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Sunrider: Liberation Day Review – Freedom Is Within Reach

Genre - Sci-fi, Action, Mecha    Play Time - 14 hours    Developer - Love In Space    Steam    VNDB 

 

Welcome Aboard Captain

 
Of all the games in the Sunrider series this was by far the most controversial on release and saw a major revision to its ending as a result. It is now a well regarded entry yet the scars of this change are evident in many subtle ways. Throughout the story there is an effort to up the stakes and provide a more dramatic experience than Mask of Arcadius by taking a broader picture view of the war. The crew of the Sunrider return in all their amusing glory as their conflicts and relationships continue to grow in the face of adversity. Mechanically this continues to utilise the turn based tactics systems of Mask of Arcadius which remain enjoyable even if you can feel them reaching their limits. All of this is presented in a complete package of visuals and audio that perfectly capture the fantasy of being a starship captain. Then there is the issue of the ending and the lack of player agency, these hang over the later parts of the game even in its transformed state. However, are they enough to undermine the sci-fi adventure this title is built on? Let’s engage the warp drives and find out.
 

Fighting On New Fronts – Narrative And Themes

 
Picking up seconds after the plot twist ending of Mask of Arcadius puts the player right back into the action and sets up the tone for what is to come. As the war between the Alliance and Pact enters its next stage, the scale of conflict threatens to swallow the Neutral Rim. It is a narrative with a lot of forward momentum where everything seems to be pushing towards an inevitable climax as if guided by unseen hands. Contrasting this threat is the promise of an end to the war which is a constant presence throughout the game as the characters dream of what they will do after the liberation of Cera. These thoughts act as a means of distracting the player and lulling them into thinking they know how this will all end. Despite being revealed to the world the Prototypes still hold the reins of power over the galaxy and their madness and machinations make for a great complement to the big space battles. They combine well with the rising personal conflicts between the crew with Asaga growing increasingly suspicious that her best friend Chigara might be one of the Prototypes. Creating these rifts and slowly pacing out character moments helps the title not lose sight of the people fighting this war and the cost for them both physically and mentally. The consequences of the player’s actions in the first game contribute a lot to this feeling of personal involvement with some like Ava’s appearance being constant remainders of the scars left behind by this conflict.
The plot develops both inside and outside the Sunrider

The later half, and in particular the original ending, is where Liberation Day makes a few choices which rubbed some players the wrong way. Chief among these issues is the presence of a forced romance despite the previous game giving the freedom to interact with cast however the player wanted. Obviously if you liked the character in question then there would be no issue, but many people did not and felt betrayed by such a substantial change to the direction of the series. Narratively this forced romance exists for the purposes of creating a conflict between the cast and setting up the big plot twist. In the context of Kayto Shields’ personality and character arc this choice makes sense, the issue is that up until this point the line between the player and Shields has been deliberately blurred to allow for a self insert angle. As such this adds a friction between the two which was not present before. The original ending was a plot twist which was sudden and over quickly while leaving the fate of the cast up in the air in an inconclusive fashion. On its own this may not have been a problem since this is the very nature of cliff hanger, but when combined with the forced romance it compounded the loss of agency and pushed it over the boiling point. The resulting backlash led to considerable changes as the developers tried to put out the fire. These include an expansion to the original ending so it is no longer such a cliff hanger and an entirely new and separate what if chapter focused on the heroines. However, they do not change the fundamental structure and railroading and are instead attempts to soften the blow. Whether you are okay with what Libration Day is at its core and the concessions it made will determine how much enjoyment you will get out of it.
 

Motley Crew – Characters

 
The old cast returns with their suite of strong personalities from both the Sunrider crew and the various other factions. They form the majority of the characters and make for an experience which feels like the direct continuation it is and as such their arcs develop here in much the same way as before. Each crew member is afforded the time to move their arcs forward in a meaningful way and it adds to the sense that the Sunrider is a small community. Of them, two in particular are given the majority of the screen time, Asaga and Chigara, since their conflict drives much of the crew’s internal struggles. As Asaga descends into a pit of hostility and paranoia about Chigara’s allegiances, her actions become similarly problematic until it all boils over into an open clash. Watching this descent slowly and inevitably creeping up, much to Shield’s ignorance, is the most compelling through line present in the narrative. It is the fall of a character the player has come to like which gives it a power the abstract and grand war could never have and makes for a perfect complement as they build up alongside one another. There are a few new characters in the form of the Prototypes with distinct personalities who are added in order provide substance to their motives and identity. While they have relevance to the plot, their relatively small amount of screen time leads to them feeling hollow and they seem to exist to explain their plans to the player rather than being entities with any depth beyond simple antagonists.
Look at them scheming

