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Sousaku Kanojo no Ren'ai Koushiki Review – Writing Beneath Pastel Skies
Genre – Romance, Slice of Life, Drama Play Time – 20 hours Developer - Aino+Links Patch Download VNDB
Painted Upon A New Canvas
A
visual novel about those who create visual novels and other such
creative endeavours is a uniquely difficult proposition since
writing about what a developer knows often leads to extremely biased
and self congratulatory elements seeping in. Throughout its play time
Sousaku Kanojo no Ren'ai Koushiki struggles against this hurdle in
its attempts to tell the tale of a band of young creators finding
their place in the world. It is a game dominated by its long common
route which contains many of its most powerful and memorable moments during their time at an academy tailored to their
creative ambitions. The heroines are all given striking personalities
and the space to properly show them off and rub up against the rest
of the cast to promote their growth and provide some exciting drama.
Colourful and varied designs for locations and characters define how
the player will experience the highs and lows of the characters’
journeys as spring turns to summer and the march of time pushes them
forwards. However, this is a game of two halves and once the common
route is over it never reaches the same level of narrative quality
and many of the smaller issues begin to pile together and make new larger problems. Focusing around the idea of creatives and the
effect their passion has on their lives ends up meshing poorly with
the standard romantic and tragic ideas each routes bring up and it
results in some very messy theming and a protagonist who becomes
increasingly toxic in their relationships. Is this clash enough to
sour what starts out as amazing experience? Let’s pick up our pens
and find out.
Writer’s Block – Narrative and Themes
Impactful
emotional moments define much of Sousaku Kanojo play time with it
regularly moving from one to another at a quick pace while
alternating between which character is in the crosshairs. This
oscillation between dramatic developments and their build up is at
its strongest during the common route where it draws the main cast
together in order to support the focus heroine. Feeding into this feeling
is the way each of these big moments builds upon each other as a slow
ramping up of the individual character arcs while paying of hints left
from earlier points in the story. The overall plot has a somewhat
modular nature in that it has its sections solely focus on one
heroine at a time before moving on to another until it eventually
comes full circle back to the ones it started with. What this means
in practice is each character gets to stand on their own merits
rather than having to share screen time with other developments and
it lends the game an emotional clarity about what the player should
be invested in at any one time. Yet the rest of the cast is never
entirely gone either, they nicely slip into a supportive role to be a
constant remainder of the promises of drama their respective arcs
will offer in future. Since so much time is spent with a relatively
small cast the game gets to present their growth, both as people and
as creators, in a gradual fashion. Slowly they express their
flaws and immaturity and have them be sharpened into strengths which
can be invoked in the dramatic climaxes to sell their arcs as
complete and provide a sense of earned catharsis.
Despite
the common route having some of the game’s strongest moments, it
constitutes about half of its play time and so perhaps inevitably it
ends up feeling long and meandering at times. There is a lack of any
overall direction for most of it until in the latter sections where
the group comes together to make their game. Having so many big
emotional points of the heroines’ character arcs be located in the
common route means their actual routes are left without a lot of
material to work with and this can be felt in the somewhat contrived
nature of the plot points they choose to focus on. They lack the easy
pillars to fall back on since they have already been used up and this
has to be written around leading to weaker feeling climaxes. However,
all of this pales in comparison to the shadow which is cast over most
of the game, Ayase Aisa or rather how obvious it is she is the main
heroine. Everyone and everything which happens lives in her shadow
since she get the focus almost all the time and even when it shifts
onto another character she still is critical to how
things resolve. Couple this with the short and anaemic nature of the
other heroine routes and it clearly marks them as ‘sub-heroines’
who are merely stepping stone to reach the real route. This hurts the
any feelings of investment the player might have in those other
heroines since the game is only interested in Aisa.
