Hoshizora no Memoria – Wish upon a Shooting Star Review – Shining Amongst The Sea Of Stars

 

Genre – Slice of Life, Romance Play Time – 50 hours Developer – FAVORITE   Steam    VNDB

 

A Boy And His Shinigami

 
If the plot of Hoshizora no Memoria were described to you in its most abstract and literal form then you might be forgiven for thinking of it as another run of the mill slice of life/ romance visual novel. In many ways that opinion is not entirely wrong, but what sets Hoshizora apart from its peers is how it uses its execution of plot elements to elevate the material. It is the poster child of how a distinctive and continuos theming and iconography have a profound effect on the reception of a work. For Hoshizora this manifests as its love for stars and the cosmos and this can be felt from how they influence the fates of the cast to the constant stream of star related images showcased over the course of the game. This pillar being so strong allows the game to maintain an audience despite the rather uneven use of its supernatural elements and ineffective employment of its characters. Let’s dive into the sea of stars and find out if this one trick is really enough to hold up an entire game.
 

Revealed Under Moonlight – Narrative and Themes

 
From a narrative perspective the biggest success of Hoshizora is the way it ties the emotionally resonant character routes the genre is known for with the ever present majesty of the cosmos. How this effect is achieve is cleverly varied over the course of the game and the only constant and stable reminder is the activities of the Astronomy club. Here the cast regularly find wonder and solace in the stars above as they look up at them and remember how they came together over this shared passion. Individually the character’s conflicts somehow relate to the cosmos, whether that be directly through their nature as a magical creature, as it is with Mare, or merely an extension of a more grounded struggle such as the construction of a planetarium. This provides a feeling of continuity to what are, for the most part, disconnected personal conflicts and it allows the game to circumvent the impression of being several stories stitched together that many other titles in the genre suffer from since it can present a recognisable set of ideas to the player. Once establish in their mind a route can use it as a short hand for the themes which have become associate with it and spend less time repeating old ideas and instead focusing on what makes the route unique without completely losing the player with the shift. There is a subtle balancing act going on throughout since the risk in this approach is the feeling of repetition it might cause in the player so it has be kept just behind the main meat for the route.
Yep, that about sums her up.

Helping along the cosmos motif is the gradual build up to the final route. Initially this is through quiet hints to the past of our protagonist and the mystery surrounding Mare, but they escalate into new additions to the common route showing glimpses of what is to come. Keeping the player engaged is the key reason for this gradual approach to the final route rather than simply unlocking it once a set of conditions have been met. In doing this Hoshizora can build this finale as a culmination of the themes and ideas of the work as a whole and make the player excited to find out the truth about all of the supernatural elements which have been rearing their heads over the play time. By sprinking in additional cosmos related ideas it can tie this escalation back into the ongoing character narratives. The only issue with this method is how the pay off for Mare is lacking with her only being given a short time to tie up her character’s loose ends. Such an omission does create a hole within the narrative which leaves the player with the feeling of something being missing from the experience. The fan disc, Eternal Heart, does rectify the mistake through an expanded route for Mare, but it was something that should have been in the base game in the first place leaving a sour taste in the mouth.
Given Mare's importance the game's handling of her is odd.

Within the narrative there is a sizeable use of supernatural forces relating to the cosmos as the core drives behind what is happening in this small town and Mare’s odd existence. When they are the main focus of events of a route they are handled well and provide some nice spice to help heighten the sense of danger and emotion. However, Hoshizora is inconsistent with their inclusion and this results in them feeling like an element the game is not quite sure what to do with. There can be long stretches of the title where everything is entirely grounded and this often includes the heroine routes which makes the return of the supernatural come across as a jarring shift in the tone of the work since the player had become accustomed to their absence. On the flip-side there are important routes and sections where the supernatural features prominently, these are often the more relevant sections to the overall narrative and world building and this provides them with a sense of significance and grandeur that the more mundane routes lack. What these two extreme create is a sense of the story being unbalanced and the grounded sections being filler rather than an equal to the supernatural. There is a distinct lack of effort made to cleanly merge these disparate halves and while they are individually strong, they rub up against each other far more than they would if handled properly.

Fallen Stars – Characters

 
Behind the cosmic theming is a central cast of characters who act to keep the story firmly in the realm of the relatable. Core to their appeal is the lively way they bounce off each other and highlight their personalities in a manner that is both natural and endearing. No dynamic between two characters is the same as one between any other in order to keep things memorable and prevent the game's extensive reliance on their conversations to support the narrative from growing repetitive. Take the relationship between the protagonist, You, and his little sister, Chinami, they have an obvious familial closeness in the way they throw playful insults around but genuinely care about what the other has to say. Compare this to how You gets along with his neighbour, Aoi, with their initially chilly interactions giving way to a somewhat awkward acceptance and the contrast and variety of cast relationships could not be clearer. When a heroine becomes the focus of the narrative upon entering their route the strong foundations provided through these interaction and slowly more texture is added to the dynamic in order to help sell the transition from their current relationship into a more romantic one. It also works well to supplement the central conflict by offering a convincing reason for the actions of the characters involved and why the player should care about the outcomes.
Aoi is nothing is not awkward.

