Tsukihime -A piece of blue glass moon- (Remake) Review – Reimagined Under A Brilliant Moon

 

Genre – Urban Fantasy, Suspense, Horror, Action    Play Time – 30 hours    Developer – Type Moon   VNDB

 

Will It Disappear At Dawn?

 
The remake of Tsukihime was once considered a dead project by the fanbase due to how long it took to show any results to the point of being a running joke. Even when it finally did produce something the resulting visual novel only covered the first half of the original with the second half coming later. This release was subtitled A Piece of Blue Glass Moon and is the subject this review. The game covers the Near Side routes, these being Arcueid and Ciel, which focus around the greater world of Tsukihime with its supernatural forces on full display. In the original this was arguably the weaker half of the game given its role to act as set up for the other routes and in particular how much Ciel’s route retreads a lot of Arcueid’s route. Through this remake Type Moon tried to address these shortcomings of the original 2000s title and create a definitive version of their first work with the bells and whistles provided by modern techniques and a vastly bigger budget. Was the wait worth it or does this vampiric tale burn in the light of day? Let’s skulk under moonlight and find out.
 

Once Again Walking With Death – Narrative and Themes

 
As a remake there are certain expectations the game inherits from the original when it comes to content, characters and overall theming. This is a strong and well defined legacy to inherit and there are times when you can feel the game struggle under its weight as it can occasionally give certain moments more emphasis then they deserve. However, overall the title is a broad success in terms of preserving and enhancing the elements which made the Near Side so distinctive, these being a commitment to psychological and vampiric horror, a leaning towards action and world building. For Arcueid’s route this hold especially true since the game copies much of that route verbatim with the only real alterations being made on the moment to moment interactions between characters, otherwise this revision is faithful to a fault. Beyond the adhering to the original there is an understanding of what the new technology can bring to older scene that enhances them in a such a way that you know the original would have done the same if it had the ability to do so. This includes the proper use of movement, lighting and camera angles to sell the emotion the text is trying to invoke in a subtle way so as not be as unnoticeable as it is powerful. The effect these enhancements have in making the remake seem more like you remember the original cannot be overstated and is one of the game’s strongest aspects for returning fans.
Ciel is by far the character who benefits the most from the remake

On the opposite side we have the many changes the remake has made in order to rectify the flaws and limitations of the original work. These includes range from minor things like the reordering of events to make more sense and the expansion of certain character moments to increase their prominence to the wholesale rewriting of Ciel’s route. The original version of Ciel’s route suffered from borrowing too much from Arcueid’s route and a general sense that it had been rushed so it was a perfect candidate for a reimagining to bring out the potential of Ciel’s character. However, rather than throwing out the entire original route, the broad strokes have been preserved and the new material fitted around them so as to maintain the identity of Ciel’s route and offer a little subversion for returning players. The new additions to the route revolve around exploring Ciel’s past in a more expansive way which was a previously lacking area. It does this through having more character’s related to the Church being present for Ciel and Shiki to interact with and by drawing more parallels between Shiki’s plight and the experiences that have shaped Ciel into the person she is today. These touches do wonders to improve upon Ciel’s characterisation and give the route a much needed identity distinct from Arcueid’s route. The revitalisation of Ciel’s route is by far the game’s greatest success and the main reason to play it if you have already played the original.
 
This reimagining is accompanied by a need to be bigger and better than the original, even more so when it is only half of the overall narrative of that first game. Due to this need to fill space the remake can often extend scenes beyond their natural ending and adding in fluff events that are cute but do nothing to progress any part of the game forward. This is most noticeable in Arcueid’s route where the changes to what was a tightly paced experience are more obvious due to the way they temporarily grind events to a halt to accommodate them. While downtime is necessary to keep the player from burning out from all the tension and high stakes, there is a difference between having these moments further character dynamics and just repeating the same basic jokes or adding in long-winded monologues that do nothing to engage the player. Throughout other parts of the game you can feel similar occasional hiccups in pacing and they temporarily bring you out of the story as they put on the breaks in a highly unnatural manner. However, they are overall uncommon enough as to not destroy the game’s core narrative and are instead a series of minor nuisances.
Umm... are you okay Shiki?

Power level might seem like an odd thing to bring up as a criticism of a game which has always had its fair share of action, but it is in the inconsistency of that power level where the biggest issue with this remake lies. The problems manifest at two distinct points, fights related to the vampire Vlov and the final battle at the end of Ciel’s route. These conflicts are almost apocalyptic in scale and feel so detached from the rest of the game which deals in relatively down to earth and deadly threats. This is especially strange when considering our protagonist Shiki is presented as fragile and human outside of these battles but inside them he displays an ability to fight and survive damage he never uses outside of these moments. Vlov is the bigger offender since he is in the middle of the narrative meaning that the power level spikes when he appears and afterwards drops like a stone back down to its original levels. This causes a strong sense of whiplash and a feeling that Vlov does not belong with the rest of the game making it obvious he is a new addition. The final fight in Ciel’s route at least attempts to justify why the power level spikes, but its problem is the jump is just so ridiculously large with the strength of the characters involved moving from vaguely realistic to completely over the moon in a short space of time. It seems to be this way so as to have a big finale for the game since it now lacks the second half and must end on some kind of resolution to provide catharsis for the player. Since these two examples constitute a very small amount of the overall play time it would be misleading to say they ruined the game, but the poor way they were handled as part of the whole narrative does leave a sour taste in your mouth as it kicks you out from enjoying what are in isolation very impressive fights. However, they feel like the belong more in Fate Grand Order than they do in Tsukihime.
 