War In The Final Frontier – Visual, Audio and Technical

 
Visually there has been a much need upgrade to both 2D and 3D art assets from those of Mask Of Arcadius. Everything is more vivid in the game’s depiction of this larger than life sci-fi universe and it makes sure to push this new coat of paint into the player’s face as much as possible. There are no dramatic redesigns so it all comes across as what these characters and places were originally meant to look like and that vision has just been allowed to make itself known. As you might expect it also continues to reinforce the space captain fantasy through its bright and spacious interiors and grand space battles. The soundtrack contribute to this feeling with music which ranges from emotional to empowering wrapped up in the common sense of a space adventure where great deeds will be accomplished. This upgrade and increased focus on the idea of the space captain as a heroic figure were needed since Mask of Arcadius was on the weaker side in terms of its visuals and they needed the more complete package of Liberation Day to properly mature.
While larger than before, this system has reached its limit

As for the tactical turn based mechanics, there has been little in the way of changes made outside of the streamlining of unit abilities so they make more sense within the system. A few new enemy types have been added to the mix to ensure the player has something new to consider in their calculations. Beyond this change, it remains a well formulated means of presenting the space battles and the characters’ part within it. Every unit has a defined role on the battlefield and they mesh together to create a series of engaging tactical choices. The enemy units inspire a similar response as they work to counter the player’s decisions and demand certain targets be prioritised in a back and forth exchange of fire and abilities. However, Liberation Day marks the extreme of what this system is capable of doing as the game struggles to add complexity and difficulty as the playtime rolls on. The later sections are characterised by unit spam or inflated health pools in an attempt to challenge the player. Instead it just feels drawn out and cheap compared to the earlier stages and results in the mechanics ending on a weak note.
 

Conclusion

 
Liberation Day is an interesting transitionary phase in the series where elements of the old rub up against the change in direction. It successfully raises the stakes and transitions the war to its next phase in a manner which builds off the established world in entertaining ways. The characters remain the same driving forces for the narrative as before and are given the space they need to continue their growth. Improved visuals and audio design further the space captain fantasy with a vivid depiction of this sci-fi setting. While the mechanics mostly adhere to this trend of improvement, it is clear that they have reached their limit in terms of complexity and difficulty. Then there is the railroading of the narrative and the forced romance which feel contrary to the emphasis placed on player choice by Mask of Arcadius. Overall, this is still a strong entry in the franchise even with the problems it has implementing its new ideas.
 
 

Verdict – 

Another strong entry in the Sunrider series which continues its grand narrative and loveable cast while giving it a new coat of paint. Even if it does stumble in implementing its new ideas.
 
 

Pros -

 
+ Ups the stakes and builds off the established narrative in interesting ways.
 
+ The cast remains entertaining and deeply human as they continue their character growth.
 
+ Improved visuals help sell the space captain fantasy in a new light.
 

Cons -

 
- A forced romance and reduced player choice can make for a sense of whiplash after Mask of Arcadius.
 
- While the gameplay still remains fun to engage with, it has clearly reached its limit and resorts to inflated heath and numbers to compensate. 
 
 

Stories From Sol: The Gun-Dog Review - After The War Is Over The Adventure Begins


Genre – Sci-fi, Mecha   Play Time – 7 hours    Developer – Space Colony Studios   Steam    VNDB

 

Into The Depths Of Space

 
Drawing from 80s sci-fi stories and anime aesthetics creates a powerful first impression and opens up a wide array of genre ideas to play off. This foundational choice of direction defines much of Stories From Sol’s narrative and mechanical features for both good and ill. It fully embraces the pulpy spaceship fantasy of the era with a suitably dramatic roller-coaster which sees its cast face all kinds of shipwide calamities. Each one of the crew has their own distinct and conflicting personalities and these lead to a variety of entertaining tensions and clashes from minor headbutting to those endangering everyone. Focusing on a PC-9800 artistic style results in an imaginative exaggeration of the period that plays into its best elements in everything from mecha design to classy chiptune tracks. However, in embracing the period it has inadvertently brought onboard some of the issues of game design from the period in is adventure game sections. They suffer from the obtuse nature of the genre and this impacts what is otherwise a well paced experience. Then there are the problems with the writing in terms of consistency and resolution which rear their heads in the later sections of the story. Is the strong design direction enough to overcome these weaknesses? Let’s jump into our mech and find out.
 

Captain I Think We Have A Problem – Narrative and Themes

 
From the moment the player steps into the Gun-Dog, the game does everything it can to sell the ship as a lived in place worth caring about while still being just another run-of-the-mill military vessel. Each location has a specific member of the crew associated with it and they can be visited at any point for short conversations about the current situation or just some small talk. In doing this the game provides each space an identity and functionality through how its cast interact with it from the Chief's tinkering in engineering to Vanessa’s constant power plays on the bridge. The ship gains a collective character despite its regular lines and metal panels and it is a pleasant place just to exist within and invests the player in its safety to mirror the protagonist’s role as head of ship security. Later in the title when you visit another ship of the same class this familiarity is cleverly turned on its head as the spaces once filled with personality assume their natural cold metic nature to make it clear this is not home. This build up of the ship is important since once events start to be put in motion the player will be strapped into a roller-coaster ride which will not stop until the credits roll. There is a good variety of types to the drama and action from high octane fights in mechs to tense sleuthing with enemies breathing down your neck. It never rests on any one of these for too long as each are given the exact amount of time needed for it to feel complete before being replaced by the next narrative beat. The results is a pulpy feeling story which plays into all the right notes from the period it draws its inspiration and it understands what made the peroid appealing while avoiding all of the elements that have not aged so well. In many ways its is a rose tinted glasses version of a story from the time, but it does not ever come across as self-indulgent and instead feels like an honouring of an older kind of sci-fi.
New sitations are constantly pushing the player forwards