It is a shame then that Hoshizora inconsistently uses its cast beyond the focal characters of a route. There is a tendency to fixate on a few cast members to the point at which you could be forgiven for forgetting there where ever any other people in the world. Even when it makes sense for characters to be active in events, they are only brought in for the bare minium amount of time before being shoved off stage. There appear to be a fear that any character intruding upon the romance will cause the player to lose interest in the main driving force of the route and turn their attention to the intruding character. However, the result is a feeling of the story being disconnected from everything which came before and somewhat uneven. The secondary cast fair even worse as the game treats them like simple plot devices dropping them in and out whenever it likes and giving them no chance to develop a sense of humanity. Having intimacy be so important to the functioning of the central narrative makes these choices to omit the very builders of that feeling, and use of them in an almost mechanical fashion, an odd one due to the obvious damage it causes to a players immersion.

Painted In The Glittering Cosmos – Visuals, Audio and Technical

 
Just as the cosmos and stars motif is the core of the narrative presentation so too is it for the visual side of Hoshizora. At every possible opportunity the game showcases the darkened sky and the lights that inhabit it and this covers all kinds of scenes from quiet contemplation to dramatic confrontations. Beyond the time of day, the motif extends to objects and environments such as the planetarium or Mare’s crescent moon scythe in order to make sure the idea of the cosmos is omnipresent. What this results in an immediately identifiable set of imagery that is recognisable even when taken in isolation, it gives the game a consistent tone whenever it is on screen and helps set the player’s expectations for what is about to happen in a scene. This is important in a title so invested in emotional resonance in order to maintain long term interest, since being able to invoke specific feelings lends the narrative a lot more freedom to shape events knowing it can always rely on the motif to tie things together. It also helps draw people into the game in the first place as it presents a strong artistic direction to capture the attention of a someone looking for a visual novel to play and maintain that hold with the sense wonder it embodies.
Controlling the camera's focus is surprisingly powerful.

Favorite have always had an understanding of the power controlling the camera has on a scene and they bring it out in Hoshizora to brilliant effect. Through making the backgrounds appear out of focus, attention is drawn to the character portraits as they are still clear and it ensure the player will not miss any subtle changes in their emotion. Providing a much needed intimacy is also key to its strength with it lending a feeling of nothing else existing in the world but the two of you. A liberal use of the zoom function can be found supporting this as the game move in and out of objects or people in order to provide a sense of kinetic movement and make it feel as if what is being presented is truly the point of view of the protagonist. There is more general sense of motion throughout Hoshizora through the use of transitions that support this idea of immediacy which aims to enhance the power of emotional moments by bring them closer to the player.
 

Conclusion

 
As you look up in wonder at the star tonight remember the power this feeling has and consider how deftly Hoshizora no Memoria pushes on that emotional button to create engagement. This motif runs through everything from the words on screen to visuals and audio in order to create a thematic and continuous experience no matter where the player looks. Supporting the game’s identity is a strong overarching narrative pull and lovable characters who struggle to achieve their dreams. Even if it does have some issues of lacking proper pay off and understanding of how to use it characters. The result is a good core package elevated through the use of an immediately recognisable motif. 

Verdict – 

The poster child for the power of consistent imagery and theming and how they can elevate what would otherwise be just another title in its genre. 
 

Pros -

 
+ A strong cosmic and stars motif permeates everything and gives it a distinct identity.
 
+ Overarching narrative is well built up and provides a sense of intrigue and forward momentum.
 
+ Character dynamics are varied and used to great effect in emotional moments.
 
+ Has a visual and audio design that makes it immediately recognisable with clean camera tricks.
 

Cons - 

 
- Supernatural elements are used inconsistently and often rub up against the grounded parts of the narrative.
 
- Cast is often underutilised and drop in and out of the story in a jarring way.
 
- The pay off for the finale is a mixed bag with Mare getting less time than she deserved given her importance.
 
 

2023 – A Year In Visual Novels


As we see out another packed year, it is time to look back and appreciate the bountiful and brilliant games we have been blessed with. 2023 was a good year for the video game industry with big title after big title and visual novels were no slouch in this department. Our communities continue to support and critique the medium we all engage with and love in new and exciting ways. The variety of genres, ideas and characters present in the releases this year makes me proud to be a part of it as we can engage with them in ways no other type of game can. Let’s take a drive down memory lane and pick out the highlights of this year while considering what 2024 might bring for us.
 

