Showing posts with label Comedy. Show all posts

Coffee Talk Series Reivew – Brewing Connections



Genre – Bartending, Fantasy, Cosy    Play Time – About 8 hours Per Game    Developer – Toge Productions   Original    Hibiscus & Butterfly   Tokyo   VNDB 

 

On The House

 
Running your own cafe and chatting with the customers as you serve them drinks is a form of cosy fantasy focused around forming human connections. The Coffee Talk games lean heavily into the potential of this premise and sets about crafting a narrative space where sitting and listening to the character’s worries is pleasant. These titles take place in a modern day setting with fantasy races yet their lives and troubles are surprisingly normal and their struggles form the backbone of the story. Interacting and serving drinks is the majority of what the player will be doing and Coffee Talk does everything in its power to make this as engaging and impactful as possible. Each of their life stories endears them to the player and helps the games push its themes and ideas in an organic manner as they come out over the course of multiple conversations. The cafe and the people visiting are all rendered in a strong visual and auditory style which quickly communicates who they are and makes them stick in the memory. However, this is a series of titles which are plagued by a set of recurring issues, from a struggle with subtly and conflict to drink requests which can feel too vague, and its attempts to solve these problems often end up shifting the issues to other parts of the experience. Are these struggles between maintaining its cosy identity and pushing the series forwards enough to weaken the fantasy? Let’s fail to draw some latte art and find out.
 
 

Fantastical Mundanity – Narrative And Themes

 
Being cosy sits at the heart of Coffee Talk’s identity and the inviting atmosphere of the cafe and its customers do everything they can to reinforce this tone. It plays off the inherently passive nature of the premise, where the characters and events come to you rather than you being the driving force, to create a slow pacing where the player is encouraged to surrender themselves to the flow and appreciate the interactions taking place in the current scene rather than looking to future promises. This is supported by a web of characters and plot threads which interact in surprising and satisfying ways as they meet for the first time in the cafe. A lot of care has been taken to place each character alongside others who will bring out the interesting parts of their personalities and allows for them to grow in meaningful ways. New relationships born from these chance encounters form a key appeal of the narrative with the player getting to shape their ultimate outcomes through correctly meeting their orders. By offering the element of agency in the fundamental element, the game can invest the player in the consequences they have helped to shape while preventing them from become too complacent in the cosy tone. 
One of the few looks at the outside work you get

The social media app, where the player can look at what the cast have been doing, adds another aspect of player interaction for them to fiddle with outside of big narrative moments. It also serves the purpose of making the cast feel like they exist beyond the confines of the cafe so they come across as more believable individuals. All of these elements are in service of some extremely powerful emotional moment and pay offs in the finale which utilise the slower pacing to get the space they need to breath and properly set the player up for the gut punch. When the player puts down the game after the credits roll it will be these scenes of catharsis that will stick with them and each title in this series manges to capture its own version of this impact.
 
Despite there being some truly powerful narrative threads, there are just as many others which meander or weakly splutter to their conclusion. This unevenness consistently plagues the series and it is perhaps a result of the large cast required for the amount of meshing relationships Coffee Talk wants to engage with. A need to provide arcs for each of these characters means some get left behind in favour of the more interesting ones the developers clearly put a lot of time and effort into. While the emotional impact of the powerful moments is undeniable there exists a strange toothlessness to them when it comes to actual conflict. There seems to be a fear that if the cast are seen as being in conflict it will ruin the cosy tone and on some level they are right. However, there is a different being dramatic and destructive conflict and the weaker challenging of beliefs style conflicts which make up most character centric narratives. Shying way from any meaningful conflict creates a sense of this world being a sanitised version of our own and lends it a fake feeling. 
This is just water with some mint on it...

Then there is the series’ weird relationship with subtly. There is a regular use of subtly through the dialogue and character actions and it speaks to an understanding of how to sell a theme or idea without saying it directly. Yet the developers constantly decide to have the characters shout these ideas at the player in the most direct and unveiled manner possible. This comes across as a lack of faith in the player’s ability to pick up on clues and engage with the story while being desperately afraid that its precious messages might be missed for even a second. Ash is a good example of this trend, he is a stay at home dad and through interacting with him the player is subtly made to see his perspective on the role men can take in the family. Then later on he explicitly vomits his beliefs out loud in a long monologue despite the game having already demonstrating them and it feels awkward while causing the scene to come to a screeching halt. As a result it often feels like the games are preaching to the player in a distracting and almost fourth wall breaking manner. On a higher level, the overall structure and pacing of all three games is near identical to the point of them somewhat blurring together. Rather than being a strictly negative trait, this is more something a prospective player should be aware of coming into the series. If they like one of the games they will probably like the rest or vice verse, but it is definitely not a series interesting in winning over new audiences so much as sticking to what it want to be.
 
