Time Loop – Genre Deep Dive

 

Déjà vu

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

The End is The Beginning

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

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

People Under Pressure

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

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

Dehumanisation And The Looper

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

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

Conclusion

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

Sorcery Jokers Review – The Many Sides Of Magic


Genre - Urban Fantasy, Action, Thriller    Play Time - 35 hours    Developer - 3rdEye    Steam    VNDB

 

Urban Wonderland

 
In a world reshaped by the sudden appearance of magic, two young men from vastly different walks of life find themselves on interweaving paths as they work to uncover the tangled web lurking just under the surface. It is these dual protagonists which define much of what makes Sorcery Jokers stand out amongst the many other urban fantasy visual novels. There is a clever contrast between the lives they lead and sides of the conspiracy they uncover and it lends itself to a well rounded and textured tale of action and intrigue. Characters also play off this contrast to create a connection between the two halves as they wander back and forth across the boundaries. The visuals and audio compliment this approach with an artistic and auditory language for each protagonist and the in game flowchart helps reinforce this trend. When it comes to properly paying off all of this build up Sorcery Jokers can often stumble to disappointing results. Yet even these messy conclusions have a certain charm to them as the game continues to push forwards. Do all the pieces come together to create a title worthy of its genre? Let’s activate our magic and find out.
 

Depths Of Conspiracy – Narrative and Themes

 
Despite the existence of magic being known to all and on full display, this is a story driven by hidden magically machinations and truths rather than larger than life battles. It does still have this sense of spectacle but those who are fighting are rarely the ones in charge of their own fate as they move to try and free themselves from invisible hands. Sorcery Jokers is more of a thriller than an action title and leans into the constant feeling of having the rung pulled out from under you while the characters try and find a way out of maze they have been dragged deep within. Having two protagonists from vastly different sides of this world assists in furthering this feeling of uncertainty and danger through providing the player with contrasting and conflicting view points on the same situations. This prevents the tension from become stale or predictable since the shifting perspectives can give the player new things to witness at regular intervals and helps them not become bored with either of the two sets of characters. When action is brought in it is often not over the top and is instead an intimate and vicious magical melee which all participants are walking a fine line between life and death. Framing the battles like this prevents the characters from appearing as if nothing can harm them with their powers offering little protection from the attacks of their enemies. Larger scale action set pieces only happen at key climatic points in the story and are a dramatic leap up in spectacle in order to sell just how important they are to everyone involved. They fit into this thriller tone through the way they act as a frantic scramble for survival and control. Controlling the highs and lows is what Sorcery Jokers thrives on and it comes together as a wild roller-coaster of a ride.
The layers of action and intrigue run deep

A drawback to being so reliant on twists and turns is it can be difficult to provide a suitable payoff for each one. There is only so much time available to draw everything together and so some things get left by the wayside regardless of how important they once were to events or characters. This failure manifests as these plot points being shoved to the side in an anticlimactic manner, resolved with a deus machina or simply forgotten about. One of the most disappointing examples of this trend is the relationship between the antagonist Ruu and one of the protagonists Senri, they are shown to be two sides of the same coin and constantly get in each others way and so it would be expected they would have some kind of proper climax to this dynamic. Instead Senri just manifests a deus machina to instantly win the confrontation and neither side really learns or develops from this conclusion to the point it could have just been removed without any loss it the narrative. Something really has to have gone really wrong in the writing department for such a formerly important relationship to both characters to be cast aside. Weird choices like this plague the game from start to finish as it is so excited to show off its new toys to the player it forgets to resolve it old ones and just kicks them into a ditch. The rule of cool is king here and in order to get the most out of the title you have to be able to just roll with its punches and focus on the moment to moment excitement.
 