Notable Events


Shiravune’s Rise To Prominence

 
This year marks the explosion onto the visual novel scene of Shiravune with a flurry of quality titles and an expansion onto new and accessible store fronts. Shiravune is not a new entrant to the market and has been releasing titles over the past few years but they have had only a small selection of notable visual novels to attract attention. They also tended to use the site Johren for most of their releases which was not a popular pick for consumers and this limited their sales and exposure. All this would change in 2023 as Shiravune would output titles that turned heads with everything from a new release of Kara no Shoujo, now called The Shell Part I: Inferno, to the classic White Album to the remaster of One. On top of this they would expand the stores from which their games would be available to include JAST, MangaGamer and Kagura Games, greatly increasing their exposure and allow the consumer to choose the avenue of their purchase. Another publisher seeing success in the visual novel space is a good sign for our medium and we can hope for excellent future localisations from a more competative release schedule.
 

Tencent Acquire Visual Arts

 
July saw Tencent gaining full control of Visual Arts, the parent company of the beloved visual novel developer Key. This occurred due to the representative director Baba Takahiro choosing to retire from the company and becoming an advisor, in doing so he also transferred all his shares to Tencent giving them control over the running of business. Such a series of events is not entirely unsurprising given Baba is now in his 60’s and managing Visual Arts must have become increasingly problematic. As for what this change in ruler means for Visual Arts, that is far more unclear. At the time of writing there have been no public or noticeable alterations to the company’s activities, but who knows what the future may hold. We can only hope that the its continued profitability shields it from harm.
 

Interesting Visual Novels From Game Jams


If you want to find the innovative and new from a medium then Game Jams are where you should look first. This more experimental side of visual novels continues to surprise in 2023 and be the beating heart of the English speaking scene. Keeping people aware of development in the medium is important and as such this section will cover some of the most interesting title from Jams held this year.
 

NaNoRenO 2023

 

Reaper’s GoodBye

The framing of the narrative as five patrons, each telling their tales at a food stand as they wait for the midnight train, is well utilised to engage their lives in a web of interconnected emotions. Coupled with a cleaver use of comic style speech bubbles and the result is fresh and evocative title.
 

Potions for Tomorrow

While the idea of a potion shop is hardly an original one for games at this point, the way Potions for Tomorrow lets its characters sell their own short stories helps elevate the title and forms an adorable atmosphere. The light potion making sections do just enough to keep the player entertained without demanding too much from them.
 

A phone found in tall grass

Presenting an apocalypse through the lens of a person’s twitter feed is a take on the genre which has gone strangely unexplored. So much of people’s lives is showcased on their social media that it makes sense to explore the end of the world from this angle.
 

SuNoFes 2023

 

Hollow Victory

If having to visit your ex in jail was not bad enough, what about if he had tried to take over the world as well? This short visual novel takes its limited resources as a challenge to produce the keenest and sharpest personality on screen for the maximum amusement.
 

Pilla’s Paradise

A sci-fi take on the narrative about the life of a streamer is a surprisingly novel concept especially when paired with an energetic and accident prone protagonist. Add in a soul searching quest which takes her out of her comfort zone and the results should speak from themselves.
 

Yuri Game Jam 2023

 

Star Crossed

Contrasting and complementing ideals are fertile ground for conflict and doubly so when mixed with the chaotic element that is love. The two heroines, Clara and Laila, are strong foils from one another and make for a powerful ride as they pair clash against the realities of the world they inhabit.
 

Adieu Those In Love

Red is an emotive colour and it is used here to its utmost to sell the characters feelings in an all-consuming manner. You cannot help but inhabit their mental space as the visual novel prevents you from looking away from the characters on screen.
 

Selection Of The Best Visual Novel Releases

 
Deciding what visual novels to highlight from such a packed year was a task which proved more difficult than I had first imagined. There are just so many excellent games to pick from all showcasing a variety of amazing genres. However, in the end there were a set of clear winners that you should definitely have played this year.
 

Sona-Nyl of the Violet Shadows Refrain   (Steam)


Probably my favourite visual novel released this year as I have always been a sucker for Liar-soft’s strong narratives, visuals and ability to engage with the literary elements of the medium. Once again we return to their steampunk world, this time to the deserted streets of New York after all its residences simply disappeared one day. Following the two perspectives of a pair of girls, Elysia and Lily, as they each tackle their strange situations from vastly different angles and both above and bellow the city. Liar-soft’s ability in Sona-Nyl to play with all the cards the medium’s presentation has to offer in order to sell the content and emotion of each and every moment is why they are one of the greatest developers in this design space.
 

