Archive for August 2026

Power Fantasies: Strength, Love And Peace – An Anatomy Of Visual Novels


Three Pillars

 
Not every visual novels wants to be an artistic masterpiece which pushes the medium into new territory and instead many are aiming to fall into the eternally popular category of Power Fantasy. Upon hearing its name, it might be tempting to immediately jump to thinking about overpowered protagonists fighting superpowered enemies, but this is only one side of the Power Fantasy and is arguably the least prolific in medium. The biggest slice is taken up by the romantic style where the protagonist is wildly attractive to members of the opposite sex and the strength of their combined love overcomes all. Adjacent to this sits the last major type in the fantasy of peace where conflicts either do not occur or are resolved quickly with minimal stress and damage. These all share the common thread of being detached from reality and able to resolve their respective problems without having to pushed beyond the confines of their specific fantasy. Let’s fulfil our dreams and find out how each of these types of Power Fantasy manifest in visual novels.
 

Martial Power

 
When thinking of a Power Fantasy most people jump to the idea of physical or magical strength where the protagonist possess them in large amounts and even has their own unique powers which set them apart from the other characters. The aim here is to offer the player a sense of vicarious empowerment through an element of self-insert common in these protagonists. As such they tend to have either vague personalities or be lacking in strong emotions in order provide a space into which the player can easily slot themselves without too much friction. Despite this these protagonist rarely slip into being the kind of complete blank slates as those of the romance Power Fantasy due to the need for them to have tragic backstories and secret connections to the plot, so their powers can be justified and they can become increasingly involved in the drama of the story. Once the player is comfortably slotted into their position, the powers can be put to use in a series of spectacle battles which are the real beating heart of this kind of story. It is a Power Fantasy focused on feeding off the tension and heart pumping action while the player sits in a comfortable position where they know their protagonist will ultimately win the day. A comparison to a roller-coaster comes to mind, both are experiences which present some level of danger in their presentation but the participants all know they are perfectly safe and are instead buying into a sanitised version of this danger. This kind of Power Fantasy is not as prolific in visual novel as it is in other types of game due to the difficulties in creating the needed feelings of action and moment in what is a predominantly static medium. Skilled developers have made it work but for many it is simply not worth the risk and investment in this skill set when more compatible Power Fantasies exist. 
Nothing sells power quite like being really big

A good example of this being pulled off successful is Tokyo Babel. Tendou Setsuna is an absolutely overpowered protagonist who goes toe to toe with angels, demons and even gods and coupled with his relatively weak emotional range, makes him a perfect vessel for this kind of fantasy. It leverages its down time to make sure the connection to the player sticks with it pushing the other characters forward in interactions to further relegate Setsuna into the background to de-emphasise his personality. As for the action which he partakes in, it is all extremely over the top and involves spectacular feats of magic and physical combat removed from any sense of reality. This is a perfect space for Tokyo Babel’s Power Fantasy since it can fully detach itself from any grounded ideas which might break its hold and gives it room to ensure each subsequent battle ups the danger so the player can experience their roller-coaster. 
 
Not all games of this type need to have their protagonist in such a commandingly powerful position. Coμ often has its protagonist in battles where they are on the back foot despite the power of the black dragon Babylon being at his command. This is because of the fact Babylon’s power can only be drawn out to its full potential when he works with the other people connected with it. As such the highs of this Power Fantasy are contrasted by exceptionally deep lows so it can full embrace the ‘safe danger’ it thrives on. It also gives it a bit of flexibility to lean into the idea of a community being a kind of power and connect it to the moments of catharsis when the group wins together with the player feeling they played a role in it. Mizuwa Akihito has a far more distinct personality and identity than Setsuna since he ends up being more directly connected to events and so needs the extra wrinkles to accommodate the more elaborate motives and interactions. Yet he still has enough blurring around the edges to allow the player to comfortably slip into this role and form the emotional connections needed for the Power Fantasy to function.
 
 

The Power Of Love

 
By far the most dominant Power Fantasy in the visual novel space is focused around romance. The defining feature of this type of fantasy is the way the protagonists are always inexplicable attractive to members of the opposite sex. While this can mean the characters fall for the protagonist at first sight and are all over them immediately, it is often more subtle in its implementation with the ensemble gradually coming together around them before moving into the explicitly romantic events. A slow build up like this gives the characters time to breathe but also staggers out the fantasy so it is less in the player’s face that they are being pandered to. When selling the romance is the name of the game the emphasis shifts into individual interactions, but having the characters constantly jumping on the protagonist can create a weird undertone of infidelity it wants to avoid. As such pure love must be bound up in the fantasy in order to make the player feel special and desired through the vessel of the protagonist. Despite this direction, many titles lean into a degree of jealousy and competitiveness to present the idea of every one of these characters wanting to end up with the protagonist and being willing to fight for that privilege. The protagonist themselves is generally a blank slate who falls under the broad category of ‘nice guy/girl’ with a traditional moral compass. Placing so few character traits in them is important since they exist as a thin film for the player to experience the Power Fantasy through. 
 
