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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.
 
 

Coming Of Age – Genre Deep Dive


On The Edge

 
Transitioning to adulthood and leaving the days of childhood behind is a common thematic trope throughout history so it should come as no surprise for visual novels to make use of it. Coming of Age rarely holds the sole focus of the narrative and instead exists as a genre only visible once the characters' arcs have been completed and they gain their maturity. Playing directly into drama of entering the adult world and assuming the responsibility which comes with age is the simplest form of the genre given it places it directly in the player’s face to make the theming clear. Since maturity can be subtle in nature there are games which choose not to tie it to age and rather present it as something gain through personal conflict beyond the process of growing up. Not all presentations of the Coming of Age are entirely positive with many dwelling on what has been lost in the face of the inevitable march of time. Let’s put on our big boy shoes and find out how a genre can extract drama from the act of getting older.
 

Stairway To Adulthood

 
There is an inherent layer of conflict built into ageing as the march of time changes people and forces them into uncomfortable new situations. Periods of transition bring these feelings to the forefront and few are more dramatic then stepping into adulthood. Gone are the protections of childhood and the characters are thrust into a world of responsibility which they must contend with. This is by far the most direct type of the Coming Of Age story since it is a literal coming of age rather than a purely emotional one. Since it is so immediate in its presentation these visual novels tend to deal with the realities of adulthood such as jobs and having children. They push the idea of responsibility in a series of smaller scale changes to a character’s life before leading them into the life shattering conflicts required for an exciting finale. Titles looking for a slow build up while pushing a continuous Coming Of Age theming tend to pick this style for exactly these reasons since it gives incremental emotional moments to keep the player engaged in the lead up to the pay off while also appearing to be a natural extension of its ideas. 
YU-NO's cast are often defined by their immaturity

One of the most prominent examples of this jump to adulthood is Clannad, in particular the After Story section. Tomoya has to deal with the responsibilities of being an adult as they are thrown at him one after another from getting a job, marriage and preparing for a child. Many of these end up being minor hiccups used for comedy but when combined they create a sense of Tomoya’s growing maturity through him overcoming them. They lay the foundation for the bigger hurdles of his journey into adulthood in the form of dealing with a child. Forming a connection with his child presents the greatest challenge for him given all the personal and emotional baggage surrounding his own life and only by finally coming to terms with it can he be a good father. This acts as the climax solidifying the final stage of his Coming Of Age where he can cope with the responsibilities and maturity appropriate for his age. Not all uses of this style need present day or real world connections to be impactful since maturity is an internal quality. YU-NO presents this approach in its later section where Takuya is whisked out of our world and ends up being trapped there leading to him having to quickly learn to be an adult. Since this is a loosely fantasy world, adulthood means a maturity and responsibility to those around him rather than the specific expectations for the modern world, hence why he does not get a job but instead involves himself in activities related to his survival. Interestingly just like Clannad the final stage of this journey into maturity is connected to a child but this time it is the pursuit and reconnection with the child after they are kidnapped. The idea of successful raising a child is a common narrative beat to end the arc on since it is seen as the most taxing aspect of being an adult. 
 

Maturity In The Face Of Change

 
Not all Coming Of Age stories need to be focused around a transition to adulthood and they are more often based around a looser idea of personal maturity. This makes for a malleable source of drama and development suitable for appearing alongside other styles of narrative without distracting too much from them. It can take the conflict at the centre of story and have the cast mature in the face of this challenge and can co exist with each specific character arc to create a complete sense of transition out of childish traits into ones demonstrating growth. These tend to be focused around negative internal elements like trauma which haunt the character and need to be resolved so they can move on with their lives. What is important to emphasise here is the idea of the growth as maturity must be pushed by the game, either explicitly through text or implicitly through the character’s place in the world, just overcoming the negative aspect is not enough in of itself to be considered Coming Of Age. However, it is exactly this slight overlap with other genres which allow it to be so freely used within a complimentary context to those same genres. Little Busters encapsulates this approach to Coming Of Age drama as it entangles this journey to maturity with a variety of different narrative threads. For the majority of the game it stays in the background of the thematic mixture so the romance and supernatural threads can be the focus yet still contextualises those as steps towards a growth in overcoming trauma. This continuity of its underlying presentation makes the shift into it being the core message during the finale a natural one where the revelations about reality and its sadness are contrasted against the cast’s known ability to grow beyond it. So as they move into a maturity they previously lacked there is a strong sense of catharsis where the title’s conclusion becomes a final release for a quiet build up and it is a powerful emotional moment to end on.
His age should not be the reason he accepts...