Whether
intentional or not there is an air of self congratulation to the
focus on creatives and their struggles. It puts their struggles on a
pedestal as something to be admired and uniquely theirs which normal
people cannot understand. Some of this is due to the
unintentional way it interacts with the need for drama, yet it cannot
help but come across as tone deft to realities of the world around
them and how real life creatives behave and strive for their place in
it. Related to this is how all the big conflicts in the heroine
routes are all caused, and often also resolved, by some kind a vague
and ‘magical’ contrivance which is never explained properly. It is difficult to feel
the impact of an important moment when the player knows the story can
add or remove the source of the conflict on a whim just for the sake
of having a higher stakes climax. The extent to which each route is
effected by this varies quite a bit with some coming off lightly so
the impact is often tolerable. One final minor
point, early on there are lot of times where the protagonist will ogle
or become sexually aware of the heroines in a poor attempt at
creating teenage sexual tension. Instead it feels like a needless
objectification of the girls which clashes against its attempting to sell them to the
player as people leading to a weird tension between these two parts
of the writing. What is strange about this is the way it just
disappears after a few chapters never to be brought up again which
makes it feel like a left over from a different version of the
script.
Young Creatives – Characters
The
cast is characterised by their diverse personalities and the
friction which appears between them. Their individual goals all
strive towards some kind of creative endeavour but they are taking their own path to reach it. Each one is added to the group individually and get the space to show who they are and who they will
clash with. It leads to some colourful interactions between them
which are a delight to witness since they are all similar enough to each
other to promote a collective empathy but not so close as to be
unable to criticise the others behaviour. Tsukimizaka Kiriha is often
utilised by the story as a clashing viewpoint given the way she mixes
a jaded cynicism with a genuine love for the group. She gets to be
the voice of sense while also being her own gradually collapsing
house of cards which needs the protagonist and the heroines to step
in at times to prevent it from falling down. By contrast, Nagima
Yumemi is a far more introverted character who mostly avoids conflict
where she can yet even she ends up clashing with other characters and
growing because of it. Her desire for friendship and honesty compels
her to pursue that bond through her work and even though this does
not quite end as she expects, lending the results pack an emotional punch.
The
only place where this strong characterisation comes back to bite
Sousaku Kanojo is in the form of its protagonist Kagami Toshiki. For
the majority of the game he is a perfectly fine character who more or
less fits it with the rest of the cast. However, upon entering a
heroine route his obsession with creatives rubs up against the
romance in a way which does not paint him in a good light. He seems
only interested in the version of the heroines which is a creator and
wants them to adhere to this vision rather than accept them for who
they are beyond this one aspect. The results of this are a series of
unhealthy relationships with the heroines based on them keeping to
his vision of them and it does not leave the player with the feeling
of resolution the game seems to think it has created.
Seasonal Inspirations – Visual, Audio and Technical
From
the moment the game starts it is clear a lot of time and effort has
gone into the visual design. There is attention to
detail across the board focused on sell the believability and physicality of
the setting. This is a game set across a large span of time and the
changing seasons are reflected not only in the backgrounds but also
the characters having different uniforms and casual clothes.
Underpinning this sits the pastel and bright colours of its visual
language which led its tale of love and passion a sense of liveliness
to complement the character’s pursuits. While none of it is
groundbreaking for the genre, it cannot be overstated how much a
consistent level of quality helps keep the player’s interest and
create a smooth experience since they will be staring at it a lot
over the game’s long play time. The audio also fits into this
comfortable conformity where it perfectly serves its purpose in
context but is otherwise unremarkable and not something the player is
likely to seek out afterwards. Yet this is enough for it to sell the
emotional highs and lows of the narrative and it is in tune with the
overall identity of the work.
By contrast, the presentation of the only choices in
the game is dry and abrupt where it functional asks which route you
want at end of the common route without any build up. It also
separates out the choice for Aisa route, presents it first and locks
it until the other routes have been completed which furthers this
feeling of Aisa being the only character the developer really care
about. Even the existence of choices at all feels like an obligation
to have a variety of heroine routes rather than something the game is
passionate about. Another point of friction is found when after each and every chapter there is a full
credits sequence which gets irritating to witness given there are
quite a few chapters in this title so the player gets to see it a
lot. It comes across as self congratulatory as if each chapter was
some monumental piece of art within the medium rather than just
another section of a single game.
Conclusion
Being
so fixated on creatives and the act of creating is a double edged
sword for Sousaku Kanojo which it never quite manages to balance. Its
character based drama leads to some amazing emotional moments which
do a lot to engage the player and have them invested in the casts.