Another side to this fantasy is the power of love which underpins its later sections once a romance with a specific character has been established. What this promises to the player is that the newly formed bond between them will overcome every trial which is put in front of them and there is never any doubt they will succeed. Some titles have this be literal with the protagonist’s love being the magic touch needed to save the other person while others have the pair work together to defeat whatever obstacle is put in their way. The point of such strength is as a means of solidifying the romantic Power Fantasy in a quantifiable manner where the player can feel the culmination of the pair's relationship. 
Got to get as close as possible to really sell the romance

Sabbat of the Witch fully embraces this fantasy as a core pillar of its identity while making sure never draw unnecessary attention to this fact. The key to a good romantic Power Fantasy is to never spell out its existence but instead to quietly let it creep up on the player and so this game is slow in inviting all the heroines into the main circle. Each of them has a massive soft spot for the protagonist despite him being the quintessential ‘nice guy’ with few memorable traits of his own which makes him perfect as the screen to view this budding love. The power of love features prominently in game’s narrative progression with many problems being solved with the protagonist’s love conquering things like memory loss and there is even one point when their love actually manifests as a physical object just to drive home its strength. As a result the Power Fantasy it offers is focused and never lets the player out of its grip for a second in order to allow its mesmerising tale of romance to never loses their interest. 
 
On the female face end of the spectrum there is Code: Realize ~Guardian of Rebirth with its suite of suitors who all find our protagonist magnetic. There is a slightly greater attempt to justify the initial reason for their interest through the fact she has deadly poison in her veins and her dramatic encounter with Lupin. As such there is a common starting thread to these future relationships which provides a less broad romantic fantasy in exchange for a more cohesive progression of the characters’ bonds. Cardia falls into the fair standard ‘nice girl’ archetype common in otome meaning a generally pleasant and kind person with a stubborn sense of good which allows her to serve the role as the player’s vessel. Since otome already leans its protagonist towards emotional intelligence and empathy as the main ways to help the suitors, it naturally expands into the power of love when intensely focused on one of the suitors and pushes it as a critical part of their eventual happy ending. Combining these pieces results in a more protagonist centric version of the Power Fantasy with them being a magnet for misfortune and suitors to better highlight the emotional highs.
 
 

Power To Be At Peace

 
Sitting off to one side of these two titans are the Power Fantasies which sell an impossible peace and a constant cosy feeling. They present a normality which is sharpened to a point where all conflicts have been removed or can be solved through simple and reasonable conversation. There is no stress or trails in this vision of the world and instead we are all just a step away for happiness if only we would let go and embrace those around us. Community and belonging make the core pillar of this Power Fantasy, where being a part of these groups comes without the social pressure, group power struggles or constant maintenance which often define their real world equivalents. Here it is only a matter of existing and this alone is enough for you to be able to form bonds and be appreciated. As such it does not demand its protagonist be a blank slate like the others, even if it does tend to lean in that direction, since what it being sold as the Power Fantasy is more a vague atmosphere rather than something focused on one character. Interactions between characters end up being more important for the fantasy over one individual through the support and affection they show for one another without any strings attached. 
OH NO, a cat got in! Truly world ending stakes!

Across its three games, the Coffee Talk series has made this type of Power Fantasy its selling point. Everything about it from its choice of lo-fi music to its comfortable cafe to the colourful and universally likeable cast scream cosy. When conflicts appear they are all resolved by the characters sitting down and talking about their feelings in a measured fashion and each party coming to understand the other in an idealised vision of what a relationship should look like. The stakes are suitably low to match the cafe setting with everything being limited to the scope of an ordinary life so it is easy to for the game to draw the player into the fantasy it is presenting. Its protagonist is fairly weak in the personalty department and instead serves as the player’s vessel and through the drinks they serve to give them agency over the Power Fantasy. Coffee Talk walks a fine line in terms of convincing the player of its believability and selling the lack of conflict since if they solve the problems too quickly then the resolution comes across as fake, but if done to slowly it will break the illusion of peace the game depends on.
 
 

Conclusion

 
Despite the negative connections surrounding the Power Fantasy, it remains a popular and diverse element of visual novel narratives. By focusing on the physical or magical strength of its protagonist it can create a sense of empowerment through exaggerated spectacle and heart pumping tension. On the complete opposite end the fantasy can present a cosy and peaceful world devoid of the conflicts of reality which can wrap the player in a warm blanket and assure them that they have value and influence within this world. If romance is the main selling point then the protagonist becomes inexplicably attractive to the opposite sex and their combined love conquers all. Overall the Power Fantasy is an impressive tool to help invest the player in the story and facilitate a boarder set of associate themes and ideas which make it worth considering when planning out your own visual novel.
 
