Showing posts with label Horror. Show all posts

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.
 
 

Pocket Mirror: GoldenerTraum Review – Golden Hope And Young Girls

Genre – Horror, RPG Maker    Play Time – 10 hours    Developer – AstralShift   Steam

 

Hold That Gold Tight

 
Releasing at the tail end of the golden era of RPG Maker horror, the original Pocket Mirror captured the best quality of games from that time and brought them together into a well presented package. Seven years later AstralShift released a remaster of Pocket Mirror named GoldenerTraum which touches up the visuals and adds some new content in order to bring it to a wider audience. It maintains the excellent atmosphere and creeping dread alongside the characters’ riveting journey which made the original so memorable. Those characters are dealt with separately and given the space they need to shine and inspire fear. Creating a visual and audio space filled with tension and beauty was already something the original did well so the new touches help elevate it to a new level. However, GoldenerTraum does not solve any of the flaws of the original from unclear choices to uneven pacing while adding in many of its own with its new content not meshing with the old. Is this enough to undermine this classic RPG Maker horror game? Let’s get lost in a kaleidoscopic maze of terror and find out.
 

Into Fear And Loneliness – Narrative and Themes

 
The one element a RPG Maker horror game needs to be successful is a strong atmosphere with a backbone of dread since it cannot rely on its visuals in the direct way other style of horror are able to. Pocket Mirror takes notes from its predecessors in order to embody their best traits while avoiding some of their common pitfalls. Dread is used as a subtle tool with the off nature of puzzles and interactions carrying a lot of the tonal weight. Often this manifests in moments where characters will have the protagonist do things that are twisted or not be upfront about the consequences of what they want only to turn round and be confused at the protagonist’s fear. An abnormal sense of normality is pervasive throughout as the items and scenery of a young girl’s life take on strange forms and even in the quiet moments the player cannot shake the feeling of wrongness. This encroachment becomes more pronounced as the game goes on and the characters become more openly hostile to the protagonist and this makes for suitable pacing curve to prevent the horror from becoming too stale and predictable. Its characters’ journeys and how the relate to and influence the protagonist is the main narrative driving force. Their unforgettable personalities and the way they can turn on the protagonist at any moment helps make each new encounter with them feel like a meaningful look into their minds. When combined with the player’s ability to decide their individual fates through choices made along the way, it makes for a compelling motivation to push through the fear and see the outcome of this story. 
 
One area Pocket Mirror is careful to not overuse is the chase sequence. Many of its peers have a tendency to overuse this mechanic due to the lack of other ways to directly threaten the player which might be exciting at first but eventually results in fatigue due to the player wanting to just get on with the game. Here Pocket Mirror understands the need for palpable danger but uses the chases as a means to emphasise a specific narrative beat or to shake up the player’s expectations after a long period of their absence. By holding back it can get the most out of this mechanic without it and avoid it wearing out its welcome. A similar approach can be seen in its more selective use of dead ends compared to other RPG Maker horror titles. Rather than just killing the protagonist at every minor mistake, it instead makes its dead ending narratively appropriate and clear telegraphs the imminent danger to build up and pay off the tense situation. Using its tools when they are called for a general use of subtly and implication are Pocket Mirror’s greatest strengths and are the basis of its fear.
Be careful not to fall

GoldenerTraum is an odd release when it comes to Pocket Mirror’s narrative and tone since it makes a lot of changes and additions which undermine the strengths of the original while also failing to fix the issues it has inherited. By far the most problematic addition is the new ending which exemplifies the issues with the changes made by GoldenerTraum. It is says the quiet part out load. This ending covers something which was never the focus of the original story and was vaguely implied through subtle clues. It is not an important element of the story and not expanding on it did not hurt the original work. By spelling it out for the player it removes a layer of subtly which was the game’s greatest strength in exchange for an ending lacking in meaningful substance. To top it all off it is also a bad ending so lacks any proper sense of resolution and feels like it exists to punish the player despite another bad ending already existing to fulfil this purpose. 
 