The Melancholy Of Growing Up

 
Growing up is not all sunshine and rainbows, some aspects of childhood and innocence are forever lost in the transition and, no matter how much the person might want to recapture them, they can never truly be restored in quite the same way. For visual novels this manifests in a sense of melancholy at this transition into maturity where the lost is dwelled upon for dramatic effect and the cast wrestle with its passing. How these emotions all play out varies wildly from game to game since melancholy is an extremely vague feeling being anything from the partner for depression to a loose acceptance of change. Its shifting nature makes it unsuitable to be the main thematic push so it often ends up forming the underlying tone present through each step along the Coming Of Age journey. Despite this position in the narrative structure, its use is limited by the emotional state it invokes not always being compatible with the kind of stories told alongside this genre due to the more positive spin on growing up they aim towards. While melancholy might not be immediately negative, there is a connection with dwelling in the past and loss which forces an introspection on maturity and demands a slower pace for it to have its desired impact. Kimi ga Nozomu Eien demonstrates this use of Coming Of Age drama through the way it ties into the romantic progression. It focuses on the characters’ loss of innocence due to the gaining of responsibilities both to themselves and to the one they love. There is juxtaposition between the childishness of their love triangle and the realities of relationships where it plays out the drama to its extremes through this transition and its consequences. The game continuously rubs in this melancholy into the wound to fully immerse the player in the vat of emotions it has concocted so it can make the catharsis of their resolution all the more powerful. Transitioning out of these darker feelings is key to their success since they are never entirely escaped, but merely something to be pushed beyond as the characters move into maturity.
One birthday closer to the inevitable march of adulthood

Conclusion

 
Utilising the genre of Coming Of Age can be a surprisingly flexible process which reflect the vastly different experiences people face in their journey into maturity. The transition into adulthood due to age is the most common way to use this idea since it is an easy to understand experience the player can be expected to be familiar with. Growing up may not be a universally positive process for the cast so a title may choose to focus on the melancholy from a loss of innocence and freedom as a means of creating an emotional tone. Maturity is not necessarily a quality inherent to a certain age which means titles can frame their narratives within the context of personal maturity in order for a more flexible application. Tying all of these versions of the Coming Of Age genre together is the idea of transition and growth so its appeal to developers as a means of expressing a character arc is the foundations of its use in visual novels.
 
 

Otome – Genre Deep Dive

 

A Feminine Touch

 
As the inversion of the male centric structures typical of many visual novels, it may be tempting to dismiss the beautiful woman surrounded by handsome men as being more of the same just with the roles swapped. However, this change in gender focus results in a fundamental shift in design philosophy in order to appeal to a noticeable different demographic. The larger male cast in the form of the suitors is reflected in the way they clash and interact with each other and their more aggressive pursuit of the heroine’s affections. Emotional intelligence defines the Otome heroine, they mix personal vulnerability with strength in their romance and complete the suitor in a way which places the pair on equal footing. Otome’s freedom from the typical trappings of the male centric romances allow for a broader spread of settings, themes and tones without losing sight of the attractions of the romance fantasy. Yet it still adheres to much of the overarching expectations of visual novels such as choices, routes and even its use of erotic content. Let’s flee from the parade of adoring men and find out how the genre’s core features promote such a distinct identity.
 

Pursued By Suitors 

 
Just like the heroines of male centric visual novels, the suitors are the main selling points of Otome and form the backbone of the conflicts and narrative direction. They differentiate themselves from their female equivalents through how their masculinity is played up to achieve a unique suite of personalities. Suitors tend to be more aggressive and possessive in their romantic pursuit of the heroine and they are often the ones to initiate the first push even if the heroine ends up being the person who makes their relationship a reality. Amnesia: Memories loves its its overly possessive men with almost all of the suitors demonstrating these tenancies at some point or another. By far the most extreme example of this is Touma who locks the protagonist up in a cage in what he claims is an act for her own safety and, while the game does treat it an overprotective action, it is never painted as negative. Instead he is just letting the possessive aspect of his love taking over and the protagonist has to work to bring him back to reality so they can be together. This allows the protagonist an agency over the narrative through being the one who ultimately resolves the conflict with a taming of the beast style of romantic fantasy.
Not exactly a great first impression

Undertones of violence are a common among Otome suitors were the man is just a powder keg waiting for a spark to ignite. Mixing in this trait gives a sense of danger to what might otherwise be fairly vanilla romances and expanding on how conflict can be handled within the narrative. The suitors of BUSTAFELLOWS are all have a certain degree of this undertone due to their connections to the criminal underworld. On a moment to moment level this works as a way to keep the player on their toes since the treats facing the heroine could be inside the group and well as external to it. Even when it becomes clear the suitors are not an immediate danger the tension still remains for the men with more direct connections to violence such as Shu Lyn O'Keefe. The narrative value then transforms into a process of overcoming the barrier this presents between heroine and suitor and fleshing out their character arcs as the motives of the suitor are revealed. It is worth noting at this point the connection between these traits, attractiveness and erotic appeal within the genre’s audience. While Otome eroge rarely get localised they do in fact exist and display the same aspects of masculinity just filtered through the characters’ sexuality. Let’s look at one of the few translated examples in Fashioning Little Miss Lonesome. It is different in tone from the previous titles covered as a comedy romance and so lacks the direct undertones of violence present it those games. Yet when it comes to possessiveness and aggressiveness the suitors are more than happy to oblige as they pursue the heroine and coerce her into going along with their plans. This plays into the comedy and erotic nature of the game through its sheer absurdity and the way it leans into these as attractive elements to create an appealing and safe fantasy for the player to enjoy.
 