Of Vampires And Mortals – Characters

 
The majority of the remake’s cast is inherited from the original Tsukihime and they are as distinctive here as they have always been. Time has been kind to the main characters, they have remained relatively unmolested by imitators or an obsession with moe and feel as fresh as they did back when the original was released. Having a protagonist like Shiki at the helm helps a lot since his mixture of kindness, violent urges, supernatural powers and physical weakness makes for a soup from which a variety of character arcs are possible and provides things for the heroine’s to bounce off to create engaging dialogue. He is at once likeable and interestingly flawed which makes seeing events through his eyes an entertaining journey and his mortality adds stakes to every confrontation with the world of vampires. The two main heroine’s of the game, Arcueid and Ciel, strike the right balance between being proactive driving forces for the narrative and being vulnerable enough that it is believable for them to need Shiki both emotionally and as backup in battle. Beyond this the rest of the returning cast have mostly background roles in this game but even here they showcase a degree of complexity while hinting at what is yet to come. Together they are as memorable as always and the remake captures why they entranced so many people over the years.
Noel is an... interesting character

As for the new cast members introduced in the remake, those which are directly involved in the plot work to expand the horizons of the narrative and provide a more well rounded character experience. They are mostly related to the Church and thus shine in Ciel’s route, but make enough of an appearance in Arcueid’s route so as to not appear out of nowhere when it is their time on screen. Their existence is an effort to give Ciel and Shiki some characters to interact with who relate to the side of the world Ciel exists on which the original was sorely lacking. For example Noel acts as Ciel’s work partner and is a complete contrast to Ciel’s personality being a strange mix of cowardice and adult, almost predatory, charm. This makes her an excellent character for Shiki to interact with and receive information that Ciel would not be willing to give up and allow Shiki to express feeling through an outlet beyond the main heroines. All the Church related cast broadly act in a similar manner and allow for a richer understanding of the world, past and beliefs of Ciel that were not properly explored before. It is in the new content that they shine their brightest and showcase the wonders well constructed additions can do to breath life into existing stories.
Oh boy is this guy creepy

Not all the new additions are used quite as effectively as those related to the Church and these are the characters who are in the waiting room for their important role in the next game. They mostly relate in some way to the Tohno household which is the subject of the Far Side routes but is only loosely touched upon in this game. As such they appear repeatedly in the common route before mostly dropping off the face of the earth as soon as a heroine route starts. Saiki Gouto is a good example of this as he is introduced early on with a unique antagonist relationship with Shiki and his abandonment of the Toono family. After this he appears a couple more times to deliver cryptic messages and veiled threats and then he is never heard from again. He is probably the most blatant set up for next game character in the entire visual novel and this makes he come off as a distraction which is wasting the player’s time since there is no pay off to his presence. On top of this it gives a general sense of the game being only half finished which is not something you should be regularly remaining the player of while they are trying to enjoy what is here.
 

A Revitalised Full Moon – Visual, Audio and Technical

 
Visuals and audio were never the strong points of the original Tsukihime so any improvement to them would make the remake stand out against it. However, rather than simply replacing the identity of the original’s visuals and audio, the remake takes them as a basis to improve upon and regularly invokes these elements of the original through subtle nods or complete recreations. Above all else it brings these aspects of Tsukihime in line with the standard of modern Type Moon and makes them more accessible to a modern audience. There is a surprising amount of movement on display as the characters display a dynamic suite of positions and expression for their portaits to sell everything from the power of a blow to their hidden feelings. This move towards the unifying of the game’s style with the rest of the developer’s catalogue does come with an occasional hiccup where certain characters can look very similar to character from other games they have developed. Arcueid and Shiki suffer from this when they drift into looking like Saber and Shiro respectively and this is very distracting when you are trying to be invested in these characters. On the musical front, the majority of the tracks are entirely new since the original only had a handful of songs, but some of that old catalogue is maintained here in the form of remixes and bringing in motifs from them. In combination they make for delightful soundtrack perfect from enrapturing both new and old fans.
Flowcharts are important for a more complicated visual novel

On a broader technical perspective, the remake makes use of a variety of presentation and accessibility elements to create an experience that is both tense and flows well. The choice of NVL as the game’s formatting style carries over from the original and is as good here at building atmosphere as it was before. There have been a few touches to make the potential walls of text more intelligible through having only the most recent line of text be bright and all the previous ones take on a darker hue to ensure clarity. In line with this move towards lucidity, a flowchart has been included in the game which allows for the player to see their progress, the consequences of their actions and jump to any unlocked scene at will. This lets the player navigate through the game without having to worry about constantly saving at every choice and wondering what action caused what outcome and, with the return of the helpful Teach Me Ciel Sensei, every effort has been made to ensure the player is never lost. 
 

Conclusion

 
Tsukihime is certainly a game that needed a remake, but it is also a game with a lot of exceptions and baggage attached to it and for the most part the remake does a good job of capturing the essence of the sections it adapts. It is at once faithful to the original while taking on board new ideas to improve the weaker elements of the base game. In doing so it does run into some issues with how it handles the power level of the game which leads to a feeling of inconsistency at times. The old characters continue to be as charming as ever and the new additions who stand out here share a similar level of quality. There are some new characters that exist as set up for the next game and they feel really out of place here given they have no real role to play in the narrative. From a visual and audio stand point the game is a dramatic improvement over the original and breaths some much needed life into it. Modern conveniences have also been included in the remake with things like a flowchart making for a more streamlined and smooth experience. This is about as good a remake of Tsukihime as could be expected and with the second half coming at some point it will be interesting to see what the complete title will look like.
 