Having a vivid art direction and a wide variety of environments and
sprites crafts a charming visual language to help capture the
narrative’s biggest moments. The diverse range of personalities
supports this vision while creating many situations for them to rub
up against one another. However, there are a litany of cracks
throughout the game, from a fixation on Aisa over the rest of the cast
to the protagonist’s unhealthy obsession with creators, which
combine to deeply harm the experience. If the player can stomach
these weaker elements then what is here is a well constructed visual
novel with a high level of polish.
Verdict –
Clashing creatives and seasonal colours come together to forge a bright tale of love, writing and being true to yourself. Yet it can
never quite reconcile the individual parts of its identity into a harmony resulting in a
very uneven overall experience.
Pros -
+
Filled with impactful emotional moments where each character gets to
wonderfully express and overcome their struggles in a suitably
dramatic fashion.
+
The diverse personalities of its cast create a dynamic group who
clash as much as they complement each other.
+
High quality visuals make every scene pop with life while the
changing seasons and wardrobes provide a sense of place and
individual identity.
Cons -
-
Ayase Aisa is too clearly the main heroine to the point she
overshadows the everything else due to her constant involvement in the
narrative and the lacklustre choices offered to the player.
-
Conflicts and their solutions often end up being too much like
‘magic’ where they appear and act in whatever fashion the story
needs at that moment in a fairly blatant manner.
-
The protagonist Kagami Toshiki’s obsession with creators does not
mesh well with the romance leading to some very toxic relationships.
Schrödinger's Call Review – Is The Line Alive Or Dead?
Genre – Mystery, Drama Play Time – 10 hours Developer – Acrobatic Chirimenjako Steam VNDB
Hotline To The Dead
As
a method of commination, a phone call walks a strange line between
the awkwardness with its audio lacking the important
non-verbal cues of human interactions and the deeply personal
connection of having someone speak directly into your ears. This
unique experience lies at the core of Schrödinger's Call’s
narrative presentation which leans heavily into this space of
intimacy and misunderstanding to craft its dramatic and emotional
highs. The game follows Mary as she works as the last confidant for
recently deceased spirits where she takes their calls and tries to
help them make peace with their lives. All of these people do not entirely remember the trauma which keeps them here so a strong
investigative element runs through the title as the player must
deduce the truth and help Mary solve their cases. Each of the cast
Mary talks to over the phone bring their own quirky personality and
unique animal form to the table in order to make them easy to keep
track of and a joy to talk with. This sense of striking identity
extends to the visuals which use of a predominately black and white
sketched aesthetic backed up by sudden bold use of singular colours
to allow a moment or person to stand out. However, this is a game
plagued with odd game design such as an overuse of repetition and an
abundance of choices which merely loop the player around and waste
their time. Are these development decisions enough to undermine this
deeply personal tale of lies, loss and love? Let’s pick up the
phone and find out.
A Cat In The Box – Narrative And Themes
From
the moment Mary first picks up the phone there is a permanent through
line of personal mysteries about each caller as well as about Mary
herself. Having every person not completely remember their life
creates enough space for speculation about what trauma holds them here
and gives the player something to slowly pick apart over the course
of the game. Each chapter is made up of one main caller which Mary
has to help pass on and a selection of secondary callers who all knew
the main caller in life or they are somehow linked to them. This
interweaving web of relationships helps prevent the calls from
becoming repetitive since the player will be bouncing around between
these vastly different and colourful characters. Putting all the clues about their past together at the finale
of a chapter and freeing them is an incredibly satisfying experience
with a good catharsis and emotional climax to it.
Similarly Mary’s
own past is slowly teased over her various encounters with the
callers and provides a nice plot thread to link the entire title. The
picture of Mary becomes more muddy over time as the fault lines in
her personality reveal themselves and overturn any initial
impressions of her character. So when the big reveals do come they
are still shocking but make complete sense when looking back at the
subtle hints left over the entire play time. Once all the callers
have had their turn and the spotlight turns to Mary, the game does
not pulls its punches and crafts a compelling final act where her
suffering get put on full display for the player to engage with first
hand. It is an impactful way to end the game and will sit in the
player’s mind as the credits roll and they put down the phone for
the last time. On a broader point, Schrödinger's Call makes a lot of
narrative use out of its use of the phone as the main means of
communication. There is a great deal of attention played to the
misunderstandings and nuances which occur only over the phone and
even make one of these a core plot line to great dramatic effect. The
phone also serves the role of being a symbol of connection, or the
seeking thereof, and how such relationships can be
fraught with problems and cut off when we least expect it. Yet it is
precisely these connection through the calls Mary makes which
ultimately save not only those callers but also Mary herself when she
comes to understand the value of those bonds. All of this is cleverly
conveyed through the ups and downs of the narrative and its gentle
warmth can be felt when it is most needed.