The Not So Distress Damsel

 
Otome heroines make for an interesting contrast when compared to their male equivalents given how vulnerability has a prominent role in their characterisation and development. This is not the same as being weak where they are a damsel in distress to be protected by the suitor, even if that style of narrative does exist within Otome. Rather it is a characteristic of their emotional intelligence where they are able to be open with their own feelings in a way male character is simply not able to be. This is especially important in the way it relates to the suitors since they need her to help them sort out their own chaotic emotions and reach the happiness they desire. Through this the heroine attains a critical non violent role within the story’s progression to ensure they are always relevant and pushing the plot forwards. The heroine of Hakuouki, Yukimura Chizuru, is a good example of this idea as while she does have some martial skill and supernatural blood in her veins, her identity in relation to the suitors in not defined by these traits for they instead come to rely on her to be their emotional crutch. As the suitors place in the world is taken away from them over the course of the narrative, Yukimura remains the only constant in their lives and she has to grapple with their increasingly decaying mental state in an effort to save them from this downward spiral. Her ability to successfully navigate this process works well as a core pillar of the game since its heightened feelings naturally lead to big outburst and powerfully empathetic moments from both sides of the relationship. 
A promise can mean a lot

A variation of this can be seen with Steam Prison’s heroine, Cyrus Tistella, who early on in the story is placed into a dangerous situation which she spends the rest of the game dealing with and manages to do so in no small part due to her emotional intelligence. It is through her ability to see beyond the fronts of the suitors she is able to pull herself up after her fall from grace since she is able to pull out the good in them even when it appears there might not be any. What is important here is the way this sensitivity to emotion serves her better than her notable physical prowess, in part due to her diminished position, but mainly due to the way it aligns the game’s themes unity and seeing beyond discrimination. Another approach to this emotional sensitivity is contrasting it with the violence which the heroine and those around them engage in. Ueno Enju from Nightshade presents this conflict between the two sides of the heroine, the emotions she feels for those around her and the shinobi heritage which she takes pride in yet is a path steeped in violence and ruin. The outcome of the story is based on which side she chooses and so is how the suitors react to her which makes for an engaging friction amongst the group.
 

Conflict Across The Spectrum

 
One of the noticeable features of Otome is a willingness to leave the confines of the typical school setting and try its hand at stories in a fantastical or adult environment. Schools do still have a major presence in the genre but not quite the strangle hold it has over male orientated titles. The kinds of female appealing narratives offer a greater degree of freedom in the way they can be presented to the player as demonstrated in the previous sections. Underpinning this flexibility is the aforementioned elements of danger from the suitors masculinity which naturally lends itself to being mixed in with other sources of more mature threats and mysteries. Many of these settings have the characters as adults within a working environment like the police in Collar x Malice. For its protagonist, Hoshino Ichika, her work provides a reason for her to become involved with the suitors and place herself in danger while doubling up as an avenue to express the game’s themes. Given the already contrived nature of the title’s set up, it would have had to tie itself in even more knots to get a school setting to make sense on top of it not meshing with the tone it wants to establish. The work environment and professional experience of the cast also lend the narrative a baseline level of maturity within the player’s mind before they even open their mouths and further reinforce this direction. Otomes entirely detached from the real world are also freed from the school mandate if they set the appropriate expectations, such as with Psychedelica of the Ashen Hawk. Under a blanket of thick snow and medieval trappings the game keeps any thoughts of school out of the player’s head by rapidly defining the limits of its narrative space and confining them within its walls. Despite the relatively young age of the protagonist, the focus on the concealing their gender and the danger they become involved in make sure the forwards pressure becomes a core aspect of the title’s identity. Such a story relies on the completeness and alien nature of its setting to immerse the player and so the freedom from setting expectations allows it commit to the absence of familiar elements from our own world.
Colours and place create a powerful sense of place

Conclusion

 
No genre is quite the same as Otome with its particular vision of romance, drama and characters, even its male equivalents tend towards stories of very different kinds. Part of this uniqueness stems from the suitors and the way they lean into their possessive and pursuit of the heroine to create a cast of proactive and dynamic individuals. It is also a genre not bound to the school setting to the same level as its peers so offers a flexible package for a greater variety of stories to be told within it. The way the heroines of Otome get to present their strength and vulnerability through their emotional intelligence results in more charged narratives where the suitor needs the heroine as much as she needs him. Overall the effect which the gender of audience has on how visual novels can present love and relationships is interesting to witness and shows what can be achieved within the medium.
 
