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Otome – Genre Deep Dive

 

A Feminine Touch

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

Pursued By Suitors 

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

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

The Not So Distress Damsel

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

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

Conflict Across The Spectrum

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

Conclusion

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

Collar X Malice -Unlimited- Review - After The Storm Has Passed


 

Genre - Crime/Police, Otome, Romance.   Play Time - 30 hours.   Developer - Otomate, Design Factory.   Nintendo Eshop   VNDB

 

A Story of Light and Dark

 
Fandiscs are difficult to get right. Sitting in a strange midpoint between sequel and expansion of the original game, they have to balance the desire for more of the same with the sprinkling of something new they need justify their existence. The answer Collar X Malice Unlimited presents to this problem is to create a contrast between its new and old aspects by taking the lightest and darkest moments of the original game and expanding upon them. This approach results in a Fandisc which stands out among its peers but this approach it is not without its own drawbacks. Let us dive into the mystery behind X-Day once again.
Getting to see this excellent cast again is a pleasure.

 

What Happens After The Curtain Falls – Narrative and Theme

 
It is in the narrative structure of this game where the focus on the contrast between light and dark can be seen in sharp relief. Unlimited is broadly split into two halves, the After Stories and the Adonis Route. These two could not be further apart from each other in terms of tone and work well to provide a balanced package by preventing the overall feeling of the work from swinging too far in one direction.
 

-After Stories -

 
These are the follow ups for each route’s true ending and we get to see where Hoshino’s relationship with each hero went after the dust settled from the Adonis threat. The strength of the interactions between Hoshino and the male leads continues here and the singular focus on the romantic elements allows for the banter to take centre stage. Getting to see them just be themselves without being under constant threat is a nice change of pace from the original game and gives some much needed growth to those relationships. They are also the perfect length to not overstay their welcome with just enough romance and conflict to wrap up their character arcs while still being concise. These light stories act as a great antidote to the dark parts of Unlimited and are a great pallet cleanser.
Okazaki is definitely best boy.

However, the After Stories have a few glaring issues which hang over them and prevent them from being the star of the show. The loss of the primary narrative thread of the original game does result in the After Stories feeling a bit lost at times as they need to contrive some form of conflict to replace it, and they can often meander too much. There is also the unevenness of the After Stories with some being dramatically stronger than others. The After Stories for Yanagi, Shiraishi and Okazaki are noticeably better written than those of Enomoto and Sasazuka. We can attribute this to the fact that the first three characters had some room left for development since their issues had only begun to be solved by the end of the original game, while the other two had reached a more or less complete resolution. With nowhere to go for two heroes, the resulting After Stories feel uneven and might disappoint players who liked Enomoto and Sasazuka.
 

-Adonis -

 
Exploring what happens after the Bad Ending of a visual novel is something which rarely happens. However, this is exactly what the Adonis Route does, it expands on the ending from the original game where most of the cast die and Hoshino accepts Saeki’s offer to join Adonis. To start from such a bleak point is a bold decision and one which lets the writers explore the darker side of this world and the people who inhabit it. 
Exploring the dark side of a story is always a treat.

The route itself is focused around a cycle where Hoshino has been tasked with discovering a traitor within Adonis. In order to find out who this Judas is, she must interact with each member of Adonis and get to know them in a bid to uncover their true intentions. As such the player is presented with a choice each day of who among the key members of the group to spend time with as the clock slowly ticks down to the new X-Day. Humanising the members of Adonis is the focus of your time with them. They are all broken people who desperately want a place to belong and Adonis has taken advantage of that to use them as tools, but in the end they are still people with hope and dreams just like the heroes. However, you have to look beyond that and ask if they what they present to you is their true self and this is helped by the impending X-Day adding tension to each encounter. This route is the meat on the bone of this Fandisc and is the main reason for playing as it stands far above the After Stories. 
 

The Humanity of Heroes and Villains – Characters

 
Unlimited is a game about the struggles and triumphs of its characters even more so than most in its genre. As mentioned earlier, the main conflict of the original game has been resolved and as such this Fandisc only has the smaller personal conflicts left. This means that it leans heavily into how attached the player is to the established cast for its narrative backbone and luckily for it these are a strong set of personalities.
Unlimited is a story about the people of its world.

On the one side we have the returning cast of heroes for their After Stories which gives each a chance to have one final dance in the spotlight. However, the issue with using established characters who have already been the focus of an entire game is they may not have much in the way of new interactions to give. This is a problem which Unlimited has a hard time juggling as there are many conversations and events which feel like the game is just wholesale repeating itself with how similar it sounds to their interactions in the previous game. Thankfully this ends up not being too bad since there is an effort to space out the familiar by including new developments for the characters and expanding on old ones. It does not completely remedy the issue and playing the After Stories back to back makes it stand out more with the repetition becoming somewhat tiring.
 