 

Service Sims – Uncovering The Hybird


On The House

 
For an industry which tends to treat its workers poorly, it is surprising to find the fantasy of the Service sector tends to towards peaceful and positive community centric interactions. These Service Simulators are games focused around a single shop or establishment like a cafe or bar were the player can interact and serve with customers one on one. Dialogue forms the foundation of these titles which is where the visual novel element comes in and it spends a lot of time building up each character through their many quirks and dreams. The mechanics of a Service Sim are never particularly complex with them mostly acting as a test of the player’s memory about a person’s preferences as they prepare something to meet these tastes. As each game progresses it reveals the idyllic community centric fantasy it captures, it is a place were the customers get along with one another, form bonds and care for everyone on a personal and small scale. Let’s take some orders and find out how this character centric hybrid uses these individual parts to achieve its vision.
 
 

Chatting To Customers

 
The majority of a player’s time with a Service Sim will be spend talking to the customers about their day or what troubles them. This is where the visual novel part of the Sim is at its most prominent and leverages the intimacy of its perspective to sell the idea of a conversation over the counter. Framing the character sprites as being behind the player’s work space yet in front of the background puts a sense of distance between them and the cast without losing the feeling them being personable. They are still the customer after all and the protagonist has a job to do of which talking to them is just one part of it. Yet this distance allows the gradual way the characters open up have a sense of weight to it since they overcome the barrier and form a meaningful connection. Serving customers is a mostly one on one affair at the beginning in order to give the player a chance to understand the cast as individuals and invest in their arcs while not being distracted by additional interpersonal relationships. It helps create the idea of their bond with the protagonist being something distinct from the other people they know and allowing the player to be a catalyst for change in their lives. All of these strengths are held in a delicate balance related to the total size of the cast. Too large and there is not enough space for them express themselves as anything more than caricatures and if it is too small then player will get board seeing the same few people over and over again. What makes this more complicated is that there is no best size for a Service Sim cast since the length of a title and how much it wants to leverage community as a core aspect can dramatically change the number. 
Only one character will appear on screen for most of the game and this controls player perception

Perhaps the most well known example of the Service Sim is VA-11 HALL-A and it has spawned much many games drawing from its formula. Small and intimate are the immediate feelings the game tries to invoke through its back alley bar which few people come to in the pressing darkness of this cyberpunk city. For most of the game the player will only see three to four characters per day so they get plenty of time for each one to express themselves and build up the foundations which will lead to their personal conflicts and growing relationships. The presence of alcohol lends legitimacy to how lose tongued the cast can be at times with someone who is still a stranger to them. It also plays of the unique opportunities inherent to its bar setting and its limited view of the outside world to create a slight sense of helplessness and claustrophobia later in the game when events far larger than the cast start moving their lives in ways they have no control over. The framing of each character inside the UI design is very singular in its focus with the window showing them being dominated by their sprite and making their large expressions a constant source of movement and life. Making Jill their own character rather than a player self insert means it loses a sense of player agency, but it makes up for by being able to have her intertwine with the rest of the cast as they invert the original dynamic to make her the subject of the heart to heart. 
 
Over in fantasy land we have Tavern Talk which uses its similar drinks based location for a different effect. It is far lighter in tone and so leans into its bright setting for an excentric collection of fantasy races and professions. Handing out quests to the right customers lends their stories a puzzle like element and encourages the player to pay attention and get to know everyone which passes through the Inn’s doors. In contrast to VA-11 HALL-A, Tavern Talk’s main window being entirely dominated by the tavern bar and the characters occupying a relatively small part of it with their seated sprite. By having this smaller presence they come across in a far more gentle and human manner where they are not trying to dominate the space with their personality but are instead just people looking for a drink. Given their inhuman nature this shrinking of their presence is important to ground their presentation in a feeling of fragility and allows for a more dynamic range of camera movement to capture their emotions. These choices lend the game a life and energy through which it can use to embody the smaller nuances of human interactions.
 
 

Work For Idle Hands 

 
Breaking up the conversation is the other mechanical side of the Service Sim, the actual service offered by the establishment. The actual content and systems can vary quite considerably but they all function as a kind of test at their core. At first to see if the player can navigate the systems to fulfil the customer’s order then later to demonstrate they understand each character through making an order based on a vague outline. This pushes the player to pay attention when the cast talks and provides a practical advantage to caring about what they have to say. It also gives the player something to do and breaks up what could become a repetitive loop of conversations. Due to how game specific these systems can be, it is best to go through some examples to illustrate the framework which underpins them. 
 