WHITE ALBUM: Memories like Falling Snow    (Steam)

 
Dealing with the success of your significant other can be difficult, especially when the world seems to be pushing the two of you away from each other. Exploring how someone copes or fails to cope with this adversity is the core of WHITE ALBUM and leads to all the emotion and entertainment it relies upon to keep the player engaged. While the tedium of the common route’s dating sim elements leaves a lot to be desired, the core heroine routes each bring something distinct to the table both in terms of the heroine’s own arc and the protagonist’s weakness as both work in tandem to keep tensions high. WHITE ALBUM does not quite live up to its amazing sequel, but it still stand head and shoulders above any of its peers.
 

Azrael on the Boundary of Life and Death   (Patch Dowload)


When I first downloaded Azrael I did not think much of it. The clearly low budget title only had a small selection of character portraits and CGs and altered photos for backgrounds which did not exactly set my heart on fire. You would think that I would have stopped judging a book by its cover at this point, but Azreal once again remained me that it is strong ideas and emotions which make a good visual novel and not the surrounding fluff. Taking a person’s life and showing the best and worse versions of it and then asking if both are equally worth living is surprising impactful and thought-provoking. It is easy to say that all life is valuable in the abstract, but it is much harder to do when confronted with the reality of their suffering. Even in all the darker subjects Azrael tackles, there is a strong sense of hope permeating throughout and helped along by a short playtime, culminating in a satisfying pay off.
 

Witch on the Holy Night   (Steam)


Seeing a Type-Moon visual novel available officially in English is surreal experience after all these years of being denied their release. Starting with Witch on the Holy Night was a smart choice given its relatively self-contained nature, combined with its relatively low stakes conflict compared to other more recent titles, and you have a perfect entry point for the expanded world of Type-Moon to get its claws into a player. Even for veterans it offers a new angle on the life of mages and brings in a few fan favourite characters to show them off in more details as the core of the narrative rather than side elements not properly touched upon.
 

ANONYMOUS;CODE     (Steam)


It has been good to see that the Science Adventures series has not lost its pedigree for outputting excellent visual novels with the release of ANONYMOUS;CODE. Bring the series sci-fi talent to the world of hacking fiction in order to take it into the futuristic 2030s, a place near enough to be familiar but far enough away to be a little alien. Keeping the character focus that was key to the success of their previous titles allows ANONYMOUS;CODE to keep the player invested in their struggles and prevent the larger conflicts from losing their meaning among all the in-universe concepts. Add in a good helping of eye popping visuals and the result is a roller-coaster of a good time.
 

H2O√ after and another Complete story Edition     (Steam)


Having a blind protagonist in what is an inherently visual medium is a unique type of challenge for a developer to undertake. The solution H2O came up with is to present the images the player sees as what the protagonist, Hirose Takuma, imagines the world to look like. This makes him an interesting take on the unreliable narrator since it is not that he is mentally unsound or has any malice, but instead he simply lacks an important avenue of information and in turn so does the player. Though this lens H2O asks what meaning and value can be found in how people live their lives from the small actions to grand feelings of love. No stone is left unturned in this tale about those seeking reason and purpose to their continued existence.
 

Things To Look Out For Next Year

 

Tsukihime- A piece of blue glass moon-


Now the appetiser, Witch On The Holy Night, is out of the way we can sit in anticipation of the main course, the Tsukihime remake. Covering the first half of the original game’s narrative, it expands on that foundation and in particular Ciel’s route which had previously lacked any meaningful identity of its own. If you want my extended thoughts on the remake you can look to my review. The short version is this reimagining does wonders for bringing the title into the modern era for new and old fans with shiny visuals and excellent new characters. It is not without issues such as the way some sections exist to be paid off in the currently non-existent second half of the remake. However, the quality of this package makes it easy to overlook these problems and just enjoy this urban fantasy ride.
 

Apollo Justice: Ace Attorney Trilogy


Look for a good visual novel to start the year with, then look no further than the Apollo Justice: Ace Attorney Trilogy releasing on January 24th. While not as widely loved as the original Ace Attorney games, the Apollo Justice Trilogy continues the series’ humour and courtroom drama which made it so popular in the first place. Given this single remaster offers three complete titles for a reasonable price and in an accessible form rather than being tied to the DS, now is the perfect opportunity for new players to find out what they have been missing or to complete their collection as this makes a nice pair with the previous trilogy. A promising way to begin the year and remind people of the potential this medium has for all kinds of games.
 

Angelic☆Chaos RE-BOOT!


