Showing posts with label Fantasy. 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.
 
 

Dark Nights Review – Solving Romantic Tension With Spooky Scares


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

 

Supernatural Hunks 

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

It Goes Bump In The Night – Narrative And Themes

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

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

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

Ghosts, Ghouls and Charming Men – Characters

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

 

Fantasy Bellow Normality – Visuals, Audio And Technical

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

 

Conclusion

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

Verdict – 

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

Pros-

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

Cons -

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

DRACU-RIOT! In-Depth Analysis (SPOILERS) – Yuzusoft, Slop And Audience Expectations


Where Does 'Worth' Begin and End?

 
It has been a long time since I have felt the need to do an expanded examination of a visual novel I have reviewed. However, there is a surprising amount to be said about Dracu-Riot and Yuzusoft in general and, coupled with my general enjoyment, it has led to me ruminating on the game far more than I would have otherwise. Particularly the idea I have encountered among the title's audience viewing Yuzusoft’s work as ‘slop’. To me this seems strange given the clear effort involved in making those titles and how they are put together with a great deal of intention in order to achieve the genre’s expectations while still standing out in their own right.
 
So in order to full appreciate the complexities and issues surrounding Drau-Riot we will be going through its entire narrative structure from the Common Route to Nicola’s Sub-heroine route. Then the overarching points which are common to the whole game will be picked apart to reveal how all these routes are drawn together. Spoilers will be constant and extensive so be warned. In addition it is assumed you have read my original review here for my broader thoughts and opinions on Drau-Riot. Now let’s dissect this undead corpse and understand its workings.
 

Protecting Romance – Narrative Analysis

 

-Common route-

 
In terms of Yuzusoft’s common routes, this one might be their smoothest and most consistent in terms of the natural feeling heroine interactions and escalating conflict. Rather than having segregated sections for each heroine, they are instead given a time to shine within the group dynamics of the dorm cast where they endear themselves to the player through an organic set of interactions with Yuuto and co. Given the importance of the dorm group to later character moments and the overall themes of the game a lot of effort is put into setting up the baseline for future developments which it does with a deft hand and does not draw too much attention to itself. 
 
Slowly escalating the stakes throughout the common route is the vampire drug case which brilliantly adds enough tension for a climax at the end of the common route which is big enough to be exciting but minor enough to be easily eclipsed by the conflicts in the routes. This is a lesson they would apparently forget in Senren Banka and Angelic☆Chaos RE-BOOT! with both having an action set piece whose stakes are far above anything in their respective routes so harming their ability to properly present greater or more personal threats in their stories. Once you have reached life or death as the stakes for your story everything else seems more minor by comparison since the threat of death is the ultimate danger. Dracu-Riot’s common route also manages intrigue well through dangling plot threads surrounding Yuuto’s lycanthrope powers and their origin. They are touched upon but left to the individual routes to develop creating a great sense of continuity and flow into each route. This opening provide a strong foundation and the rest of the game builds up one aspect or another introduced here making it the perfect encapsulation of the broader experience the player can expect from the title.
 

-Miu’s Route-


Miu is obviously the main heroine of Dracu-Riot, she is the first one Yuuto meets and gets the most screen time even outside of her own route leading to her being front and centre of the player’s mind for most of the game. What makes this interesting is how it has affected her route since it acts as a grand finale for the cast and story where all get a chance to shine and be resolved as they face the greatest threat posed to them by any conflict. This is to the point that her route should probably have been locked behind the completion of all the others since there are so many references to them. If a player chooses Miu first they will not appreciate these nods and satisfying resolutions and at worst they may even be spoiled about what to expect from other characters. The biggest example of this being Anna’s behaviour towards Sayo since it reveals her self martyring nature that Mera’s route relies on for a big emotional moment so playing Miu’s route beforehand somewhat undermines it.

Insecurities are the name of the game for Miu’s route with the main hurdle the pair must overcome being the whispering voices of doubt in their own head. These inner demons stick around just enough to make the act of overcoming them meaningful and in doing so side step the possibility of the player getting frustrated with how self inflected their problems can be. Transforming Miu’s blushing pretensions of adulthood into a genuine maturity makes for an endearing arc since it satisfying to see her come to understand that the allure she aspires to have is more than just crude references to sex. The element of possessiveness and aggressiveness in Miu which the relationship brings to the front compliments this journey as it maintains a sense of her as a flawed person while shifting the humour to focus around it rather than her old weakness to teasing. 
 
