Showing posts with label Otome. Show all posts

White Prince Vs. Dark Knight – Character and Cliche In Visual Novels

 

The Two Extremes Of Desirability

 
When playing a wide range of otome visual novels there are a pair of character archetypes which consistently appear in one form or another. These are the White Prince and the Dark Knight. They sit at opposite ends of the emotional spectrum and make for an interesting contrast to show the range of what otome considers romantically attractive. The White Prince is a man defined by his purity and unquestioning adherence to an upstanding moral code. He treats the heroine with earnestness and a committent to their love without harbouring any hidden emotions towards her. On the other hand, the Dark Knight is a compromised mess of a person who is willing to do some questionable things to achieve his aims and is defined by his trauma. His treatment of the heroine starts out dismissive with an undertone of violence before he eventually becomes emotional reliant on her to soothe his pain. These two kinds of suitors often end up acting as an indirect framing device for the more well adjusted romantic options also present and pushing what each of them can get away with. Let’s get in touch with our innocent and broody sides and look at how different titles handle this pair of archetypes.
 
 

Too Pure For This World 

 
Upstanding and morally conventional are the elements defining the starting baseline for a White Prince and while they might later be forced to deviate from it, they will always find their way back to the light. A purity runs through their personality and how they interact with the world around them which naturally extends to the heroine when they become a major part of their life. This does not mean they are without a traumatic past or darker side to them and instead they do not let it rule them and shine with their inner light in all but their lowest moments. When put into a romantic context there is an attractiveness to their uncompromised devotion to the heroine without the baggage often brought in by both parties. Their love is a simple warm blanket of affection to be wrapped in and they are often happy to indulge the whims of their passionate other half.  
 
Take Monshiro, from Psychedelica of the Black Butterfly, he is a timid, kind and gentle soul who is constantly trying to help the other characters even if his silent and awkward nature means he gets misunderstood. Once the heroine accepts him, he becomes extremely affectionate towards her and, mixed with his already protective feelings, it creates a sense of the purity of his love. In many ways he is like a small animal in how he is framed, someone who is attached to the heroine and almost unquestioningly looks up to her for his emotional support and guidance with big eyes. On top of this there is also another loose recurring element of the White Prince which can be seen in him and this is the slight feminine streak running through his personality. Timid, gentle and kind are traits otome generally pushes into the heroine so when they are placed onto a suitor he ends up associated with this in the player’s mind. It allows him to be closer to the heroine’s level by straddling the gender line and being someone she can have an easier time empathising with.  
Innocent is their bond

Another kind of White Prince lean into the connection between purity and being a child such as with Impey Barbicane, from Code: Realize ~Guardian of Rebirth~. Despite being a genius, he often lets his energetic and carefree nature get the better of him leading to situations someone with common sense would have avoided. Yet it is easy to like him since he remind the player of an innocent and wide eyed passion which they have lost with age. Being on the receiving end of this energy through his love often throws the heroine off balance due to how upfront he can be with his feelings and will always stand by those he cares about no matter what happens. His attractiveness to the player stems from this desire to recapture some element of lost innocence through him and the intense affection he deliverers onto the heroine.  
 
Putting the White Prince in a situation where their kind nature clashes against their desire to protect those they are about is a common means to highlight their purity. Junoru Kenriji, from Dark Nights, is a good example of this idea. His polite and gentle personality is forced to compromise with his love for his brother, Roya, when it becomes clear Roya are not able to control his undead nature. On one level Junoru wants to stop Roya from hurting people but he also wants to protect the family he cares about. When the heroine enters his life this muddies the water even more as he is pulled between the two people he most cares for while both head in different directions. Once the romance with the heroine is in full swing, a softness runs throughout his actions towards her and there is a general sense he is just happy to be near her in these mundane moments. It also makes him a good contrast to the heroine’s wilful personality and sells the pair as a duo who are perfect for each other. 
 
