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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.
 
 

DRACU-RIOT! Review – A Thirst For Romance


Genre – Romance, Urban Fantasy, Slice of Life    Play Time – 40 hours    Developer -Yuzusoft   Steam   VNDB

 

Drinking Deep



After what seemed like an eternity of being trapped in translation hell, Dracu-Riot has finally been released and players get to experience one of Yuzusoft’s older titles, but was the wait worth it? Dracu-Riot’s effective blend of romance and action creates a smooth escalation over the course of the common route and into the heroine routes and makes the most of its vampires to allow each conflict to feel impactful and unique. Having clearly defined heroines and routes with only a minimal amount of overlap was a priority for the game with the emotional through line for each heroine being different and even the arcs given to the protagonist challenging slightly different parts of his identity. Couple this with a strong core group of characters and a set of sympathetic antagonists and the result is an extremely well rounded package. In terms of visuals it is more of a mixed bag as even with the face lift this release received it is clearly an older title with a certain static feeling to many sprites and CGs. Beneath these elements there is a general unevenness in terms of character writing, the powers available to vampires and unwillingness to commit to the concepts of its setting. Are these shocks to the foundations enough to sink this island of vampires to its watery grave? Let’s partake of the blood and find out.
 
 

In The Depths Of Night – Narrative And Themes

 
 
Utilising action effectively within a visual novel can be a difficult task so it is a testament to Dracu-Riot’s quality that it is able to tread this fine line with finesse. It understands how to bring the most out of the superpowered vampires to create a feeling of danger without overpowering the romance which is the story’s core focus. There is impeccable pacing as the narrative jumps back and forth between these pillars to keep the player on their toes and slowly escalating the danger and drama for a natural ride towards the climax. In the common route the battles start as small scale scuffles which rise in stakes until a route is entered where they take a specific aspect of the action and zoom in on that to make each route feel distinct. This can be anything from a deeper exploration of the protagonist’s lycanthrope powers to getting to personally experience the effects of the vampire drug. Each route also gets a big reveal specific to it to help shape its identity in a way both complementing the other routes while also contrasting against the other reveals to create a complete picture of what is going on. This provides further incentive for the player to play through all of the routes, rather than just the ones for the heroines they like, in order to fully appreciate what is happening behind the scenes. 
Danger is around every corner when vampires are around

Underpinning these elements is a line of strong emotions and focused theming made to allow the heroines shine in their own unique light. Yuzusoft knows their players want a lovable romance when coming to their games so highlighting the feelings of love each character experiences front and centre. The player gets to spend a lot of time in the route heroine’s head to sell the genuine and innocent nature of their love and the weaknesses which form the backbone of their character arc. It also helps that Yuuto, the protagonist, has his own set of character arcs spread across the heroines to match their stories while struggling with the trials put before him. It gives a greater sense of Yuuto and the heroines as a dynamic set of people who react differently to different conflicts and challenges. The overall shape of the narrative is put together with a lot of care to ensure the right emotions are communicated at the correct time for them to feel impactful and a suitable escalation of what came before.
We are always told never shown

Issues within Dracu-Riot’s narrative are all relatively small in scale due to how well the overall title manages its load, but there is no denying these failings do add up over time. The actions scenes are effective used within the story yet lack in the moment to moment impact due to the writing in them being somewhat stiff in execution. Perhaps this is to be expected from a studio mainly focused on romance yet they will later prove they can write such scenes with titles like Senren Banka which has stronger textual action. The sub-heroine route is similarly weak due to the heroine in question being a minor side character with no real presence beforehand so they have to speed run a romance for a character the player barely knows. As you can imagine this leads to a very bumpy experience and fails to justify the actions of the pair properly leading to it feeling very fake. Then there are the issues surrounding powers and world building. Dracu-Riot tends to forget the powers available to the characters when it it not convenient for them to have these abilities. Yuuto is the worst offender as the game constantly forgets he has multiple powers for the sake of create a dramatic situation without justifying why he cannot just resolve the problem with a power he possesses which would solve it. 
Nothing outside of this island matters

There is an uncomfortable relationship between the world building and what the narrative seems to think is important. For example the player is shown the discrimination against vampires in the city but is assured it is worse outside in the wider world. Yet this is something the player never experiences since Yuuto did not even know vampires existed before coming to the island and even when he does leave as part of some routes there is a time skip so as to not have to deal with the outside. This aversion to addressing the world the game has set up and the overall light tone of the story are in constant tension to a distracting extent. It wants to hand wave anything away things which might undermine its desired themes or character moments while still having these darker conflicting aspects. On a more minor point, there is an overuse of ‘lucky pervert’ moments with each heroine being on the receiving end of at least one and it feels forced for the sake of audience expectations rather than doing anything for the story.
 