Verdict –

A gold standard for visual novel remakes which captures the essence of the original while not being afraid to improve upon its weaknesses, even if it does stumble under the weight of these changes.

 

Pros -

 
+ Faithful to the narrative and themes of the original visual novel.
 
+ Adds additional content where needed to expand upon the weaker elements of the narrative, in particular with Ciel’s route.
 
+ The old cast is as memorable as ever and they are joined by a set of new characters who wonderfully fill holes present in the original game.
 
+ Having a modern coat of visual and audio paint does wonders for the effectiveness of the emotional beats.
 
+ Modern accessibility features such a flowchart allow for a smoother recovery from any potential bad endings.
 

Cons -

 
- The inconsistent power level of the battles can draw you out the experience and make it difficult to suspend your disbelief.
 
- Not all of the new cast are utilised in this game and many of them exist as set up for the next title.
 
- Having a modern Type Moon art style can sometimes lead to characters looking eerily similar to ones from their other games.
 
- The new content can make the game feel bloated at times.
 

Best Visual Novel Releases – August 2023


As the last days of summer come to an end and the cooler Autumn breeze begins to blow, it is time to see what the scorching heat has left behind this month in the world of visual novels. There have been a number of interesting releases from both the official and fan spheres covering everything from musical romance to jousting drama to supernatural thriller. These each bring something unique to the visual novel buffet and the best among them are presented here for your pleasure. Let’s welcome the cooler weather and look at what the medium has to offer.
 

Official Releases

 

WHITE ALBUM: Memories like Falling Snow

Steam     VNDB   Genre – Music, Drama, Romance     Play Time – 25 hours

Originally released in 1998, this visual novel is one of the most iconic romance titles of the period with its striking and delicate tale of pure love. The version now available is a later remastered edition which gave the old game a much needed face lift to help sell it to new audiences. It follows our protagonist, Fuji Touya, as he grapples with the new found idol stardom of his long term girlfriend and the troubles this brings into his life. Whether this is to results in him remaining loyal or finding comfort in another is up to the player as they guide him through this roller-coaster of emotions. Music and the idol industry are utilised well here to give a sense of conflict and substance to the trials facing the characters and while it is not the deepest examination of the industry it still presents it in an even light with considerations for both sides of the argument. If you ever wondered what the granddaddy of romance visual novels looks like now is your chance to find out.
 

Mandemon

Steam     VNDB   Genre – Mystery, Thriller    Play Time – 4 hours

This is a strange one, a short, atmospheric thriller visual novel that leans heavily into its oppressive undertones to sell its narrative. Yet there are more layers than it a first appears and overall it will leave a lasting impression through its economical use of the limited space available. Focused around the presence of the titular mandemon and the murder which has invaded the characters’ lives and threatens to consume them in its madness. There is not much that can be said about this game due to its reliance on twists to support the experience and how small the game is, but the package does come together in a surprising competent way and is a good means to burn a few hours having fun as you hold your breath wondering about what is going to happen next.
 

Norn9: Last Era

Nintendo Eshop     VNDB   Genre – Otome, Fandisc    Play Time – 35 hours

August’s standout Otome title is the fandisc to the excellent Norn9 and continues that game’s high narrative standard while expanding on the characters. The game is split into three sections, Concerto Kyousoukyoku, which is your standard after story fair, Fuga Tonsoukyoku, a section featuring tales from the male perspective, and Fantasia Gensoukyoku, that looks at the dangers of indulging the desire to consider the what-ifs. Together they fill in the remaining holes left by the main visual novel and provide some much needed alternative perspectives on key ideas and emotions. Overall, this is a must have for fans of the original but as you might expect offers nothing to a new player who is better off looking to the original to their otome fix.
 

Clover Day's Plus

Steam    VNDB    Genre – Romance, Slice Of Life    Play Time – 30 hours

If White Album is the strength of an older school of romance visual novel then Clover Day’s is a testament to what the modern approach to the genre brings to the table. At first glance there might not seem to be anything special about Clover Day’s. It opens and presents itself in the way we have come to expect from the romance/ slice of life genre with its emphasis on promises, established character relationship and the expected group of girls vying for our protagonist’s attention. However, what set this game apart is the sincerity with which it presents these bugging relationships and how it play on the themes to explore what each bond means to those involved in it. Promises and what it is to keep them define the characters quest to understand their feeling and work towards their happiness. Clover Day’s is truly an example of how to do the genre right and put the soul into your characters that will make them leave a lasting impression of the player.
 

Fan Translations

 

Planetarian ~Snow Globe~

Patch Download      VNDB   Genre – Sci-Fi, Slice of Life    Play Time – 2 hours

Being the prequel to one of the most beloved short Key titles is a tall order and doubly so when that title was a complete experience in the first place. Such is the position that Planetarian ~Snow Globe~ finds itself in and rather than trying to stand up to match the game it leads into, it instead decides to forge its own short and sweet tale. The result is a story using familiar elements and places from the original game and tells a non-essential narrative within the universe. If you walk into this game expecting another game as heart wrenching as the original Planetarian then you are in for a disappointment as it aims for a much lower bar of quality. Despite this difference there is a tight story of a normal world in the not so distant future and a small look at the lives lived there. If you can meet it on those terms then there is a few hours of fun awaiting you.
 