 

All Walks Of Life – Characters

 
As you might imagine for a series so focused around interactions, the characters of Coffee Talk are its strongest aspect and form much of its appeal. They cover the full spectrum of what this fantasy society has to offer from struggling journalists to blind musicians and it comes together to create a patchwork picture of this diverse world. Each one has an immediately recognisable core identity which helps the player keep track of who they are in the sea of other characters who enter the cafe. These are then expanded upon over the course of their visits and as the player chats and serves drinks to them they develop into well rounded and interesting individuals beyond their initial archetypal introduction. Their colourful personalities mesh together in pleasing ways where the unexpected can be born from a chance meeting and helps push the sense of them as dynamic people who have more going on than what the player gets to see. Only seeing a few of the cast per day does a lot to keep them fresh, the games regularly have characters be absent for one or two days in order to make their presence not overstay its welcome and giving time for developments between them to believably take place. 
Even the smallest interactions are a joy

One character who sticks out for their weaker presentation is the protagonist who is devoid of almost any interesting features and they are someone with no investment or emotional connection to the world. They fit the generic ‘nice guy’ mould and this basically removes them from every conversation taking place as they only offer cookie cutter reactions. There is the reveal in the first game about what they are but this is hand waved away and never has any meaningful consequences so feels like an excuse for their bland personality rather than legitimate world building. What is worse about this is there are characters in each game which are clearly the main recurring ones and could have easily been slotted into the protagonist role, such as Vin in Tokyo. This shows the developers are at least partly aware of this issue and try to have another character fill this role of being the core emotional anchor.
 
 

Coffee Shop Interiors – Visuals, Audio And Technical

 
The pixel art visuals and their 90s anime inspirations craft what is the series’ mostly consistently stunning feature. One look at a screenshot invokes a powerful nostalgia in those who have played any of the titles as its carefully designed characters and cafes are laser focused on capturing the essence of the nostalgic comfort of a good coffee. Just as the cast’s personalities are immediately memorable so to do their visuals catch the player’s interest through their mixture of familiar modern elements alongside the fantasy features of their race. The cafes each present their own vision of cosy mundanity through the assortment of decorations and fixtures spread throughout which make it so there is always something new to look at. Since this is the only location in each game, this ability to continuously hold the player’s interest supports a smooth visual experience where even in downtime it can work to enhance the tone. Working alongside the pixel art is the lo-fi soundtrack composed of relaxing and jazzy tunes and it is pitch perfect for the narrative it accompanies. Each game in the series has its own selection of new tracks to give them their own auditory identity while still possessing the same cohesive feel across every entry. It is difficult to overstate just how much these OSTs add to sense of cosiness underpinning much of the series’ appeal and they are wonderful to listen to outside of these games.
Mix and match your ingredients 

Preparing and serving beverages offers the player their primary mechanical means of interacting with the narrative and it characters. The act of matching customers to their destined drink has a puzzle like satisfaction to it and tests if the player has been keeping track of the cast’s likes and dislikes. A small amount of artistic personalisation is provided through the option to create latte art on appropriate beverages and it connects the customer’s satisfaction to the player’s own work. Each title adds its own new layer to this process of drink creation in order to prevent it from becoming too familiar and routine so the player must actually engage their wits rather than relying on previous knowledge. The only issues with these systems is how some orders can be vague to the point of confusing since the game does not show what ingredients or drinks have more abstract qualities which some characters can ask for. Since this could be solved by adding some keywords to drinks it the compendium to make it clear if they match the requirement, it is not a major enough flaw to be anything more than a slight frustration.
 