 

Detective Fiction – Genre Deep Dive


On The Case

 
From Sherlock Holmes to Columbo, Detective Fiction has a vice like grip on the popular consciousness so it is no surprise to find visual novels making use of such stories. The way visual novels play into the strengths of video games and written mediums results in a unique blend of roleplay while still having the strong personalities key to a good detective. When the focus is around the detective within an officially sanctioned organisation like the police the story tends to come with more authority for the characters and the struggles at having to navigate red tape. Stepping into the private sector and the detective gains a more scrappy mentality where they have to work to unearth clues in a less direct fashion compared to their official counterparts. Then there are characters put into the role of detective out of no choice of their own and this lack of experience alongside them often being directly connected to mystery they are solving gives them a wider emotional and narrative range at the cost of much of the detective fantasy. Let’s put on our deerstalkers and deduce how these traits of the genre influence its presentation and what stories it tells.
 

Official Police Business

 
Working in an officially recognised organisation like the police or some form of special unit gives the detective a greater degree of authority to wield while also demanding they be accountable to regulations. Narratively this often manifests as some elements of the police procedural style where the characters have access to a wide range of other professionals in various field who can provide information they would not otherwise be able to know. Another common feature is a fixation on the crime scene from an analytical perspective where the detective picks over every detail of the area beyond what is necessary to solve the case in order to sell the idea of just how capable they are and many resources they have at their disposal. In order to create a sense of the authority available to the detective they are able to get access to restricted locations and make people they are interviewing feel as if they have to talk which both feed into this idea of the borrowed power they are wielding. Red tape is a part of any large organisation and at some point the detective is going to have to be shown engaging with it. The exact extent of the paper pushing and regulation which appears depends on the extent it leans into being a fantasy with the grounded tales tending to have more mundane work and the action focused ones being less interested in breaking the story’s flow to accommodate it. 
Got to get all the details of the crime

This divide between the kinds of police detective fiction defines much of this side of the genre in visual novels so let us look a pair of games which exemplify each end of the spectrum. AI: Somnium Files is not a realistic depiction of police detective work in any way with the futuristic sci-fi tech and the special branch dedicated to use it. There is a strong through line of drama where the Detective Fiction is a means of presenting a complex narrative rather than an attempt to engage with the realities of solving crime. Date Kaname never has to sit down and do paper work and spends as much time goofing off as he does working to the point you could be forgiven for forgetting he is in-fact in a position of authority. Yet he does have to work within the bounds of the police’s structure such as not being able to arrest or hold people without evidence and this is used as a dramatic device to build tension and tie his hands. It also acts as a means of easily presenting him in a heroic light as he struggles to do what is right while also balancing his role as a representative of a group far bigger than him. Crime scene investigations is a core aspect of AI: Somnium Files identity and over the course of the game the player will investigate them in great detail as they try to piece together the mystery. Here is where the appeal of the detective fantasy is at its strongest in AI where the fragmentary clues tantalisingly place the truth within reach, but only the detective has ability to reach that conclusion. On the other hand CollarXMalice is much more interested in the day to day operations of the police despite it also have an outlandish premise. The protagonist spends a lot of the common route performing the routine actions required of the police from filling out paperwork to taking calls to patrolling the streets. Through these actions the game’s world is contextualised within a sense of normality the police are trying to maintain despite the circumstances around them. Returning to this normal is a key motivator for the protagonist and their mundane actions showcase her vision of such a life which remains potent as the antagonists attempt to take it away from her. Since she is not a detective by position but instead circumstance, this causes the mystery solving element of the detective to move away from the crime scene itself and into the way each crime paints a picture of what the antagonists are after as she works towards the truth about each one. Being part of the police does give her access to specialists, in a more grounded way than AI’s sci-fi magic, with the most notable of these being Shiraishi Kageyuki of the crime lab who regularly gives her useful information his department has gained. Everything aims to sell the police in this setting as a believable version of their real world equivalents and sell the lumbering nature of this organisation which the detective belongs to.
 

Private Eye

 
A private sector detective is free from the constraints and responsibilities of the police but in exchange do not have access to the professionals or the ability to pressure people for information through their authority. This leads a lot of such detectives to be characterised as scrappy underdogs who have to use their intelligence and creativity to the evidence they need to solve the crime. It pushes the super smart end of the detective fantasy where they are utilising their cunning to pry truths out of people which they would otherwise never speak. Having some connection to the police is a relatively common means to get the detective the knowledge he need, either because they were once part of the police or through a friend on the force, yet there is careful balance here since it could easily undercut the scrappy element of the fantasy and so the source of the information often only reveals a limited amount since they are bound by confidentiality. Interactions with the criminal underworld or shady information brokers is another angle this style of detective can bring as they tread the line between the light and dark sides of the world in pursuit of the truth. This plays into the more morally grey tendencies of a detective working for an inherently selfish motive in money where their compass might lead them to do things the player may not agree with. 
Finding all those tiny clues