 

In Need Of Repair

 
When thinking of a Dark Knight the first thing which comes to mind might be a brooding anti-hero and, while this personality often appears, the archtype also covers a broader suite of identities bound together by the common link of deep seated trauma. Any aggression, silence or general anti-social personality traits are an effort to hide their scars so other people will not see their weakness nor will they be hurt in the same way again. Their moral compass skews towards the compromised side with a willingness to resort to killing, bribery and other questionable actions if it will get the results they need. Yet when the chips are down they will more often than not do the right thing and show themselves to be softer than they initially present, especially when it comes to the heroine. Upon first meeting their relationship with the heroine is dismissive and they only tolerate her because other characters value her presence. It is over the course of many interactions that the heroine uses her emotional sensitivity to pull back their defences and reveal the inner workings which define their world view. At this point they become inseparable from the heroine and reliant on her for their mental well-being with their affection being pushed her way whenever they can find the space to do so. 
 
As you might have noticed this description of the relationship arc is close to that of a Kuudere and many Dark Knights do end up falling into this category. Shu Lyn O'Keefe, from BUSTAFELLOWS, showcases this connection well with his stoic and pragmatic exterior giving way to a deeply affectionate interior. He, like most of the game’s cast, does not have a normal moral compass, being an assassin set on getting revenge, which inherently clashes with the heroine’s more altruistic and naive nature. This leads to some initial tension between the two since they have such different backgrounds and it takes a while for them to resolve this misalignment. Under the heroine’s intense interest Shu’s eventually crumbles revealing the gentle and affectionate man lying beneath which plays into the choices he makes later about their future together. What is desirable to the player here is this satisfaction of slowly peeling back a mask and receiving the reward of affection for emotionally healing this damaged man. 
Healing provides powerful emotional catharsis

On the opposite side of the Dark Knight spectrum sits Shiraishi Kageyuki, from Collar X Malice, where the damage caused by trauma is more of an immediate threat to the heroine. Even from their first meeting the heroine knows he is bad news with his treatment of her being more like that of a specimen on a dissection table than a human being. Yet flashes on a gentler side increasingly shine through, such as his love for cats, the more than the heroine spends with him causing her to revaluate her initial view of him. This all builds up to the reveal of just how deep his scars go and even he thinks that he is beyond saving while being a danger to her. The appeal here is in having the heroine prove him wrong and show him to be a fundamentally good person at his core. At their core a Dark Knight is looking for some kind of redemption and happiness and the heroine is all to happy to provide it resulting in a swapping of the power dynamics with the heroine being in charge of their relationship.
 
 

Playing Both Sides Of The Romantic Fantasy

 
The White Prince and Dark Knight do not exist in a vacuum and many other suitors are positioned around them to form the complete cast. In this context they are often used to present the boundaries of what the player can expect from the emotional range of the suitors as a whole. The White Prince’s moral upstanding nature and pure heart shine with a light which points out the flaws of the other characters even when they are just operating on the level of a normal person. In addition their presence generally sets up a lighter overall tone or at least a hopeful one since their kind nature is more suited for a tale with a happy ending where their behaviour is rewarded. For the Dark Knight this is inverted with them casting a shadow over the other suitors with their broken and compromised actions making the cast seem virtuous and well adjusted but comparison. Naturally this extends into the kinds of stories a Dark Knight is found in which lean towards the serious end given his brooding would be quite out of place in a bright and cheerful comedy. Sometimes the White Prince and the Dark Knight can be utilised together to flank the other suitors and they work to make each other appear as distinct and memorable characters while pointing to the weakness they all try to hide. 
Suitors are only as good as their whole

As an example of a White Prince Adel Nares, from Temirana: The Lucky Princess and the Tragic Knights, is nothing special but it is in his function within the game’s cast where something interesting can be seen. In placing him among the knights who serve the heroine, the game allows him to contrast and clash against the other suitors while establishing himself as the one closest the narrative’s positive vision of the kingdom’s future. The rest of the knights are variations of this core direction and push against it to create a well rounded cast who all hold some investment in the promise which the heroine offers them. Without Adel this theming would be completely reliant on the heroine to uphold it in the earlier section of the title and it would have seemed to be something she alone believes has value. Adding in a White Prince lends positive ideas and narrative direction such as this an addition supporting pillar which can help the other suitors to grow in a natural manner. 
 
