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- Sousaku Kanojo no Ren'ai Koushiki In-Depth Analysis (Spoilers) – The Suffering Artist and Depictions of Creatives In Fiction
Sousaku Kanojo no Ren'ai Koushiki In-Depth Analysis (Spoilers) – The Suffering Artist and Depictions of Creatives In Fiction
Sunday, September 13, 2026
Idealisation And Ego
Sousaku
Kanojo is fascinating for how it steps on every rake in the shed of
rakes which is depicting creatives in fiction. It is such a
prime example of the issues inherent in dealing with this topic that I
cannot help but want to pick it apart in more detail. So here we are,
a long form look at the game where I can
showcase the many dangers awaiting developers when they stray into
these waters. In doing this I hope to understand why this kind of
story ends up being so hard to get right.
This
is not to say Sousaku Kanojo is a bad game since, as I covered in my
review here, it has some strong characters and great emotional
moments. However, there is a constant feeling of this being a title pulled in two directions, its love for creatives and the need
for romance. It makes no attempt to hide which half it actual cares
about. Spoilers will be constant and unfiltered so you have been
warned. Now let’s unveil this plague of geniuses and see what ails
them.
Toxic Love- Narrative Analysis
-Common Route-
The
problems with the game’s fixation on creatives are strangely absent
in the common route with its focus being on the struggles undergone by the cast to continue their craft. Many of my praises for the game
overall were aimed at this section and its long length cements it
within the memory. Yet in hindsight the overuse of major character
events in the common route should have been a clue to the eventual
weakness of the heroine routes. The use of Kiriha’s conflict with
her parents so early on was an odd choice give how central its
resolution is to her character arc. It is revisited during her route,
but the impact has been lost since this is the second time it has
been used and the player is familiar with the emotions involved.
Saving this conflict for her route would have made more sense since
it would have been a perfect compliment to the routes overall ideas
rather than relying on the contrived problems.
Yumemi has a similar issue in the use of her conflict with Yuina being spent really early rather than being slowly built towards a
climax in her route. Once again the game has to lean on a contrivance
to create conflict in her route rather than using the perfectly good
source it has pre-emptively utilised when it could have been saved.
Both of these sections are well put together and compliment the core
emotional direction of the common route and its wide character
spread. Yet if they where relocated to their respective routes it
could have provided a more concise experience while lending
believable narrative beats to a wider spread of the game.
-Kiriha Route-
Of
all the routes living in Aisa’s shadow, Kiriha’s route is one of
the only ones to mostly come out unscathed from the many issues which
plague the others. Part of this is the way the romance is handled
with Kiriha’s being pulled in two directions, one by her future
career prospects and another by her feelings for Toshiki. It is fun
to see her struggle with these emotions just as Toshiki is also doing and this leads to a suitably dramatic confession between a pair of
characters who cannot be honest with their own feelings.
Unfortunately since the narrative has already used the conflict with
Kiriha’s parents it is left with only one way to escalate the
stakes which is to have their relationship being discovered and this is a little too
predictable an event. This also extends to Toshiki getting attacked
by the rabid fan since it is signalled too well for it to have the
punch the game wanted it to have. Toshiki gets over being stabbed
really quickly and the game spends no time dealing with the effects and recovery from being stabbed so he just gets over it off
screen in a disappointing manner. Instead the focus is on Kiriha’s
lost voice which, given how much her life is centred around it, is
appropriate, but the whole situation feels a little contrived
(although nowhere near as much as some elements in other routes). Having
Toshiki write a story so person to him and Kiriha that it gets
through to her and breaks the trauma is a cute way to end things and
fits the nature of the pair’s relationship.
-Erena Route-
This
route suffers from the problem of the common route taking all the
major conflicts in a different way to the others. Rather than
choosing a weaker plot point for its arc, it instead repeats the arc
about Toshiki’s feelings of inferiority towards COLORLESS just
passed through the lens of their new romance. As a result there is a strong sense of deja-vu throughout this route since the pair’s
relationship adds just enough for story to feel different but still
feels like something the player has already witness. In addition, it
runs afoul of another recurring issue of Sousaku Kanojo, the player
barely gets to see any of the writers’ actual work. What this means
is that they are constantly told by the cast how amazing COLORLESS’
and Toshiki’s work is but are never shown so it all comes across as
very hollow. There is nothing to back up these compliments, like a
fighter telling you how powerful they are without showing anything,
so Toshiki’s feelings of inferiority feel misplaced from the
player’s perspective and it is difficult to empathise with his struggles against them. However, the vastly different views of Erena
and Toshiki’s about what is important creates some great emotional
moments where they are just talking passed each other with no common
ground. Seeing the pair slowly try and reconcile these difference is
a nice climax to their messy relationship while putting a bow on
their feelings.
-Yumemi Route-
Yumemi
has by far the most messy route with a wide range of issues.
Initially all seems fine, her struggles with her feelings for Toshiki
and the way she wildly bounces around between the methods she uses to
hide them are amusing to watch. It make the moment the pair become a
couple a point of meaningful catharsis for the player since her
internal conflict was so apparent. Then she just forgets how to draw,
not forgets how to draw well, just forgets how to draw full stop.