Hookah Haze has the player preparing the titular hookah by mixing the flavours to craft the desired vapour. This is a title in love with hookah in a way far more which is far more important to its identity and see its hookah as more than just a means to test the player. The game takes them through the entire process and makes them act it out and imparts the love for hookah shared by the cast onto the player so they can feel this common connection. For a more mechanical leaning example, High Times serving of doughnuts has the player attempting to capture emotion through the toppings and extras covering the ring. It is a means of engaging and processing the thoughts of the character being served and aims towards a broad empathy with them using their desire for doughnuts. There is a deliberate attempt to not make the correct answer too hard to reach with the aim instead being to utilises its benefits without breaking up the light and breezy tone underpinning the rest of the game. 
It is very in love with hookah...

Since VA-11 HALL-A is one of the founding pillars of this hybrid it should come as no surprise to find it has the simplest version of these systems. Mixing drinks from a selection of synthetic bases is the name of the game and it has none of the extra layers later games would add to the formula. Instead it is far more free form in its implementation with it often asking for the player to figure out drink recipes on their own based off what little information the customer has provided. It demand the player pay attention to their customers if they want a chance to succeed and in so doing lend the visual novel sections a complimentary weight to their narrative focus. What should be clear from all of these examples is the way the Service mechanics exist in a position to reinforce some part of the narrative structure, often the characters, in a way which best matches the overall package. It provides a Service centric lens for these games to focus themselves through and prevent the possibility of them becoming a jumbled mess of overly long conversations.
 
 

Dreams Of Community

 
So far the interlocking systems of a Service Sim have only been framed through their initial use to create individual intimacy with customers, but another important aspect which subtly builds up in the background of all this is a sense of community. In order to increase the variety of social situations the characters can be placed into, these game naturally start to include multiple customers in the same scene and have them interact with the protagonist as a middle man between them. Over time the regulars develop their own social circles providing the establishment with a growing sense of community as people coming together through chance encounters form lasting connections. How much a title wants to lean into this element of its identity depends on its overall tone and if it wants to lean into the idea of being ‘cosy’. Choosing to capitalise on this trait means forsaking some of the friction and negative parts of human interaction in favour of bring out positive and mutually affirming emotions. Neither approach is wrong, but it does fundamentally alter the way in which the Service Sim engages with its cast. 
The more then merrier

One game which pushes the its cafe as a centre of community is Coffee Talk. Everything about the way it presents its characters makes their connections come across as the main attraction. The cafe has a row of chairs in front of the player where the customers will sit and so immediately cementing the idea that there will be multiple sharing the same space. In addition it allows the closeness or distance between their seats to communicate their emotional closeness or distance and they can move around to physically signal this change. After their initial introduction the characters often spend more time talking to each other and, coupled with the a more general de-emphasising of the protagonist, makes them shine through their colourful and positive interactions. Eventually the cafe becomes a lively a bustling place where all the chairs are filled and it gives the place itself an identity as this meeting spot for a new born community. Another take on this style of Service Sim can be seen in Kemono Teatime. Here the community comes from the familiarity the customers demonstrate towards the two girls running the cafe and they become the beating heart of this web of connections. This is important for the overarching emotional beats of the game since they all revolve around this central pair so it cannot afford to send too much time on interactions between other characters. Shifting the heart of the community away from the location itself and onto the girls frames it through the lens of their efforts to welcome and tend to customers rather than the chance encounters found in other titles. Intimacy with the two protagonists ends up forming around this constant exposure to them and shows the impact their bonds have on the people who walk into the cafe.
 
 

Conclusion

 
The Service Sim acts as a weird mix of fantasy and reality where a visual novel narrative meets mechanical simplicity to create a consistently compelling hybrid. Dialogue forms its backbone as the player interacts with customers in a personal situation where they can get to know the cast. Over time this grows into a sense of community when the characters start interacting with each other and building their own relationships. This is underpinned by the mechanics of serving these customers and meeting their demands which rewards the player’s investment in learning about them through a quantifiable manner. In choosing to marry the visual novel to a simulation of the Service industry, the result will always lean somewhat towards the slower paced and more relaxed end of the experience spectrum given the limited setting preventing anything grander from taking place.
 
 

Tournaments – Genre Deep Dive


Elimination Matches

 
Competitions and Tournaments act as a sub-genre for a fairly limited group of stories with it being inherently part of the sports genre and particularly popular in all sorts of action shonen titles. It has an enduring appeal which keeps it popping up time and time again and so it should come as no surprise to find it in the visual novel space. One of the biggest advantages it offers is the way it provides a reason for the larger than life cast to clash with one another and generate the narrative drama needed to keep the player invested. Due to the heavily regulated nature of a Tournament, it can have clear boundaries as well as heroes and villains without needing to bring in the moral complexity of the real world. The match structure gives a natural vehicle for pacing across the experience with its moments of tension and calm conveniently building towards the climax. Let’s step into the stadium and discover why this sub-genre remains a staple in fiction.
 