If
there is one thing Schrödinger's Call seems to have an obsession
with it is repetition. The game constantly repeats itself even when
the events or information it is repeating have only just happened
mere moments ago. By far the biggest offenders are Mary’s write ups
after each call where the player is taken through the call they just
experienced. Nothing in the game is complicated enough to justify
this kind of aggressive hand holding since all of the main points of
a call are highlighted during the call so the player cannot possibly
miss them. It is as if the game does not trust the player’s memory
and its own ability to hold their attention. At least a quarter of
the play time is dedicated to such repetition making it a constant
and invasive force many will find difficult to ignore. Had these
recaps only occurred once every so often then they might have served
a useful purpose to refresh the memory, but instead they are the
largest stain on the overall experience.
A separate and less
noticeable problem can be seen in the way the game hand waves away
certain elements which seem like they should be important but end up
slipping to the sides in favour of the emotional finale. The moon
crashing to earth is perhaps the biggest of these and you would think it would be a big and constant presence but instead it has a
surprisingly minor presence and often forgotten. This is to the point
at which the game itself seems confused at times as to whether the
moon falling really happened or not with it bouncing around on its
position on the truth during the ending. Another weirdly discarded
feature pops up when looking at the cat, Hamlet, who acts as Mary’s
companion throughout most of the story. Despite this prominence and
the mystery surrounding him, he is somewhat discarded towards the end
and there is never any real resolution to who or what he is and where
he goes or what his purpose might be. Neither of these concepts matter
much to the emotional weight of the final act so it is understandable
they go pushed aside, but some proper clarification would have been
nice to neatly wrap everything up.
The Animal Kingdom – Characters
Being
glued to the phone naturally leads to a conversation heavy style of
narrative so it is important for the characters to be interesting to
converse with and on this point Schrödinger's Call is impeccable.
Each of the main callers has their own distinct relationship with
Mary and bounce off her in entertaining new ways in order to keep
them feeling fresh. From Lucy, the guilt ridden mother, to Violet,
the gentle and confidant rich girl, they all present themselves
through their memorable mannerisms then, as the player comes to know more
about them, their flaws and imperfections give them a delicate
humanity. Their associated secondary callers have intertwining views and lives despite the fact they never talk to one another
during the game and rely on Mary to be a go between which helps
further push the importance of her centralising role. As they all
slowly remember their shared history, the powerful emotions this
brings out constitute much of the titles ups and downs for them to
push through and this journey is what makes them so memorable. The
chapter structure also ensures they never outstay their welcome with
their resolutions coming at just the right time when they have said
all they need to and the player is ready to move on.
Every caller
somehow has an emotional similarity to Mary and it is by interacting
with them that a more complete picture of how she thinks becomes
clear. This is an excellent method of making every character
important since they each hold a piece of the puzzle about Mary and
her lost memories. It also helps reinforce the idea of Mary as an
empathetic person who is suitable to be the last confidant while
setting this trait up be questioned and its fragility to be brought
to the front. Mary’s broader characterisation is wonderfully put
together from her ability to act as a problem solver for the callers
to her eventual confrontation with her own past. Throughout she
remains a central pillar of the player’s interest and the texture
of her personality is teased out slowly to keep them on the edge of
their seat. Investing emotional in Mary is easy which is extremely
important when the final sections of the game rely so heavily on the
player’s connection with her.