It also helps that Miu and Yuuto have some of the most consistently amusing banter in this route which really sells the back and forth nature of their relationship as they constantly outplay each other. If there is any problem with this approach it is in the lack of connection to the main themes of Dracu-Riot, hence why the route leans into aspects of other routes and a dramatic finale to try and bridge the gap. The attack on the island has nothing to do with the pair’s love nor has any personal connection to them and only works when framed through the rest of the game it references. Even its defining moment where the vampires and humans come together to save Yuuto and a child from a collapsed building is about the character of the people on the island rather than Miu or Yuuto themselves. Ultimately this division is unlikely to be noticed since the game flows from one to the other smoothly and the excitement will overcome any lack of cohesion.
 

-Rio’s Route-


If there is one thing Rio’s route highlights about Dracu-Riot it is the vague nature of the lycanthrope and games complete aversion to providing details of anything not happening on the island. The big reveal of this route is the existence of artificial lycanthropes and the fact Rio and Yuuto are both the result of these experiments. This seems to exist to explain why Yuuto has multiple powers despite never having eaten another vampire while providing a nice bit of tension when people start to come after the two of them in pursuit of this power. However, nothing about this experiment and the narrative issues it brings up are ever really explained. For example, why don’t either of them remember being experimented on and why would they just be abandoned without any monitoring after the project was ended? Why did Rio awaken as a vampire without any stimulus while Yuuto had to drink vampire blood? Were Rio and Yuuto the only test subjects or were there more? There are many more questions like this which the game just glosses over when it should have taken more time to examine them given the prominence it gave to a major re-contextualisation to Yuuto’s life. Yet these are all characterised by not being about or related to the island so they are discarded by the side of the road.

As for the rest of the route, Rio’s innocence and her maternal streak are capitalised on for great effect as she grows into understanding just how valuable her supporting role is to the people around her. Playing off her friendship with Elina was one of the smartest choices this route makes since they are at opposite ends of the innocence spectrum and constantly talk passed each other for comic effect. Yet it in the sincere way Elina pushes Rio to be more aggressive in her feelings for Yuuto that reinforces the sense Elina cares about Rio’s happiness even if she also wants to tease them. The handling of Rio discovering she is a lycanthrope is combined with an escalation in the action as a bounty is put on her and Yuuto’s heads in order to create the most effective confirmation of love in the entire game. It mixes Yuuto’s frantic searching for Rio with Rio’s own increasing spiral downwards and leads them into a positive overflowing of emotion between the pair as they both find acceptance in their common condition. 
 
This should have probably been the end of the route since the narrative after this point runs into a few hiccups. First of these is Ougi being used as a straight villain who is spouting uninspired evil lines which sit directly opposed to the sympathetic view the other routes give to him. He also does not really fit in with the theming and character arcs of this route and instead feels as if he was crammed in here because the developers thought they needed another action scene. Secondly there is a new revelation that lycanthropes can turn vampires back into humans. This should be a world shattering reveal since it offers a way for any vampire to become a human and this creates a lot of possible issues for the power balance between vampires and humans. Except this reveal is actually just an excuse for Yuuto and Rio to share their memories and not have to deal with the existence of two lycanthropes running free. However, the memory sharing and its romantic outcome are a strong note to end on and I cannot deny the way it completed their arc is satisfying.
 

-Mera’s Route-


Dracu-Riot’s world building and its integration into its story is at its best in Mera’s route since it is willing to address the issues surrounding vampire society and does not try to shy away from the grey nature of those involved. As the only human in the dorm group, Mera is the embodiment of the ideal relationship between vampires and humans since she sees them as her equals and cares about them. Her struggles with the undocumented vampires where she tries to her best to protect and help people in a situation not their fault and rubs up against the structures which see them as sub human. This clash between her ideals of equality and what she can realistically achieve form the backbone of her arc as she becomes more capable and willing to take a stand for what she believes in. The relationship between her and Yuuto also plays into this dynamic as they find their comfort zone to become a walking example of this ideal. The fact Yuuto overcomes his vampiric temptations to be with the one he loves nicely ties into this bond being romantic rather than lustful. 
 
What makes this all come together is the route’s willingness to explore the way old wounds, ways and grudges cannot be easily forgotten and it will take a long time for them to truly fade away. Even after Mera and Yuuto’s victory things are not magically better for everyone, the Hunters still hate vampires and the vampires are still suspicious of humans, but the first step has been taken by the pair towards the future they envision. This small hope ends up feeling more powerful than the grand coming together of vampires and humans in Miu’s route since it captures the reality of our own world and how change comes about. Positioning Anna as the antagonist of this route and highlighting her self martyring nature allows her to be a foil to Mera by being the jaded old guard to her youthful idealism. That said the contrivance to make Anna related to Mera was a bit too much since it felt like the game shouting this contrast at you especially since she dies at the end further push this idea. Another knock against the story is the one dimensional nature of the Hunters who are just violent racists and nothing else which makes it hard to believe Mera grew up connected to them. Some more nuance to their motivations, in particular for Kaede, would have gone a long way to making the human side of the conflict feel more justifiable rather than simply hate fuelled.
 