Conclusion

 
Capturing the appeal of cosy interactions with lovable characters is what Coffee Talk does best and over the course of the series it has slowly developed its approach. It encourages the player to surrender to the relaxed flow and go along with the cast’s slow development while still being able to pack an emotional punch when needed. The pixel art aesthetic and lo-fi soundtrack reinforce this atmosphere as they provide enjoyable stimulation to make each moment feel fresh and soothing. Its characters are the main appeal, they cover a wide spectrum of this mixture of modern and fantasy people and each brings their uniquely interesting problems to the table. Backing this up is a robust set of beverage making mechanics to give the player a means of influencing the narrative. However, it is not without issues stemming from the uneven quality of its character arcs, its struggles with introducing meaningful conflict and a flat protagonist which all muddy the experience. Despite these weaknesses there is little doubt about the strength of Coffee Talk’s cosy appeal and it understands how it get the most out of its vibes and put its positive qualities front and centre.
 
 

Verdict – 

A beautiful and cosy collection of games about a cafe which plays host to the emotionally resonant tales of its customers that stay with you long after the credits roll. Although there are some issues with the execution of their character arcs and conflicts.
 
 

Pros-

 
+ Has an immersive and cosy atmosphere which helps the player sink into the task of serving drinks and listening to stories.
 
+ Some extremely potent emotional moments act as the capstone to each title and leave a memorable mark.
 
+ The cast are a collection of colourful and human personalities who engage with each other in endlessly entertaining ways.
 
+ Excellent pixel art graphics and lo-fi OST forge a distinct audio-visual identity.
 
+ The mechanics of serving drinks provides agency to the player while also acting as a test of their memory.
 

Cons -

 
- Character arcs are of an uneven quality with some being flat and dull.
 
- The games can sometimes be unnecessarily direct with their presentation of ideas to the point of coming across as preachy and lacking it subtly.
 
- A protagonist who is a bland and generic ‘good guy’ archetype and feels odd when placed next to the rest of colourful cast.
 
- There are moments when the instructions of what a customer wants from their drink can be too unclear and this leads to frustration at the vagueness.
 
 

Futamata Ren'ai: Two Times the Trouble Review – And Make It Double


 Genre – Romantic Comedy, Slice of Life    Play Time – 20 hours    Developer - ASa Project    Steam    VNDB

 

Balancing Act Comedy

 
Becoming a two timer after being forced into a relationship with a girl due to a misunderstanding and then being asked out by your crush is suitably absurd premise perfect for a romcom. Pushing the boundary of believability for comic effect is something Asa Project have made their signature and Futamata Ren’ai continues this steady output. It uses the drama generated by the two timing to create entertaining situations for the player to laugh at while still maintaining a sense of the stakes and providing meaningful consequences. The characters and their banter are the heart and soul of the game and they are its greatest strength as the majority of the moment to moment comedy comes from their interactions and how the play off each other. Fun and unusual character portraits, such as those involving vomiting, give a life and humanity to its cast even if the rest of the visuals and audio are fairly standard. If there is one thing which brings the experience down it is way the routes feel weak and devoid of the drama which defines the rest of the title. However, is this undermining of one of the visual novel pillars enough to stifle the laughter? Let’s juggle relationships and find out.
 

Two Times The Drama – Narrative And Themes

 
The core of Futamata’s appeal lies in the way it plays up the drama of its core premise to tread a line between comedy, sincerity and satisfying resolutions. It leans into all the expected beats of this kind of narrative from the accidental double dates to the discovery of the infidelity and amps them up to their extremes. The use of drama here is craft a wild ride for the protagonist, Koga Nao, as they fumble their way through their relationships with the heroines while the player gets watches this slow motion car crash. By putting the player in the passenger seat Futamata is free to leverage Nao’s self inflicted suffering as an avenue for comedy within the framework of its over the top events and allows the player to not feel responsible for his actions. These various pathways for the delivery of its comedy are all brought together with the character banter which operates as the main means of communicating and playing off the comic situations. From the moment it starts the game is clear how the Nao’s two timing will end so the focus shifts onto how it will all come crashing down and what this will mean for those involved. As such the moments of sincerity on the part of the cast where they are frank with their emotions and the comedy is allowed to take a backseat have a powerful impact and bring them closer to the player as they move beyond being simple vessels for humour. There is also a forward momentum provided by this drama via the developing web of lies and the way relationships based on this lie start to bloom into something meaningful. This does a lot to help connect what might otherwise come across as series of unconnected comedy sketches and keep the player invested for the long term. When it comes to the resolution of the car crash, Futamata makes sure to offer a satisfying conclusion to the conflict for both the route heroine and the rest of the cast. It is shown how what has happened resulted in growth for their character where the become more assertive, reconcile with those they were in conflict with or find love. Doing this helps ease the sting of the wrong done to the heroines through the two timing and keeps the tone light rather than having the consequences being completely negative. The game gets to end on a satisfying note where the characters the player has grown the care about get the conclusions they deserve to round out the experience.
Not sleeping is bad for you kids