Beyond the ending, the other changes all roughly follow this pattern of stripping away subtly and are damaging to various extents. For example, the endings all now have little illustrations which pop up after they have been completed. While they should be a nice touch which adds another layer to presentation, they are instead highly destructive since they spell out how the player should interpret them. Ambiguous endings are now made black and white removing any need for the player to engage with narrative and undermining the horror brought about by that lack of certainty. Then there are the problems also present in the original which the new release does nothing to resolve. Chief among these is the imbalanced lengths of the sections given to each character with the first one, Fleta, being noticeable longer when compared to the others. In the original this was likely caused by the opening hours being the first to be developed meaning they got the most revisions and additions before the final release. However, GoldenerTraum does nothing to address how lopsided this can make the experience of playing the game and seems to not be interested in fixing issues so much as making unnecessary add-ons.
 

Girls With Trauma – Characters

 
Having such a small cast works in Pocket Mirror’s favour since it can spend a larger amount of time focused on their individual arc. The game knows this is one of its strength as it is rare for there to be more than two characters on screen to further narrow the player’s attention. To make sure there is no competition for space each of the main character are given their own sections of the game one after another where they become the pivot around which the game revolves. Their distinctive personalities and the way they offer vastly different kind of dangers to the protagonist helps them stand out. Felta is a bubbly and childish girl who becomes brutal and aggressive the moment she does not get her way while Harpae is a calm and mature person who poses a threat in the way she will smother the protagonist in her desire to protect them. The constant tension of waiting for the moment these characters switch and reveal their darker side allows them a larger presence in the player’s mind and makes their eventually resolution all the sweeter. Interacting with all these characters is our protagonist who carefully treads the line between the necessary vulnerability of a main character from a horror game and the good heart needed for her actions and attitude towards others to make sense. Pocket Mirror loves to play on her status as victim to inspire growth in her and highlight how her unwillingness to admit responsibility for her actions has hurt others. This makes the other character’s a great foil to her as they are all things she is not but wishes she could be and through their actions she is shown the reality of how their lives are not what she imagined them to be.
Fleta is so nice until she has a tantrum

 

Wonderland Of Terror – Visual, Audio and Technical

 
If there was one area GoldenerTraum preforms better than its predecessor it is in the improvements it makes to both the traditional and pixel art. It builds upon the strong style and direction of the original to enhance the atmosphere while bring clarity to previous muddy elements. What this means in practice for the pixel art is that it has a sharper resolution with more details being visible and the movement of the characters and their expressions being easier to see. This opens the way for a flexible use of the assets to add a layer of control over how a scene will play out so a greater degree of visual spectacle can be achieved during impactful moments. In terms of the traditional artwork for the CGs and character portraits, there have been a number of new additions throughout and many events which previous did not have any have been given one. The overall effect of these changes is a greater sense of immediacy to the danger and emotion of Pocket Mirror’s world while still maintaining enough of its mystery for these visuals to not overstay their welcome. Improvements have also been made to the game’s soundscape primarily through an expanded soundtrack. Since the original’s music was already a highlight of the experience with its mix of haunting and gentle melodies and GoldenerTraum keeps to this core identity with a few flourishes of its own in order to add to its range of emotions.
Ever screen has a dream like quality to it

Mechanically Pocket Mirror is in line with its peers and does little to try and change the gameplay formula which has worked so well for them. What this means is, outside of the aforementioned chase sequences, a fairly inoffensive adventure game format filled with simple environmental or inventory puzzles. This is not going to shake the boat but at the same time it is well enough put together that the player is likely too distracted by the story and the horror to notice the uninspired repetition. A large mechanical issue stems from the choices where it is regularly unclear what the player has to choose in order to get the best endings for the cast. At times what appears to the right option is in fact completely wrong yet the correct answers are not consistent enough to just apply counter logic in order to find them. This can make for a frustrating experience where the player may feel inclined to look at a guide since they want to see the characters they have grown to care about get the ending the deserve. On top of this the new ending added with GoldenerTraum is only available on a new game plus playthrough. For new players this will likely not be an issue, but for fans who played the original and want to experience the new content this results in two playthroughs of a game whose content they have likely already played many times before just to get to the stuff they paid for.
 