Somehow she has become completely incapable of drawing even on a
technical level which is just the most ridiculously forced conflict
in the entire game. Even a person suffering from a creative block can
still produce something regardless of whether it is good or not, but
just forgetting is absurd especially when she gets it all back later even
faster. This is a plot contrivance plain and simple, one so obvious
it is difficult to suspend your disbelief.
Yet it gets worse when
Toshiki’s obsession with creatives rears its ugly head and results
in the pairs continued relationship being predicated on Yumemi
remaining a creative since this is the version of her he is in love
with. Despite the game’s efforts to frame this as a positive, since
it allows Yumemi to get her drawing skills back, it is clearly a
toxic relationship which could collapse at any moment. The question
should be put to Toshiki if he is real in love with Yumemi or just
the idea of her as a creator with the latter being an unhealthy way
to build a romance. A small tangent, but why did the game bring up
the fact she dyes her hair blonde? It creates this weird issue with
her sister who appears to have naturally blonde hair since she is
shown to have it even from a young age in flashbacks. This means the
pair have different natural hair colours so they might have
different parents yet this is never brought up again nor explained
even with a dismissive comment. It feels like this was meant to be a
plot point in an earlier version of the script but it did not make
the cut so this weird fact is just left hanging there without
resolution.
-Aisa Route-
Now
we reach the main heroine and the person who casts a long shadow over
the entire of Sousaku Kanojo. It is a route characterised by good
ideas which end up botched in execution. First among these is Aisa’s
illness, it is a magical nonsense illness, we are never given any
specifics about it other than it is killing her and it otherwise does
not effect her life unless the plot demands it or she is off screen.
This immediately set the tone of contrivance which stays with the
story until its end since the illness is clearly a plot device rather
than something grounded in any form of reality. If it were not such a
central element to her character it could be brushed aside, but under
the condition it is constantly shoved in the player’s face to
try and buy sympathy. This attempt is undermined even more by the
existence of a treatment for her condition which she refuses to
undergo for no reason other than because the plot demands it. Why even
bring it up if you have no intent to use it as a get out clause? All
this achieves is undermining any idea of tragedy and presents the
characters as utterly stupid while lacking any form of self
preservation.
Yet there is still some power to this tragedy and a clear
spectre of death hangs over Aisa and Toshiki’s remaining time
together. The struggles of their love and the determination to be
together despite this promise of doom provide an emotional weight to
their actions and it has the player rooting for them. It is also the
route with the most broad character resolutions with all the heroines
getting their time to wrap up their feelings and even the secondary
cast gets their moments to shine. As the end approaches Aisa’s
gradual collapse heightens the tragedy and pushes the narrative
towards a natural climax as the pair rush to complete the story they
are writing together. However, the ending is so short and abrupt as
to completely take the player out of the experience since it lacks
the necessary sense of resolution and is extremely unclear at times.
It is almost as if the developers lost interest the moment Aisa died
and wanted to get the whole thing over with as fast as possible.
Then
there is the way her survival is framed as the ‘bad’ ending among
the route epilogues. Throughout this section it constantly pushes the
idea that her death in the main game was the best outcome possible.
However, it does not make a convincing argument when this surviving
version of Aisa, completed the game they were writing, survived the
operation and then found a new reason to create again. If anything it
seems like this is a completely perfect ending yet the player can
feel the game's constant dismissal of this fact. This is because the game
puts the ideal of the suffering artist on a pedestal and Aisa’s
death is the ultimate sacrifice for her art and it is lessened by her
survival. I should not have to point out how absolutely absurd this
notion is, but I will do so anyway later on in this article since it
plays into the game’s overall fixation of creatives. In many ways
Toshiki is the developer’s stand in during this route and it does not create a pretty
picture of them.
Suffering As Virtue – Stray Thoughts
-The Lie of Genius-
At
every turn the idea of geniuses is presented to the player and these
people are placed at a level unattainable by mere mortals with
abilities which just magically produce wonders. This is a fairly
standard narrative pushed by media and society with countless
examples of it to be found throughout our culture. However, it is a
complete farce. Point to any so called genius and you will find that
they had to work long and hard to achieve what they did. This
‘magical’ power they have is merely the result of an intense
human endeavour built upon the knowledge and skills of those who came
before. Certainly some people have a natural talent or spark for
certain areas which make this easier for them, yet they too much put
in the effort in order to achieve anything. Should they just lounge
around then they will not have the world handed to them on a platter,
just like everyone else.
It is this truth which Sousaku Kanojo
struggles to balance with its fascination with the myth of genius.
All the heroines to one extent or another fit into the game’s
interest in the genius. Aisa and Erena pull best selling stories out
of the aether with little to no effort and Yumemi creates
professional level artwork without much in the way of training. It is
with Kiriha where the game somewhat acknowledge the effort which goes
into her craft and the cut-throat world of the VA industry. This is
also why it makes an effort to segregate her from the other heroines
as much as possible to avoid comparisons between them. The narrative
uses Toshiki as the everyman stand in and makes it a point to
constantly highlight how inferior he is to the geniuses, in
particular COLORLESS, to the point it often comes across as funny
since he seems so desperate to compare himself to others just to feel
this inferiority. When the geniuses demonstrate their skills it is
done with an almost magical reverence where it pushes aside any
thought about the practical nature of the work being done and instead
wraps it in mysticism. Overall, it is just feels strange and
disconnected with reality in a story meant to be set in our present
day world.