Hold The Phone – Visuals, Audio And Technical
When
loading up the game for the first time its visual language
immediately marks it out from its peers with its use of darker
colours and strong lines. The majority of time black and white will
be presented to the player as they act as the baseline for this space
between life and death. It speaks to the delicate balance maintain
here and Mary’s role in pushing people out of the intermediary
place. This pairing of contrasting lines and white voids makes the flat
and dark colours which each of the callers brings to the table stand
out against Mary’s own bland room. Each lacks the lustre they may have once had
to mirror the poor state the callers find themselves in yet the
colours still hold a weight to them and subtly communicates the
emotions and personality they had in their prime. The soundtrack is
similarly dulled with a heavy use of deep and resounding sounds even
in pieces aiming towards a lighter tone for their associated
character. It does a good job of capturing the mood of each caller to
the point of the player being able to recognise which person is
calling from their track alone. Furthering the auditory identity of
the cast are their series of distorted voice snippets which all carry
the fuzziness of a phone line and their own unique cadences.
These elements combine to create an audio-visual landscape which help
elevate Schrödinger's Call and make it easier to overlook its
issues.
On
the mechanics side of the equation things are a bit more uneven in
terms of quality. Having the player input the phone number of the
person they want to call by rotating the dial gives the phone a
wonderful sense of tactility. It helps centralise the phone as a
device of connection through this physicality with the phone also
needing to be manually picked up to answering incoming calls just to
keep it in the player’s mind. In a similar vein, the notebook has the player flipping between its writing covered pages to find the
clues needed to answer the mysteries and set the caller free. Later
on it becomes an important narrative point when starts to become the
playground for Mary’s increasingly decaying mental state. Despite
the game forcing the player to spend too much time looking due to the
constant recapping of events, it remains an endearing feature due to
its role in the story and Mary’s illustrative drawings.
Unfortunately things get worse when looking at one of the biggest
points of player interaction, choices. The offender here is the way
choices are looking for only one response and looping the player back
around to the start of the text if they choose incorrectly. This is
understandable in the quiz sections where the whole point is for
there to be a right and wrong answer, less so when they are used for
the general conversation choices without any kind of clear correct
option. The second group form the majority of the choices in the game
and so the player regularly finds themselves being looped around
since they have no context to know what the game wants from them with
such a small amount of information. What makes this worse is the way
the choices initially create this idea of non-linearity which
encourages the player to explore the narrative space only for them to
be slapped across the face for attempting to do so.
Conclusion
Finding
connections with others can be a difficult and delicate yet rewarding
endeavour and it is this core message which Schrödinger's Call
wonderfully captures with every call. The mystery of each caller’s
life and regrets makes for a compelling series of interactions which
build towards the greater finale around Mary. Each character has a
vibrant life to them which allows their calls to be constantly
engaging while slow picking away at the tragedy they hold in their
hearts. A strong audio-visual style supports this growing narrative
and uses colour to create contrast and dulled beauty in order to sell
every revelation. The phone and the notebook mechanics add a tactile
feeling to the small space Mary inhabits and lends these solitary
points of connection a weight they would not otherwise possess.
Issues of execution do exist throughout the experience from
repetitive hand holding to vague plot points to frustrating choices,
but none of these are enough to break the brilliant vision of the
work yet they do add some distracting cracks.
Verdict –
Deftly dials up an imaginative story of the fragility and value found in human connections told through the distorted audio of a rotary phone.
Yet it never quite reaches its full potential due to some poor design
decisions related to repetition and time wasting choices.
Pros-
+
Each caller is their own mystery where picking away at their past
slowly unveils the tragedy keeping them from passing on.
+
Makes the most out of the phone with a series of plot twists and
misunderstandings perfect for the nebulous connection it provides.
+
The cast has a good variety to it and they rub up against Mary in
their own unique ways.
+
Mary is an excellent protagonist who starts out as a seemly well
adjusted girl and over the course of the game the player gets to see
her gradual collapse.
+
Well crafted visual and auditory identity weaved in amongst the
tactile mechanics of the phone and notebook.
Cons -
-
Repetition plagues the game with it constantly going over events
which have just happened as if it is afraid the player might miss
something.
-
Frustrating abundance of choices which loop the player around them if
they choose the wrong option and wasting their time.
-
Some plot points end up discarded and unclearly resolved.
