction of an otome, a stronger horror element might have overpowered the positive emotions of this romance so this is skilfully dodged and instead employed to showcase the development of their bond.
This collection for the ending achievements is a fun addition

A consistent problem throughout Dark Nights is the way scenes and some endings can be too short or abruptly come to an end. For scenes this mostly comes in the form of events which serve a function but are not given the space to feel natural. They have the characters say all the important information in rapid succession before stopping as soon as their utility has ended which is jarring since it creates the sense the cast are robots. Fortunately scenes like these are mostly concentrated in the common route and the opening sections of a few suitor routes but disappear as the player progresses further into them. This makes for a poor first impression of the game which might turn off potential new players from the joys found in later sections. In the case of some endings, not all are created equal and some normal and romance endings lack a proper climax and resolution and instead just stop. What this means in practice is things like major plot beats or antagonists dealt with of screen in a single line despite all the build up or a happy ending not earned by the characters and just shoved onto them. As you can imagine this leads to a feeling of being left without a way to tie up the player’s feelings towards the route’s suitor and leaves a sour taste in their mouth. The majority of endings do not suffer from this issue but this makes the ones which do stand out in the worst way possible and are disappointing when the bar for ending quality is so high. 
 
Another minor issue is the weird way Dark Nights insists it is set in a village despite the location being far too large to be considered one. There are inconsistencies like the fact that Miyoko can run through the streets for an extended time to escape oncoming zombies, a lot of villagers die and become zombies yet the village never seems to run out of people and there being parts of the village Miyoko has never been to despite living in there all her life. Each one of these point to the village in fact being at least a small town where these traits would make sense since it would easily excuse them. This issues is at most distracting rather than damaging but does contribute to the overall inconsistency of the narrative at times.
 
 

Ghosts, Ghouls and Charming Men – Characters

 
Key to any good otome is a likeable suite of suitors for the player to select from and invest into and those on display here more than meet this standard. A wide variety of personalities exists across the suitors from the blunt but kind Zeikun to the carefree and lazy Kurato and these lead to a lot of distinct interaction based on who is the focus of a route. What further pushes their individual identities is how they do not all get along with each other and often come into direct conflict with each other and in doing so reveal new sides to themselves. Most importantly of all they bounce off Miyoko in fun ways as their banter creates a sense of the bond between her and each suitor while contrasting it with her other relationships. It makes her connection with them feel genuine and unique to each of them since they bring out different parts of her personality. Miyoko being the story’s primary driver gives her a refreshing wilfulness and helps equalise the relationship with her chosen suitor despite being physically weaker than them in need of their protection. Without her they would not be moving forwards and it is only because she drags them with her that they manage to overcome their issues and find happiness. It also makes for some amazing dialogue where the characters have to face down this force of nature and find her persistence difficult to deal with. As for the secondary cast, they nicely fill in the roles needed from them as they dynamically jump between ally and enemy depending on the route while remaining believably consistent in their motives and actions. Finding out how they will react in a new route to Miyoko and the suitor forms a strong part of the appeal of exploring the game’s narrative to its fullest. Their interconnecting web of relationships and shared history slowly unveils itself with unguarded comments and heartfelt cries providing these sneak peaks behind their masks.
Kaichi is one of the best examples of someone who is both friend and enemy at different times

 

Fantasy Bellow Normality – Visuals, Audio And Technical

 
The amateur nature of Dark Nights is brought into sharper focus when considering the three pillars of visuals, audio and design choices. From a visual standpoint it is the inconsistencies which highlight this quality through the contrast between the sprites and the CGs. There is a gap in presentation between the two which creates a feeling of disconnect where they do not seem to show the same characters. The CGs come across as lush and vibrant where their dynamic and expressive poses compliment an excellent colour palette and vivid lines to form strong visualisation for the narrative. Unfortunately the sprites cannot match this high benchmark and each is somewhat stiff in their posture with a limited variety of expressions leading to the cast feeling wooden at times. Then the small OST comes into focus as it is not quite large enough to fill what is not a short visual novel which results in a lot of repeated tracks the player will become very familiar with. Each track is used appropriately but over the course of the long play time they lose their impact and no longer invoke the emotions in the player’s mind. Another sign of the amateur nature of this title is the extremely short common route. The suitors are given one scene each before the game asks the player which one they want to pursue.
Oh my, look another handsome man

 

Conclusion

 
Keeping a romantic tone while having the pressing weight of horror is the mixture which characterises much of Dark Nights. Each route takes a different part of this setting and explores it through its suitor as it weaves in aspects from other routes to create a complete feeling world. Vivid characters dance around each other in a battle of life and love where the friends and enemies change dramatically from suitor to suitor and set to a backdrop of beautiful CGs depicting their most heartfelt moments. There are some hiccups hampering the player’s enjoyment of the game from some of the more amateur visuals to the abrupt endings to some scenes, but these are ultimately minor or infrequent enough to overlook for what is otherwise an exceptional otome.
 
 

Verdict – 

Perfectly captures a spooky horror tone which allows for intense romantic interactions with its many engaging suitors and their supernatural problems. Oddly cut off scenes and some limited visuals and audio do hold it back from its potential.
 
 

Pros-

 
+ Every route has its own distinct plot thread which deals with a different part of the setting to keep the narrative feeling fresh.
 
+ Blends romance and horror together in a fun mixture of spooky and steamy moments.
 
+ Suitors have a good variety of personalities and clash with each other. This extends to the secondary cast who jump between friend and foe depending on the route.
 
+ Beautiful CGs enhance the most powerful and memorable events in the game.
 

Cons -

 
- Some scenes and endings are too short or end too abruptly leading to an unsatisfying and poorly paced feel at times.
 
- Weak character sprites and an OST too small for the game’s length hamper its presentation.
 
- Common route is too short and demands the player choose a suitor before the player has even had a chance to get to know them.
 
 

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