The Adonis side of the narrative does not suffer from the issues of the After Stories in quite the same manner. Its cast are the antagonist characters from the original game and these were not expanded upon there given their role as an obstacle for the heroes to overcome. This gives the writers a lot more room to expand upon what was established about them and show a human side to them which was previously absent. The result is new and colourful selection of characters to get to know and their quirks make for engaging interactions with the now stoic Hoshino. There is also one new character who appears in the Fandisc, Tachibana Chisato. He is one of the weaker aspects of Unlimited due to the fact even in his introduction he has to play second fiddle to the main cast. As you might expect from such a packed game, he barely gets any development and he feels incredibly tacked on as a lazy antagonist for the heroes to swiftly beat. Overall, the cast remains strong on the backbone of the original game but the stretch marks are beginning to show themselves.
Yanagi is one of the characters who had the most new material for the story.

 

A Familiar Coat of Paint – Visual, Audio and Technical

 
Reusing assets is the name of the game when it comes to Fandiscs and Unlimited is no exception. A vast majority of the visuals and audio are recycled from the original game. This is not to say that there are no new assets, for example there are a selection of new CGs scattered throughout both the After Stories and Adonis Route. However, they are so sparsely used that you would be hard pressed to differentiate a screenshot of Unlimited from one of the original game. While it is unreasonable to expect a Fandisc to make an entire game’s worth of new assets, it is nevertheless disappointing encounter so little new material over the thirty hours you will be playing. A few more splashes of new imagery and sound would have gone a long way to helping Unlimited stand out in its own right.
The new artwork is still of the same high quality.

On a technical level, Unlimited is identical to its predecessor with one exception, the mechanics of progression, and it is here where the game has its most noticeable weakness. Gating the Adonis Route behind the completion of some of the After Stories is a massive misstep. Not only is it unclear which After Stories you need to complete to unlock it, it also makes you play through content you might not be interested in to get to the main attraction of the Fandisc. On top of this once you reach the Adonis Route you have to start from the prologue section after each cycle in order for your progress to count. This might not seem to be a big deal at first until you realise the game allows you to access any scene you have completed in the route, which are displayed in the same list as the prologue, creating an unclear line of progression for the player who might accidentally choose the wrong scene. These issues cause needless confusion and muddies an otherwise amazing experience to the point where you question why these design choices were made.
 
 

Verdict – 9/10 – 

 
An excellent fandisc which expands on both the light and the dark elements of the original game in a well paced and presented package. 
  

Pros and Cons - 

 

Pros

 
+ Expanding on one of the original game’s Bad Endings is a clever move and expands the depth of Adonis as an organisation and the humanises the people within it.
 
+ Hoshino continues to be one of most well realised otome protagonist with a more even power dynamic between her and the other characters.
 
+ Revisiting the romances for the After Stories gives a good sense of how these relationship have developed.
 
+ The banter between Hoshino and the heroes is still a pleasure to watch and their interactions are the main appeal of the After Stories.
 
 

Cons

 
- Being forced to do the After Stories before you can access the Adonis Route is an unnecessary barrier.
 
- Uneven quality among the After Stories with some being distinctly better and more thought through than others.
 
- The lack of many new assets is a disappointment, but is understandable given this game’s status as a Fandisc. 
 

Amnesia: Memories Review - A Wonderland Of Love And Paranoia

 

Genre – Otome, Mystery, Drama.   Play Time – 35 hours.   Developer – Otomate and Design Factory.    Steam     VNDB

 

Reinvigorating The Cliché

 
Using amnesia as plot device is a common tactic by many creators who want to put the protagonist on the same level as the player, but its use rarely goes beyond being an excuse for exposition. Enter Amnesia: Memories, as you might have been able to guess from its name this is a story about a protagonist with amnesia. However, unlike many other titles this one uses the amnesia as a key point to build around and create tension between the player and the unknown. This is a game about uncertainty, be it in relationships or unknown motivations, and overcoming it to build a future together with the one you love. It is also a perfect example of the pros and cons of a complete self-insert protagonist and how it can be used to effectively sell a tone and immerse the player. Overall it is a very interesting example of its genre and as we move forward you too will come to appreciate how it achieves its success.
Be prepared for a lot of card related imagery.