Walkure Romanze ~Shoujo Kishi Monogatari~

Patch Download    VNDB   Genre – Romance, Sport    Play Time – 30 hours

Visual novels are no stranger to basing themselves around off the wall sports or even fantastical ones like in Aokana, but there is something particularly odd about Walkure Romanze’s choice of jousting as its core element. Even more so when the entire school our protagonist goes to is fixated on it as its sole sport. There is a definite need to engage one’s suspension of disbelief when playing this game as it makes no attempt to justify why this state of affairs is even possible and seems more interested in girls in knight armour on horses. Despite this the jousting gives strong a strong sense of identity to the title and is merged into the character arcs in a satisfying way in not too dissimilar to its stable-mate Aokana. The emotional stakes are shaped in just the right way in order to ensure the climax of the story and sport match where they need to and provide a well rounded narrative.
 

Bloodstained Flowers

Patch Download     VNDB   Genre – Murder Mystery, Trapped    Play Time – 3 hours
 
There is something about the trapped/ survival plot that holds a unique appeal in the way it can bring out the many sides of its characters by placing them under extreme stress. Bloodstained Flowers offers a condensed version of this formula and leans heavily into the murder mystery genre to keep the player guessing. The story follows the members of the Mystery Club as they go to the Utsugi Mansion where a group suicide is said to have occurred, but it soon becomes clear that their lives are in danger as the pollen of a strange flower threatens do be the death of them all. With the desperation of the situation established, all sorts of hidden secrets come to the surface and intrigue ensues alongside a healthy among of bad endings to spice things up. Bite sized goodness is a running theme this month and Bloodstained Flowers provides the staples of its genre in a condensed time-frame.
 

Gacha Mechanics – An Anatomy Of Visual Novels


What Is In The Box?

 
One of the latest and perhaps most contentious recent development in the sphere of visual novels is the rise of gatcha mechanics as one of the prominent elements in the design space. Leaning heavily into the mobile market, they involve spending currency for acquisition of a selection of random characters and items from a set pool with rarities attached to them. For such a seemingly simple mechanic it warps everything around it to help it function properly and this is doubly true for its inflence on visual novels since they both share a focus on characters. The gacha demand a continual stream of content and a story without an end with a desirable cast and it does not care about the form all of that takes so long as it feeds the player back towards the gatcha. This might sound like a wholly negative influence but it does allow for the flexibility and inventiveness of visual novels to come to the forefront. The success of gacha from a monetary perspective means it is likely here to stay and, while a discussion of the moral and financial impact is beyond the scope of this article, it is something you should hold at the back of your mind because as they say, money speaks. Let’s be mesmerised by the pretty lights and see what gacha brings to the table.
 

The Never Ending Story 

 
In order to continue to keep player interested gacha mechanics must have a constant stream of new characters to tempt the player into trying to acquire them. As a character without some sort of complimentary narrative holds little appeal on anything other than an aesthetic level, the demand falls on the visual novel to provide stories for all these new characters. The result is a kind of never ending narrative constructed of smaller sections focused around the current gacha characters before they are put aside for the next batch. This is not to say that there is no overarching story or constant characters, in fact many such games rely on the intrigue of their plots and likeability of the central cast to keep players hooked from one section to another and not just drift away once they have the character they wanted. Instead there is a form of plot stretching that occurs where narrative elements are drawn out for as long as possible and this is often accompanied by the introduction to more villains after the previous lot have been defeated or moving on to a new land in pursuit of some related threat. These choices are a means of reducing the workload, which would be immense undertaking due to the constant need for new ideas, through the use of a manageable framework of concepts established early on and adhered to so there is a clear direction. 
Best girl?

From looking at Fate Grand Order we can see the method and implementation of these ideas. It broadly has two super-sections in the form of the original story arc and the Lost Belts which each follow their own overarching repeated plot structures and this enables new parts to be produced quickly. Variety is still present within their sub-sections as they are given licence to alter the formula to meet their needs, so they feel familiar but not to the point of openly breaking the believability of events. The problematic impacts of this repetition are easily visible in the original story arc where it is clear the developers had no idea how to properly work around the shortcomings of the gacha's demands and the result is each sub-section’s content being thinly spread out and an uneven character representation. With more experience this would be resolved by the time of the Lost Belts, but even there you can still sometimes feel the stretch this form of narrative design demands. While repeated structures are not unique to gacha style games, they do rely on it in a manner that few other mechanical elements demand.
 

Desirability At The Cost Of Humanity

 
For a player to want to acquire a character from the gacha mechanics they must find them desirable both in terms of aesthetics and, often more importantly, the likeability of their personality. This leads to a unique design problem for visual novels where any character who will be part of the gacha cannot have any of the more meaningful negative aspects of humanity, such as avarice or cowardice, and if they do it is a toned down version which is treated as little more than a cute trait. Couple these issues with the fact that villains can also be part of the gacha and there are few spaces where the other side of human nature can be explored. On the flip-side, having the heroes and villains closer leads to a more even feeling narrative with there being no simple ‘bad guy’ and instead just two sides who want what is best but have different ways to achieve this end. However, even can also be one note and since all these characters lean towards certain traits there is a monotony to their predictable actions and they lack any real sense that they are living people like the player. 
Heroes has an... interesting story...