Another year and another Yuzusoft title to look forward to. This time they have chosen to go with a reincarnation isekai style narrative where our protagonist was the demon lord in his previous life. Soon enough he finds himself surrounded by all manner of supernatural creatures and chief among them is the angel who was responsible from bringing his quiet life to end. Mixing in a good amount of magical hijinks alongside the normal kind looks to be a refreshing change from the straight forward slice of life elements that usually populates most of the playtime. Beyond this new element the high bar of quality is maintained and it marks Yuzusoft as the continued premier developer of this genre.
 

Best Visual Novel Releases – December 2023


Its that festive time again as the year ends with feasting and fireworks. Not wanting to be outdone by the year’s flashy exit, visual novels have upped their game with some of outstanding titles coming out this month. We have everything from two anticipated Type-Moon games to a classic remaster to a dating sim where you romance Death himself! This month has been a wild ride so let’s wade the piles of gold and see what the best releases are in this packed schedule.
 

Official Release

 

Sona-Nyl of the Violet Shadows Refrain

Steam     VNDB      Genre – Steampunk, Dystopia    Play Time – 30 hours

Another entry into Liar-soft’s steampunk series and yet another outstanding tale that makes it clear why they are one of the greatest developers in the medium. Set near the beginning of the 20th century this alternative history continues the series’ seamless blending of steampunk technology with fantasy elements into the smog of these ever-changing cities and Sona-Nyl brings its own unique spin to established ideas. Following the duel protagonist of Elysia and Lily as the both confront New York and the mysterious disappearance of all the people who once lived there. A strange Underground seems to hold the key to what happened on that day and the two are draw towards it for vastly different reasons, but their futures will be shaped by what they find along the way. In the land of violet fog and darting shadows, what truths await these girls? Overall this is definitely worth your time with its unique atmosphere, excellent writing and compelling characters.
 

A Date with Death

Steam    VNDB    Genre – Dating Sim, Social Media     Play Time – 4 hours

Dating sims with unusual characters are all the rage at the moment with Colonel Sanders being the main character in one of them. However, A Date With Death stands out from them for how it takes this humour and the light formula and adds some much needed depth and emotion to the relationship. Your character has spent their entire life narrowly avoiding death through pure luck, but it seems that your luck may have run out as a mysterious program appears on your computer and through it a man claiming to be the Grim Reaper starts to communicate with you. Taking the aesthetics of the in-game program you use, the narrative is a somewhat playful affair as it looks at the nature of your characters relationship with the Grim Reaper and through this it manages some surprisingly compelling and resonant moments. Since the Grim Reaper is the only character in the story and your enjoyment of the game directly correlates to how much your like his personality and while he is interesting it is easy to see how someone would bounce right off him. Given the low price tag of completely free, this title is worth picking up if you are even vaguely intrigued.
 

Witch on the Holy Night

Steam    VNDB     Genre – Urban Fantasy, Action, Drama    Play Time – 30 hours

Never would I have thought I would see the day when Type-Moon visual novels received official English releases, but here we are with Witch On The Holy Night. Set in 1980s Japan it focus in the life of mages in the modern world far more than previous games through how a variety of different personalities deal with their circumstances without losing sense of adventure and action the world is known for. The group dynamic between Aoko, Soujuurou and Alice is easy one of its biggest selling points as they regularly do not get along leading not only to hilarious moments but also to meaningful looks at why they each act the way they do. Its shorter playtime and linear narrative work in its favour to keep the pace up and not let the world lose its sense of wonder through repetition. Not only is this a must play for Type-Moon fans it is also a decent entry point into this franchise for new players.
 

ONE.

Steam    VNDB    Genre – Remaster, Romance, Nakige    Play Time – 20 hours

Remastering a game can do a lot to make it more accessible to a modern audience and usable on modern hardware and One is definitely a title which needed a touch of paint. One is a classic romance visual novel originally released in 1998 and had an undeniable influence on the medium with its strong take on the Nakige genre, using it for maximum effect, all to make the player cry. It weaves in a light fantasy element in a way that does not undermine the grounded struggles of the protagonist and heroines and instead uses it to highlight key narrative and thematic ideas beyond those contained in any single route. There is an understanding here of how to achieve an emotional resonance which would go on to inform how many games afterwards would engage their players even to this day. For those looking for a strong romance narrative or who are interested in the past of the medium, the One remaster is a must play.
 

Fan Translation

 

Fate/Extra CCC

Patch Download    VNDB     Genre – Fantasy, Action, RPG    Play Time – 60 hours

This is another Type-Moon title which seemed as if it would never see a complete translation with all attempts seeming to dissolve into nothing, until now. Finally, people will be able to experience the sequel to the original Fate/Extra and understand why it is highly regarded by those who have played it. Taking the core setting of the original game and putting its own spin on it is the name of the game for CCC. The whole servant vs. servant battle royale is thrown aside in favour of a more continuous narrative where each character gets a human portrayal as they collaborate against a new threat. BB is the star of this show and steals every scene she is in through the over the top and playful villainy that  brilliantly threads the line between humour and danger, it is little wonder she would be come a fan favourite personality. CCC is truly the height of the Extra series and is worth playing for anyone looking for a strong visual novel and JRPG hybrid which showcases the best Type-Moon has to offer.
 