Two Paths To The Same Destination – Characters

 
Presenting two protagonists with such vastly different background, personalities and world views immediately gives Sorcery Jokers a strong texture to its narrative. On one side we have the naive and well off Mutsumi Haruto who attends a school dedicated to teaching people to control their magic and he is surrounded by children of CEOs. Opposite him sits our other protagonist Senri who lives in the underbelly of the city and is wrapped up in all sorts of unsavoury dealings. This contrast is put to good use with the game showing the various sides of this world as well as the views on how its issues should be resolved. It helps create the sense of a living city where everyone moves with their own purpose often ignorant of the actions of those around them and just trying to make the most out of what they have. The two very different uses of magic also work to show the good and bad it has brought since its arrival into the world and how it has changed people’s perceptions of what is and is not possible. Each protagonist has their own separate inciting incident which sets them on the same path and the way their journeys intertwine is a constant source of amusement as they unknowing influence each other. One minor flaw in this approach is that Senri is generally a more interesting character than Haruto since Senri's thoughts are more morally gray and he has the more complex companions due to rubbing shoulders with people who want to use him. This can make the game feel lopsided towards Senri with the feeling that he is the one who gets all the cool moments and important plot points.
The idea of the superhero is one the game loves to play off and with

Splitting the game down the middle like this also splits the cast up and the game organises them to take advantage of the divide. It assigns its protagonists a pair of heroines who work to create a complex web of emotions. One is a mirror for the protagonist and the other is a contrasting personality who undermines his world view. Haruto is given the sharp and pragmatic Atori Riku who clashes with his idealistic nature and Rikudou Asahi who shares his heroic tendencies but with a more directly outgoing nature. On the other hand Senri is paired with the two faced Kousaki Fiona Annabel who reflects the darker path he is set on while the innocent Noah could not be further away from them and serves as someone to bring out the good in both of them. Making the core cast so similar in composition on both sides invites the player to compare them against one another and consider the value of what drives each of them. The broader cast also reflects this inclination in a way designed to flesh out the world rather than directly challenge the protagonists. Their importance varies but they have enough time to feel like they exist beyond the confines of the story rather than being devices from narrative progression. 
 

Strange New Girls – Visual, Audio and Technical

  
As a title so focused on thrills and action, the visuals and audio play a large role in effectively communicating what is going on and selling the fast moving emotions of a scene. Conveying movement and power through smart arrangement and framing in relation to the music and text is the main trick Sorcery Jokers uses to achieve this effect. With a change is music comes a change in mood and the dynamic motion of the sprites and shifting CGs increases to match it while also matching the story. Through the use of standard magical imagery, such as magic circles, the game can rely on the player’s external knowledge so it does not have to spend time explain what is on screen and can instead dive straight into being exciting. A minor hiccup in these visuals is the way it can sometimes feel a bit off and stiff due to the limitations of the engine the developers were working within and this is distracting at times. It is worth bring up the excellent flowchart the game provides the player as it clearly shows all the important information about what is happening when and to whom so the constant protagonist jumping does not confuse the player. This is especially essential in the first half of the game where the protagonists do not always have scenes which occur at the same time and the game gives you the choice of what scene you would like to experience next.
This is one of the most effective and intersting uses of flowcharts in visual novels

Conclusion

 
There is something distinctly memorable about Sorcery Jokers and the way it crafts its urban fantasy tale which stems from how excited it seems to present its story. Its choice to have two protagonists is full taken advantage of through clever contrasts which extends into the rest of the cast who are slip between the pair. Controlling the highs and lows of its thrilling ride makes for a narrative where you feel like something new is always happening. Well formulated visuals and audio reinforce the action and drama of the story to make a visceral roller-coaster. If only it would actually resolve its plot points rather than moving on the next thing it is so excited to show you. Despite this disposition Sorcery Jokers remains a strong and enjoyable journey into a well realised world not so different from our own.
 

Verdict – 

The tapestry of multiple protagonists and interlocking paths define a wild adventure through a world of magical conspiracy and action which keeps you invested at every turn. It is a shame it can sometimes forget to properly pay off all the twists it sets up.
 

Pros - 

 
+ Keeps you on the edge of your seat with a thrilling ride of intrigue and action.
 
+ The dual protagonist and casts makes for a varied and fresh narrative as the characters’ stories interweave with each other.
  
+ A visual and auditory style which works to add pressure to the moments of tension and over the top flare to the moments of action.
 