As a genre this type of detective is deal with in one of two ways, either it is treated with the utmost seriousness and leans into the darker side of human nature or it goes the opposite way and makes the lack of restrictions of their activities the source of a light adventure with a free-form structure. The Kara No Shoujo series is sits decidedly on the side of the former with its horrific murders and generally dark tone. Tokisaka Reiji is not initially hired to solve a murder but rather to go undercover as a history teacher to investigate a series of disappearances at the behest of the vice principle. This is an important part of the narrative set up as it establishes the for hire nature of the detective and as he pokes around to try and solve the disappearances the player gets to see the cunning way he uses the minimal resources he has at his disposal. His lack of detachment from the people he interacts with and his willingness to get personally involved in their lives marks him as a less professional and more human version of the detective. Given the small cast of characters this focus on them allows the game to place the horror of the murders on a personal level where the player will witness the effects it has on a wide spread of the cast. It also highlights how compromised the detective is when he acts in accordance with his emotions rather than the logic more befitting his status and this makes his struggles and successes feel personal to him. A lighter take on the private detective can be seen in Famicom Detective Club: The Girl Who Stands Behind where the protagonist assumes the role after being taken in by a more experienced detective. The young age of the protagonist allows them to fit into the school setting where they are tasked with investigating the disappearance of a young girl and it makes his naivety and inexperience blend into a coming of age story which steers clear of anything too dark for its broader target audience. Witnessing the growth of a detective on the job is a part of the genre this game plays heavily into as the player gets to witness the protagonist grow and find the skills he needs to solve the mystery and discover the spark of genius which defines him as a detective. Following this growth is one of the main ways the narrative gets the player invested in seeing the story to its end and gives another emotional avenue to the mystery beyond the desire to see it solved. It also leads to a story about building a future and is hopeful for the people involved in contrast to the spiral downwards which defines Kara No Shoujo.
 

Amateur Hour 

 
The final type of detective fiction is one where the detective is an unwitting everyman who lacks any spark of deductive genius. They are drawn into investigating the mystery when circumstances compel them rather than as part of their profession. By the end of the story they may have picked up the skills of the detective but they do not start out with any of them and struggle against what is asked of them and even at the end their abilities are something they want to never have to use again. These detectives possess likeable and familiar traits of people the player might meet in their day to day life giving them by far the most grounded starting point for the genre and it tries to keep them within this core identity so they never lose their connection to the world they came from. Due to their origins they have no way of accessing the information necessary to solve the mystery like other styles of detective and instead the game adopts a contrivance, such a some form of magic or a contained environment, in order to provide the clues and resources need to solve the mystery. This need for a strong justification for the detective’s engagement and ability to solve the mystery does lead to this end of the genre tending to be far more wacky in premise with it stretching the limits of the genre. 
Naegi is an extremely over the top version of the everyman 

Danganronpa is perhaps the poster-child of how distinctive this side of the detective genre can be in visual novels. Its detectives are always confused participants in the death game which demands they solve various murders with the minimal skills at their disposal. Their deer in the headlights reactions to what is happening around them firmly places them as an everyman who has to stand up to the task in order to survive no matter how unsuitable they might be for the job. Focusing on confining the cast inside a limited location to incite the death game also serves the double purpose of ensuring the clues the detective needs can be found despite their limited skills. Meanwhile their captor, Monokuma, serve as the specialist who can provide the detective with information they could otherwise not know even if they might present it in a misleading fashion. While not as comically over the top as Danganronpa, Umineko’s use of magic in its setting gives it a legitimate reason to be able to supply Battler with all the details of the case from his vantage point outside of time and space. Battler himself is the definition of an unwilling detective when he is thrust into the role when people start being killed around him and he raw reactions to events and way he struggles to adapt make him start out being an everyman. Eventually he does take to his new role as detective which is in the game’s best interest given how much it plays of the idea of the detective and the cliché’s of Detective Fiction, but even then it is careful to keep his motives of saving his family and friends front and centre to utilise this contrast between actions and motive to fuel his character growth. He is not the only detective on the case with Beatrice acting as a detective who seeks to prove magic as the cause of the mystery as opposed to Battler’s realistic perpetrators. The pair’s vastly different views on events are a core part of Umineko’s appeal since it understand the qualities of a good detective and has each of them take on a form of this fiction to better comment and engage with its troupes and conventions.
 

Conclusion

 
Detective Fiction comes in all shapes and sizes within visual novels as they try to adapt its malleable genre mysteries and strong personalities to the stories they want to tell. Police detective narratives stress the structures the detective is working within both in terms of the authority it gives them and its restrictions to sell the power and struggles it brings. On the opposite end of the spectrum, the everyman detective is dragged into the mystery against their will and has few resources to aid them in order to make the success of solving the case all the sweeter. Between them is the private detective who’s connections to the police and the underworld give them the information they need but results in a more morally grey narrative. As you may have noticed from the examples from each part of the genre there is a lot of overlap between these kinds of Detective Fiction since this approach allows these games to take the aspects they need to tell their mysteries. Such a varied and adaptable genre is perfect for those looking for a way to create a mystery visual novel with a focus on a single or few deductive individuals.
 