-Creatives Writing About Creatives-
As
I mentioned in my review Sousaku Kanojo suffers from the standard set
of problems which appear when creatives create stories about
creators. These being a general self congratulatory tone and putting
their craft on a pedestal. In particular the value of the creative is
tied up with the idea of the game or book or artwork touching the
hearts of many people and presenting this as something of inherently
great worth. Part of this is just an inevitability born from how the
need for drama in a narrative pushes it to make sweeping statements
and attribute value so it can have stakes and make the cast appear to
be striving towards a worthwhile goal. This is mostly the case for
Sousaku Kanojo’s failings on this front, it is caught between the
developer’s own need for self value and the story’s need to be
engaging.
However, let us interrogate the notion accidentally put
forward by this game and see what we can extract from it. The assign
of importance to the number of people who feel something for a
cultural product is not without real world comparisons. Throughout
history there have been countless such works which has shaped the
cultural context of their times and even ours for certain extremely
special titles. As such it is easy to see the line of logic a
creative which might them to feeling their craft possesses a major role in the shaping
of the world. Yet how many works have been created over the course of
our life times? Far more than any one person will ever experience and
the majority of them will be forgotten if they are even remembered in the
first place. These form the majority of creative endeavours and do
not have an impact. It is into this camp which the works of Sousaku
Kanojo fit so the question must be asked if they have worth despite
the fact they will be washed away. Of course the answer is yes, but
what Sousaku Kanojo does not understand is that it a less grand value
and not something to be put on a pedestal. Instead it is a broader
enrichment of the lives of those the works touch in combination with the
rest of its medium rather than in isolation or competition. The real
world is a complex painting made of different strokes which come
together to form the value of this endeavour.
-The Main Heroine And The Suffering Artist-
Having
a main heroine is a common feature in visual novels and especially so
in more plot focused ones. Many end up with a similar problem of them overshadowing the rest of the cast as is found in Sousaku Kanojo, but few end up
with quite the same level of messy execution when trying to
capitalise on it. This stems from the game’s fixation on framing
Aisa through the idealised lens of the suffering artist. In a similar
vein to its interest in geniuses, it puts forwards this idea of those
who suffer for their craft as being able to produce uniquely powerful
works. However, when thought about in any depth or when bringing in
real world examples it starts to crumble given the people involved
would have much rather not have suffered and were capable of
producing excellent art even if they were not in constant misery.
Aisa is not a real person so can be contorted into the form of a
suffering artist without much effort due to the illness she has been
given by the developers. In this light it is understandable for
someone to strive to leave something of meaning behind in the face of
their own death. Yet as mentioned earlier, it constantly undermines
this seemly cut and dry outline first through the existence of a
possible cure and secondly through an epilogue where she survives.
Why do either of these exist? Both actively weaken the premise of her
as a suffering artist by pointing out how her continued suffering is
at her own hands or through placing her death on a twisted pedestal.
If they had merely made her death an inevitability and a final note
with any epilogue being focused on those who were left behind then
this would have been a fairly clean narrative. In both case of
undermining the clean story they push the suffering artist ideal by
having her choose the suffering to give her art meaning and being an
empty vessel without the suffering to drive her. There is also a
flippant attitude towards those who are either want her to survive or
are happy that she lived. It is treated as if they do not
understand the value of what Aisa is doing and her role as a
suffering artist rather than the people in her life who actually care
about her well-being. Ultimately by pushing this suffering artist
angle they miss the very human story of Aisa’s suffering and the
potential for a meaningful impact to be left on the player.
Conclusion
Despite
what I have said over the course of this analysis, my opinion of
Sousaku Kanojo is fairly neutral as shown in my review of it.
Realistically not many people outside of myself are going to
understand the nuances of the game’s presentation of creatives and
instead just view it as a fairly normal romance visual novel. I have
been withholding a small piece of information which is the reason I
am so interested in the issues with Sousaku Kanojo, it won multiple
awards as the best visual novel in 2021(Moe Award Grand Prize and
Getchu’s award). The reason for this may well be the way it frames
the creation of a visual novel as a special act and the many things I
have criticised might well be viewed in a better light if this is
want the player wants to hear from it. What is also interesting is
this was the same year as Lupercalia of the Silent Accord’s
release, another title about creatives (this time actors) I have
reviewed and it got third place in the Getchu’s award.
This game could not have a more different view about geniuses and
what it means to love your craft. It too suffers
from the challenge of trying to create an engaging story about creatives
without coming across as self congratulatory to varying degrees of
success. Both have their many flaws, yet in the end it is the one
closer to standard form of visual novel structure which ends up
having the broader appeal. Does this make one better than the other?
I’ll leave that for you to judge.