It is disappointing then when this roller-coaster comes to a juddering halt as the game enters its finale. The factors which make this conclusion feel weak stem from the way it neither offers proper resolution nor sets up anything concrete for the future. By far the biggest sin the game commits is the way it tosses aside the crew of the Gun-Dog who are given a moment or two of screen time before being unceremoniously shoved into a metaphorical bin. They were the heart of the experience up until this point so not having a proper send off makes for a hollow note to end on. Then there is the way it hurriedly resolves the main conflict while not actually providing any solid answers about what is going on. Coupled with the fate of a number of characters being uncertain by the end and the result is an unpleasant taste in the mouth of a player hoping for some kind of resolution. It does not even function as a cliffhanger since it is too vague to feel dramatic while also lacking any sense of where this will lead or what it means for the future of the cast. Overall, it feels like the ending was rushed out of the door either because of budget or time constraints and big chunks of it were cut so what is left has holes in it which sour the experience.
Having a clear vision helps sell the experience in a way few other things can

A more minor criticism is game’s inconsistent presentation and understanding of how space works and in particular how deadly it is for humans. For example, at one point the protagonist enters a ship which has had its atmosphere removed and yet all this does is cause the crew to asphyxiate with no mention of how the change in pressure and temperature might influence the bodies. In and of itself this is not an issue, since this work is clearly not aiming to be grounded sci-fi, but rather how it is inconsistent with its established rules. One moment you will have characters wearing spacesuits and another you will have characters jumping through the vacuum of space in their normal clothes. This is a bit of nit pick, but the game is filled with these kinds of inconsistencies and they build up to be distracting from the core experience.
 

A Motley Crew – Characters

 
Any story focused around a ship needs a crew with good spread of interesting personalities and Stories From Sol truly delivers on this for the Gun-Dog. The breadth of characters on offer serve a series of important functions in such an isolated setting where they occupy the majority of what the game’s narrative has to work with. On their most basic level they provide a sense of the wider universe which the game does not otherwise address since their different viewpoints speak to where they came from. The brusque Chief clearly comes from a vastly different background to the bubbly Cassandra and they both contrast with the laser focused Dylan. While no specifics are ever given to their lives before being assigned to the Gun-Dog, outside of crumbs here and there, the player can easily draw conclusions about what the world beyond is like. Their strong identities make them easy to remember and recall which is important given how quickly the game moves in its later parts. As events spiral to their conclusion it is good to have a simple frame of reference so the player immediately knows how each event is going to impact the characters. Crucially their personalities constantly clash against one another in dramatic and entertaining ways reinforcing the idea of them as individuals with their own aims and values. Their interpersonal interactions form the backbone of a lot of what makes the game’s moment to moment so engaging as they bounce off each other in fun and sometimes dangerous ways. The Gun-Dog’s crew have just the right amount of depth while also being memorable to make them the most enjoyable part of the entire game.
Every character has their own lovable personality even those who can be antagonistic

Retro Is The New Future – Visual, Audio and Technical

 
Style appears to have been at the top of Space Colony Studios’ list of priorities and it oozes from every inch of the game’s presentation. Its artistic vision is one which emulates the limitations of classical hardware through the flexibility of modern technology to create a larger than life version of this era of games. What this means in practice is intricate pixel art images which lean into the PC-9800 sci-fi aesthetics to form a space where their angled nature can feel right at home. There are lots of nice touches that help sell the spaceship and characters with the most prominent being the motion on constant display. Each portrait has their own selection of emotive movements matching the character's personality while backgrounds and CGs have dynamic elements that change to reflect what is going on in the story. Character portraits even have three different versions which change their colour and the complexity of their designs to more directly resemble their inspiration. The soundtrack follows a similar philosophy with its chiptune music embodying an upbeat and energetic tone. While it is not without its darker and serious tracks, the general feel of the music is one focused on the idea of a big space adventure and how cool all of this is as it looks longingly at the giant mechs and fantastical ships. All-together this style creates a consistency to the experience and further pushes the core identity present in the narrative.
From the moment you start the game it makes its artistic choices clear

As for the gameplay which lives alongside the narrative, it is a solidly built adventure game with little beyond what you would expect from the genre. It offers the player the option of one of several commands, such as look and use, to interact with the environment and progress. The visual novel narrative is the focus here and the adventure game parts are a means of pacing the player while giving them something to do with their hands in between key plot moments. However, it does suffer from one of the common pitfalls of the genre, unclear progression. What this means is the course of actions required to progress operates on a logic which is not immediately apparent and this leads to confusion and a stalling of the experience. Stories From Sol does not have the esoteric solutions present in many of its peers, but it does have moments where the player is required to perform actions on things seemly unrelated to the matter at hand. None of these are going to stall a player’s progress for any extended period of time and yet their repeated presence does lead to some frustration.
 