 

Battle Of The Egos

 
The mixture of smaller rounds between groups or individuals and the larger scale rising stakes makes the perfect stage for the larger than life characters found in visual novels to show themselves off. Finding a place to properly showcase the colourful personalities who drive the story can be a complex challenge and it is here the standardised structure of a Tournament helps alleviate this tension by providing a space where they can be believably forced to interact. This is especially true for any competition involving combat where the beliefs of the combatants clash as they exchange blows and their hearts are put on full display for the player. Since there is no actual danger to the contestant’s lives, both the victor and loser gain valuable lessons about themselves so they can continue their character development as opposed to the finality of conclusion in a more serious situation where the stakes were higher. The Majikoi series is defined by its absurd and over the top cast so it can make use of the Tournament genre to parade them around which it does in Maji de Watashi ni Koishinasai! S. Here the old members and the new comers get a chance to demonstrate their identities and motives one after another in an orderly fashion where they get their undisputed moment in the sun. Beyond the battles themselves, the cast get a lot of time to scheme and bounce off one another to sell their contrasting egos and values. When it comes to character development none stands out more than Momoyo since the whole event and the involvement of Tsubame were all done with the aim of getting her taste defeat and grow as a person. This major push forwards for a main heroine acts as a capstone to the other smaller arcs distributed among the rest of the cast over the competition’s duration. It brings into focus the many entertaining battles which occurred and how it has brought the cast together as a community. 
Combat forms the backbone of most Tournaments 

When focusing on a Tournament between factions rather than individuals the scope of the colourful interactions narrows to the group the player is following. Yumina the Ethereal’s election war is a prime example of this trend with it being firmly locked onto the debate club and those they fight and not playing attention to what other clubs are doing at the same time. In taking this approach the game achieves several important aims chief among them being to allow the characters a chance to endear themselves to the player in a relatively low stakes environment before the big twist of the second half throws them in the deep end. By having the focus being on how their personalities clash with the current opponent, the scope of interactions can be controlled in order to give a better showcase of their thoughts and the outline of the arcs which will come to define later on. Another aim which plays into this smaller scale is the way its conveyor belt of opponents maintains steadily escalating challenges and tensions for the narrative. When a new antagonist comes to confront the debate club they are immediately a threat while also making the competition as a whole easier to keep track of in a way a Tournament which jumps between contestant could not achieve due its sprawling nature.
 
 

Controlled Environment 

 
Boundaries and structure are what give the Tournament genre its distinct and easily recognisable feel. Regardless of how outlandish the nature of the competition, all of them adhere to the same basic form the player has experienced or witnessed in their own lives. This ensures the game will have at least this base level of grounding in reality it can then springboard off in order to sell their own unique premises. It is also a fundamentally ‘safe’ environment, in that the rules generally protect the contestants from harm which makes the stakes rely more on the emotional weight of the contestants success rather than on an immediate sense of danger. These combine to create and easy to understand and focused narrative space where a variety of character arcs can be neatly lined up alongside the rising tide of competitive drama. ‘Sports’ style Tournaments are the most common structure found in this genre, these being individuals or small groups fighting each other and the winner progresses to the next stage. This frequency is primarily because they are simple to understand and generate excitement when compared to the ‘Humanities’ style where the entrants submit something and then are given a final standing on a set date rather than having to directly contend with other people. 
 
A popular example of the Sports type is Aokana - Four Rhythms Across the Blue and its Flying Circus which even referring to its contents as athletes. The spectre of this big event cast a shadow over the story and the lives of the characters even when it is not actually taking place. Since the baseline expectations for what the Flying Circus will entail is established early, the title can have its individual events parsed through this rigid lens in order to make each heroines engage in the event specific to them while adhering to the same overall outline. By being a ‘Sports’ type, the cast can be conveniently placed opposite other contestants who can push them to develop or challenge their values without it coming across as contrived. These opponents are established earlier in the narrative and their interactions with the main cast are believable since they are all heading towards the same destination but only one of them can make it all the way. A desire to win defines much of the cast with it pushing the ideas of how competition can lead to healthy or unhealthy growth and traits depending on the way a character chooses handle their feelings. 
Sci-fi Sports are such a strange beast

‘Humanities’ type competitions are an even stranger beast since most exist to enhance already established narrative tension. Sousaku Kanojo no Ren'ai Koushiki utilises them multiple times across its story from writing competitions to popularity polls. Each one is placed in the context of the protagonist’s relationship with another character and the emotions surrounding them. It provides a legitimate reason for the cast to clash while not bringing in any negative associations given such competitions are more of a chance to show off their skills rather than undermine each other. The game makes sure to frame it in this positive light as an opportunity for mutual growth and sorting out their complicated feelings. Rather than lingering and building up the drama like in a ‘Sports’ type, this is an affair which creates a small bit of tension before rapidly disappearing when the story wants to move on.
 