-Nicola’s Route-


Since I already explained the issues with Nicola and her sub-heroine route in my review I will try to cover a few different points here so as not to repeat myself. These mainly centre around Nicola’s grandfather who acts as the route’s main antagonist. His appearance in the story as well as the conflict and its resolution are abrupt and quickly move from one stage to another at an unnatural pace. Too much of his identity seems to have come about from a need to make him comedic rather than from his role as the test of the Nicola and Yuuto’s love and so the scenes with him in lack the needed tension for them overcoming him to have catharsis. Yet it is the very nature of his existence which poses the biggest problem to the overall narrative of Dracu-Riot, he is a vampire who has extended his life by transferring his consciousness into animals. This opens a strange can of worms concerning the nature of the vampire virus, can animals also be infected with it? If he can transfer his consciousness does that mean he knows what consciousness is and its location in the body? Does being in an animal body not substantially alter his perception of the world? Obviously the game does not want you to think about these holes hence why he is a comedic character so the player will not take him seriously. However, as you might have noticed by now such holes are a common feature of Dracu-Riot’s storytelling.
 

-Elina’s Route-


Elina might be my favourite character which is interesting given her route is by far the most self-contained one with its conflicts and characters only existing inside of it. As a result it has a greater sense of focus then the other routes, the romance and everything exists in service of showcasing the pair's bond rather than the overarching themes of Dracu-Riot. This is mostly to its benefit with Elina and Yuuto’s relationship being adorable and giving enough space to fully explore the push and pull of Elina’s extrovert personality against her deep seated insecurities about abandonment. It is also nice to have the female character be the one with the dangerous and controllable desire and the male being on the receiving end as it flips the dynamics of their relationship on its head while tying into Elina’s fears. Elina’s route is well thought out with a lot of effort being put into creating situations where the couple’s future is at stake rather than pointing some simple danger at them. The Russians exemplify this technique since even if they are defeated now they will never leave Yuuto alone so threatening his future with Elina rather than just being an enemy to be battled than forgotten about. Having the Russians use the police is a great little flipping on the head of Yuuto’s normal status as someone working to assist the police making for a nice thriller atmosphere in their pursuit of him. In its totality this is the most singular and focused route about two people in love and is paced to perfection, but its detechment from the rest of the game will make it feel vestigial to player’s more invested in the connectivity offered by the other routes.
 

Genre Above All – Stray Thoughts

 

-Vampire Virus – Science VS. Magic-


Having the origin of vampirism be a virus is a source of problems for Dracu-Riot’s world building since the player is going to have at least a passing understanding of how viruses function so not meeting this expectation is distracting. The reason for this choice is clearly to ground the title in its present day setting by providing a modern explanation for vampires while also justifying why Yuuto has to constantly be going to hospital. For the most part this choice works as an explanation due to how most vampires and their powers stick within a relatively reasonable range to the framework established in the game’s opening hours. Where it starts to crumble in the many expansions to this core which go beyond its simple outline. These are things like the transfer of consciousness into animals, the ability to absorb memories through drinking blood or the non-physical related powers like telekinesis. What do these extremes all have in common? They are all effectively magic and the player subconsciously picks up on this shifting to the more extreme end of fantasy and feels a dissonance between the pseudo-science explanation from before. Since the developers clearly want vampires to be mailable to whatever the narrative needed them to be, letting them just have a vague magical nature would side step this issue through correctly setting the player’s expectations. It also does not entirely exclude the idea of scientific study if they wanted to maintain the reason for Yuuto’s visits to hospital.
 

-Vampires As A Race Allegory-


Throughout Dracu-Riot vampires are grouped together under the idea of them as a ‘race’. This is clearly intentional given the various parallels to discrimination against real world racial group from a racially charged term of discrimination in ‘sucker’ to the difficulty in find property due to landlords not wanting vampires in their as tenants to a vampire’s signature hold no legal weight and so needing a human to sign their documents. The messaging around this use of race is to highlight the negative impact of discrimination and the harm it does not other people who are just the same at their core. It is broadly successful at keeping this theme from feeling too preachy or familiar and Mera’s route showcases a surprisingly nuanced take on the mutual damage and entrenching of preconceptions this racism has done to both vampires and humans. 
 