Conclusion

 
When a game knows exactly what it wants to be and directs everything into it, the result is a vivid and memorable title as it is with Stories From Sol. Focusing solely on selling this 80s style spaceship fantasy gives it the ability to craft a roller-coaster ride of drama and emotions with a strong sense of direction. Its characters are large and contrasting, allowing for all sorts of interesting interactions and conflicts to naturally arise. The retro mix of pixel art and chiptune emulate period styles while using the advances in technology helps create striking locations and emotive characters. While the ending does feel rushed and there are issues with its adventure game parts, none of these overshadow the game’s wholehearted commitment to its vision.
 
 

Verdict – 

Vivid 80s style and a strong vision craft an unforgettable sci-fi story with lovable characters and suitably pulpy drama. However, the lacklustre ending and the pitfalls it inherits from adventure games do bring down the title’s overall quality.
 
 

Pros -

 
+ Knows exactly what kind of experience it is and firmly sticks to the best elements of 80’s sci-fi while avoiding the parts which have not aged well.
 
+ A roller-coaster of a story which sells the spaceship fantasy in a suitably dramatic manner.
 
+ Its characters are an endearing spread of personalities who constantly rub against each other in this boiling pot of a ship.
 
+ Having a strong retro aesthetic and musical direction makes each moment a feast for the senses.
 

Cons -

 
- The ending feels rushed and has neither the conclusiveness to satisfying nor the impact and set up needed for an engaging cliffhanger.
 
- Suffers from some of the classic issues with adventure games relating to their sometimes obtuse requirements for progression.
 
 

Time Loop – Genre Deep Dive

 

Déjà vu

 
Of all the subgenres of sci-fi and fantasy there are none as popular and influential in visual novels as the Time Loop. It feels as if half of all titles which want to be taken seriously go with some form of Time Loop in order to tell their story. This is perhaps a natural result of wanting to explain the existence of routes from an in-universe perspective without having to deal with their often complex and contradictory content. Of course it can also be used as an excuse to have serious elements sitting right next to silly moments while trying to preserve some sense of continuity. Character reactions to the Time Loop are a favourite playground of this genre and the existance of a loop means they can be pushed to extremes without having any lasting consequences since it will be all be reset. Furthering this approach is the effect dehumanisation has on the person undergoing the loop as they struggle to maintain their sanity in a space without an ending or any means to escape it. Let’s break the loop and discover the appeal and power of the genre.
 

The End is The Beginning

 
Attempts to marry the structure and narrative of visual novels define the medium’s use of this genre. It provides a suitable justification for its route based nature or the flexibility to have a more open ended construction and neither of these extremes feels out of place within the context of a Time Loop. There is an inbuilt expectation for repetition in this genre which aids in the smooth transition in and out of common routes and other opening scenes the player will encounter since it makes sense for the protagonist to experience these events again if they are caught in this cycle. In playing into Time Loop conventions such as these, visual novels can gain the freedom to create twists and turns with the knowledge that the consequences do not need to be immediate. For route based titles the expanding tendrils of each route and their endings are an easy to understand representation of the possible outcomes of the loop. A classic example of this type is YU-NO which shows its differing routes as multi coloured splinters off the opening line on a flowchart through which the player is encouraged to think about how each relates to the others. It is to this menu the game goes after each ending to further push the cyclical nature of its Time Loop and nudge the player towards the branches they have yet to explore. The fact that in order to progress down certain routes requires key items from other paths creates a feeling of the protagonist utilising the loop for their own benefit as more about what is happening becomes clear. On a higher level there is also the collection of special stones which are needed by the player to break out of the loop and push into the second half of the game. All of this comes together to create a tactile weight to unlocking more of the paths and an easy to observe forward momentum. 
Representations of Time Loops in visual novels are always interesting to look at

When it comes to Time Loops within a more open and less directly linear structure Type-Moon’s fandiscs offer a pair of interesting examples. Fate/ Hollow Ataraxia splits itself into individual and self-contained events which the player can pick from during each time period. Since this creates a variety of possible paths through the loop it cannot be easily presented in a flowchart even if the paths for progression are indeed linear. Instead it is the amount of choices and how more are slowly unlocked with each new cycle which sells its repetition while not actually reusing more content than it absolutely has to in order create a connection between player and protagonist. Kagetsu Tooya leans closer to the continuous perspective approach like YU-NO but takes it to its logical extreme with so many paths and off shoots that attempting to make a flowchart for it would lead to an difficult to understand mess of lines. It forms a labyrinth of ways forwards where the player is going to constantly bump into endings or new routes as they work to help the protagonist escape. There is an implicit challenge in this structure where the player must explore and understand the space they are operating within so they can find the way out and so fosters an engagement not otherwise possible without the existence of a Time Loop.
 