Conclusion

 
Embracing the legacy of the RPG Maker horror genre places a lot of expectations on Pocket Mirror which it comfortably meets by capturing the best of those games. It creates an atmosphere of creeping dread where chase sequences and jump scares are not overused while mixing in a twisted version of a young girl’s life. Visually it takes full advantage of its pixel art to craft a beautiful and haunting world with GoldenerTraum further expanding it. The cast support these core elements through their combination of vulnerability and hostility where the player is just waiting for the other shoe to drop and each is given the space they need to shine. However, the other changes made by GoldenerTraum hurt the game as they undermine the subtly it was using as part of its horror while not fixing the issues of the original. Thankfully this damage is not severe enough to ruin what is one of the most magical titles of its genre.
 
 

Verdict – 

Captures the essence of what makes RPG Maker horror games tick and refines it into a beautiful and unforgettable journey. GoldenerTraum changes do muddy the waters a bit with some questionable additions.
 
 

Pros -

 
+ Brings together the best aspects of the RPG Maker horror genre while leaving behind many of its problematic elements.
 
+ A strong cast who invoke as much fear of them as love and this makes for wonderfully tense interactions.
 
+ Beautifully haunting pixel art is accompanied by an equally powerful soundtrack.
 

Cons -

 
- Changes made by GoldenerTraum often result in a loss of subtly and the horror implied by it in favour of just telling the player how to interpret what they are seeing.
 
- There are several strange design choices such a locking the new ending behind a second playthrough and the correct choices for each character’s good ending often being unclear.
 
 

Corpse Party: Book Of Shadows Review – Is Salvation Just A Choice Away?

Genre – Horror, Adventure Game    Play Time – 20 hours     Developer - MAGES. & Team Gris Gris    Steam    VNDB

 

Can Fate Be Changed?

 
Making a squeal to a horror game is never an easy task since if it deviates too far from what made the original terrifying then the audience may feel disconnected from it. Book of Shadows’ answer to this problem is to firmly bury itself within Blood Covered’s setting and time-frame in order to tell a set of different stories using the same material. Trading out the sprite based visuals for one much closer to the style of the CGs and a movement system much more akin to a dungeon crawler are both changes made to help it stand out from the original while still being able to incorporate its core identity. A certain glee can be felt from the game when it presents the player with hope and new possibilities only to crush them in inventive ways. The most notable departure from the first game is in its focus on the previously minor cast members who often died off screen and giving them the proper time to shine rather than being glorified set dressing. Relying so much on Blood Covered comes with the draw backs of not really pushing the greater narrative forwards until the very end and having few interesting mechanics to call its own. Is this over reliance on the original enough to undermine its own achievements? Let’s avoid those bad endings and find out.
 

Cyclical Horror – Narrative and Themes

 
Sticking so close to the original’s material allows Book of Shadows to play on the familiar and known aspects of the world in ways which add to the player’s appreciation of it. In particular it loves to take a section of the story that the player thinks they know and expand upon it to reveal there was more going on then they realised at the time. The chaotic myriad of other people who were drawn in by the Sachiko Ever After ritual, only glimpsed before, are given the space to showcase their tragedies and how their stories intersected with the main cast’s own journey. It does a good job of highlighting the magnitude of the suffering which occurred and how lucky the people who escaped were in the face of this ever-changing labyrinth of death traps. As a whole the game loves to play with the player through giving them hope before cruelly snatching it away just when it seems to be within their grasp. This happens multiple times across the title while being spaced out enough to convince you that maybe this time will be different. Of course it never is, the end of this tale has already been written and witnessed in the original so it is folly to think otherwise, but Book of Shadows does a masterful job of luring the player along with the promise of a happy ending despite everything pointing in the opposite direction. By fully embracing the bleak nature of the setting it can layer on the atmosphere and create an experience which captures best parts of early to mid game of Blood Covered. Everything is dangerous and the characters are confused and scared in the face of this monstrous place, it is here the horror in Corpse Party games is at its strongest and Book of Shadows fully capitalises on this at every turn. This is why the false hope and focus on previously minor cast members are so important, the player must have the ability to put themselves in the characters head space rather than having to distance their feelings from people they know the fates of.
Pulling out hair from your throat might be a bad sign