 

In-Game Encyclopedia – An Anatomy Of Visual Novels


Knowledge Is Power

 
When exploring complicated ideas it can difficult to make sure the player understands what is going on while still making the dialogue and events believable and not an exposition dump, even more so if it uses a lot of in universe concepts. The answer which visual novels have come to is the inclusion of an in-game encyclopedia that unlocks new entries as the player encounters new aspects of the narrative. Also sometimes referred to as Tips or a Glossary, they act as a place to point a confused player towards and helps them break down ideas into manageable chunks so they grasp proceedings, but it can just as easily be ignored by those who do not need assistance. Beyond this there is space here to expand on the world of the game into aspects the story will never tread in order to add texture to what is shown. A more playful or mystery focused visual novel might even drop subtle hints for people to pick up on and feel clever for piecing together. While visual novels are not the only types of games to have in-game encyclopedias, they are certainly the ones which know how to make the most out of them to sell their core identity. Let’s look up key information and consider how and why in-game encyclopedias manifest in visual novels.
 

Breaking Down Complicated Concepts

 
Presenting ideas within a narrative while keep the pacing from slowing down and creating believable characters to express them is a balancing act most visual novels have to tread. The temptation is to showcase all of the key information in a series of exposition dump in order to get it out of the way and move into the more interesting implications of these ideas. However, this is a sure-fire way bore the player to tears as they become overloaded and fail to process what is being said to them resulting in an unpleasant and counterproductive experience. In-game encyclopedias severely lessen the need for these dumps by providing the player with an easy to access source of entries on all the key concepts when they appear and gives them a means to refer back to what a word or idea means long after it has been brought up. Doing this allows the remaining exposition to focus in on the interesting and dramatic knowledge it makes sense for the characters to discover at the same time as the player to heighten the tension. It can also be completely ignored on a second playthrough since it does not interrupt the flow of the game and makes it a less tedious experience with nobody explaining basic concepts the player already knows. 
 
As a genre sci-fi benefits heavily from this style of in-game encyclopedia and Steins Gate showcases this through its constant use of one. The game uses a lot of science, both real and fictional, that it cannot expect its audience to have a complete understanding of, yet it cannot spend its entire playtime explain each and every one of them, so the in-game encyclopedia takes this burden off the main narrative and contains all the tiny bits of knowledge the player needs. Beyond this it is used to contain a lot of culturally specific information or references to other media that would never normally be explained within the narrative since they are so minor, but they can be given short entries so as to not assume the player is aware of them. The overall effect of putting this information in the encyclopedia is the tension of the thrilling narrative of Steins Gate is not ground to a halt every time something new appears while still allowing it access to the complex concepts which define sci-fi.
Steins Gate covers a variety of different concepts in its encyclopedia

 

A Sense Of The World Beyond

 
Stories can only ever be a snapshot of the world they belong to and the people who live there as a result it can be difficult to provide a sense that it exist beyond being a contrivance for the plot to take place in. The method open to those games which use in-game encyclopedias to combat this shallow feeling is having extra world building or character snippets. These are all superfluous to the main narrative and provide information on the greater cultural, technological or geographic considerations those in universe would already be aware of in their day to day lives. Putting this into the narrative proper would only cause bloat and pacing issues where everything grinds to a halt for something too mundane to be worth the player’s time. However, inside the in-game encyclopedia it is an exciting bonus the player can engage with how and when they want in order to give a much needed sense of place and context to a gripping visual novel. Having such a rich background at their fingertips gives people a reason to care about the harm posed by the central threat beyond simply how it effects the main cast. It also lends a lightness to the encyclopedia through how it provides minor details instead of just complex concepts in order to make it appear more approachable. 
 