Can You Every Truly Know Another? - Narrative and Theme

 
When it comes to narrative complexity Amnesia: Memories is on the simpler side with a focus on a few well worn themes and ideas. It is how these elements are put together which raises it above many of its kin. The methods it uses to achieve its success are focused around putting the player in an unknown social situation and asking them who they can trust. Back this up with a solid selection of romance options and the result is quite impressive given how similar it is to its peers on a base level.
Oh no, a hot guy!
 
The vast majority of the tension present throughout the story originates for the question of who to trust. By placing the protagonist in the same position of ignorance as the player through their amnesia the player cannot look to the protagonist's interactions for guidance which enhances the sense of isolation. Feeling out which of the male leads you can trust and tentatively getting to know them forms the bulk of the experience. The acts of opening yourself up to these people through the protagonist is a strangely cathartic experience and adds an intimacy to character moments knowing that they had to earn your trust. Later in a route the tension provided by the unknown is refocused solely on the hero who is the object of the romance and in some cases even ratchets it up further by revealing a hidden side to a person you thought that you knew. Through the game’s willingness to play into our fear of the unknown and shift the source of that uncertainty when needed it can achieve an engaging current to push the player to continue to play.
 
Having a strong sense of romantic storytelling is key to the success of any otome and Amnesia is no exception. Each hero is distinct from one another both in terms of personality and the content of their routes and this allows the player choose from a wide variety of experiences to meet their tastes. This mixing of choice and blind uncertainty heightens the romantic tension between the player and their selected hero and feeds into their investment in the struggles of that character. By playing on this feeling, the narrative of the route can hold the player's interest though the slow revelation of the hero’s flaws and their intimacy with the protagonist. While the actual content of the routes is not necessarily the most original for an otome, it uses the above techniques to obscure this with a sincere presentation of the story which does its utmost to sell the emotions of each scene. 
 
The one major issue with this approach is the fact that there are times in the story when it can come across as nothing more than a hot guy buffet for the player to choose from, rather than a selection of believable people for you to invest yourself into. This is mostly a side effect of the blind choices presenting options whose only immediately perceivable consequence is the affection of a specific hero and leads to it feeling a little shallow at times. However, the problem is only really noticeable after a few play throughs when you have a feel for the game’s tricks, before that point you are too focused on the tension of the unknown to notice it.
 
Oh, please do continue...

In order to maintain momentum over the course of a long game, Amnesia has an overarching plot which links all the routes together through common narrative elements as the truth is slowly revealed. These revolve around the protagonist’s amnesia and the more supernatural aspects of the story. In order to not spoil the nature of these twists I am forced to be vague but I will endeavour to give my high level thoughts on the subject. Broadly speaking this method of storytelling is less effective in the separate routes than it is in final conclusion route. What is shown off in each hero’s route is ultimately too minor to be memorable and is smothered by the more compelling central narrative of the route, which results in these revelations being easily forgotten between routes leading to a lack of any sense of build up. On the other hand the final route makes up for this by providing a cathartic pay off to a game’s worth of emotional build up. This is not only for the focused characters but for the cast more generally and acts as an excellent send off for the narrative. Since it is also the last thing you will play in the game it leaves a strong positive impression which helps obscure the lackluster build up to the route.
 
 

Full And Empty People - Characters

 
Discussing the characters of Amnesia: Memories presents an interesting problem as it is a narrative defined by the presence of a none-character as much as it is by the heroes. This gaping void takes the form of the protagonist and their complete lack of personality creates a unique set of problems and opportunities. Of course the main cast are still the stars of the show with an excellent variety of personalities which clash and complement the overall narrative choices of the game.
 
Having a self-insert protagonist who only speaks through the dialogue choices made by the player is hardly a special feature of Amnesia with the dozens of other game which uses this narrative device, especially in the mobile gacha space. Instead what makes it stand out is the way in which it commits to this protagonist for the purposes of immersion and building atmosphere. Rather than being content to simply let the player project themselves onto the protagonist, Amnesia takes things a step further by placing the protagonist, and thus the player, in a position of vulnerability through her amnesia and the contrasting information provided by a cast of unknown people who claim to know her. By bringing the player and protagonist closer together it makes it easier to blur the line between the two and allow the player to experience similar emotions to the protagonist through their emotional investment into her. 
Our protagonist, the cause of both this game's strengths and weaknesses.
 
The inclusion of a self-insert protagonist comes with a few noticeable downsides. First of all there is the issue of how to fill the down time where the protagonist is on their own or where the narrative needs to express some idea or feeling and cannot use another main character to do so. The answer to this problem for Amnesia and many other games using similar protagonists is to have a companion character who acts as the voice of the narrative and set the mood or delivers exposition. In this case the role is assumed by Orion, a character whom only the protagonist can see and plays a critical role in the plot as the instigator of the amnesia issue. While he is relatively inoffensive for the most part, there are times when it becomes too obvious that he is the voice of the developer trying to push you into a certain state of mind and in these moments he can come across as an irritation. 
 