Coffee Talk Series Reivew – Brewing Connections
Genre – Bartending, Fantasy, Cosy Play Time – About 8 hours Per Game Developer – Toge Productions Original Hibiscus & Butterfly Tokyo VNDB
On The House
Running
your own cafe and chatting with the customers as you serve them
drinks is a form of cosy fantasy focused around forming human
connections. The Coffee Talk games lean heavily into the potential of
this premise and sets about crafting a narrative space where sitting
and listening to the character’s worries is pleasant. These titles
take place in a modern day setting with fantasy races yet their
lives and troubles are surprisingly normal and their struggles form
the backbone of the story. Interacting and serving drinks is the
majority of what the player will be doing and Coffee Talk does
everything in its power to make this as engaging and impactful as
possible. Each of their life stories endears them to the player and
helps the games push its themes and ideas in an organic manner as they
come out over the course of multiple conversations. The cafe and the
people visiting are all rendered in a strong visual and auditory
style which quickly communicates who they are and makes them stick in
the memory. However, this is a series of titles which are plagued by a set
of recurring issues, from a struggle with subtly and conflict to
drink requests which can feel too vague, and its attempts to solve
these problems often end up shifting the issues to other parts of the
experience. Are these struggles between maintaining its cosy identity
and pushing the series forwards enough to weaken the fantasy? Let’s
fail to draw some latte art and find out.
Fantastical Mundanity – Narrative And Themes
Being
cosy sits at the heart of Coffee Talk’s identity and the inviting
atmosphere of the cafe and its customers do everything they can to
reinforce this tone. It plays off the inherently passive nature of
the premise, where the characters and events come to you rather than
you being the driving force, to create a slow pacing where the player
is encouraged to surrender themselves to the flow and appreciate the
interactions taking place in the current scene rather than looking to
future promises. This is supported by a web of characters and plot
threads which interact in surprising and satisfying ways as they meet
for the first time in the cafe. A lot of care has been taken to place
each character alongside others who will bring out the interesting
parts of their personalities and allows for them to grow in
meaningful ways. New relationships born from these chance encounters
form a key appeal of the narrative with the player getting to shape
their ultimate outcomes through correctly meeting their orders. By
offering the element of agency in the fundamental element, the game
can invest the player in the consequences they have helped to shape
while preventing them from become too complacent in the cosy tone.
The social media app, where the player can look at what the cast have
been doing, adds another aspect of player interaction for them to
fiddle with outside of big narrative moments. It also serves the
purpose of making the cast feel like they exist beyond the confines of
the cafe so they come across as more believable individuals. All of
these elements are in service of some extremely powerful emotional
moment and pay offs in the finale which utilise the slower pacing to
get the space they need to breath and properly set the player up for
the gut punch. When the player puts down the game after the credits
roll it will be these scenes of catharsis that will stick with them
and each title in this series manges to capture its own version of
this impact.
Despite
there being some truly powerful narrative threads, there are just as
many others which meander or weakly splutter to their conclusion.
This unevenness consistently plagues the series and it is perhaps a
result of the large cast required for the amount of meshing
relationships Coffee Talk wants to engage with. A need to provide
arcs for each of these characters means some get left behind in
favour of the more interesting ones the developers clearly
put a lot of time and effort into. While the emotional impact of the
powerful moments is undeniable there exists a strange toothlessness
to them when it comes to actual conflict. There seems to be a fear
that if the cast are seen as being in conflict it will ruin the cosy
tone and on some level they are right. However, there is a different
being dramatic and destructive conflict and the weaker challenging of
beliefs style conflicts which make up most character centric
narratives. Shying way from any meaningful conflict creates a sense
of this world being a sanitised version of our own and lends it a
fake feeling.
Then there is the series’ weird relationship with
subtly. There is a regular use of subtly through the dialogue and
character actions and it speaks to an understanding of how to sell a
theme or idea without saying it directly. Yet the developers constantly decide to have the
characters shout these ideas at the player in the most direct and unveiled
manner possible. This comes across as a lack of faith in the player’s
ability to pick up on clues and engage with the story while being
desperately afraid that its precious messages might be missed for
even a second. Ash is a good example of this trend, he is a stay
at home dad and through interacting with him the player is subtly
made to see his perspective on the role men can take in the family.
Then later on he explicitly vomits his beliefs out loud in a long
monologue despite the game having already demonstrating them and it
feels awkward while causing the scene to come to a screeching halt.