Fire Emblem Heroes is a good example of this design conflict due to the presence of lots of already pre-established characters from the franchise and the addition of a few new ones. The cast members from the main line games are shadows of their former selves with all their human flaws smoothed off out of fear that they might alienate potential players. These characters offer nothing of value to the narrative and exist purely to look pretty and play off people’s nostalgia. As for the new characters, they fair noticeably better as they are not bound by the need to appeal to existing fans and they can express a humanity not present elsewhere, making them the heart and soul of the game. On rare occasions there are characters who are allowed negative traits in the gacha mechanic such as with Columbus from Fate Grand Order. However, even he is not allowed to remain that way for long as in all his appearances after his introduction he has had his negative aspects pushed into the background or skirted around, causing his lose much of his identity.

 

Flexibility Beyond The Original Scope

 
The ever present demand for more visual novel content to support the gacha mechanics has the interesting side effect of allowing for a variety of tones and subject matters that would seem out of place in a normal visual novel. These generally takes the form of events or side chapters that have only a tangential relationship with the main narrative and include things such a seasonal episodes or stories focused around side characters and world building which would otherwise not be covered. They exist to fill the gaps in between the major content releases and their nature as extras changes the player’s expectations towards them and results in the players accepting them as they are rather than expecting them add to the greater whole. From this freedom is born a flexibility not present in non gacha games to the same extent or with the willingness to step outside the original scope of the game and push the overall narrative into new and exiting places. 
Never trust the sea.

Perhaps the most interesting example of what can be achieved with this extra content is Arknights. It has the suite of seasonal events that have become standard in the gacha sphere with the usual parade of swimsuits when summer comes around and these basic type of events serve their purpose as pallet cleansers. However, what is more interesting is the way Arknights utilises its events to expand the boarders of its world as it brings in everything from lovecraftian ideas to 20th century space sci-fi elements in order to complement the strong core narrative. It is one of the games most willing to push the envelope on what kind of interesting genres it can bring into itself in order to further the world building and it has made it one its selling points. Without the space and freedom provided by the gacha mechanics' constant demands for content these elements would not have been possible since they rely on the nature of the game’s content delivery schedule to be accepted by players.

Limitations Are Where Visual Novels Are Most At Home

 
Many games that use gacha mechanics exist within the mobile phone space and their pairing with visual novels often comes down to a need to account for the lower power of many of these machines. Above all else visual novels are excellent at making a lot out of a little and creating a compelling story from what might seem on the surface seen like a limited tool set. They are also better suited to the pick up and play style of game that is expected in the mobile sphere due to their ability to quickly load, present their narrative and finish just as quickly while also allowing for a longer form where needed. The narrative of many games with gacha mechanics tends towards a node based structure with an equal mix of visual novel and gameplay and they are often disguised as points on a map or some other in universe concept. This presentation helps set up what the player should expect from the length of each section and gives the visual novel element a known limitation to work with to ensure it adheres to the required length. As phones become more powerful there will be a move away from using visual novels as the means to telling a story and onto more traditionally ‘cinematic’ or rpg styles of presentation. The first steps in this process can be seen in games like Genshin Impact which lean heavily into other game styles for their narrative, but even then there are trace elements of the influence of visual novels to be found in the way the hangout events are constructed. Then there is the matter of screen size and how a visual novel can be a clearer method of presentation, with its simpler shapes, lack of unnecessary movement and dialogue focus, than other styles which would lack clarity as they are compressed into a smaller space and are more indistinct as a result.
Node based structure is design space born of the pick up/put down nature of mobile gaming.

Conclusion

 
Gacha mechanics have had a fascinating influence on the uses and forms of the visual novel. Their demand for a never ending story to feed the new character treadmill causes a strange mixture of short term character focus and repetitive long term narratives that create and distinct contrast with one another. Alongside this is the need for all the gacha characters to be desirable and avoid the darker elements of humanity which has the effect of making the heroes and villains relatable, but also lacking in the flaws we all have, resulting in a somewhat tragic villain leaning method of storytelling. However, the flexibility offered through the demand for content not caring about the nature of this content allows for a wider field of narrative genres to be explored to enrich what is lost through the other limitations. The very choice to use visual novels at all with gacha mechanics is a result of hardware and screen size limitations that make it an excellent fit from the technology. While introducing a gacha into your own game might be too much of a herculean task for most developers, it is nonetheless interesting to see how adaptive and innovative visual novels can be when put under pressure.
 

Comedy VNs – Genre Deep Dive

 

I Laugh, You Laugh, We All Laugh

 
Making people laugh is a particular talent and more than any other it is dramatically effected by the medium it is presented through. Stand up comedy and visual novel humour might share a similar desire to entertain but they could not be further apart in terms of how they reach that goal. The unique set of tools available to visual novels has led to a striking set of games which would not be possible in any other medium. This stems from several factors, from their relative length to the importance of thematic resonance to many visual novels, all working together to tickle the player’s funny bone. For this article the definition of a comedy visual novel will be narrowed down to games which rely on humour as a core pillar of their content and without it they would not be able to support themselves, such with Lamination. This excludes most slice of life visual novels that use humour regularly as a flavour rather than the main dish, but not those like Maji Koi where jokes are a strong enough part of their identity as to feel lacking in the absence of humour. Such an interesting spread should reveal much about the nature of the comedy visual novel, so let’s roll on the ground laughing and see what we can find.
 