Take for example fault - StP – LIGHTKRAVTE, this prequel to the main games exists in a very narrow and focused section of the world in order to tell a deeply personal tale. As such it does not provide a greater sense of place in its narrative and instead only directly brings up the concepts it needs such as the society the characters live in or the nature of their magic, but nothing beyond what is absolutely necessary. The in-game encyclopedia is how LIGHTKRAVTE prevents itself from feeling irrelevant to the main games through the intriguing morsels connecting what happens to future events. This not only promotes the idea of continuous and connected setting but also legitimises the existence of this prequel in the eyes of the player.
We never see a beare, but here is an entry on one

 

Dropping Hints

 
Not all uses of the in-game encyclopedia need to be overt and immediately meaningful, hiding clues in plain sight can do a lot to spice up the entries and make people pay attention. These are generally inserted into important information so as to be seen easily, but disguised enough that it is unlikely they will be noticed until the necessary context is provided later on. When it the time comes to unveil the truth, these hints allow for the game to appear clever in its set up with the multiple angles it took presenting its clues both in the main narrative and in the encyclopedia. The punch of the Aha moment is key for a mystery focused story, in particular those in a fantasy or sci-fi setting where the other benefits of the encyclopedia can be leveraged while also preventing the clues from being too overt, and handing out clues gives the feeling that the player could have solved the mystery beforehand had they only been paying attention. Should the hints be notice before the big reveal then the player gets to feel clever for having discovered some hidden truth, but no single hint is enough to spoil the fun so a balance can be maintained between information and ignorance.
 
I/0 makes extensive use of this technique to keep the flow the narrative going even in the down time. The way the real and the digital world interact with each other and themselves requires a lot of background explanation in the encyclopedia while also being key to unveiling the truth which makes it the perfect place to put in a hint or two. In doing this the game is able to alleviate any possible confusion due to the multi-layered nature of the mystery by having the hints slowly make sense over the course of the narrative to clue the player into the fact that there is still more to be unveiled and they are not misunderstanding what is going on.
Keeping track of things is important in such a complex narrative

Conclusion

 
Keeping the player informed while also entertaining them is no easy task, but the in-game encyclopedia helps bridge the gap between the two aims as it removes the burden from the main game. It takes the complicated ideas presented in the story and breaks them into manageable entries which can be referred to if the player becomes confused and works to keep a good sense of pace by removing unnecessary exposition. Among the information it provides can be entries about the world the game its set in that are not directly related to the narrative in order to allow it to appear to be a vibrate and living place. From a narrative design perspective, the most useful part of the encyclopedia is its ability to conceal hints about upcoming plot reveals and makes the player feel cleaver if they notice them. There is a lot of flexibility offered to visual novels through this system, but the game in question needs complicated enough ideas to be able to fill it with entries in the first place, a slice of life romance would struggle to do anything meaningful with it. For those titles its is compatible with the benefits justify the investment.
 

Thriller – Genre Deep Dive


The Enemy Within

 
Sometimes we just need a little danger to add some excitement to our lives, but do not want to actually put ourselves in harms way so we turn to the Thriller. This genre has had a long history of fiction covering everything from spies to crime in order to keep the reader on their toes. In many ways it is similar to another genre visual novels thrive in, Horror, since both rely on invoking feelings of tension in the player although the Thriller is more interested in the thrill than outright fear as an end result. Tension on an intimate level is by far the medium’s greatest strength so the Thriller fits nicely into what it has to offer and gives a sense of animated humanity to scenes where the tension is at its thickest. Thrillers are a flexible design space for games since they can easily assimilate aspects of other genres making it especially appealing to developer’s who want to add some spice to an otherwise simple experience. However, just like with anything it has to be handled properly or it can overwhelm all other flavours and turn people off completing the meal. So let’s uncover a conspiracy and discover how visual novels have utilised the Thriller.
 

Tension In The Smallest Movements

 
The threat of danger is often more effective at holding a player in suspense than open displays of violence. A simple everyday conversation takes on new life when we know one of the people involved could kill the other if they feel like it. This dance of masks and intentions is the main hallmark of the Thriller and requires a subtlety and deftness that visual novels find easy to accommodate. Their limited means of presenting narratives leads to them making the most out of every movement and turn of phrase which is exactly how a tense scene gets much of its mileage. When the player knows something violent might be about to happen they tend to start to comb every twitch of the eyebrow or the way something is described in order to avoid the potential negative outcome. Thrillers take advantage of this inherent fear of the consequences of conflict to generate excitement, obviously the player knows they are not really in danger but they are willing to put that aside and be pulled into the space of play established through the visual novel. 
Gonzou owns any scene he is in

For a good example of how this works in practice we can look to The Devil On G-String and any scene where Azai Gonzou is present. This yakuza boss is a constant source of danger for the protagonist, but it is never entirely clear if that is immediate or if he is just playing with them. Gonzou has a large presence any time he is on screen despite not being a man of many words and instead he makes his position of power clear through a no-nonsense approach where the violence of his occupation is implied in his every action. The player is made to jump at his subtle changes in expression and the way his words are presented on screen through the developer’s constant quiet shifting of how these elements come across. Sometimes the player does no need a single clear person to feel in danger and instead the idea that anybody the characters talk to could be a murder is often more powerful. Kara No Shoujo has a series of horrific killings and places a number of characters in front of the player who are just as likely to be responsible as they are to be next victim in order to make every interaction with them hold an underlying tension. While this is nowhere near as directly potent as the single person conversation, it does have a more continued presence in the mind of the player and subtly pulls on their thoughts. It also means the visual novel can provide a paced and even rising tension that overflows into a more direct type of thrill at the climax. This makes it the preferred type for games intending to have a longer duration or include mystery elements where relying on direct conflict may not be a reasonable narrative option.
 