People Under Pressure

 
No matter how interesting a Time Loop might be structurally, if there are not characters being pushed to their extremes then it will be a dry experience. Visual novels address this potential issue through pushing their already character centric nature and keeping their focus squarely on the people caught up in the loop. Due to the way the loop removes a lot of the immediate consequences from character actions they can be pushed to extremes that might normally be damaging or life changing but here are removed once the loop resets. This lets the story probe deep into a character’s motivations without having to worry about how this will effect anyone in the long term and allows it an adaptability when it comes to how to handle and frame each new clash of identities. Extremes like these still have to make sense within the context of the world or risk the loop appearing incoherent so this freedom with the characters is not a ticket to do whatever wild things the developer wants. Even if the characters do not remember their actions in the loop, the player will and so it is their mindset the game has to form its believability around. 
Characters are key to a good Time Loop

Generally this character focus pushes the cast into the spotlight one at a time as with our two examples of this use of the Time Loop, Cross Channel and Little Busters. Route based Time Loops such as Little Busters already have an inbuilt mechanism where the player expects the visual novel to concentrate on the selected character and so does not have to contrive a situation for this emphasis since the player has already created it themselves. It also helps the player understand each character’s place in the world and their role in the greater plot in a controlled yet exciting manner. By contrast Cross Channel is far more rigidly constructed with heroines each getting their turn in a linear order and provides a lot of fine control over the player’s expectations and anticipation. The main advantage this approach brings is the way it integrates the otherwise isolated character arcs into a smooth and natural feeling direct path as opposed to the bitty feeling route system.
 

Dehumanisation And The Looper

 
Repeating the same few days again and again is going to have an impact of the mental state of the looper and change how they view the people around them. When there are no lasting consequences why should you care about your actions? If people are just going to reset as soon as a new loop starts can they really be considered anything more than set dressing? There is an inevitable nihilism that seeps into a looper's world-view the longer they remain trapped and they start dehumanise the individuals they once cared about before eventually doing this to themselves. Since this is a pretty dark subject many Time Loops in visual novels skirt around the issue by have the protagonist only remember parts of the loop so they get to keep being themselves. However, when it is addressed the character development opportunities it offers are powerful and lead to many memorable moments. This is generally handled in two ways, witnessing the character struggle with the birth of these emotions or showing someone who has succumbed to the nihilism pull themselves out of it. 
Rika is interesting since we see her from the outside for most of the story

Perhaps the most iconic example of the first type is Okabe Rintarou as he fights against a loop which seems set in stone. From the intimate perspective afforded by the visual novel format we get to see the decline in Okabe’s mental state as he tries many different things in order to save those he cares about only for the world to just adapt to his actions and lead the same outcome regardless. It is only through opening up to the people he has started to dehumanise that he can pull himself back from the pit of despair and move towards resolving the loop which is a satisfying arc to watch unfold. On the other side we have Rika Furude who has long ago been consumed by the nihilism of the loop. What makes this noticeably different to Okabe’s portrayal is the way the player gets to see this repeatedly from the persective of someone who is unknowingly trapped in the loop. This makes her sudden personality switching, treatment of her friends like pawns and loss of interest when she considers the current loop a failure appear alien and creates a tension between her perspective and the rest of the cast as they try to salvage what she knows to already be doomed. Once the player finally does get to see the twisted inner workings of her head it is as a means to show her pulling herself out of this pit through the new hope she has found and ultimately resulting in her finding a way to her desired future.
 

Conclusion

 
Visual novels and Time Loops are a perfect match for each other and a constant source of new and engaging stories. The genre gives an easy justification for the standard route based structure as well as more experimental and flexible paths through the game. It offers an opportunity to push its characters to their limits with the knowledge that the long term consequences do not have to be considered so the extremes can be wild. The person aware of the loop offers a unique means of showcasing how easy it is for humans to slip into nihilism and the dehumanisation of people they once cared about when pushed beyond their limits. Overall there are few more fertile grounds then the Time Loop and if you are thinking about making one then considering the various options available to visual novels can go a long way.
 
 

MYTH Review – Walking With My Shadow


Genre – Mystery, Thriller, Denpa    Play Time – 20 hours    Developer – Circletempo   Steam   VNDB  

 

Walking Without A Shadow

 
In a world where everyone is shadowless, should you trust someone who has one? This is a tale of multiple dimensions, interweaving character relationships and even parents eating their own children. There is nothing quite like MYTH and it can make explaining its qualities to another person somewhat difficult, especially since it relies so heavily on plot twists and this constrains what can be discussed. Nevertheless, this review will endeavour to cover the ups and downs of the game while keeping away from the deeper aspects of the winding plot. One of the ways it likes to keep people guessing is through a variety of POV characters who at first glance seem to have nothing to do with one another and the small casts which surround them. In order to keep track of all these different moving parts MYTH gives ample charts and reference information to encourage theorycrafting at every turn. The most noticeable flaw in the title is its limited presentation which stems from its low budget and small development team. Is the weakness enough to draw people out of the experience and undermine its elaborate narrative? Let’s locate ourselves a shadow and find out.
 