Subjectivity Of Humour 

 
Everyone has their own tastes and nowhere is this more obvious than with humour since what one person laughs at another might find boring. As such focusing your entire identity around humour runs the risk of alienating potential players when they bounce off your brand of jokes. Of course a developer could simply accept this eventuality and lean into the people it will attract by going all out to please them as Lamination does, but many other comedy visual novel instead opt to lean on other parts of visual novel design to spread their net as wide as possible. These often take the form of a secondary genre to act as a backdrop and spice the jokes up as they can rely on or subvert established ideas to create a variety to their humour without compromising its core brand. Sankaku Ren'ai: Love Triangle Trouble! and Rance represent the two extremes of this philosophy with the first leaning into school slice of life and the other high fantasy. However, despite their differing host genres these games both utilise them to smooth over possible flaws in their respective comedy. For Sankau Ren’ai this involves leaning into the romcom nature of slice of life and cracking it up to match its banter centric humour while also providing a through line of drama for every player to latch onto so they can push past jokes that do not land for them. Similarly, Rance takes its fantasy setting and uses it to give the events of the story meaningful weight even as the game often mocks the inherent absurdity of the genre’s tropes. Since both are done with an unwavering commitment they act as counter balances to allow for a well rounded experience to keep the player interested in the jokes.
This feels so wrong...

A strange offshoot of this problem of player retention is the spin-off comedy game which takes an established game series and inserts it into a silly setting. In doing this a developer can guarantee an audience from that previous title rather than risking an unknown new game as the host for their comedy visual novel. Having established interest is not the only benefit since these people will come into this game with a set of expectations meaning this type of visual novel often leans heavily into subvertion as a source of humour. This can be seen in games such as Corpse Party: Sweet Sachiko’s Hysteric Birthday Bash and Idol Magical Girl Chiru Chiru Michiru which take the identity of their IP and put an absurd spin on it to get the player laughing. Whether this be a magical girl version of a fan favourite character or a harmless birthday party in what was previously a death trap riddled school, there is a sense of being in on the joke held between developer and player in which both accept the non cannon nature of the work and agree to have a good time reminiscing about how far the series has come by showcasing its strong characters.
 

The Thematic Resonance Of A Good Joke

 
Laughter is a powerful means of getting a people to bond with characters and consider ideas in a new light. In the playful atmosphere we are taken in and lower our guard in the face of what seem to be harmless fun and it is in this state we become susceptible to engaging on a more instinctual level with what is presented to us. Just as the jester delivers news the king does not want to hear, so too do comedy visual novels utilise the same techniques to put the audience in a trance. Making jokes and laughing alongside our friends and family is a natural part of everyday human interactions and emulating this is what lends comedy much of its strength as a means of creating empathy. Two visual novels which have a large reliance on this aspect are Lamination and Marco & The Galaxy Dragon and these share the common trait of doing so through the absurdity of their events. Lamination takes a relatively grounded setting and has its character do things that seem insane but are delivered in a straight faced way by the cast, so it feels as if this is the most natural outcome in the world and in accepting their silly actions the game snares the player’s heart. The setting of Marco & The Galaxy Dragon is decidedly more overtly not related to our real world and rather than take the banal and ramping it up to insanity, it instead starts at that high point and keeps going up in ways the player is likely not expecting. Through a journey of hilarious surprises, it forges the bonds between the player and its characters and ideas since they are presented as an extension of the comedy. Of course you do not need to be out of the box in order to achieve the same resonance as Starry Flowers demonstrates with the intimate and cute humour that aims to warm your heart and through this make the joke carry emotional weight the game would otherwise lack.
Sometimes cute and funny is all you need

Comic Fatigue

 
A joke can only remain funny for so long before it wears out its welcome and becomes tiresome and predictable. This is doubly true when a brand of humour is played out over a long time as there are a limited number of variations that can be formed to keep things fresh and stagnation often follows. Such is the fate every comedy visual novel is trying to avoid and broadly speaking there are two solutions found in these games, keep the length down to not run into this problem in the first place or rely on bringing in a narrative thread and attaching it to the established resonance between player and characters. In a concise structure the humour can focus on hitting as hard as possible at all the times since the player will have completed the game before they can become burned out on it. This is the most common approach to comedy visual novels and can be seen in titles like OshiRabu: Waifus Over Husbandos which embrace their short duration as part of their identity to create satisfying morsels to be enjoyed for their intense flavour then cast aside and forgotten. Having such a direct angle to their humour does intensify the issue of a player bouncing off the experience due to it not matching their tastes but the lower cost of production ensure this does not lose enough revenue to effect the end product. 
Taking a joke and making it resonate with the player is a powerful tool

Taking the opposite approach of relying on additional narrative elements to supplement the comedy and allow it to maintain itself over a longer play time changes how the game is constructed. The more intense bouts of humour tend to be focused in the opening sections such as the common route or the beginning of a heroine route and slowly shift into a more supportive role before coming into focus again after the main conflict has been resolved. Maji Koi is the poster child of this school of comedy visual novel with it being joke centric for most of its duration, but knowing when it has to take the foot of the pedal and give the player a substantial character arc for the heroine. By mixing these narrative elements with the already established resonance between the characters and the player formed through the jokes and laughing alongside the characters, the game binds together what would otherwise seem to contrasting tones.
 