Marks against the game come from elements of somewhat messy execution which are peppered throughout. Broadly these come in the form of weak routes stemming from the drama stopping the moment one starts and the uneven treatment of its characters. The overall structure of Futamata places all of the drama in the common route and almost all of it is resolved before the game enters its routes. Since the mixture of drama and comedy is one of the game’s strongest points its absence in character routes is keenly felt because its ends up being a series of romantic and comedy scenes with very little connective tissue. They feel more like long epilogues than substantial additions or explorations of their respective characters. Due to how suddenly the drama disappears it feels as if there is a hole in the narrative which is never filled even if the quality of the banter and character moments remains the same throughout to help mitigate the void. It is a strange choice since it would have been easy to mix in a few moments of drama to spice things up without it weakening the romantic atmosphere since they manage to keep the character banter comedy in without any issues of clashing tones. 
Hmmm I wonder why

The uneven treatment of characters is something born out of a collection of small oddities when they compound together and it may be something you never notice during your own play time. Let’s go over a few example to showcase what type of oddities there are in the text. Perhaps the most immediately noticeable is the presentation of the male cast as “assholes”. Nao is an interesting case for this since he is not exactly the best person, hence the two timing, so him being labelled as an “asshole” is somewhat his own fault. The issue arises when comparing his treatment to that of the female cast who are not all that much better than he is. At one point Nao and a heroine are found to be equally guilty but their punishments are not equivalent, he gets tossed into the sea and while she just gets a light slap. Then there is a moment where the player is offered a choice whether to sleep with a character or not and regardless of what they choose Nao is always treated as being in the wrong. If he does sleep with her then he is irresponsible despite the other party consenting and if he turns her down than he was not man enough to do the deed. There is a running undertone in Futamata of men having all the responsibility and women being less culpable for their actions, despite the majority of the major characters in the game being woman and each one having an important role in how events conclude. Then there is the strange case of Oikawa You who the player is told is an “asshole” but during the game he is nothing more than a bit grumpy and his pursuit of a stable job and thoughts towards the future seem to suggest the opposite. Beyond the strange male presentation, the women also suffer for similar issues. For example Rui is a supportive person who tries her best to be their for her friends, even for Nao in this two timing, but this is contaminated by the later revelation that she is a masochist and the game drawing a direct line between it and the help she offered. Thus the conclusion to be draw for this connection is that the only reason she was supportive is she enjoyed the suffering due to her masochism rather than her being a good person. Obvious Futamata intends this as a joke rather than a serious comment on her character, but things like this happen often enough to be distracting and it feels like the game is beating these characters over the head with a club and asking you to laugh. It spends most of its time asking the player to laugh with the characters so swapping to asking them to laugh at the cast is more than a bit jarring since they are people you will have grown attached to.
 

Two Times The Banter – Characters

 
Fun characters and their banter are the life blood of Futamata without which the drama and comedy would not function and they underlie much of the developer’s design choices. Having a protagonist like Nao who is not the normal good guy archetype opens the door for a lot more engaging interactions and satisfying arcs since he has room to grow and can surprise the player in fun ways. It is from his character that much of the game’s drama stems with his two timing and the comedy loves to play with his less desirable traits to create banter specific to the character he is interacting with. As the main POV character, this variety is especially important since most jokes and emotional moments will in some way relate to him so he needs to keep the player on their toes lest he become dry and familiar, the death nails of comedy. The heroines all have their own memorable quirks from the biting wit of “final boss” Nobuta Yua to the laid back cat-like Umino Miyako. Each one interacts with Nao’s two timing in their own way as they dance around the problem lending the comdey a good variety of situations where Nao has to deal with their antics. There is a concerted effort to make the heroines exist independent of Nao as they form their own friendships and have their own lives unknown to him. By doing this the game establishes their ability to act in surprising ways so when those actions are suddenly sprung on Nao they do not come across as unnatural and instead help make the heroines endearing for how they push back against him. Banter is how much of the narrative is delivered outside of climatic moments and Futamata is notable for how consistent the quality of it is and how it ties nicely into the cast. Their conversations always find a new way to take their established traits and shine new comedy lights on them throughout the entire play time which is no small feat given how much of the game is banter.
Even the minor character get their own distinctive traits