 

High And Medieval Fantasy – Genre Deep Dive


Another World And Time

 
Due to the widespread influence of Tolkien on fantasy, there has been a lot of overlap between High and Medieval Fantasy genres to the point of the two often being one and the same. Technically High Fantasy does not need to be set in the medieval times of its world, it just has to be set in a world separate from our own with its own set of magically rules. In reality the majority of High Fantasy visual novels are also Medieval Fantasy and so the two must be talked about together to get a proper overview of their workings. One of the most common elements of these genres is the way magic is out in the open and normal knowledge for all those in the setting which changes how characters engage with it and see their own role within their society. From the Medieval side comes the political structures and general aesthetics where towering stone castles and golden temples are ruled over by monarchies with knights and princess and this influences the kind of narratives these games like to tell. The distancing of the player from the familiar through the worlds of High Fantasy tends to lead to it focusing on using its world as an exaggerated reflection of our own where the core themes are writ large in every action. Let’s weave a tale of sword and sorcery and discover the extent of what these genres have to offer.
 

Magic In The Open

 
A common feature in many titles of these genres is the presentation of magic or magical elements as a natural part of the world and something known to all. This contrasts with games from genres like urban fantasy which often have magic being a hidden side to the familiar everyday reality of modern life. Having magic be a fundamental aspect results a variety of changes to how social and political structures operate since there are people or creatures capable of reshaping the world at their whims. Titles of these genres often operating on a higher power level with magic not being accessible to all and tending to have a society where those who do have it generally hold a higher value. Many Eushully games like Kamidori Alchemy Meister and Madou Koukaku broadly fit into this space where magic often equals special treatment while angels, demons and other divine forces play an active role in deciding the fate the world. Kamidori is a smaller scale version of this outline with it being focused on the lives of those running an alchemy shop and their inevitable magical encounters. Here the grand forces and powers are shown through their influence on the individual lives, angels are objects of faith who follow their convictions while humans possessing magic offer their services to those who pay them and elemental spirits lazily live out their existence. Grand power scaling is common in these genres and yet they can still leave room for the everyday operation of these worlds. 
There are all kinds of fantasy races on offer in Kamidori

On the diametric opposite side sits Madou Koukaku due to its focus on miliary might and the struggles for control over an empire. Magic is a tool of war in this story and the Magical Machine Dolls are the keys to winning the war. This higher perspective on the affairs of an empire places magic firmly as an instrument of power and those who use it or command such individuals gain positions of authority. Magic is presented within the world as another weapon like a cannon or even an atomic bomb and so it is easy for the player to understand why they would be such importance through its comparison to real world conflicts. A lens like this is important for something as abstract as magic since its fantastical nature can stretch its believability and cause a disconnect with the player.
 

King, Queens And Castles

 
From the Medieval Fantasy comes many of the political structures found throughout both genres which come to shape the themes they choose to handle. Some form of monarchy is the most common style of political institution among titles in these genres with all the associated kings and princesses alongside their magnificent castles. This is of course a reflection of real world medieval Europe although sometimes it will extend out into medieval Japan with its Emperor and hierarchy, but it still maintains the focus on a single ruling individual holding the majority of the power. Since these genres tend to lean into the idea of an escapist fantasy, they often find themselves glorifying monarchy with its rulers holding good intent or the person the characters help raise to power leading to a virtuous age. Any evil is just a few bad apples who are not symptomatic of a wider problem and just need to be removed for everything to be better. No real attempt is made to provide an even presentation of the realities of the system and these games make sure to distract away from this fact so it will not sour the experience. The power politics and backstabbing under a single ruler adds an important element of danger beyond the characters’ control and to keep the player guess where danger will come from next. The Utawarerumono titles Mask of Deception and Mask of Truth both take this political danger and make it a bed of thorns for their protagonist the navigate. All of the struggles centre around the emperor of Yamato and the young princess and heiress with the various factions and people positioning themselves to gain favour and power around them. This is given even greater importance from the special magical masks given out to those who hold the emperor’s favour and it neatly ties the magical element of the world into the struggles for dominance. The protagonist is a reluctant player in these battles which works to absolve them of seeking power for their own gain and helps frame them as a virtuous righter of wrongs in this pit of snakes so the player might cheer for them. 
Got to love the power struggles of succession