Conclusion

 
When talking about comedy visual novels there is the temptation to dismiss them as simple in nature, just pushing out one joke after another with no sense of greater purpose, but as has been shown this is far from the reality. The risk brought about by the subjectivity of humour makes many such games adopt a secondary genre to act as background to prevent their jokes from becoming too one note. In doing this they can leverage their biggest strength in the form of a thematic resonance with the player through the cathartic and empathetic natures of comedy to sell the characters and ideas present throughout. They also have to consider their length since the longer a brand of humour goes on the more the player will suffer from comic fatigue. Some aim for a short and direct experience while others choose to lean on other narrative elements to prevent the player from losing interest. Overall the comedy visual novel is a strange beast which captures the strengths of the medium and introduces its own unique challenges to form a humorous journey that hits deeply and makes you smile.
 

Akai Ito Review – Blood Red Threads Of Love


Genre - Horror, Yuri     Play Time - 25 hours    Developer - Success    Steam    VNDB 

 

Shaped By Inevitable Bonds

 
Being bound by the red string of fate is a common trope in Japanese romance stories and at first glance you might assume that Akai Ito would follow these conventions given its emphasis on yuri. However, nothing could be further from the truth as the game takes this romantic convention and repurposes it to further a disempowerment horror story. Fate takes on a shade of grey with the feeling of love being tinged by the march of supernatural forces who care nothing for this newly formed bond. Akai Ito is very much a visual novel from a bygone era and this makes it a strange oddity in the modern day especially with how few games in the medium get HD remasters. Its strong core identity has only grown in potency as its peers have fallen into obscurity and a lack of the cliches of the current age makes for a novel experience. Even its strange collection of design choices are not enough to sour the overall package. With all that said how well does this mix of yuri and horror stand up against the more varied modern medium? Let’s follow the treads of fate and discover what this relic has to offer.
 

Returning To A Forgotten Home – Narrative and Themes

 
As a narrative core romance and horror make for odd bedfellows and it this exact dissonance Akai Ito uses to great effect. It utilises a supernatural mystery as the binding element between these two halves and puts each to good use as the source of the tense horror of being in the shoes of a weak protagonist and for rich variety of yuri relationships. Sometimes this is pushed too far and stretches the player’s patience with just how powerless the protagonist is even in situations where it does not make narrative sense.
 
Returning to a family home you barely remember is a strange experience with memories slowly coming back as you explore the place where you once spent so much time. Such is the backbone of Akai Ito’s supernatural mystery, a forgotten past in a distant home which many people who would rather the protagonist, Kei, forget for good. No secret can remain hidden for long when curiosity guides the one it concerns and this acts as the diving force for both Kei and the player leading to a feeling of exploration and forward momentum. Each new discovery hints at the next and passes on the sense of intrigue in such a way that the player never feels too sure they know how this is going to end. There is a well divided structure to the distribution of key revelations between the routes so none of them horde all the good twists and they are provided to the heroine with which they have a connection, so they can be delivered believably. What this means in practice is utilising them as a source of conflict against and between Kei and the route heroine creating dynamic situations in which secrets flow out naturally. In doing it this way the supernatural mystery can sit next to the other narrative elements without overwhelming them with major plot points centred around it.
There are quieter moments to contrast the mystery and tension

Alongside the mystery sits the game’s emphasis on a tense disempowerment brand of horror. Kei is no superpowered fighter nor does she become so over the course of the story. Instead she is a fairly average human in terms of physical capabilities and this makes the threats against her life all the more palpable. The player instinctually know the consequences of any harm that comes her way since they too feel the fragility of human life with each attack being a possible broken limb at best or instant death at worse. Tapping into this primal fear of our own weak bodies and the spectre of death in every possible slip up is the game’s greatest achievement and it injects a visceral sense of tension into the supernatural threat facing Kei. It feels as if even the slightest nudge could cause this story to come to an abrupt and bloody end. The only issue with this approach is that Kei’s weakness can sometimes be pushed too far and she feels like a passenger in her own story with her love interests doing all the heavy lifting to the point of eclipsing the person who is meant to be the main character. While this never makes itself know enough to break the player’s suspense, it can still be distracting to see how little our main character does at times in their own story.
Chance meetings and fate are a constant force it Akai Ito

The final pillar upon which the narrative rests is the yuri romances between Kei and the heroines that drive much of the game’s drama. Rather than following a cookie cutter formula, each romance is tailored to the contents of the route and the personality of the heroine. Its presentation of what it means to love another has an extremely textured and varied nature doing a better job of examining how the route’s pair come together than many similar games. These range from ideas of self isolation and duty to loss and being forgotten to family bonds and expectations. Each acts as a distinct force pushing and pulling on the relationship to test its worth and what it means to the ones engaged in it. On top of this, the romantic elements know when to take a backseat when things need to become tense or focus on pushing the story forward and what results is an incredibly balanced overall pacing. There are few throw away moments and Akai Ito makes the most out of the time it has available to tell its concise ideas.
 