Step Into The Labyrinth – Narrative And Themes

 
The largest reason to play MYTH can be found in the complex and interconnected narrative and the way it is carefully given to the player one helping at a time. From the moment the game starts we are presented with a mysterious world where people do not have shadows and it is here we are introduced to our first protagonist, Tanabe Meito. Not much time is initially spent here and Meito is swiftly pulled into another equally strange world by Shimon, yet it will linger in the player’s mind while leading to a pay off much later on. This process of highlighting key elements of the story for future reveals through their sheer abnormality is what makes the journey so memorable as it pulls on all kinds of sci-fi and mythological references to hint at the bigger picture. Slowly teasing ideas with distinctive yet separate elements, which invite the player to consider how they functions, provides an incentive to form theories about how all these pieces link to one another. The way MYTH loves to jump between protagonists, sometimes without informing the player, reinforces these feelings of intrigue as it reframes concepts which the player may have thought they understood. In many ways the build up where all the theory crafting takes place is more interesting than the truth about what is going on. Not because the truth is boring or underwhelming, but rather the back and forth between player and game as theories are tested against new information is so incredibly engaging that it carries a powerful momentum throughout the entire experience.
MYTH is broadly series yet know how to add some levity into the mix

Perhaps it is inevitable that the strengths of a complex visual novel are also one of its primary weaknesses. This is a game so in love with its plot twists and reveals it can sometimes take it too far and they become somewhat overwhelming and nonsensical. Towards the end of the story the twists come at a rapid pace and in order to justify certain revelations there have to be leaps in logic to accommodate them. Many are inoffensive and make some degree of sense, but there are a fair few pushing the bounds of believability too far and causing the player to be distracted by them when they should be focusing on the narrative climax. The really important twists manage to avoid this fate since it is clear the developers have thought about their implementation at length, but it hurts them by proximity and a feeling of inconsistency. At the point this issue arises a player is likely already going to see the game through to the end, but it does take away from what it otherwise an emotional and tense finale.

Many Universes, Many Faces – Characters

 
Swapping between the various point of view protagonists and seeing their very different opinions on their worlds acts a major pillar for MYTH. To start out there are just two POV characters in Meito and oddly named Berserker with more being added as the game moves along. This pair perfectly captures the range of characterisation the player can expect from future POV characters. The seemly ordinary Meito contrasting against the violent and strange Berserker who is being eaten by his mother perfectly represent the extremes of MYTH's narrative space. Everyone other POV character falls somewhere within this range and expands their respective angle on the greater mysteries. Being inside their heads helps make the more esoteric protagonists, in particular Berserker, more engaging to witnesses as the player gets to see the full twisted and morbidly fascinating workings of their minds rather than the potential vague outline of them a third person view would provide. The regular switching between them helps keep the narrative feeling fresh through a constant sense of new things being uncovered and new strange worlds coming into focus. It is important for MYTH that these POV characters be as memorable as possible since they form a large part of what is a relatively small core cast and so the scrutiny placed on them from the player is more intense than might otherwise be found in a large group. As such their intense nature is a direct response to the requirement and this elaborate solution defines a lot of the game’s identity.
Berserker is a truly odd character

Beyond the POV protagonists, the main cast is a relatively small affair with each group consisting of no more than a handful of characters. Take for example Meito, he has a total of three important characters around him, in Riri, Shimon and Sou, and together they are the people the player will spend the majority of their time interacting with. Such a small group ensures an intimate knowledge of their relationships and a greater number of opportunities to grow attached to them during the slower paced moments. These bonds make it more personal when the doubts about the characters’ intentions come crawling out of the woodwork and the player has no choice but to reevaluate them in the context of Meito’s story and also their appearances from other perspectives. Having this doubt weave into the protagonist switching creates an interesting push and pull about how the player feels about certain cast members due to their seemly contradictory presentation. While this is happening the game provides characterisation to all these sides of them so they come across as distinct and create uncertainty about the reliability of each protagonist’s testimony. 
 

Pushing Through Limitations – Visual, Audio and Technical

 
The first thing you will notice when starting up MYTH for the first time is its low budget nature. From the simple character portraits with limited expressions to the small pool of background music and sound effects, it is a constant presence throughout its play time. Having this reuse of assets can lead to some sources of confusion about what is being show on screen. For example, if a background asset of a forest is used in two different characters’ perspectives how should this be thought about? Are they in the same location or is this just a strategic recycling of assets? Due to how vague the narrative can be, and the fact that both are true at different times, it muddies the player’s understanding of what is going on and hurts the viability of their theorising. It also suffers from the standard feelings of repetition from being forced to use the same visuals and audio on a regular basis. Through a clever re-framing of these assets from the different perspectives and contexts MYTH mitigates the fatigue that might otherwise be present. Keeping everything fresh with new framing is a key pillar of every part of MYTH and it is just as strong here as it is everywhere else.
Good charts are always a blessing

As the complexity of the plot and the number of cast members increases it can be difficult to keep track of everything. To alleviate this burden MYTH has a series of charts and notes which documents of all the big reveals and character relationships. This helps the narrative avoid repeating information for the sake of catching the player up on something they may have missed and it gives the player a space to take a break and speculate about what is going on. Keeping each part as clearly defined as possible is a big focus for these charts and one of the main way they achieved this is through dividing it along the narrative lines player’s are encountering in game. The largest example of this is how the character relationship charts are each centred around a different POV protagonists to match up with what the player is experiencing. It cannot be overstated how much these charts and notes make the feeling of playing MYTH more accessible and it is something more visual novels should include if they want to lean into complexity in their narratives.
 