As a result it often feels like the games are preaching to the player
in a distracting and almost fourth wall breaking manner. On a higher
level, the overall structure and pacing of all three games is near
identical to the point of them somewhat blurring together. Rather
than being a strictly negative trait, this is more something a
prospective player should be aware of coming into the series. If they
like one of the games they will probably like the rest or vice verse,
but it is definitely not a series interesting in winning over new
audiences so much as sticking to what it want to be.
All Walks Of Life – Characters
As
you might imagine for a series so focused around interactions, the
characters of Coffee Talk are its strongest aspect and form much of
its appeal. They cover the full spectrum of what this fantasy society
has to offer from struggling journalists to blind musicians and it
comes together to create a patchwork picture of this diverse world.
Each one has an immediately recognisable core identity which helps
the player keep track of who they are in the sea of other characters
who enter the cafe. These are then expanded upon over the course of
their visits and as the player chats and serves drinks to them they
develop into well rounded and interesting individuals beyond their
initial archetypal introduction. Their colourful personalities mesh
together in pleasing ways where the unexpected can be born from a
chance meeting and helps push the sense of them as dynamic people who
have more going on than what the player gets to see. Only seeing a few
of the cast per day does a lot to keep them fresh, the games
regularly have characters be absent for one or two days in order to
make their presence not overstay its welcome and giving time for
developments between them to believably take place.
One character who
sticks out for their weaker presentation is the protagonist who is
devoid of almost any interesting features and they are someone with
no investment or emotional connection to the world. They fit the
generic ‘nice guy’ mould and this basically removes them from
every conversation taking place as they only offer cookie cutter
reactions. There is the reveal in the first game about what they are
but this is hand waved away and never has any meaningful consequences
so feels like an excuse for their bland personality rather than
legitimate world building. What is worse about this is there are
characters in each game which are clearly the main recurring ones and
could have easily been slotted into the protagonist role, such as Vin
in Tokyo. This shows the developers are at least partly aware of this
issue and try to have another character fill this role of being the
core emotional anchor.
Coffee Shop Interiors – Visuals, Audio And Technical
The
pixel art visuals and their 90s anime inspirations craft what is the
series’ mostly consistently stunning feature. One look at a
screenshot invokes a powerful nostalgia in those who have played any
of the titles as its carefully designed characters and cafes are
laser focused on capturing the essence of the nostalgic comfort of a
good coffee. Just as the cast’s personalities are immediately
memorable so to do their visuals catch the player’s interest
through their mixture of familiar modern elements alongside the
fantasy features of their race. The cafes each present their own
vision of cosy mundanity through the assortment of decorations and
fixtures spread throughout which make it so there is always something
new to look at. Since this is the only location in each game, this
ability to continuously hold the player’s interest supports a
smooth visual experience where even in downtime it can work to
enhance the tone. Working alongside the pixel art is the lo-fi
soundtrack composed of relaxing and jazzy tunes and it is pitch perfect for
the narrative it accompanies. Each game in the series has its own
selection of new tracks to give them their own auditory identity
while still possessing the same cohesive feel across every entry. It
is difficult to overstate just how much these OSTs add to sense of
cosiness underpinning much of the series’ appeal and they are
wonderful to listen to outside of these games.
Preparing
and serving beverages offers the player their primary mechanical
means of interacting with the narrative and it characters. The act of
matching customers to their destined drink has a puzzle like
satisfaction to it and tests if the player has been keeping track of
the cast’s likes and dislikes. A small amount of artistic
personalisation is provided through the option to create latte art on
appropriate beverages and it connects the customer’s satisfaction to the player’s own work.
Each title adds its own new layer to this process of drink creation in
order to prevent it from becoming too familiar and routine so the
player must actually engage their wits rather than relying on previous knowledge. The only issues with these systems is
how some orders can be vague to the point of confusing since the game
does not show what ingredients or drinks have more abstract qualities
which some characters can ask for. Since this could be solved by
adding some keywords to drinks it the compendium to make it clear if
they match the requirement, it is not a major enough flaw to be
anything more than a slight frustration.