The second issue with this choice of protagonist is the lack of proper back and forth between her and the male leads. This results in sections where the hero talks at the protagonist rather than having an interaction with them as a consequence of her silent status and developer not wanting to overuse choices in order to keep them feeling special. Thankfully these moments are uncommon, but when they do happen they can bring you out of the experience by making you more aware of the limitations of this narrative design choice instead of focusing on the emotional weight of what is being said.
Orion acts as the primary voice of the narrative.

The majority of the main cast consists of the attractive men who form the list of potential love interests for the player. They embody of a great array of personalities to interact with as they slowly reveal their secrets to the protagonist. We have characters like the womanising Ikki and the sharp tongued Kent who play off each other and the protagonist to create some excellent banter and sow doubt in the players mind about their intentions. There has been a conscious choice on the part of the developer to have characters with a trait which casts some doubt on them such as how Ikki can be strangely observant at times and Touma can overstep boundaries without care. Under normal circumstances these traits would not be important and may even be overlooked by the player, but given the way the game emphasises the sense of tension and mistrust, these simple acts become suspicious within that paranoid mindset. Together with their strong characterisation these heroes paint an engaging picture for the player to examine and reflect on as they try to pick apart their mask and see the truth.
 
 

A Dream Across Every Inch - Visual, Audio and Technical

 
Amnesia’s presentation and technical aspects are somewhat of a mix bag with the game playing it safe in many areas while still having a flair of its own. The overall package is of a high quality due to this title being from a larger studio and established design of their games shows itself throughout. However, this comes at the cost of being unable to distinguish itself from its peers and failing to keep up the quality set by the narrative.
 
One area which does not disappoint is the art direction with striking colours and patterns across every surface and character. The four suits of playing cards is the motif which the game uses for its visual design with each of the main hero being associated with one of them and assigned an appropriate colour to match. Presenting the characters and environments through this stylised imagery creates a striking contrast between each hero and keeps the artwork feeling stimulating over the course of the entire game. Alongside these elements Amnesia chooses to have each background make use of contrast and vague outlines leading to an almost dreamlike feeling to the events playing out in them. The CG similarly play up this strong visual identity, but here it is used to create intimacy and focus on the emotion or idea the image is attempting to invoke by carefully emphasising the key element with distinctive designs and colours. Together the package understand how to play to the strengths of the medium and makes sure each aspect can shine in the appropriate manner.
The use of colour in Amnesia helps sell its tone.
 
The music of Amnesia is less impressive than its art with a soundtrack which is somewhat forgettable. However, this is not the same as bad. Within the game itself each piece serves to set the mood of a scene and compliment the visuals and writing while not drawing attention away from them. In the moment the soundscape it creates can provide a powerful identity to what it accompanies, but outside of that instance you will struggle to remember it in any detail. It is very much a genre standard soundtrack and may feel familiar to those who have played otome or other romance visual novels.
 
In terms of features and technical polish Amnesia is the base level you would expect from a visual novel with a few interesting additions. This is to say that it has the standard list of features, such as a gallery and a skip function. On top of this is has an in-game tracker for the affection, trust and suspicion of your chosen hero which is useful when it comes to figuring out what choices raise each value. There is one strange feature in this package and that is a set of mini-games only available on the main menu. These are incredibly detached from the rest of the game's content to the point where you would question why they even exist, but I suppose they are there for those who want a distraction from the main game. Regardless, those playing Amnesia will not find it wanting on the systems level and most likely will not notice any potential improvement which could have been made.
You will be staring at this menu quite a lot.
 

Verdict – 7/10 – 

 
Amnesia: Memories is a game as much distinguished as harmed by its commitment to creating tension and immersing the player in the role of the protagonist.
 

Pros-

 
+  The male leads give a good variety to narrative and the types of relationships on offer to the player.
 
+ A satisfying final route which raps up all the hanging plot threads in a nice bow and feels suitably final.
 
+ One of the strongest uses of a self-insert to sell the bond between player and protagonist and create a palpable tension through the unknown.
 
+ The art style adds a dream like quality to the game and helps sell the atmosphere and the romantic fantasy.
 

Cons-

 
- Having a self-insert protagonist can hurts character interactions and leads to some stilted scenes.
 
- At times it can be a blatant buffet of hot men for the player to choose from to the point of being off-putting.
 
- A mediocre soundtrack and lack of interesting technical features hold the game back from being a more well rounded package.
 

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