Conclusion

 
Strange is perhaps the single word which best sums up every aspect of MYTH and it uses this to its advantage. The twisting story keeps the player guessing and encourages them to engage in their own theorycrafting about what is going on. This is aided by a well put together suite of charts and notes to help them keep track of events and characters. Presenting all of this through a variety of POV protagonists each with their own small main cast works to create an interesting and dynamic set of characters. It is only held back by its status as a low budget title limiting its available assets and the way it can sometimes push its plot twists a little too far.
 
 

Verdict – 

Strange worlds and imaginative characters populate a rich and winding narrative that rewards the player’s willingness to engage with it. Despite its low budget presentation, there is nothing quite like MYTH.
 
 

Pros -

 
+ Complex and interweaving plot which engages with the player’s ability to think about the situation from different angles.
 
+ Smart use of a variety of POV characters to create intrigue.
 
+ Small core casts around each protagonist ensure the player is able to get intimately familiar with them.
 
+ A suite of charts and information which constantly updates to help the player keep track of what is going on.
 

Cons -

 
- Can push the plot twists of its tangled plot too far and it can be distracting.
 
- Its low budget nature leads to the reuse of a lot of assets.
 

Himawari – The Sunflower – Review – Between Earth And Space

Genre – Mystery, Sci Fi, Slice of Life    Play Time – 40 hours    Developer – Blank Note & Frontwing   Steam    VNDB

 

Blooming Under The Sun

 
A girl mysteriously falling from the sky and changing the protagonist’s life is a well worn cliché. So when Aries crash lands the player likely thinks they already know where this is going, but Himawari has more than a few tricks up its sleeve to prove them wrong. Divided into two halves, earth and space, this is a tale of love, sacrifice and loss played out by a broken cast of colourful characters. It is an odd mix of an early slow burn with a dynamic second part where the game shifts genre dramatically which will either turn people off or intrigue them. The twists and turns present in the later parts of the game work to keep the game feeling fresh, but there is a definite feeling that the game does not quite understand when it should stop. Does this story of heaven and earth glitter brightly or collapse under the weight of its own dramatic reveals? Let’s escape from space and find out.
 

Crash Landing From The Heavens – Narrative and Themes

 
The opening section of the game is a decidedly slow burn in terms of pacing with the narrative content taking its time after Aries arrives. Slice of Life antics become the focus of events and there is an effort to establish a baseline for the characters and world which the later parts can build upon or undermine. Having the Space Club being the binding element helps provides a means to connect the sci-fi existence that is Aries and Co. to the otherwise grounded presentation of the setting so they do not feel out of place. It also works as a means of giving the characters an objective to aim for in the form of their miniature spacecraft in order to offer a sense of direction these opening hours might otherwise lack. On a surface level, there is nothing here that the player has likely not seen many time before as it leans into a lot of the standard story tropes of the Slice of Life genre, but it is in the finer detail where Himawari begins to expose its true nature. There is an unsettling air hanging over the entire of this section with character’s behaving very slightly off and key gaps beginning to form in the player’s understand of what is going on. If the player takes a step off the beaten path and into one of the bad ends then they are greeted by events which call into question the reliability of the protagonist and the intentions of those around him. These feelings build up over time while the game still maintains the bright and happy veneer which does a good job at keeping long term interest and unease. All this build up is paid off when the first part ends and the mask comes off as Himarwari reveals what kind of story it really wants to tell.
Aries is far from a normal girl who falls from the sky

Once the narrative shift occurs the game moves into being more direct with its themes and character arcs. Despite the dramatic change in setting there a sense of continuity maintained through the duality of earth and space as a core motif around which it can place its twists and turns. The new characters introduced do a good job of getting the player invested in them quickly so the plot does not have to slow down and returning ones are looked at from a new angle to make them stand out once again. The many twists and revelations come to define the feel of this half of the game with it often adopting the approach of putting major plot reveals in every other scene. As the truth nature of what was witnessed in the first part becomes clearer it retroactively adds layers to its story while keeping the focus firmly on what is happening in each new event. If a player remembers anything about Himarwari it will be these sections given the contrast it utilises to carve out its own identity. After these twists are finished the game returns to the original setting to wrap up the remaining plot threads and bring the other characters back into the narrative to provide closure. The route following this return to the familiar works well as a means to bring the game down from its previous high into a more grounded sense of place so the themes and ideas can once again be examined from this angle in light of the new information the player has learned. At the end of this route there is a feeling of conclusion to all that has come before as the important characters reach a suitable resolution.
Everything is normal right?