+ Has a convenient flowchart to help keep track of how the two perspectives relate to one another and when certain events occur.
 

Cons -

 
- Often does not pay off properly older plot points as it wants to push you towards the new shiny thing rather than provide resolution to what came before.
 
- Senri is a noticeably more interesting protagonist than Haruto and also gets a lot more of the important plot points leading the game to feeling unbalanced at times.
 
- Some uses of the CGs and sprites in action scenes can feel a little stiff at times.
 
 

Best Visual Novel Releases – February 2025


As we say goodbye to the bitter cold of winter, it is a good time to look back at the many excellent releases that came out over the past month. These games have been defined by smaller titles catering to a variety of underserved niches from space mecha to pixel art supernatural mystery and offer something different for those looking for new experiences. Let’s dive in and see what visual novels might tickle your fancy this month.
 

Official Releases

 

Mojika: Truth Rears Its Ugly Head

Steam     VNDB     Genre – Drama, Supernatural    Play Time – 20 hours

One thing that can be said of Nitro Plus is they are constantly pushing their visual novels in new directions. This time they have crafted a story about bullying which explores dark desires and secrets through the protagonist’s power to see a person’s thoughts as words around them. Nobody in this game is a good person from the bullies to the their victim, all of them are scarred in some way and allow it to distort how they treat others. At the same time they are not evil and show a wide range of their emotions as each characters gets a deeper exploration of what drives them and how the protagonist is changed by this journey into their minds. A soup of chaotic drama and emotions drives these people towards an ending they could not have foresee. If you are looking for a powerful character centric visual novel then you should definitely pick up Mojika.
 

Stories from Sol: The Gun-Dog

Steam    VNDB     Genre – Mecha, Sci-fi    Play Time - 5 hours

It is clear to see from the moment the game starts what kind of ride the player is in for with its mecha and space setting establishing themselves with a strong first impression. The Gundam influences are obvious yet Stories From Sol takes pains to differentiate itself while still holding true to the spirit of its inspirations. Perhaps the most immediately striking of these is the choice of a retro anime art style for its visuals and large mechanically themed UI it has on screen at all times. It is a wonderful mix of 80s elements blended together to form a textured mesh of adventure game and visual novel. Its story compliments this feel as it leans into the colourful cast of the Gun-Dog and focuses on the mysteries and dangers they face in a way which blends space action with a good dose of human tension. This is something which will appeal to fans of retro anime, mecha or sci-fi and if you fall into one of these groups it is well worth your time and money.
 

Cage of Roses

Steam    VNDB     Genre – Yuri, 19th Century    Play Time – 3 hours

Mixing a historical setting with a tinge of the supernatural is a great way to add some mystique and grandeur to a game, especially when dealing with the presentation of a fantastical European past. This game takes full advantage of its setting to set up a winding tale of love and dark secrets where brilliant spender is perfectly contrasted with the less than desirable elements it covers up. The story follows Meike who is on her way to an arranged marriage when her carriage is attacked by bandits. Fleeing from them she finds an eerie castle hidden way from the world and its owner, the strange woman named Magdalena. It soon becomes apparant that she is hiding a secret, she is in fact a vampire and Meike finds herself drawn into Magdalena’s world. As a short visual novel it is perfect for those seeking their fix of period yuri drama and if you like it then you should consider looking at Ebi-hime’s other work.
 

Urban Myth Dissolution Center

Steam    VNDB     Genre – Mystery, Supernatural     Play Time – 10 hours

If you are looking for the most unique title to be released this year then Urban Myth Dissolution Center may well be up for serious consideration. Its blend of supernatural mystery, personal drama and striking pixel art create an episodic dive into a weird occult world. The titular Urban Myth Dissolution Center deals with all kinds of cursed objects and otherworldly phenomena and it is for this strange organisation Azami Fukurai finds themselves working. Alongside its director, Ayumu Meguriya, she must uncover the complex truths behind each case as she is slowly drawn into a web of supernatural forces. None of the cases play out exactly the way they initially appear they will and the game makes cleaver use of its human element to muddy the facts so the player will have to carefully unpack every aspect in order to reach the truth. This one comes with a solid recommendation as a memorable ride you are going to want to keep coming back to again and again.
 