 

Two Times The Spectacle – Visual, Audio And Technical

 
Presentation is one of the game’s few mediocre elements. There is nothing particularly wrong with it rather it is a standard visual identity common to titles in the slice of life/ romance genre making it blend into the memory alongside all the other similar looking visual novels. The one exception to this is the fun unique character portraits used for more over the top comedy moments. From vomiting rainbows to shooting lasers out their eyes, these extra portraits are used when to indicate a character’s drunken state and the wild behaviour they engage in. Since this cast get drunk a lot over the course of the story, the portraits see a good deal of use as a means of selling just how out of control the alcohol has made them and results in some truly outstanding comedy moments. Outside of this one exception, the visuals and audio are the cookie cutter bright colours and upbeat tunes where the aim was clearly to craft something familiar to the player’s sensibilities. In this they succeeded as it does feel like slipping into a kind of game the player is comfortable with just with a greater leaning into comedy than normal. However, in a world with so many titles of this genre competing for the player’s attention is being so hard to recognise at a glance truly a good thing? Ultimately it is inoffensive enough that it is not really a strike against the game in a way which would undermine what it has set out to do, make people laugh.
Vomit is a strangely consistent part of the story...

Conclusion


Making the most out of an outlandish core premise is what Futamata excels at and it knows exactly how to push all the right emotional buttons while doing it. The drama is played up to a deliberately comic extreme to facilitate this brand of comedy yet still being capable of using it for genuine moments of sincerity. Character sprite are expressive in fun ways and make it easier to form a connection with the cast even if the rest of the visuals and audio are fairly standard. Interactions between the cast form the backbone of the comedy and their banter is of exceptionally high quality with a large variety on offer depending on who is talking to whom. The game does stumble a bit when it comes to the weak heroine routes and uneven presentation of its cast, but these are not major enough issues to undermine its strong core foundation.

Verdict – 

Two timing leads to double the fun in this dramatic romcom which knows how to balance laughter and a loveable cast. It achieves this despite its weak heroine routes and some odd choice in character presentation.

Pros -


+ Good mix of comedy, drama and sincere moments which mesh together to create a roller-coaster of laughter.

+ Fun characters with good banter who bounce off each other in exciting and hilarious ways.

+ A variety of unique portraits for each character sell their personalities in their wilder comedy moments.

Cons -


- Heroine routes feel weak due to the lack of the drama present everywhere else.

- Uneven treatment of characters can make it feel like the game wants the player to laugh at, rather than with, the characters they have grown to care out.

- Visuals and audio are mostly uninspired and standard for the genre so it blends into the soap of other similar titles.

NEKOPARA Series Review – A Slice Of Life Paradise?

Genre – Slice of Life, Comedy    Play Time – 6 hours per game    Developer – NEKO WORKS    Steam    VNDB 

 

The New Patisserie In Town

 
For a series of short visual novels with the fairly simple concept of running a patisserie assisted by cat girls, Neko Para has left a surprisingly lasting impression on the medium and remains a talking point to this day. There is an undeniable appeal in the brightly coloured fantasy of this light hearted world where cat girls and humans live side by side. It feeds into a certain brand wish of fulfilment focused around unconditional and mutual affection where conflicts are never anything more than hiccups for these bonds. This is hardly unique to Neko Para as there are plenty of other slice of life visual novels doing exactly the same thing, but here there is a refined and keen understanding what its audience wants and how playing into it can capture their hearts. However, behind all of this are some of the strangest world building choices which undermine the atmosphere in a seemingly unintentional manner. Is this strange combination really enough to explain Neko Para’s success? Let’s bake some cakes and find out.
 