If the tone is decidedly more serious then a Dark Knight can be brought in instead. This is what OVER REQUIEMZ does with Kaize Ozma by initially placing him as the cold hearted prince and establishing just how broken the player can expect the rest of the cast to be. It also serves a secondary purpose of establishing an expectation for answers as to why the suitors have ended up as convicts so furthering the sense of danger and intrigue. By showing what Kaize was willing to do when pushed to the edge it creates a sense of the overall moral values set through the narrative which can eventually explode with disastrous consequences depending on the player’s action and make this change seem like the natural conclusion to events. Without the Dark Knight it would be more difficult to tread the line between the potential danger posed by the suitors and the gentle soul which they hide beneath.
 
 

Conclusion

 
The extremes of purity and sin offered by the White Prince and the Dark Knight make them powerful character archetypes for otome to use. White Princes uphold a high moral standard often with a layer of innocence to it and find their attractiveness in an uncompromised devotion to the heroine. By contrast a Dark Knight is defined by the scars of his past which leads him to performing questionable actions and his desirability stems from the satisfaction of pealing back this mask to find the gentle core he tries to hide. As part of the cast in general, they serve to establish the tone of the work and provide an extreme for the other suitors to bounce off so they can define themselves. Overall, this pair of archetypes are powerful and easy to identify at a glance which is a blessing for those looking to attract interest in certain characters while also working to showcase the range of masculinity an otome is capable of depicting.
 
 

Power Fantasies: Strength, Love And Peace – An Anatomy Of Visual Novels


Three Pillars

 
Not every visual novels wants to be an artistic masterpiece which pushes the medium into new territory and instead many are aiming to fall into the eternally popular category of Power Fantasy. Upon hearing its name, it might be tempting to immediately jump to thinking about overpowered protagonists fighting superpowered enemies, but this is only one side of the Power Fantasy and is arguably the least prolific in medium. The biggest slice is taken up by the romantic style where the protagonist is wildly attractive to members of the opposite sex and the strength of their combined love overcomes all. Adjacent to this sits the last major type in the fantasy of peace where conflicts either do not occur or are resolved quickly with minimal stress and damage. These all share the common thread of being detached from reality and able to resolve their respective problems without having to pushed beyond the confines of their specific fantasy. Let’s fulfil our dreams and find out how each of these types of Power Fantasy manifest in visual novels.
 

Martial Power

 
When thinking of a Power Fantasy most people jump to the idea of physical or magical strength where the protagonist possess them in large amounts and even has their own unique powers which set them apart from the other characters. The aim here is to offer the player a sense of vicarious empowerment through an element of self-insert common in these protagonists. As such they tend to have either vague personalities or be lacking in strong emotions in order provide a space into which the player can easily slot themselves without too much friction. Despite this these protagonist rarely slip into being the kind of complete blank slates as those of the romance Power Fantasy due to the need for them to have tragic backstories and secret connections to the plot, so their powers can be justified and they can become increasingly involved in the drama of the story. Once the player is comfortably slotted into their position, the powers can be put to use in a series of spectacle battles which are the real beating heart of this kind of story. It is a Power Fantasy focused on feeding off the tension and heart pumping action while the player sits in a comfortable position where they know their protagonist will ultimately win the day. A comparison to a roller-coaster comes to mind, both are experiences which present some level of danger in their presentation but the participants all know they are perfectly safe and are instead buying into a sanitised version of this danger. This kind of Power Fantasy is not as prolific in visual novel as it is in other types of game due to the difficulties in creating the needed feelings of action and moment in what is a predominantly static medium. Skilled developers have made it work but for many it is simply not worth the risk and investment in this skill set when more compatible Power Fantasies exist. 
Nothing sells power quite like being really big