Relying so heavily on Blood Covered comes with the problem of Book of Shadows feeling as if it does not meaningfully advance the narrative. It spends the majority of its play time expanding on what has already been established but not in a way which points to anything substantial for the future of the series as it just clarifies events which have already reached their conclusion. The final section of the game does try to set up for a squeal with a new story taking place after the events of the original, but its execution is a bit messy. This manifests as a general lack of confidence in its own material and the game’s systems not having the same impact they did in the school. Perhaps the best example of this narrative issue is the over the top cliffhanger which is so contrived and overly violent that it moves into being almost comedic. There have been plenty of violent scenes before this point but the bright lights and visual clarity highlight how silly it is. There is a reason the school is so dark and it is to blur the unflattering lines of the horror fantasy since the genre sits closer to comedy when all is clear to see. Horror is only scary when there is some level of the unknown to it. As for the mechanics, this chapter is set in what is essentially a haunted house, but it is not very big and only consists of a few rooms. What this does is remove much of the freedom and exploration offered before and it makes for a very linear flow. As a result it brings all of the minor issues with the system to the front since there is nothing to distract from it. Overall it is a weak note to end what is otherwise a strong horror experience.
 

Getting A Turn In The Spotlight – Characters

 
When it comes to the cast there is the continued focus on expanding on established ideas. There are not truly any new characters with those who seem to be new at first glance having actually appeared as corpses in the original. Their fates have already been written and a player who remembers these details will be rewarded with a sense of the tragedy to come. Each one is given enough space to provide a rounded presentation of themselves so the player has a good sense of what makes them tick. In terms of their role within the narrative, there is a great deal of variation as some get to be major characters in their chapter while others serve the role of sacrificial lambs to the slaughter and it is often hard to tell which they are when first introduced. By spreading out the importance of these characters the game can keep the player on the edge of their seat as to how long they have left which it can play with to create a sort of suspension bridge effect to foster an emotional attachment to the characters. As for the returning cast they are still the same entertaining and clashing personalities as before and since they are already established the focus can instead be put on new interactions and exciting situations. There is a brand of what if fiction to the characters’ choices and these new stories are given a feeling of wandering off into unknown territory. While they cannot go too far off the beaten track, each character gets enough new material to satisfy fans and make them a relevant part of the narrative despite their stories having already reached their conclusion.
It is nice to see more of the cast before the terrible events happen

Intimate Terror – Visual, Audio and Technical

 
When it comes to presentation there is a move away from the pixel art of the original title and into a style more in line with that game’s CGs. This is done to accommodate the change in gameplay from an RPG into a point and click adventure game. As such the player needs a static and clearly presented world to interact with in order to be able to reasonably understand what they are able to use within the space and what reactions they might be able to expect. The result is a direct visual style where the first person perspective makes the horrors personal and intimate as it is offered up in a vivid detail not possible before. A corpse on the floor is no longer a jumble of pixels symbolising its horrific nature and it is instead the rotting remains of what was once a person which represents the fate awaiting those trapped here. In terms of audio Book of Shadows inherits the tool set of its predecessor but utilises it in a slightly different manner. Rather than being something to highlight key moments and actions, it instead focuses on creating a general ambiance where everything makes some kind of unsettling sound in order to sell the hostility of the environment. Promoting the school itself has a living and antagonistic entity underpins a lot of the presentational choices since it still holds an unknown threat to it which the ghosts no longer possess and it allows the game to capture the same fear as the original.
The sprites on the movement screen is a fun nod to the first game

On the mechanical front this is a fairly standard point and click adventure game with a normal inventory system and movement. However, there are several strange design choices which are worth talking about in the form of the sanity system and how the player unlocks the final chapter. Introduced in the first chapter, the sanity system represents how much the school’s influence has infected the playable character. This is a system at its best during that opening chapter where as the character’s sanity drops their behaviour begins to change and their interactions become more wild, violent and unpredictable. Unfortunately this is the only real time the sanity system has any real effect on the game and from then onwards it is just a health system which gives you are a game over if it maxes out and nothing else. It is such an odd choice to build up the importance of the sanity system in the first chapter only to throw it out of the window instantly and it leaves a disappointing aftertaste when the player realises this fact. When it comes to unlocking the final chapter the developers decided that the player must either have save data from Blood Covered or they have to complete every single bad ending in the game. As good as the various bad endings in Book of Shadows are, they are not something the player should be forced to complete like a checklist and it takes all the mystique and terror out of them. There are also quite a lot of them so the process is long and repetitive since if the player has just been completing the chapters normally then they will likely only have a handful. A horror game should never devolve into data entry as there is nothing less scary than busy work.
 