Cat Girl Paradise? - Narrative And Themes

 
Knowing the limits of a game’s narrative and shaping the play time and content around this pillar helps ensure it will not outlive its welcome. The episodic structure of Neko Para allows them to make this concise format its biggest strength through their relatively self contained nature. Each visual novel has little connection to the others outside of a vague sense of our protagonist, Kashou, building up his cat girl harem. A common framework is shared between them with each focusing on a different pair of cat girls and their relationships and conflicts as their core narrative which provides recognisable points of reference between titles. These elements mean that it is easy to pick up any of the Neko Para games and be able to understand what is going on while having a good time, since no individual part of the series influences any other. At first this might seem to be a double edged sword as without any sort of overarching hook why would a player complete more than one game? However, it is very clear that Neko Para is fine with people playing as much or as little of the titles as they like due to its commitment to this structure and it being more interested in creating a consistent tone and flow of content for the niche it has found. This choice does make it a polarising game series since it does nothing to invite in new players and those who bounced off it will continue to do so. Such a deliberate design speaks to a vision about what the titles should be and gives them the strength to communicate it clearly.
So many cat girls!

When it comes down to it the Neko Para games can easily be summed up as a slice of life set in a patisserie with cat girls and it keeps to this core identity at all times. Knowing what they wants to be while maintaining its simplicity gives these titles the means to refine their atmosphere into the comfortable and fluffy one the genre thrives on. Take how the games deal with the cat girls Chocola and Vanilla as an example, they are the focus characters of the first volume and in here they are involved a selection of daily life events before leading into a minor conflict at the climax which is quickly resolved by the protagonist. Throughout there is a prevailing sense of an everyday world without any of the real world worries associated with it and instead only the good times. After their volume Chocola and Vanilla are reduced to a supporting role, but future games are still keen to reinforce the bond between them and the player so they pop up from time to time so as to remind the player of the good times they have had together. Blending the stories' themes into a continuous whole is one of the key impacts of this style of intermingled characters and tone as it paints a picture of nothing having lasting consequences and instead has the player live in the moment. ‘The good times will go on forever’ is the alluring promise of Neko Para and it makes this a powerful motivator for the players continued progress through these bright games. There is a level of polish to the atmosphere with its carefully crafted laid back nature which speaks to a strong understanding of the genre and what people want from it.
It is strange to think these two are only one year old.

It is strange then that Neko Para seems to be obsessed with accidentally undermining its carefully crafted tone and atmosphere at almost every turn. These issues all stem from the world building introduced over the course of the series where the new revelations have uncomfortable or bizarre implications. Let us look at a few examples to see how exactly they damage the overall experience of playing Neko Para. Perhaps chief among the odd choices made is the status of cat girls as pets. In this one important detail the developers have dehumanised the majority of their cast especially as it becomes clear how few rights cat girls actually have in this world. This is made worse due to high level of mental capabilities demonstrated by cat girls, they are not animals so it feels uncomfortable to treat them as such. Then there is specified age of each of the cat girls which is an issue both in terms of how young they are and how short this implies cat girls’ lives to be. Having an age range from one to three years old creates an uncomfortable dissonance between their apparent age and the relative maturity they act with. It also showcases how rapidly cat girls age with Chocola and Vanilla being mature enough to mate when they are one year old which implies a short life expectancy and how the happy times on display will be brief. All this must lead one to ask the simple question, why were these elements included at all? Does the audience for a slice of life tale about cat girls really care about the specifics of their social status or life cycle? The answer is obviously no and if Neko Para had realised this it could have avoided these strange issues. The cat girls could simply be another species of human and their equals instead of pets and the story would not need to change much and the games could just have omitted the characters’ age as most other titles do rather than make a point of highlighting it. These choices are perhaps the single oddest design decision a slice of life visual novel has made and displays a tone deafness in conflict with the rest of the well tuned experience.
 

Pets And Their Humans – Characters

 
At the centre of the stage are the cat girls and their antics. Each one of them follows a general archetype that many players will be familiar with, but pushed through a cat shaped filter. What this means is a lot of meowing and cat related traits sitting alongside their expected ones. They stick closely to their templates and present an immediately recognisable version of these simple character traits which is designed to be pleasing to witness. For example, Vanilla is a standard Kuudere with her reserved emotions and seemingly distant disposition hiding a side of her that genuinely cares about Chocola, the other cat girls and Kashou. At no point does she every deviate from this core identity and her every action is what is expected of someone with her personality. That is not to say she lacks any traits of her own as her close bond with Chocola demonstrates, but instead that this never treads on the toes of her archetype. All this is in service of the slice of life fantasy and assists in wrapping the player in the warm blanket of ideas they are already familiar with. The standard nature of these focus heroines reassures the player of the kind of story they are in for and promises them an experience which will stay firmly within their expectations. For Neko Para’s audience, this is exactly what they want and the games play into this desire for predictable characters.
Oh no run! Her brain is overheating!