PRIMAL×HEARTS

Steam    VNDB     Genre – Romance, Slice of Life     Play Time – 25 hours

Our monthly slice of life and romance slot goes to a game which is asks the player to pick one of two student councils to support and maybe find love along the way. It is a lighter take on the tradition vs. progress conflict with each of the councils representing one of these two sides and while the title is willing to use this a source of drama, it never pushes it into anything too serious. The aim here is clearly to be a slow burn romance story first with everything else existing to add some spice when needed and it does a strong job at keeping all of this feeling natural. Overall it is a fun slice of life visual novel and you should know by now if this is something up your alley, if it is then you are in for a good time.
 
 

Character Sprites – An Anatomy Of Visual Novels

 

Representing Emotion

 
When looking at a visual novel is there any single part which can be said to have the same importance as Character Sprites? Their presence or absence defines a lot about how a player will perceive a title and they express much of its emotion. Not matter what artistic style is chosen for these sprites, they offer a core avenue to present the unspoken parts of a scene where the visual novel does not to spell out how a character is feeling and instead show it. Such a seemingly simple element has a lot of variation in its implementation and how it can get the player to react to it. The basic static sprites are the most common type and many games choose them since they offer an easy to understand visual language. Next up in complexity are the animated sprites which include things like live 2D and full 3D models where the aim is to give a sense of life to every moment they are on screen. Then there are the various miscellaneous types from back sprites to silhouettes and these generally act as a way to complement the primary style while offering narrative flexibility. Let’s find our characters and see how each of these types works to enhance their visual novels.
 

Static Sprites

 
If you pick up any visual novel it is very likely to be using static Character Sprites as it is the oldest and most well tested type of sprites so developers tend to gravitate towards them. They are simple in nature being images of the characters, often just a bust of them, which only changes then the game progresses to the next line of text and otherwise present themselves in a direct manner. This gives them a clarity and uncluttered visual identity which makes it easy for the player to understand the emotions or ideas the sprites are attempting to convey. Not drawing unnecessary attention to themselves through blending in with the rest of the static assets helps create a sense that they are a part of the world. Should other elements need the spot light it is easy for these Character Sprites to step aside due to their basic nature and not distract from what the visual novel needs in order to move its narrative forward. Static Character Sprites where once the sole way to present a visual novel’s cast, but as technology and technique advanced many titles moved over the using some form of animated sprites. These tended to be games in the slice of life and romance genres and the ones which remained in the static camp did so due to how difficult it is to balance animated sprites and a series tone. As such the genres using static sprites tend towards darker stories or titles from developers who simply lack the resources to create animated sprites in the first place. 
There 3D models are certainly unique...

Since this is the most wide spread type of the Character Sprite there are a lot of examples of it in practice, so let’s narrow it down to Ever 17 and Stella Of The End. Ever 17 falls into the camp of being an older title back in a time when static sprites were the only real option and it has this baked into how it considers its visual presentation. There is a slow and deliberate feeling to the choice of what Character Sprite fits each moment where the lack of flexibility forces each sprite to clearly communicate the intent of the scene. What is interesting about Ever 17 is that it had an updated version released for the Xbox 360 which used 3D sprites and it was not well received. One of the main reason often stated for this dissatisfaction is the way the new 3D did not capture the atmosphere and charm of the old static sprites due to their weak presentation of character emotion when compared to the sharpness found in the originals. Key has maintained their use of static sprites despite their tendency towards slice of life and drama as core pillars of their work. This is maintained in their smaller titles such as Stella Of The End where they use a distinctive art style to help reinforce the its mood. Here the Character Sprites use their static nature and blend into the elements around them to create the impression they are part of this alien world and blur the lines between them and the strange machines they encounter. This gives the game the ability to craft a flow through the experience where no single part overpowers the others which is always a risk with the larger than life Character Sprites from other games taking centre stage.
 