A good example of this being pulled off successful is Tokyo Babel. Tendou Setsuna is an absolutely overpowered protagonist who goes toe to toe with angels, demons and even gods and coupled with his relatively weak emotional range, makes him a perfect vessel for this kind of fantasy. It leverages its down time to make sure the connection to the player sticks with it pushing the other characters forward in interactions to further relegate Setsuna into the background to de-emphasise his personality. As for the action which he partakes in, it is all extremely over the top and involves spectacular feats of magic and physical combat removed from any sense of reality. This is a perfect space for Tokyo Babel’s Power Fantasy since it can fully detach itself from any grounded ideas which might break its hold and gives it room to ensure each subsequent battle ups the danger so the player can experience their roller-coaster. 
 
Not all games of this type need to have their protagonist in such a commandingly powerful position. Coμ often has its protagonist in battles where they are on the back foot despite the power of the black dragon Babylon being at his command. This is because of the fact Babylon’s power can only be drawn out to its full potential when he works with the other people connected with it. As such the highs of this Power Fantasy are contrasted by exceptionally deep lows so it can full embrace the ‘safe danger’ it thrives on. It also gives it a bit of flexibility to lean into the idea of a community being a kind of power and connect it to the moments of catharsis when the group wins together with the player feeling they played a role in it. Mizuwa Akihito has a far more distinct personality and identity than Setsuna since he ends up being more directly connected to events and so needs the extra wrinkles to accommodate the more elaborate motives and interactions. Yet he still has enough blurring around the edges to allow the player to comfortably slip into this role and form the emotional connections needed for the Power Fantasy to function.
 
 

The Power Of Love

 
By far the most dominant Power Fantasy in the visual novel space is focused around romance. The defining feature of this type of fantasy is the way the protagonists are always inexplicable attractive to members of the opposite sex. While this can mean the characters fall for the protagonist at first sight and are all over them immediately, it is often more subtle in its implementation with the ensemble gradually coming together around them before moving into the explicitly romantic events. A slow build up like this gives the characters time to breathe but also staggers out the fantasy so it is less in the player’s face that they are being pandered to. When selling the romance is the name of the game the emphasis shifts into individual interactions, but having the characters constantly jumping on the protagonist can create a weird undertone of infidelity it wants to avoid. As such pure love must be bound up in the fantasy in order to make the player feel special and desired through the vessel of the protagonist. Despite this direction, many titles lean into a degree of jealousy and competitiveness to present the idea of every one of these characters wanting to end up with the protagonist and being willing to fight for that privilege. The protagonist themselves is generally a blank slate who falls under the broad category of ‘nice guy/girl’ with a traditional moral compass. Placing so few character traits in them is important since they exist as a thin film for the player to experience the Power Fantasy through. 
 
Another side to this fantasy is the power of love which underpins its later sections once a romance with a specific character has been established. What this promises to the player is that the newly formed bond between them will overcome every trial which is put in front of them and there is never any doubt they will succeed. Some titles have this be literal with the protagonist’s love being the magic touch needed to save the other person while others have the pair work together to defeat whatever obstacle is put in their way. The point of such strength is as a means of solidifying the romantic Power Fantasy in a quantifiable manner where the player can feel the culmination of the pair's relationship. 
Got to get as close as possible to really sell the romance

Sabbat of the Witch fully embraces this fantasy as a core pillar of its identity while making sure never draw unnecessary attention to this fact. The key to a good romantic Power Fantasy is to never spell out its existence but instead to quietly let it creep up on the player and so this game is slow in inviting all the heroines into the main circle. Each of them has a massive soft spot for the protagonist despite him being the quintessential ‘nice guy’ with few memorable traits of his own which makes him perfect as the screen to view this budding love. The power of love features prominently in game’s narrative progression with many problems being solved with the protagonist’s love conquering things like memory loss and there is even one point when their love actually manifests as a physical object just to drive home its strength. As a result the Power Fantasy it offers is focused and never lets the player out of its grip for a second in order to allow its mesmerising tale of romance to never loses their interest. 
 