Monarchy is not the only system present in these genres as a few of them choose to add elements of theocracy into their narratives. Here a religious organisation or figure hold a major sway over the affairs of the nation and in many stories are not mutually exclusive with monarchies even if the two will often butt heads as a result. Overtones of faith and belief as well as religious imagery tend to find there way into games involving this system of governance alongside tests of that faith for the zealous characters and the idea of forgiveness and sin. Aiyoku no Eustia engages in a mixing of monarchy and theocracy in a floating city ruled by a king and kept afloat by the prayers of a saint. Obviously the idea of a city flying due to religious fervour places its fate in the hands of the church who have the saint at their centre and want to keep her on their leash. It also uses a large amount of vaguely religious imagery in the form of the people growing wings and the idea of angels which it constantly circles back to and forms its core theming. The growth and development of the saint is where much of the testing of faith comes from as she rebels against the church’s hold on her and the true nature of her role. Pushing this theocracy angle gives the game a strong visual and narrative identity it would not have without its use of religious elements.
 

Beyond The Real

 
By choosing to set a visual novel in alternative world with its own rules distinct from our own, the developers gain a freedom to shape the bigger picture of their narrative in more exaggerated and to the point ways than in a real world setting. Using the very fabric of the world as a canvas to paint the core themes and ideas is the main advantage of following this path since it makes it difficult for the player to miss them. It also offers a way to ground the magical elements of the setting within an easy to digest core point around which it can be contextualised and given substance. For The Second Reproduction, the big element it uses to write is its various demons and their powers. They are both the darker aspects of human nature while still holding many positive qualities and the contrast they offer to the humans in the story holds many of the key themes of the work. Placing these demons within the context of an ongoing war further drives home this emphasis on the extremes of human nature and how engaging in one extreme does not exclude you from the other while also adding a tension to every interaction with the demon characters. From this dynamic the magic fights and powers are given the role of representing the conflicting aspects of humanity through the methods and directness of the powers they wield against each other. 
Having a magical race be a mirror for human nature is a fairly common idea
 
Not every use of alternative worlds needs to be quite so grand and leveraging the same tools can create jokes just as well as themes. Despite its almost aggressively standard sword and sorcery setting, the Rance series seems to hold its setting in contempt and regularly makes jokes at its expense. Each title has everything you would expect from a world of this type, wizards, knights, castles and princess who are all made a mockery off by one very horny guy. It still knows how to take somewhat seriously when needed but the unique characteristics of the world are flexible enough to swing either way since they are well known to the player so can be supported or subverted depending on the situation. Everyone else except the titular Rance takes their world entirely seriously and their magical conflicts and kingdom spanning strife are of dire importance. They are the straight man for Rance’s antics as they struggle to deal with his absurd choices which fly in the face of the expected reaction of a hero in his place.
 

Conclusion

 
Despite how bound at the hip Medieval and High Fantasy are there is still a lot of variety to the way they implement their narratives. With magic being an open aspect of so many of these stories, it changes the social and political structures of their worlds and makes them more flexible when it comes to their approach of engaging with their characters. Since these worlds operate on such a different set of rules to our own they offer more opportunities to shape them to showcase core themes and ideas or just for the sake of humour. The political structures inherited from Medieval Fantasy tend to be either monarchy or theocracy and shape the direction of the narrative and the imagery it chooses to invoke. Overall there is a lot on offer when choosing to this meshed dual genre and it definitely demands more creativity and imagination to get the most out of or risk appearing cliché or seeming to have a world with inconsistent rules.
 
 

Utsuge – Genre Deep Dive


Let The Tears Flow

 
How a person deals with the inevitable tragedies of life reveals a lot about them. All things will pass and there is a certain catharsis in having characters face this reality. Such is the driving force behind the Utsuge or ‘depressing game’. This is a genre which makes it clear from the moment it starts that there is no hope of a happy resolution and continues to hammer it home until the credits. Confronting the inevitable is a core part of the theming and power of its narrative with death being a common element in many of these games. Being the one who will be left behind once this tragedy has passed makes for a compelling struggle for the genre’s characters as they try to find meaning within their suffering. The emotions experienced in the face of this suffering are not explored by many stories due to their depressing nature and yet they present an interesting side to our humanity. Let’s cry a river and find out why Utsuge is such an engaging genre.
 

Facing The Inevitable

 
Not every problem has a solution and not every story has a hero who will save the day. Sometimes the worst will come to pass and there is nothing we can do about it. A game about such events might seem like it would only be depressing but there is a lot of nuance in how a narrative and characters can deal with the inevitable ending awaiting them. This is the kind of genre which makes it very clear how things are going to end from the moment they start. There is no attempt to cushion the blow so it can get that initial pain out of the way and allow the long march towards the finale to be done under the spectre of certainty. It is not just the player who knows how things will end, the characters often have a good idea about it as well and their reactions to this information form the majority of the conflicts in these games. By looking at how the characters react to their circumstances, the player is forced to consider if they would react the same in this situation and what being human means in the face of disaster. The efforts to come to terms with the sadness they know awaits can lead the characters to do extreme things in order to run away from the inevitable and yet they cannot run from this knowledge so as the time approaches they have no choice but to look it in the eyes. A tragedy is by its nature unfair to its victims and it is also what makes it so compelling to watch. 
Sorry I'm too busy crying