Conclusion

 
Expansion is at the core of Book of Shadows’ identity as it adds more layers to Blood Covered’s narrative and setting from a new and exciting angle. It loves to give the player hope and snatch it away as cruelly as possible while it showcases the various minor characters who have been snared into the deathtrap. Moving away from a sprite based RPG into a CG based point and click adventure style allows for a more direct and personal presentation of the horror where the school itself feels more antagonistic than before. By mixing in familiar faces, the narrative can reveal new sides to them while still making them consistent with what was established in the original in order to create a more well rounded experience. Despite some issues with it not pushing the overall story forwards and some odd gameplay design choices, Book of Shadows stands out as an example of how a horror sequel can be recapture the magic of the original title.
 
 

Verdict – 

Builds upon what made the first game a strong horror experience to create a well rounded and expanded version of that terror with new angles on familiar characters and ideas. It does slip up a bit when it comes to progressing the overall plot and has a few odd design choices.
 
 

Pros -

 
+ Gives the player just enough hope for the moments of despair to hit all the harder and mixes it in with a good dose of the familiar to undermine expectations.
 
+ New life is provided to existing major characters and new and minor cast members get their time to shine while selling the horror of what is happening to them.
 
+ Perfectly transitions from sprites to CGs and manages to capture new angles on the established horror of the school.
 

Cons -

 
- Does not really move the overarching narrative forwards and even when it tries to it is quite messy.
 
- Several odd design choices in the form of a vestigial sanity system and being forced to complete all the bad endings.
 
 

Sound Of Drop: Fall Into Poison Review – Trapped In An Aquarium

Genre - Horror, Mystery      Play Time - 8 hours     Developer - LYCORIS     Steam    VNDB

Tales Whispered In Water

 
There are few genres more subjective than horror, for what one person fears another might find banal. Some universal fears can be reliably utilised, such as a fear of the dark, but even these vary in effectiveness. Sound Of Drop takes a big risk by focusing in on a single type of horror, the fear of the ocean, and making this a core part of its identity. This gives it a feeling distinct from its pears which is helped along by the characters being trapped with the horrors. It plays up the mystery of the supernatural forces behind the danger and the odd behaviours of its human cast in order to lay on the atmosphere thick so the player will jump at anything strange. The characters themselves do their best to further this direction with their interconnective web of relationships and lies, yet their limted screen time can somewhat undermine them. Does Sound of Drop manage to thread the needle to create a compelling horror experience? Let’s peer through the glass and find out.
 

Deep Within Our Fear – Narrative and Themes

 
The ocean is an alien world for a land based species like us humans. To us it is place where wonder sits alongside fear for it is as hostile to us as it is beautiful. These clashing emotions form the backbone of how Sound Of Drop builds its horror and plays with the lives of its characters. Rather than setting its story in the ocean it instead subverts the presumed safety of an aquarium turning it into a death trap. It is a structure design for humans to be able to admire the ocean’s beauty from solid land where they have the advantage, so stripping that away creates a sense of vulnerability as if left adrift amongst a swarm of predators. The sources of fear are twofold being split between the water itself and the creatures living within it. In Sound Of Drop the water has an almost toxic quality to it on top of the possibility of drowning in it and there is a recurring presentation of it being binding in nature for the living and the dead. Playing up the fear of being dragged down into the depth allows the mere presence of water to exert a constant tension on each scene. Reinforcing this feeling are the creatures of the aquarium which now move freely within the space and are almost supernatural in nature. For them the air is now just like water as their burst forth from their tanks and swim through it. They form a more direct threat to the characters as the creature's poisons and sharp teeth can swiftly end their lives. Both are joined through their common alien nature as they have odd forms which contrast greatly with anything from the land and feeds on the player’s fear of the unknown.
Water is filled the unseen danger

These scary moments would be nothing without a narrative to bind them together and this takes the form of a mystery where the characters are trapped and isolated. It starts out as an investigation into the strange urban legends surrounding the aquarium by Mayu and Himeno and escalates when Mayu’s missing little sister Mari appears before them. They become tangled in a web of deception and it is around the human characters the plot of the story rotates. The horror atmosphere heightens the feelings of distrust towards the various people Mayu meets and makes them seem as if they are one step away from being just as dangerous as the creatures out to get them. By focusing on Mari for the core pillar of the story, Sound Of Drop gains a strong sense of direction since Mayu has a clear goal and everything is pointing towards solving this mystery. It builds up over the course of the multiple endings available until the finale where it provides a catharsis and resolution appropriate for its narrative and closes the book on the fear it has been utilising. If there is one problem with this approach it is how much it relies on the horror to do the heavy emotional lifting for a lot of the game. This means if the player does not find the style of horror scary then the game lacks the teeth of keep them invested for much of the fist half. Once it shifts onto the revelations about what is happening this issue fades away, but the player may not reach that point due to this reliance on the horror. 
 