On the female face end of the spectrum there is Code: Realize ~Guardian of Rebirth with its suite of suitors who all find our protagonist magnetic. There is a slightly greater attempt to justify the initial reason for their interest through the fact she has deadly poison in her veins and her dramatic encounter with Lupin. As such there is a common starting thread to these future relationships which provides a less broad romantic fantasy in exchange for a more cohesive progression of the characters’ bonds. Cardia falls into the fair standard ‘nice girl’ archetype common in otome meaning a generally pleasant and kind person with a stubborn sense of good which allows her to serve the role as the player’s vessel. Since otome already leans its protagonist towards emotional intelligence and empathy as the main ways to help the suitors, it naturally expands into the power of love when intensely focused on one of the suitors and pushes it as a critical part of their eventual happy ending. Combining these pieces results in a more protagonist centric version of the Power Fantasy with them being a magnet for misfortune and suitors to better highlight the emotional highs.
 
 

Power To Be At Peace

 
Sitting off to one side of these two titans are the Power Fantasies which sell an impossible peace and a constant cosy feeling. They present a normality which is sharpened to a point where all conflicts have been removed or can be solved through simple and reasonable conversation. There is no stress or trails in this vision of the world and instead we are all just a step away for happiness if only we would let go and embrace those around us. Community and belonging make the core pillar of this Power Fantasy, where being a part of these groups comes without the social pressure, group power struggles or constant maintenance which often define their real world equivalents. Here it is only a matter of existing and this alone is enough for you to be able to form bonds and be appreciated. As such it does not demand its protagonist be a blank slate like the others, even if it does tend to lean in that direction, since what it being sold as the Power Fantasy is more a vague atmosphere rather than something focused on one character. Interactions between characters end up being more important for the fantasy over one individual through the support and affection they show for one another without any strings attached. 
OH NO, a cat got in! Truly world ending stakes!

Across its three games, the Coffee Talk series has made this type of Power Fantasy its selling point. Everything about it from its choice of lo-fi music to its comfortable cafe to the colourful and universally likeable cast scream cosy. When conflicts appear they are all resolved by the characters sitting down and talking about their feelings in a measured fashion and each party coming to understand the other in an idealised vision of what a relationship should look like. The stakes are suitably low to match the cafe setting with everything being limited to the scope of an ordinary life so it is easy to for the game to draw the player into the fantasy it is presenting. Its protagonist is fairly weak in the personalty department and instead serves as the player’s vessel and through the drinks they serve to give them agency over the Power Fantasy. Coffee Talk walks a fine line in terms of convincing the player of its believability and selling the lack of conflict since if they solve the problems too quickly then the resolution comes across as fake, but if done to slowly it will break the illusion of peace the game depends on.
 
 

Conclusion

 
Despite the negative connections surrounding the Power Fantasy, it remains a popular and diverse element of visual novel narratives. By focusing on the physical or magical strength of its protagonist it can create a sense of empowerment through exaggerated spectacle and heart pumping tension. On the complete opposite end the fantasy can present a cosy and peaceful world devoid of the conflicts of reality which can wrap the player in a warm blanket and assure them that they have value and influence within this world. If romance is the main selling point then the protagonist becomes inexplicably attractive to the opposite sex and their combined love conquers all. Overall the Power Fantasy is an impressive tool to help invest the player in the story and facilitate a boarder set of associate themes and ideas which make it worth considering when planning out your own visual novel.
 
 

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.
 
 

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