Narcissu is a particularly famous example of this exploration of the inevitable. From the moment it starts the terminal illnesses of its two main characters are made unavoidably clear and so too is what sort of ending the player can expect. This is game primarily interested in how its cast deal with their imminent demise and their choice is to reject the options offered to them by society and run away together. A desire to wrestles some control over their lives in the face of something which has completely taken that away drives much of the emotional core behind their words and actions. This is not a fast paced experience with lots of dramatic moments but rather a slow plodding introspection as the unavoidable creeps up over the horizon. It asks the player to consider what meaning and value their rejection has and through it the player's own mortality. While this does result in an experience characterised by tears rather than smiles, it does create a powerful impression despite the short length of the title and leaves the player to ponder it long after the credits roll.
 

Beyond Tragedy

 
Another side to Utsuge is the characters who are deeply affected by the disaster but must continue onwards after it has passed. They are often left scared and it is their struggle to deal with this pain where it gains its narrative power. Exploring the aftermath of tragedy is not unique to this genre as many a narrative has a tragic backstory in it, but what makes tragedy a memorable feature here is way the characters do not simply overcome it like in other genres. Instead the damage of those events never truly goes away with the cast having to adapt to their scars rather than wiping them away. This results in a similarly introspective tone to the facing of the inevitable style of Utsuge but shifted towards the past where the tragedy took place. It has a bit more room to be dramatic since it does not quite have the same known outcome and so gains the ability to hold the player in suspense about if the characters are going to overcome the adversity within them. As such they are not quite as constantly bleak as is often expected of the genre with it treading a fine middle point between hope and despair where it appears as if it could fall into either extreme at a moments notice. 
Trauma can create all kinds of different responses

An interesting example of this genre trait is Psychedelica of the Black Butterfly where its cast are at once the victims of the inevitable tragedy and the ones who have to move passed it. The game achieves this balance by giving the cast varying degrees of memory loss so their victim status is obscured from them and the player. It is the slow unveiling of the extent of their scars which forms the primary emotional conflict as the group try to unravel the mystery of space they are trapped within. These breadcrumbs of pain force a reflection on their initial personalities and show how they each deal with the realities of what has happened to them. Such is the course of the eventual discovery of the casts’ various traumas that bought them to this pace and must be faced for them to leave. It is a kind of external representation of their introspective journey so as to add a dramatic threat to proceedings. While all the characters broadly receive happy endings, their struggles are tinged with a bittersweetness where what has been lost will never truly be replaced.
 

Another Side To Humanity

 
Perhaps the largest factor differentiating Utsuge from something which merely uses its heightened emotions for dramatic effect, like nakige, is the way it leverages them as a method of exploring what it means to be human. It is inevitable that we will all experience some kind of disaster or loss in our lives since nothing is immune to the march of time. Processing the emotions these situations produce can be difficult and so there is a certain catharsis to having fictional characters deal with similar experiences. Struggling with this predetermined outcome provides its own inbuilt drama and it can slowly stew in a way which gets into your head. Not all emotion is positive and the darker thoughts inside our heads are often avoided by other genres because they are seen as undesirable and yet they are undoubtable part of being human. Despite the depressing tone that results in focusing on them, Utsuge presents these feelings and asks what they tell us about the human experience and what value exploring them has in understanding oneself. While the ending for its characters may not be happy it still has a respect for their struggles and as such acknowledges the player’s own in a way where it becomes an exercise in self-reflection. 
I'm sure everything will be completely fine...

There are many Utsuge which could demonstrate this tendency, but let’s look at Bokuten – Why I Became an Angel since it provides a clear example of this practice as a core pillar of its experience. This is due to the way it flows from character to character exploring their struggles and finding the meaning which drives them to continue onwards even in the face of disaster. It is also reflected in the protagonist’s journey to discover the true meaning of happiness as they deal with their depression where his interactions with the angels and other characters informs his ultimate understanding of the value of their struggles. While the results of these actions is mixed in their success, the game is more interesting in recognising the process rather than the outcome and points to this as the place meaning resides even if the ending is not always happy.

Conclusion

 
Many genres want to get the player to cry but few can do it with the impact and resonance offered by Utsuge. It forces its cast to face an inevitable ending and makes it clear to the player exact how tragic it is going to be in order to build a sense of doom. Much of the genre’s thematic and tonal impact comes from how the characters deal with this looming disaster and the value of their struggles despite their often futile nature. Then there are those who are left behind after the tragedy has passed and their struggles to deal with the trauma of what happened which aims to resonate with the player’s own experiences of loss and suffering. Overall, there is no genre quite as capable of being depressing yet thoughtful as Utsuge and for those seeking to address the tragedies of life this is a perfect fit.
 
 

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