Issues with vampires as a race only start to raise their head when it comes to their status as supernatural beings. The idea of the vampires as 'diseased' and the existence of a vaccine which can prevent a human turning into a vampire has unfortunate parallels to real life rhetoric against minorities. Add to this the fact the vampires are a genuine threat to humans due to their powers and they need/want to feed on humans creates a justification of human discrimination while also echoing the ideas of race politics, such as them being a ‘parasite’ or ‘diseased’ and as a threat due to their divided loyalties, used throughout history. Nothing among these problematic connections is intentional on the part of Yuzusoft, but rather it stems from a somewhat haphazard approach to their theming. They want a narrative line about discrimination to add texture to the conflicts yet want it to play second fiddle to the romance and action hence why it meshes poorly with elements deemed more important for the story it wants to tell. Obviously Dracu-Riot is not a treatise on racism but rather a simple parable so a complex examination was never going to be something it was capable of. Instead what should be taken away from this observation is how hard it is to cover the nature of racism in a fictional setting especially if you draw parallels to the real world since the player will naturally look for other similar examples whether these be intended or not.
 

-Gambling And The Sex Industry-


Another interesting quality of Dracu-Riot’s writing is its somewhat uncomfortable relationship with Brothels and Casinos which characterise its setting. These two industries are the core economic pillars the vampire island is built on yet you could be forgiven for forgetting this fact given how minor their presence is from start to finish. Gambling gets the somewhat larger presence since both Elina and Nicola working at a casino and it is occasional used as a backdrop for certain action scenes or dramatic build up. Even here none of the characters engage in gambling for money themselves outside of one instance where it is justified as an undercover operation to catch a criminal so absolving them of any negative connections with the act. This odd tiptoeing around the Casinos' existence is likely born of the strict controls Japan has on its gambling and Yuzusoft not wanting to be seen as endorsing it while also wanting use its taboo and alluring nature to their advantage. 
 
The sex industry fairs far worse with the only notable interactions with it being the confiscation of illegal pornography which was smuggled in and the opening joke about Yuuto’s friend want to lose is virginity at a brothel. At no point does any character actually go anywhere near these brothels despite the fact we are told they are a major part of the islands financial income so must occupy a lot of space yet is somehow completely invisible within the narrative. If it were not immediately obvious, the reason for this absence is how brothels do not fit into the idea of pure romance pushed by Dracu-Riot. For the game the act of sex is a manifestation of love between two partners and expresses their bond in the most physical and intimate manner possible. A brothel would complicate this idea of sex by adding in an element of sex being something transnational which commodifies it and stands in opposition to sex being a sacred act of love. There is a good reason Yuuto declines any attempt to get him to go to a brothel and he always follows this rejection up with a comment about wanting his first time to be with someone he loves. This puts the brothels in a strange position where they exist for the sack of making the island more seedy and mysterious yet they cannot actually appear on screen so leave the heavy lifting to the casinos.
 

-‘Yuzuslop’-


When talking to someone about the works of Yuzusoft, the phrase ‘Yuzuslop’ or something with a similar sentiment often emerges. It can be meant endearingly but nonetheless reveals how their audience sees their output. But why do they view it this way? When boiled down the issue can traced to two points, the similarity of their output and the nature of the Slice of Life Romance genre. All Yuzusoft games share a core identity based around their brand of light and pure romance and differentiate themselves through their unique gimmicks be this vampires, spies or shinigami. This brand of story born from their style of writing is immediately recognisable to the player from the first scene and communicates they are in good hands. Having a feeling of familiarity can be exactly what attracts a player to Yuzusoft’s work, they want a comfortable experience with just enough new to keep it from becoming too predictable and for many Yuzusoft give them exactly what they want. However, this is a double edged sword and familiarity and predictable are the parents of contempt and form the underlying idea of a Yuzusoft game as ‘low effort’ or ‘unimaginative’. 
 
The studio is walking a fine line between appealing to their audience and losing them due to a lack of new and exciting ideas, hence why they are so insistent on gimmicks even if it results in strange narrative problems. Anything but being thought of as producing the same game over and over again. Then the issue of genre expectation for slice of life romances rears its head, the conventions and tropes of the genre have become a set of expectations most titles in the genre choose to adhere to as part of their appeal and Yuzusoft is not exception. Yet utilising them brings their games closer in form to the homogenised lump of the genre fiction and risks becoming lost in the sea of other similar titles vying for attention. The aforementioned gimmicks are the main way this is tackled, but even they cannot entirely wash away the association with mediocrity brought from this connection with the largest and most saturated visual novel genre. At every turn Yuzusoft has to fight this two front war against the genre they have chosen and their success should be a demonstration of their abilities even in the face of being labelled as ‘slop’.
 

Conclusion

 
If there is one thing you should take away from this article through both its criticism and praise, it is the intent and effort behind everything in Dracu-Riot and by extension all of Yuzusoft’s work. This is far from some low effort ‘slop’ but instead a title crafted by developers who clearly love the genre while understanding the chains of audience expectation which come with it. Despite not having ambitions to be high art, there is still value in what it offers since a well made example of a genre played straight is surprisingly difficult to pull off without leaning too heavily into cliché and mediocrity. Bring joy through a comfortable atmosphere and pure romance is a skill worth recognising and not dismissing as ‘slop’.
 
 

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