Paranoia Is A Man’s Best Friend

 
Having an easy to pinpoint source of danger is not a requirement to create a sense of thrill, after all we can conjure up monster where none exist. Employing the sense that someone or something is out to get the characters but providing enough room to doubt the truth of those feelings and not giving the player anything too solid to grasp onto makes for an abstract sense of danger. The mind has a tendency of reaching the most negative conclusions from the information it is given and for the Thriller this is shaped into a palpable paranoia. Once in place the grasp it has on the player’s thoughts helps build a tension in every activity the characters perform. Is this going to be the moment when the shadows come for them? Questions like this circle in the mind and a developer can use cues to get their desired reaction while guiding the story forward. An extension of this approach is the unreliable narrator who the player has no other choice but to work with as the point of view they have been given. This leads to an uneasy and distrustful relationship with a narrative force which is normally on the player’s side leading to another layer of paranoia. It also gives a good sense of catharsis when the truth about the protagonist's lies comes out and the player is on the same level as them again. 
Is she a good person or something sinister?

Take Chaos Head, this game employs a clearly unreliable point of view character in the form of Nishijou Takumi and a nebulous threat that lacks a single face to identify them by. It treads close to the domain of Horror with it attempting to instil in the player the same maddening fear Takumi finds himself infected with, but avoids stepping all the way into that genre through the way it frames this fear as a type of excitement. There is always a sense of forward momentum even when it is not clear to the player where they will end up and it imitates the trilling feeling of being thrown about by a roller-coaster while you have your eyes closed. This is mostly achieved through the initial contrast between Takumi’s instability and the normality of the rest of the cast, only to have this slow stripped away and for the player to begin to see things with the same unreliability as he does. Shifting roles and allies are key to preventing a firm grasp on the situation from being developed over the long term until the time is right for the big reveal.
 

Excitement In A Static Medium

 
Generating a sense of action and climax at the end of a Thriller when everything come together to pay off a game’s worth of setup is a sizeable challenge for the predominantly static medium of visual novels. In order to create these heart pumping moments they must instead look to what is at stake in this conflict and make sure it is brought to the front at every possible moment. This way each game can lean into their strengths and utilise other forms of climax that are more a battle of wits than a fist fight. Being focused around the thoughts in the characters heads as they try to outwit one another acts as a better source of resolution to a subtle tension or paranoia style of Thriller discussed above and this forms a more complete experience than any form of direct action scenes could hope to achieve. Despite visual novel’s static nature, they do have some tool for dynamic feeling actions through shifting character portraits, CG’s and backgrounds which allow them to fine-tune the work done by the narrative and sell this as the moment where everything is up for grabs. 
Truth is a tricky thing in Umineko

Umineko provides us with an example of how a visual novel can achieve a thrilling finale even with its static nature. Mysteries and the examination of them is a the core of Umineko and as you would expect this means the climax of each episode is an exercise in problem solving and a battle of wits. In practice this is just two or more people standing opposite each other and debating the issue and on the surface this seems like it might not be exciting, but when placed in context it is one of the most trilling things in any game. This is achieved through a mixing of the high stakes riding on every word spoken and the interesting mysteries that appear to have two distinctly different but incompatible answer to them. The player is kept in suspense about the fate of the character they have grown to like and by their lack of knowledge about which truth is the correct one as all sides make some extremely compelling arguments. Umineko wrings every drop out this dynamic in order to compensate for its lack of visual quality and it worked wonders as the passionate playerbase has shown.
 

Conclusion

 
There is an undeniable parallel between the natural intensity and intimacy present in visual novels and a Thriller’s aim of creating an exciting and tense narrative. Crafting a feeling of danger from the tiny details of a scene is something visual novels have the ability to lean into due to the limited design space available to them and this gives the Thriller fertile ground to keep the heart racing even in what should be low stakes moments. The feeling of paranoia brought on by an unclear antagonistic force or an unreliable narrator provide the medium a means of forming a continuous tension within a Thriller. Through playing off the strong sense of high stakes and more battle of wits centric stories a text heavy game tends towards, a visual novel can lead its Thriller to an appropriate climax. Alongside Horror, the Thriller is perhaps the most compatible genre with the strengths of the medium.
 

- Copyright © Towards The End Sky - Hatsune Miku - Powered by Blogger - Designed by Johanes Djogan -