Unfortunately the game does not end at this point, there is still one last route before the final credits roll. It focuses on a side character who up until this point has been mostly a plot device to motivate the primary antagonist. This does give them a chance to shine after being sidelined for so long and there is no doubt that an expansion to her role within the story was a much needed element. However, it is in its execution and placement within the overall structure of the game where it falls down and creates the feeling of the game not knowing when to stop. Part of this stems from the attempt this route makes to have the primary antagonist appear sympathetic which in theory sounds like a good idea, but in execution does not sit well with the rest of the game. The issue stems from the way the antagonist has been shown to be irredeemably horrible to characters the player has been made to care about and then game then turns around expecting the player to forgive them without them really doing anything to make amends for the harm they have caused. It also hurts the side character who is meant to be the focus of the route by cutting into their presence within the story and undermining their character arc. Overall the route is messy and leaves Himawari feeling inconsistent and unable to end its own story properly.
 

A Field Of Sunflowers – Characters

 
Nobody is what they first appear in Himawari as their scars run deep and twist them in ways which are not immediately obvious from the outside. It is this duality that provides much of the tension within the narrative as the player constantly finds themselves uncertain about what motivates the characters. Rather than framing this act of concealment as negative and deceitful, it is instead shown as a desperate act of someone afraid of the pain they might risk from opening themselves up to another. Each character plays this fear from a different angle with some putting on a confident and energetic front while others choose to be cold and abrasive, but all do so for similar and interconnected reasons. The exploration of how and why they became the way they are forms a lot of the appeal of Himawari as it gives a long term feeling of progression for the player to dig into and an easy means of tracking it. Through this concealment and revelation, the characters can reflect the change between the first and second section by performing the character equivalent to plot twists and keeping up with the increased narrative drama. The unique textured and sense of humanity this gives to the cast cannot be oversold and makes them memorable long after the game has concluded.
Everyone has a side to them they don't want others to see

Due to the need for the characters’ motivations to remain hidden so the twists can have their desired impact, the cast is noticeably restricted in the first section and become more dynamic later on. On paper this might sound like an acceptable compromise for the sake of the overall game, and to a certain extent it is, yet the opening part is what the player is initially presented with and it can struggle to hold their interest until the meat of the narrative. Once the characters finish their introductions they more or less remain static for the rest of the opening in way which is obvious to the player and prevents the cast from feeling like real people or providing reasons to be invested in them. This hurts in the long term as it encourages a detachment from the events of the story since the game focuses so much on its static character in its early sections. While the more dynamic and developed character presentation of the later sections does a lot to remedy this issue, the damage never quite goes away and there is a definite sense of imbalance to the game’s structure as a result.
 

On Earth And In The Stars – Visual, Audio and Technical

 
The version of Himawari available in English is not the original release, but instead the remaster. This is reflected in the higher quality visual and audio design as well as some interesting technical features for player convenience. Visually there is a core moe art style with cute and round characters who fit right into the slice of life and light hearted opening section and act as a contrast to the darker elements displayed later on. It works as an upgraded version of the original game’s visual design by preserving the intent of its choices while giving it a much needed facelift to allow it to appeal to a wider audience. The soundtrack has received a similar injection of new life where the tracks have been provided with a wider range of sounds and an improved audio quality. This invokes the same feelings as the original but smooths off the rough edges to give the player an overall more engaging experience with the fewest barriers to their enjoyment as possible. In this vein the scene viewer Himawari has available offers accessibility for the player to any of the content they have already seen without having to play through the entire game again. It is rare for a scene viewer to allow for the picking of any scene in the game and most just show a select few important ones, so the presence of such an expansive one here is notable and leads to a more pleasant repeated play experience.
It is a very pleasent game to look at

Conclusion

 
More than most visual novels, Himawari relies on its plot twists and the overall structure of its narrative and characters to present its ideas and themes. It is a good thing then that all these elements are so strong. The plot starts out as a slow burn where tension is built up and it transitions into a plot twist driven drama before coming back down to earth for a grounded wrap up of loose threads. Backing this roller-coaster ride up is a cast of dynamic and deeply flawed people who hide behind masks out of fear of being hurt again which gives the narrative a unique texture. The game does have its weaknesses such as static feeling characters at the beginning and the story going on far beyond the point it should have reached its natural conclusion, but none of this is enough to overshadow the outstanding and human tale being told. 
 
 

Verdict – 

There are few titles which can match the perfect balance of personal and thematic storytelling of Himawari. Even if it does stubble in executing the pacing of some character development and dragging on beyond its narrative conclusion.

 
 

Pros - 

 
+ Early slow burn adds tension and makes you question the character’s motivations and reliability.
 
+ Once the twists start to kick in things are appropriately escalated and lean into the key dramatic moments.
 
+ Cast is an engaging mix of dynamic and fragile characters with each offering something unique, but they are also deeply connected to one another.
 
+ The visual, soundtrack and accessibility benefits of being a remaster improve appeal of the title to wider audience.
 

Cons -

 
- Story does not know when to stop and continues on beyond its natural conclusion.
 
- Characters are relatively static early on which can make it difficult to invest in them to the degree the game wants.
 

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