 

Build Up And Cool Down

 
Perhaps the single most valuable part of the Tournament structure from a developer’s view point is the natural peaks and troughs created due to the round system it employs. When a new round starts the participants are generally announced meaning the characters get to know who they are up against and this begins the rising tide of emotion. The two opposing groups then get more interactions and emotionally clash over who is going to be the winner. Then the climatic of the curve comes in the actual match and it outcome before plummeting back down during the cool down following the victory. Some form of this cycle appears in almost all titles with a Tournament of any kind unless they are engaging in subversion or only want it for a short duration. The reason this structural outline is so important lies in how it offers a quick and impactful skeleton on which the developers can hang the meat of the narrative without having to constantly worry about pacing the overall experience. Obviously they still need to consider it on the smaller scale and towards the finale where their own unique spin needs to be more apparent in order for the player to not lose interest due to the structure's repetitive nature. 
 
Koiken Otome leans heavily into this structure for large part of its playtime in order to fill the void created due to a lack of external threats. Instead it puts the emphasis on the cast’s pursuit of personal improvement and rivalry with their peers. This lack of danger means the ups and downs of each round serve as the main pacing mechanism while allowing an extremely protagonist centric flow of events in order to ensure he gets enough interactions with the heroines. One trait the game inherits from others in the genre is the way attending a magic or superpowered school always leads to some kind of battle Tournament so as to frame this activity as a legitimate competition rather than training child soldiers. The lack of danger hold an important position here since if there was a chance of real harm then it would bring up moral issues such titles are not equipped to address. 
Every section ends with a master + servant battle

Not all games using this structure are so devoid of threats and Fate/EXTRA demonstrates how the spectre of death can elevate this outline. The holy grail war on the moon uses the round based style where two masters are put up against each other and the survivor gets to advance to the next stage. Having this mixture of large scale competition and single adversary focus gives the room to create a sense of escalating danger as the contestant numbers dwindle and allow the player to get to know each master on a personal level. It also lulls the player into a false sense they know what is coming only for the game to increasingly subvert it as the quality of the opponents ramps up. Since each master is both a danger to the player and someone they sympathise with, the structure gives an inevitability of each final battle and helps it hold both the cathartic release from death and a sadness at the loss of the person they have grown to care about.
 
 

Conclusion

 
When pitting two people against one another their beliefs and motives can be more clearly viewed through their actions and it is this which the Tournaments genre in visual novels capitalises on. It provides a stage on which the colourful cast can act out their play while allowing both sides to experience growth and continue their journeys after the match. The structural outline of a Tournament gives the story a perfect framework to naturally curate its narrative pacing so can focus on its own unique twists. Competitions of all kinds offer a sense of familiarity to what might otherwise be an outlandish setting and helps being the wild conflicts onto an understandable level for the player to empathise with. As a sub-genre it combines flexibility with rigidity to form a diverse space for storytelling so it is no wonder it is popular with both players and developers.
 
 

Schrödinger's Call Review – Is The Line Alive Or Dead?

Genre – Mystery, Drama    Play Time – 10 hours    Developer – Acrobatic Chirimenjako    Steam   VNDB

 

Hotline To The Dead

 
As a method of commination, a phone call walks a strange line between the awkwardness with its audio lacking the important non-verbal cues of human interactions and the deeply personal connection of having someone speak directly into your ears. This unique experience lies at the core of Schrödinger's Call’s narrative presentation which leans heavily into this space of intimacy and misunderstanding to craft its dramatic and emotional highs. The game follows Mary as she works as the last confidant for recently deceased spirits where she takes their calls and tries to help them make peace with their lives. All of these people do not entirely remember the trauma which keeps them here so a strong investigative element runs through the title as the player must deduce the truth and help Mary solve their cases. Each of the cast Mary talks to over the phone bring their own quirky personality and unique animal form to the table in order to make them easy to keep track of and a joy to talk with. This sense of striking identity extends to the visuals which use of a predominately black and white sketched aesthetic backed up by sudden bold use of singular colours to allow a moment or person to stand out. However, this is a game plagued with odd game design such as an overuse of repetition and an abundance of choices which merely loop the player around and waste their time. Are these development decisions enough to undermine this deeply personal tale of lies, loss and love? Let’s pick up the phone and find out.
 