 

Vampiric Relations – Characters

 
 
At the centre of Dracu-Riot is the dorm group consisting of Yuuto and the heroines and their interactions form the pillar supporting every twist and turn of the story. They come across as genuinely caring and supportive of each other with the exact nature of this support changing based on the situation and the heroine route. In Elina’s route they mistakenly believe her to be pregnant and pool together their money to help her and in Miu’s route they band together to rescue Yuuto when he get trapped under a collapsing building. This adaptability gives their likeable qualities a sense of life beyond simply being good people and showcases them as a makeshift family unit with a deep bond amongst them. It also helps that the relationships between each heroine and Yuuto have their own texture so the reactions to their pairings can be varied. Providing these connections offers an avenue for conflict which plays into what has already been established about the route's pair and act as a test to demonstrate the strength of their love with everything from insecurities, in the case of Elina and Rio, to a challenging of ideals, in the case of Mera. Even the antagonists have a sympathetic angle to them through their motives and a belief they are doing the right thing. It allows for a single bit of moral ambiguity which never clashes against the cast in any complex manner, since the antagonists are still doing something clearly wrong, yet it is just enough to create a tinge of guilt to the cast’s victory. This all combines to create a set of characters which are easy to invest into and pay it back with entertaining banter and heartfelt moments.
Miu's attempts at teasing are always a joy to watch

Nicola is an oddly constructed character and marks the only characterisation weak point in the title. Outside of her sub-heroine route she is a strong addition to the dorm group, but the moment she enters her own route everything unique about her is stripped away. They start out a little obsessed with the mythos of vampires and wanting to be cool just like this fiction to the point of dressing like a man to match it. This is a fun little quirk and is played off of for humour throughout the game without ever coming across as mocking her. However, once Nicola enters her own route all of these unique traits are completely washed away in favour a blushing maiden who dresses in female clothes and bends to Yuuto’s interests. It is presented as being changed by love but is speed and extent do not come across as believable nor even a positive presentation of this change since she just gives up everything she is for this one man. This come across as particularly bad when put next the other heroines who all get a gradual and smaller shift in their personalities and they also change Yuuto alongside them in a mutual way to reinforce the idea that they are in love. As such she stands out like a sore thumb due to this contrast not fitting within the game’s thematic and tonal presentation of romance. 
 
 

Lit By Moonlight – Visuals, Audio And Technical

 
 
Rather than being simple localisation of the original title, this release makes some touch up to bring Dracu-Riot more in line with the recent technical quality of Yuzusoft’s catalogue. The biggest of these changes is the increased resolution of the visual assets which now pop with colour and life on modern screens with greater clarity then their original counterparts. While this alteration no doubt improves the visuals, there is still a noticeable level of awkwardness to certain portrait poses and CGs giving this game away as an older title. The higher fidelity merely draws more attention to these moments than they might have otherwise received. Such blemishes do not hold prominent enough places to be actively distracting and instead once every so often the player is reminded of the game’s age. 
Almost the entire game is set a night

Despite this age Yuzusoft’s signature light and vibrant use of chibi CGs to highlight their humour can be seen throughout Dracu-Riot and ensures the jokes land with the appropriate visual punch. From a musical stand point the use of character themes for each heroine when they are the main focus creates an easy to recognise auditory language to communicate exactly what kind of scene the player is in for. They perfectly captures the essence of their heroine from the energetic and odd No Limit for Elina to the innocent and confident Growing for Mera and stick with the player long after the story had finished. Beyond these tracks the OST is a fairly normal slice of life affair with a small touch of vampire fantasy added in to sell the title’s twist on the standard formula. This makes for a musical score filled with energy and capable of swapping into dramatic action when needed without coming across as tonally incoherent due to the fantasy undertone consistent throughout.
 
 

Conclusion

 
 
Yuzusoft’s titles all want to be more than just simple slice of life romances through adding in a dose of spice and Dracu-Riot is one of their best attempts at this structure. It utilises its vampiric action to create an escalating sense of danger which compliments the increasing bond between Yuuto and the heroines. Each route is given its own threats and character arcs to keep things feeling fresh and they combine to create a complete picture of this world. The visual touch ups go a long way to making this game comparable to its newer peers while meeting the audience’s expectations for Yuzusoft. All of this is supported by a cast of sympathetic characters, both friend and foe, who form a dynamic and engaging space for banter and conflict. It is a shame it does not properly commit to the consequences and ideas it brings up and instead side steps them, but it is not enough to prevent the player from being swept away by the impeccable pacing. Overall Drau-Riot is Yuzusoft at its best as they display why they are one of the dominant forces in this genre.
 
 

Verdict - 

Carves out an exciting balance between its romantic drama and action scenes while maintaining Yuzusoft’s comfortable slice of life core. Yet when it comes to its themes and some characters there is a noticeable weakness in their execution.
 
 

Pros -

 
+ Vampiric action is used to create a well paced and exciting experience which knows when to step aside to let the romances shine.
 
+ Each heroine undergoes their own distinct arc with Yuuto and has to deal with different threats so each route has its own identity.
 
+ A loveable group of heroines and supporting characters are put up against sympathetic antagonists who nicely challenge them to grow and engage in entertaining dynamics.
 
+ Updated visuals and an excellent use of character specific tracks and a loosely fantasy soundtrack create a memorable experience.
 

Cons - 

 
- A weak sub-heroine route and an inability to properly commit to its world building and themes do drag the overall narrative down.
 
- Due to the weak sub-heroine route, Nicola sticks out like a sore thumb for her poor characterisation and inconsistent presentation when placed next to the otherwise excellent cast.
 
- While the updated visual are good they still have a certain lack of polish to them due to their age resulting a few odd portraits and CGs.
 
  

The Pillagers Of Raillore Review – Two Lives Divided By Disaster


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

 

Stealing Your Future

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

Divided Down The Middle – Narrative and Themes

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

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

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

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

Interlocking Lives – Characters

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

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

Jumping Into The Action – Visual, Audio And Technical

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

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

Conclusion

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

Verdict – 

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

Pros-

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

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

Cons-

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

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