Tied Together By Fate – Characters

 
On one side of the character divide with have our protagonist Kei who as mentioned above is a deliberately underpowered character for the threats they are facing, but beyond that they are also immensely relatable. Their vulnerability makes the actions they take to face the threat against their life take on a greater weight and helps sell the human nature of their heroism. Kei is not someone who is helping out of the goodness of her heart and instead she acts to protect and support those she cares about, normally the route heroine. The childish and selfish streak in her does a good job of making feel like she is someone her age, on the cusp of maturity but still with a lot of the emotional baggage of a teenager. For a player point of view character, this mixture of strengths and weakness is perfect for keeping interest constant and having a relatable point of reference among all the supernatural forces since we have all been in that cusp of adulthood during our lives so we too know how confusing it can be. She also works well as a mirror for the heroines since she has the innocence that they do not and is able to see through the masks they wear and show them their true feeling even as they try to reject her. These bonds are reciprocal as Kei learns and matures in a way close to the route’s heroine by taking on a small amount of their traits so she can be more like them.
Kei can be very childish at times

Sitting opposite Kei is the rest of the cast, both heroines and antagonists, as they all share a similar clear focus to their aims even if Kei is not immediately aware of what they are or what they involve. These competing desires lead to them rubbing each other the wrong way and results in interesting, telling and varied interactions that do a lot to further the mysteries at the heart of the game. The conflicts are not limited to fighting against the antagonists and many stem from the heroines’ differing values as they struggle to contain their hostility or unease towards each other, all the while tiptoeing around Kei. Such a wide pool of character relationships helps support the game’s multiple route structure as it can put an emphasis on a certain set of struggles to make them the focus, keep them fresh and encourages a thorough dive into each route to gain a complete picture of these characters. The mystique surrounding the antagonists is maintained by never revealing enough through these interactions to give away what drives them or what they have planned, but still provide enough for the player to form their own theories. As a whole they are an astonishingly well thought through cast that fit their roles and the tone of the game well.
 

Otherworldly Beauty – Visuals, Audio and Technical

 
Presentation is one of the key elements used to sell this HD remaster and, while the original version never released in English, there has been a clear effort to make sure it lives up to these expectations. This new layer of polish breaths life into an early 2000’s title with crisp visuals and increased fidelity which helps enhance the game’s tone by giving it a grounded aesthetic. The charm of this older style of anime character and CG designs is not lost in the transfer into HD and now it stands out even more alongside a field of moe centric visual novels, making it a refreshing blast from the past. However, the visuals have not been stretched to fit into a widescreen resolution and instead light patterned sidebars have been added to fill out what would have been black bars around the image. These are relatively unobtrusive and to be expected since this is a remaster rather than a remake and they never intrude into the experience in the way simple black bars would have. On the audio front the sound effects and music maintain the excellent atmosphere of the original and they are clear to the listener with no distortions. Each track is used to great effect and they all lean into the mystery and romantic tones that define Akai Ito which leads to some impressively emotive moments.
I have never seen sound levels being described as small and big before

Despite the general high quality of Akai Ito, there is one area bringing down the whole experience and this is the uneven nature of the translation and its implementation. The overall quality of the translation is decent, but there are certain places were it stumbles and these happen often enough to be distracting. One of the most noticeable places to observe this is in the menus where some text is translated very literally to the point of requiring you to stop and think about what the button you are hovering over actually means. Within the game itself there will be moments where the phrasing of certain sentences will be unnatural or flow poorly and you’ll wonder if you misread it which brings you out of the events on screen. Then there are the issues with how text is implemented into the game, it is a regular feature for a single section of text to be broken into several textboxes with one ending suddenly and shifting directly into the next in a way that makes it clear that the original text occupied a single textbox. This can lead to the text lacking the impact it might have otherwise had if it was delivered as a single blow rather than being split up. All these points are disappointing given the otherwise high bar of the game’s quality and are worth keeping in mind when considering your purchase. 
The built in flowchart does help ease some issues

From a mechanical perspective Akai Ito is more or less what you would expect from a visual novel of this period with one important exception, its lock system. These locks acts as a means of controlling the player’s progress through the game and prevent them from seeing key information out of order. In theory this sounds fine since there are many visual novels which follow this pattern when dishing out their content, such as Virtue’s Last Reward, but in practice this implementation of the system is confusing and frustrating. The main issue here is the fact that there is no way to know what scenes give unlocks until you have completed an ending and there is no way to know in advance which routes have locks to prevent you progressing. If the player heads down a route with a lock on it the game does not inform them about it and instead throws them onto a bad ending and this can lead to them banging their head on this wall thinking they made a wrong choice when in fact there is nothing they can do about it. While in context the unlocking scenes make sense, they do not stick out in the moment to moment progression of a route’s narrative and it is only in hindsight that the player can spot them.
 

Conclusion

 
On the surface mixing yuri and horror might seem to be a recipe for disaster but Akai Ito showcases a strong case from how taking two disparate genre together can lead to exciting new games. Smoothly blending the suspense of its supernatural mystery with the horror of our own fragile mortal bodies and the enriching and varied nature of love is the main draw of this visual novel. Backing this up is a solid cast of multifaceted heroines and villains alongside a protagonist who displays a strong humanity in her actions. This strength continues in its visual and auditory presentation which has benefited highly from the HD treatment. The only places the game stumbles are in its uneven translation and frustrating lock system, but neither of these do enough to ruin an otherwise well put together title.
 

Verdict – 

An outstanding disempowerment horror experience that utilises its yuri component with grace and which stands out despite its age and a few questionable design choices.
 

Pros -

 
+ A good balance of supernatural mystery and tension keeps the narrative engaging.
 
+ The yuri relationships are presented believably and never overshadow the story’s direction.
 
+ Clear and crisp HD visuals that retain the charm of their originals.
 
+ Plays up the protagonist vulnerability just enough to enable the horror elements.
 

Cons -

 
- Translation can be a bit strange at times and there is a lack of polish when it comes to how it is integrated into the game.
 
- The lock system creates unnecessary confusion and serves only to frustrate the player.
 
- The protagonist can be a bit too passive in the events determining her very survival and often leaves things to her love interest rather than doing it herself.
 

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