 

A Cat In The Box – Narrative And Themes

 
From the moment Mary first picks up the phone there is a permanent through line of personal mysteries about each caller as well as about Mary herself. Having every person not completely remember their life creates enough space for speculation about what trauma holds them here and gives the player something to slowly pick apart over the course of the game. Each chapter is made up of one main caller which Mary has to help pass on and a selection of secondary callers who all knew the main caller in life or they are somehow linked to them. This interweaving web of relationships helps prevent the calls from becoming repetitive since the player will be bouncing around between these vastly different and colourful characters. Putting all the clues about their past together at the finale of a chapter and freeing them is an incredibly satisfying experience with a good catharsis and emotional climax to it. 
The game begins and ends with this phone

Similarly Mary’s own past is slowly teased over her various encounters with the callers and provides a nice plot thread to link the entire title. The picture of Mary becomes more muddy over time as the fault lines in her personality reveal themselves and overturn any initial impressions of her character. So when the big reveals do come they are still shocking but make complete sense when looking back at the subtle hints left over the entire play time. Once all the callers have had their turn and the spotlight turns to Mary, the game does not pulls its punches and crafts a compelling final act where her suffering get put on full display for the player to engage with first hand. It is an impactful way to end the game and will sit in the player’s mind as the credits roll and they put down the phone for the last time. On a broader point, Schrödinger's Call makes a lot of narrative use out of its use of the phone as the main means of communication. There is a great deal of attention played to the misunderstandings and nuances which occur only over the phone and even make one of these a core plot line to great dramatic effect. The phone also serves the role of being a symbol of connection, or the seeking thereof, and how such relationships can be fraught with problems and cut off when we least expect it. Yet it is precisely these connection through the calls Mary makes which ultimately save not only those callers but also Mary herself when she comes to understand the value of those bonds. All of this is cleverly conveyed through the ups and downs of the narrative and its gentle warmth can be felt when it is most needed.
 
If there is one thing Schrödinger's Call seems to have an obsession with it is repetition. The game constantly repeats itself even when the events or information it is repeating have only just happened mere moments ago. By far the biggest offenders are Mary’s write ups after each call where the player is taken through the call they just experienced. Nothing in the game is complicated enough to justify this kind of aggressive hand holding since all of the main points of a call are highlighted during the call so the player cannot possibly miss them. It is as if the game does not trust the player’s memory and its own ability to hold their attention. At least a quarter of the play time is dedicated to such repetition making it a constant and invasive force many will find difficult to ignore. Had these recaps only occurred once every so often then they might have served a useful purpose to refresh the memory, but instead they are the largest stain on the overall experience. 
Gasp! Just like the famous thought experiment!

A separate and less noticeable problem can be seen in the way the game hand waves away certain elements which seem like they should be important but end up slipping to the sides in favour of the emotional finale. The moon crashing to earth is perhaps the biggest of these and you would think it would be a big and constant presence but instead it has a surprisingly minor presence and often forgotten. This is to the point at which the game itself seems confused at times as to whether the moon falling really happened or not with it bouncing around on its position on the truth during the ending. Another weirdly discarded feature pops up when looking at the cat, Hamlet, who acts as Mary’s companion throughout most of the story. Despite this prominence and the mystery surrounding him, he is somewhat discarded towards the end and there is never any real resolution to who or what he is and where he goes or what his purpose might be. Neither of these concepts matter much to the emotional weight of the final act so it is understandable they go pushed aside, but some proper clarification would have been nice to neatly wrap everything up.
 
 

The Animal Kingdom – Characters

 
Being glued to the phone naturally leads to a conversation heavy style of narrative so it is important for the characters to be interesting to converse with and on this point Schrödinger's Call is impeccable. Each of the main callers has their own distinct relationship with Mary and bounce off her in entertaining new ways in order to keep them feeling fresh. From Lucy, the guilt ridden mother, to Violet, the gentle and confidant rich girl, they all present themselves through their memorable mannerisms then, as the player comes to know more about them, their flaws and imperfections give them a delicate humanity. Their associated secondary callers have intertwining views and lives despite the fact they never talk to one another during the game and rely on Mary to be a go between which helps further push the importance of her centralising role. As they all slowly remember their shared history, the powerful emotions this brings out constitute much of the titles ups and downs for them to push through and this journey is what makes them so memorable. The chapter structure also ensures they never outstay their welcome with their resolutions coming at just the right time when they have said all they need to and the player is ready to move on. 
Choosing to have each caller be a different animal person was a smart choice

Every caller somehow has an emotional similarity to Mary and it is by interacting with them that a more complete picture of how she thinks becomes clear. This is an excellent method of making every character important since they each hold a piece of the puzzle about Mary and her lost memories. It also helps reinforce the idea of Mary as an empathetic person who is suitable to be the last confidant while setting this trait up be questioned and its fragility to be brought to the front. Mary’s broader characterisation is wonderfully put together from her ability to act as a problem solver for the callers to her eventual confrontation with her own past. Throughout she remains a central pillar of the player’s interest and the texture of her personality is teased out slowly to keep them on the edge of their seat. Investing emotional in Mary is easy which is extremely important when the final sections of the game rely so heavily on the player’s connection with her.
 