Bubbling Desires – Characters

 
As a horror game there is a need to keep the characters isolated in Sound Of Drop since it is when they are on their own that they can be threatened in a convincing manner. If there was a single constant companion it removes a lot of the tension as they are always there to help the protagonist. So the solution the story comes up with is to shift who is with Mayu constantly while making you question the reliably of her new allies. It allows for the feeling of isolation without having to give up the presence of other characters which gives the game a greater flexibility with how it can present the mysteries and dangers of the aquarium. This approach relies heavily on Mayu being strong enough to hold the player’s attention due to being the only constant element. Fortunately she fulfils this role well by blending a sense of vulnerability into her personality through her honest and open reaction to the terrors around her. Doing this helps frame the horror in a genuine feeling of dread where Mayu expresses the alien nature of the threats and gives them an immediacy which they would otherwise lack. Yet even in her fear she is not above acts of heroism in the face of these dangers when she finds people who need her help to survive and she acts to keep them both alive. She does not lose her vulnerability but instead pushes passed her desire to flee in terror in order to do what she believes to be right. Throughout all she experiences her core motivation of discovering what is going on with her sister’s sudden reappearance never shifts and this provides an anchor around which her personality can be properly showcased. Combining these results in a relatable protagonist who acts as a good window into the game’s horrors while still having their own identity and motivations.
Friend one moment then enemy the next

Having the other cast members who appear on screen regularly shuffled around comes with a major downside in the inability to give all the secondary characters depth. Juggling these characters results in them not getting enough screen time to properly express who they are and what they want from this situation. It also hampers their character arcs since the limited space they have makes them feel rushed with sudden changes in their personality clashing against what has been established for them. How much this effects each individual character varies wildly as some like Sayo only have minor hiccups in their presentation while those like Rieko jumping all over the place. Then there is Mari who acts as Mayu’s main motive and the person around which a lot of the plot revolves. She never escapes the prison of being a plot MacGuffin who acts purely in the way the narrative need to keep it on track and it makes her feel robotic. For such an important character this behaviour is a major issue as it detracts for Mayu’s motivation through the way it fails to sell a reason why the player should care in the same way as Muyu. This creates a gap between the game and the player which causes harm to their immersion which is is important for selling a horror title.
 

In The Depths – Visual, Audio and Technical

 
Everything surrounding the core of the game works to reinforce the horror tone and sell the danger the characters find themselves in. It makes liberal use of bad endings to provide a direct sense of lethality to the player’s choices in order to keep them on their toes. This helps showcase that the threat is genuine and gives the narrative a tool to control how tense a scene is through placing a choice in it to ask for the player’s attention. Supporting this feeling of danger is a soundscape with all the tension building elements it needs to weave in and out of the player’s perception. The music is often subdued yet still has an edge to it as if saying a monster could be around any corner and the characters are not safe. It can raise up to meet the needs of a dramatic situation where it can wash the player with waves of powerful melodies to communicate the emotions of all those involved. SFX are similarly well used with appropriately damp and organic sounds for the creatures. Their watery nature also sells the ubiquity of water in the narrative and the pressure it exerting on Mayu’s struggle for survival. On top of this the visuals work to show the aquarium as a place once seen to be safe and mundane which has now been perverted into something alien and hostile. The empty corridors and the creatures moving beyond the confines of their exhibits pushes this idea of the humans no longer being important which fuels the horror of an inversion of who is in control. Each creature Mayu encounter has the same appearance as it normal counter part and instead relies on its already alien nature to unsettle.
Is the sea captured or has it captured us?