There are two notable humans in these games, Kashou and his little sister Shigure, and they could not be more different from each other. Shigure is close to the cat girls in terms of role and falls into the archetype of the sister with a brother complex, but, unlike the other heroines, is never a romance option so instead acts as the wingman supporting them. Her over the top actions make for some entertaining scenarios as she lives vicariously through the cat girls and is not above messing with Kashou for her own amusement. This added bit of chaos helps alleviate the potential issue of the character interactions becoming stale due to their static natures by throwing in curve balls to spice things up with new situations for them to react to. On the opposite end of the scale sits Kashou who is the expected self insert of the slice of life genre. Aside from this love of western confectioneries and minor disputes with his family, he is entirely bland and works perfectly as a suitable vessel for the player to place themselves into. In that regard he is hardly anything special with many similar protagonists existing in the medium, but here he works to fulfil the expectation of familiarity established through every other aspect of games. He is in many ways the perfect embodiment of what it is like to experience Neko Para.
 

Every Twitch Of Their Ears – Visuals, Audio And Technical

 
Atmosphere is the connective tissue joining all the elements surrounding the narrative together. They reflect the light and breezy tone of the story and turn it into a pervasive sense of place for the games to relax the player in. The high quality and expressive live 2D supports this pillar visually through the way it lends life to what would otherwise be static artwork and sells the idea of the characters as living people. From the way they bounce around in excitement to the many expressions they can dynamically adopt to the over the top nature of these movements, it all invokes the energetic feeling of an anime and matches the narrative tone. The existence of a patting mode where the player can stop the game at any point and touch the on screen characters to see their reaction further reinforces the reactivity and energy of the games. Neko Para’s soundtrack is nothing special from the stand point of a slice of life visual novel, all the classic tracks are here from the peaceful everyday to the exaggerated joke and each offers nothing memorable. However, they do work in this context due to their role in adhering to the exceptions players have for this series. The sound scape of a work does a lot to place the player in the right frame of mind to accept the narrative on an emotional level. By meeting the genre expectations it wordlessly communicates what is to come without having to spend valuable play time explaining it.
Movement adds a lot to how alive something feels.

Conclusion

 
Neko Para is a slice of life visual novel with cat girls. On the surface that statement might seem obvious, but there is a surprising amount of effort which goes into ensuring the player does not think twice about it. Everything about these games focuses on this core identity. The episodic and separate structure of each title allows players to experience as much or as little of the series as they want without missing anything. Couple this with its polished and focused narrative that places a sense of great importance on a light tone and the result is form of pleasant entertainment which can be enjoyed at leisure. This is further reinforced through the use of live 2D and a familiar style of slice of life soundtrack which all push the games in the same direction. Characters also fall into the expected archetypes of the genre and exist as refined versions of the player’s expectations for the cast. It is only in the unnecessary world building that Neko Para stumbles from its all consuming tone and introduces some uncomfortable and strange elements. Is this enough to ruin the experience? That will depend on how much the specific genre it is peddling appeals to you.
 
 

Verdict – 

Neko Para knows exactly what its audience wants and never deviates from the path of appealing to them. If that audience includes you then you are in for a good time. Otherwise expect to be disappointed by something shallow and standard.
 
 

Pros -

 
+ A series of short and focused titles which know exactly what they want to be and who they are appealing to.
 
+ The commitment to the fantasy of this everyday world allows the games to have a level of narrative polish only possible due to their keen understanding of the genre.
 
+ Each character falls into a clear role and they interact with each other in heart-warming and funny ways.
 
+ Strong visual design and familiar music direction do a lot to help sell the comfortable feeling of this patisserie.
 

Cons -

 
- Never evolves beyond being a simple slice of life tale so may disappoint those looking for something more substantial.
 
- Strange world building choices distract from the core fantasy and can make the player feel uncomfortable.
 
- Characters are static and there is little in the way of meaningful development for them.
 
 

- Copyright © Towards The End Sky - Hatsune Miku - Powered by Blogger - Designed by Johanes Djogan -