 

Hold The Phone – Visuals, Audio And Technical

 
When loading up the game for the first time its visual language immediately marks it out from its peers with its use of darker colours and strong lines. The majority of time black and white will be presented to the player as they act as the baseline for this space between life and death. It speaks to the delicate balance maintain here and Mary’s role in pushing people out of the intermediary place. This pairing of contrasting lines and white voids makes the flat and dark colours which each of the callers brings to the table stand out against Mary’s own bland room. Each lacks the lustre they may have once had to mirror the poor state the callers find themselves in yet the colours still hold a weight to them and subtly communicates the emotions and personality they had in their prime. The soundtrack is similarly dulled with a heavy use of deep and resounding sounds even in pieces aiming towards a lighter tone for their associated character. It does a good job of capturing the mood of each caller to the point of the player being able to recognise which person is calling from their track alone. Furthering the auditory identity of the cast are their series of distorted voice snippets which all carry the fuzziness of a phone line and their own unique cadences. These elements combine to create an audio-visual landscape which help elevate Schrödinger's Call and make it easier to overlook its issues.
Clean, informative and filled with personality

On the mechanics side of the equation things are a bit more uneven in terms of quality. Having the player input the phone number of the person they want to call by rotating the dial gives the phone a wonderful sense of tactility. It helps centralise the phone as a device of connection through this physicality with the phone also needing to be manually picked up to answering incoming calls just to keep it in the player’s mind. In a similar vein, the notebook has the player flipping between its writing covered pages to find the clues needed to answer the mysteries and set the caller free. Later on it becomes an important narrative point when starts to become the playground for Mary’s increasingly decaying mental state. Despite the game forcing the player to spend too much time looking due to the constant recapping of events, it remains an endearing feature due to its role in the story and Mary’s illustrative drawings. 
 
Unfortunately things get worse when looking at one of the biggest points of player interaction, choices. The offender here is the way choices are looking for only one response and looping the player back around to the start of the text if they choose incorrectly. This is understandable in the quiz sections where the whole point is for there to be a right and wrong answer, less so when they are used for the general conversation choices without any kind of clear correct option. The second group form the majority of the choices in the game and so the player regularly finds themselves being looped around since they have no context to know what the game wants from them with such a small amount of information. What makes this worse is the way the choices initially create this idea of non-linearity which encourages the player to explore the narrative space only for them to be slapped across the face for attempting to do so. 
 
 

Conclusion

 
Finding connections with others can be a difficult and delicate yet rewarding endeavour and it is this core message which Schrödinger's Call wonderfully captures with every call. The mystery of each caller’s life and regrets makes for a compelling series of interactions which build towards the greater finale around Mary. Each character has a vibrant life to them which allows their calls to be constantly engaging while slow picking away at the tragedy they hold in their hearts. A strong audio-visual style supports this growing narrative and uses colour to create contrast and dulled beauty in order to sell every revelation. The phone and the notebook mechanics add a tactile feeling to the small space Mary inhabits and lends these solitary points of connection a weight they would not otherwise possess. Issues of execution do exist throughout the experience from repetitive hand holding to vague plot points to frustrating choices, but none of these are enough to break the brilliant vision of the work yet they do add some distracting cracks.
 
 

Verdict – 

Deftly dials up an imaginative story of the fragility and value found in human connections told through the distorted audio of a rotary phone. Yet it never quite reaches its full potential due to some poor design decisions related to repetition and time wasting choices.
 
 

Pros-

 
+ Each caller is their own mystery where picking away at their past slowly unveils the tragedy keeping them from passing on.
 
+ Makes the most out of the phone with a series of plot twists and misunderstandings perfect for the nebulous connection it provides.
 
+ The cast has a good variety to it and they rub up against Mary in their own unique ways.
 
+ Mary is an excellent protagonist who starts out as a seemly well adjusted girl and over the course of the game the player gets to see her gradual collapse.
 
+ Well crafted visual and auditory identity weaved in amongst the tactile mechanics of the phone and notebook.
 
 

Cons -

 
- Repetition plagues the game with it constantly going over events which have just happened as if it is afraid the player might miss something.
 
- Frustrating abundance of choices which loop the player around them if they choose the wrong option and wasting their time.
 
- Some plot points end up discarded and unclearly resolved.
 
 

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