Conclusion

 
When it comes to preying on the fear of the sea’s depths, Sound Of Drop knows exactly how to press all the right buttons to sell this form of horror. It pushes both the inherent dangers of water to humans as well as the alien nature of the creatures living within it in order to create a hostile environment. The visuals and audio all work to support this tone through a twisting of the familiar aquarium into something monstrous. It also plays up the human end of the conflict by switching around the characters on screen and making their motivation unclear so the player is never sure if there are friend or foe. Mayu works brilliantly as the protagonist, and the only constant throughout the entire experience, as she is vulnerable yet still has the will to overcome it. The only downside to this approach is how much of a mixed bag the rest of the characters are due to their limited screen time. Overall this is a strong horror title which dives into a category of fear not widely explored and this results in a distinct feeling game.
 

Verdict – 

Crafting an air of tension and mystery, Sound of Drop plays on an aquatic brand of horror which allows it stand out as truly spine-chilling experience.
 

Pros -

 
+ Utilises the alien and dangerous nature of the ocean to create an atmosphere of fear.
 
+ By always changing which cast members are on screen and slowly revealing their motives, the game makes the player paranoid about their every action.
 
+ Mayu is the prefect blend of vulnerable and brave for a horror protagonist.
 
+ Visual and audio all support this brand of water based fear.
 

Cons -

 
- The secondary characters are of varying quality with their limited screen time hurting their believability.
 
- If you do not find this brand of horror scary then it loses a lot of its impact since this is very much a one trick pony.
 

Denpa – Genre Deep Dive


Madness In the Static

 
We take the familiar for granted in our everyday lives so when that is undermined it disturbs us on a fundamental level and leaves us with an uncomfortable sense of wrongness. It is these feeling the Denpa genre taps into as it slowly eats away at normality and gives it over to insanity. As a subgenre of horror visual novels it is focused around creating fear, unease and dread in the player through its own distinct angle. Denpa understands the importance of build up to selling a horror experience and makes sure the baseline it intends to undermine is cohesive so its collapse can have a far greater impact. All the while there is a constant uncertainty about the reliability of the narrator who is witnessing this descent into insanity, yet they are often so certain of their correct perception it makes you almost want to believe them. This is also a genre which loves to use its horror to address themes which are not commonly dealt with in visual novels and from an angle where they have the necessary emotional impact to really sink in. Let’s watch the world slip into insanity and find out how all of this works in practice.
 

A Familiar Insanity

 
It is not easy to create a believable descent into insanity from a state of relative normality in the world around the protagonist. Make the change too fast and it will appear silly as the escalation does not properly match the events which lead to it as the characters’ everyday lives are grounded in a familiar version of reality. However, if it is too slow then the player will lose interest since the content they will be playing mostly consists of mundane vignettes which have little impact on their own. So the answer Denpa games have come up with is to sow the ideas of uncertainty about the characters in subtle ways over the long term. On their own they appear innocent to the point where they can be easily overlooked, but as they pile up it becomes impossible to ignore. This helps keep the player’s attention through getting them to jump at shadows just like the protagonist is doing and it maintains this source of tension until the curtain is pulled back. Once the shift from mundanity to insanity has been complete, the spiral towards whatever disastrous conclusion awaits can begin. Despite the game being more direct with the events being shown, they make sure that the player never feels in control and lean into the sense of being pulled along ever faster by a force they cannot see nor have any chance of resisting. Even here Denpa does not lose sight of the normal lives people uninvolved in the insanity are experiencing which helps call into question the legitimacy of emotions and actions of everyone else. 
Establishing a normal is key to breaking it down

Higurashi takes full advantage of the necessary setup of the mundane to help sell its characters and make them likeable so the contrast with their insanity is more pronounced. It places these slice of life events right next to the subtle build up of uncertainty in order to make the player not want to believe in the feelings of oddness they are experiencing about the characters they have come to care for and create a point of friction it can slowly build on. Once the madness is in full swing it can leverage the memory of those happier times as a means through which the player can continue to care about the characters even has they do terrible things to one another. On the other hand soundless A MODERN SALEM IN REMOTE AREA has a sense normal so obviously wrong and twisted it is difficult to feel safe in it and yet it still serves the same role as a source of contrast. Here the uncertainty is out in the open for all the characters to see, but the characters do not seem aware of it as they blindly try to continue their lives. The player is given a noticeably higher amount of understanding about just how many things are wrong with this place than the characters do so the player is forced to watch powerlessly as they spiral into the unseen danger. Despite this increased knowledge the game is sure to never reveal enough to make its plot twists easy to see and instead includes a few red herrings to undermine the player’s belief in the accuracy of the conclusions they have reached.
 