Conclusion
Capturing
the appeal of cosy interactions with lovable characters is what
Coffee Talk does best and over the course of the series it has slowly
developed its approach. It encourages the player to surrender to the
relaxed flow and go along with the cast’s slow development while
still being able to pack an emotional punch when needed. The pixel
art aesthetic and lo-fi soundtrack reinforce this atmosphere as they
provide enjoyable stimulation to make each moment feel fresh and
soothing. Its characters are the main appeal, they cover a wide
spectrum of this mixture of modern and fantasy people and each brings
their uniquely interesting problems to the table. Backing this up is
a robust set of beverage making mechanics to give the player a means
of influencing the narrative. However, it is not without issues
stemming from the uneven quality of its character arcs, its struggles
with introducing meaningful conflict and a flat protagonist which all
muddy the experience. Despite these weaknesses there is little doubt
about the strength of Coffee Talk’s cosy appeal and it understands
how it get the most out of its vibes and put its positive qualities front
and centre.
Verdict –
A beautiful and cosy collection of games about a cafe which
plays host to the emotionally resonant tales of its customers that stay with you long after the credits roll. Although there are
some issues with the execution of their character arcs and conflicts.
Pros-
+
Has an immersive and cosy atmosphere which helps the player sink into
the task of serving drinks and listening to stories.
+
Some extremely potent emotional moments act as the capstone to each
title and leave a memorable mark.
+
The cast are a collection of colourful and human personalities who
engage with each other in endlessly entertaining ways.
+
Excellent pixel art graphics and lo-fi OST forge a distinct
audio-visual identity.
+
The mechanics of serving drinks provides agency to the player while
also acting as a test of their memory.
Cons -
-
Character arcs are of an uneven quality with some being flat and
dull.
-
The games can sometimes be unnecessarily direct with their
presentation of ideas to the point of coming across as preachy and
lacking it subtly.
-
A protagonist who is a bland and generic ‘good guy’ archetype and
feels odd when placed next to the rest of colourful cast.
-
There are moments when the instructions of what a customer wants from
their drink can be too unclear and this leads to frustration at the
vagueness.
Dark Nights Review – Solving Romantic Tension With Spooky Scares
Genre – Otome, Supernatural, Mystery Play Time – 13 hours Developer - Pinlin Steam(Free) VNDB
Supernatural Hunks
Everyone
dreams of something exciting happening to them to break the mundanity
of their lives, but few consider the consequences of this
adventure. Such is the case for Dark Nights’ bored protagonist
Miyoko who gets exactly what she wishes for when people start
disappearing and she becomes entangled with a series of supernatural
men. This tale of tension, romance and a light bit of horror unveils
to her the hidden world living right under her nose. Each of her
suitors is given their own distinct plot completely focused on them
rather than a variation of a core narrative structure which keeps the
game fresh throughout. Small nods to the other routes pepper each play
through and invite the player to explore every possible avenue. The
suitors possess a good spread of personalities that compliment and
rub up against Miyoko’s own strong willed and proactive nature in
different and entertaining ways. Backing them up is a secondary cast
capable of playing both friend and foe to the main characters without
coming across and inconsistent. When it comes to the visuals and
audio the amateur nature of Dark Nights becomes obvious in their
inconsistent quality and this is not helped by a few odd quirks of
scene pacing plaguing certain sections. Are these traits of its
production enough to undermine the otome fantasy? Let’s snoop
around at night and find out.
It Goes Bump In The Night – Narrative And Themes
Variety
stands as Dark Nights’ greatest narrative strength with each route
bringing some new angle to the world and there being little overlap
between their ideas. This keeps the experience of progression fresh
throughout as the player is never quite sure what they are going to
encounter next. It also uses the unexpected to help add tension and compliment a romance where the threats facing the suitors differ
wildly and always remain exciting. Despite this variance, the world
building has a believable consistency to it which never strays too
far from the core supernatural concepts established early on in each
route. No matter what a player chooses they will be met with a
consistent presentation of the world without it falling into a
predictable pattern. Almost everything comes down to spirits, the
undead or those in charge of managing them. Yet there are lots of
variations to this framework such as the spirit world being made up
of different powerful spirits and even guardian demons. Helping all
of these elements feel consistent with one another is the countless
little nods to the other routes inside each route. These hint at the
fate of characters from other routes and tease what their route
involves while also providing the sense the cast do not just
disappear when not chosen by the player. It makes the world feel more
natural and alive where the character decide their own fates and
merely intersect with Miyoko’s life rather than having everything
revolve around her.
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.
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.
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.
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.



