Unreliable Narrators

 
As players we inherently put our trust in the characters we control and choose to believe in the version of events they present to us, especially when they are so close to our own experiences. It is this trust Denpa exploits to further its perversion of the familiar by taking away the one point of stability the player thought they could rely on. This is not a sudden change but rather an encroaching sense that events do not quite add up, these holes build up the idea of information being withheld and the question of why enters the conversation. The protagonist will also start to behave in strange ways, they seem to lack appropriate reason for the action they take or overreact to events so as to do things far more drastic than what is called for in the situation. Each of these can be excused as a reaction to the stress they are put under as the normal world around them gives way to madness, but there is only so long that the player can hold onto this line of reasoning before the truth dawns on them. Once the player accepts the unreliability of their POV character they are forced to look into the insanity they are witnessing for answers, but in doing so they are drawn deep into the spiral towards the narrative’s chaotic conclusion. They too begin to feel the same dread and tension the characters are undergoing and with no one to fall back on they will directly feel each step towards the truth. 
Takumi is far from a normal protagonist yet manages to construct his own style of normal
 
An interesting example of this practice can be seen in Chaos Head with its less than stable protagonist Takumi. From the beginning he is obviously not a character who’s opinions on the situation can be entirely be taken seriously due to his tendency to assume the worse about everyone. As such a few odd things happening around him can easily be dismissed as manifestations of his paranoia and this becomes a new normal where the player thinks they have his delusions figured out. So when it becomes clear that they do not have a true grasp on him, the feeling of being lost is even greater as they question all the examples of instability they had previously dismissed. In many ways the unreliable narrator is the most insidious type of subversion since it eats at the established expectation from the ground up and influences everything else above it. Now the player can never know what normal truly is and so is left grasping at straws.
 

Truth At The Edges Of Reason

 
Being so connected to the idea of the normal way people behave and how scary it can be to have that suddenly change, Denpa can speak to deep seated emotions and thoughts about our own nature. It is easy to never think about what it means for something to be normal and simply accept what we experience without question since a ‘normal’ by its very nature never challenges. Twisting this 'normal' something unrecognisable gives a space where it can be looked at for what it truly is in its absence. Once established this examination can be used to drive whatever themes and ideas the visual novel is seeking to establish as key to the ongoing narrative. Sometimes there is value shown in the normal where it offers a place people can be themselves without issue, as with the everyday lives of the Higurashi cast. At other times it is a dangerous thing where the characters have slipped through their complacency and it brings ruin to those inhabiting it, as with the community in soundless. Another angle Denpa likes to take with this consideration is asking what sort of people choose to inhabit this 'normal' and how their reasons for deteriorating into madness reveal important aspects of the human condition. 
That will not help the situation...

This last one is something Wonderful Everyday loves to play with through its different protagonists. Each one looks at the normal world and its descent into insanity and comes to their own conclusions about what this means and the value it has for them. These are varied from Yuki and her distress at the slow deterioration of the life she holds dear to Takuji and his unwavering belief that the world is coming to an end so the normal no longer matters. Through this comparing and contrasting of viewpoints, the commonalities between them become clear and the game asks the player what these facts tells them about themselves and humanity as a whole. It provides some answers to these questions through its endings, but leaves enough of a gap for there to be room to ponder their meaning long after the credits.
 

Conclusion

 
Denpa makes a strong case for the power of contrast and a subtle build up to the unsettling parts of horror. It takes the familiar sense of normality and slowly twists it over a long span of time by sprinkling just enough insanity for the player to have doubts, but not enough for them to say anything conclusive. Once the madness is in full swing the game can examine the idea of the ‘normal’ and question the value and substance it has not only for the cast, but also for the player and use this to support its core themes. Backing all of this up is the unreliable narrator where the player slowly comes to realise the extent of what the protagonist is not telling them and so lose their only rock in this river of questionable information. This is a genre of horror which seems the least scary on the surface, but is brilliantly placed to get under the player’s skin when they least expect it and leave them feeling vulnerable.
 

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