Animated Sprites

 
In recent times there has been a trend in visual novels to include Character Sprites which use dynamic motion to add life to its cast. These animated sprites come in a wide variety from simple motions as a character speaks to full 3D models with a free range of movement, but by far the most common type is Live 2D. What each of these share is an aim to create the illusion of the sprites on screen being an actually person with all of the small mannerisms people have when speaking. Their main advantage over static sprites is the way they can flow from one expression or pose into another to provide a sense of continuity to the character’s existence rather than simply fading from one to another. Live 2D is the king of the animated sprites due to the way it treads the line between the familiar static presentation of the rest of the game and the expressiveness of a more free form model such as 3D. 
What is it with Live 2D and cat girls?

Take for example Corona Blossom which uses its Live 2D to emphasise its comedy and light tone. Here the Character Sprites are constantly in motion even when not speaking to give the sense that they are breathing and do all the small movements people do even when standing still but taken to an exaggerated level to match the anime aesthetic. Despite this over the top feeling they never appear out of place since they are carefully matched to all the other elements from backgrounds to CGs to create a continuous world. Their poses are still limited by their nature as a series of flat images overlapping one another and cannot reach the level of dynamic presentation possible with 3D. Visual novels using 3D sprites tend to commit to 3D in other elements of their presentation in order to make use of the dynamic control these models offer while not having them feel out of place, such as in Virtues Last Reward. The free form movement offered by the 3D Character Sprite is the most flexible available and provides a developer with the means to precisely express themselves as each part of the body can be positioned in 3D space to give it a sense of life. A lack of clarity can be a problem for 3D sprites since their movements and subtle visual cues add noise to any message or feelings they are attempting to convey to the player which can lead to them not having a powerful effect in key moments.
 

Myriad Of Options

 
There are a variety of other styles of Character Sprite used in visual novels, but many of them only appear in specific use cases. Let’s briefly go over a few here. One interesting variant is the back sprite where only the character’s back is shown to the player. Fate Stay Night loves to use this type of sprite to create a feeling of distance and rejection from the character to the player. Turning your back on someone not only prevents them from seeing your face, and thus your emotions, it also points you away from them suggesting that you are heading in a different direction to them. Silhouettes are a type of Character Sprite which sees use either as an artistic or budgetary choice. In Kamaitachi no Yoru they serve both purposes and work as a way to create tension and enhance the mystery atmosphere. People shaped images inherently draw your eye yet there is something slightly unsettling about a human without any concrete features. So when such characters are on screen and talking, it creates a certain sense of something being off which the game can lean into with its narrative. Taking photos of real places and people for use in visual novels is a long standing option for those on a budget. However, photograph sprites have their own distinctive feel to them and are grounded in the real world in a way no other sprite can hope match. This can be played with for a variety of effects such as in Hatoful Boyfriend where the realistic images are of birds and the inherent silliness of the idea of real birds being in a school setting as students is played for source of comedy. As images of the real world they have a connection to it that our minds immediately cling to and this gives them a rigid feeling which can serve a visual novel aiming for that sort of presentation.
Umm... They are just birds right?
 

Conclusion

 
The choice of what Character Sprites to use in a visual novel has a profound impact on how it is perceived and the tools it has access to. Animated sprites allow for a feeling of life and presence to be given to the characters on screen while still feeling like they belong in this world. On the other hand static sprites provide a clear and easy to understand medium for the presentation of character emotions without any noise to distract from the developer’s intent. Then there are a variety of other types from photographs to silhouettes which each bring a new way for the perception of the characters to be controlled and they do not demanding extensive screen time to be effective. Overall the value these sprites offer as a tool kit for someone creating a visual novel cannot be overstated and which one you choose to use should be considered carefully so it matches the design of the game.
 
 

Rhythm Games – Uncovering The Hybrid


 

Dancing To The Beat

 
Merging Rhythm Games and visual novels into a single package is something not seen often yet when it does happen it reveals interesting facets about both styles of game. The audience of Rhythm games generally expects an extremely focused experience where the gameplay is front and centre with few distractions. As such the inclusion of visual novel elements has a delicate relationship born out of the need to achieve something outside their normal speciality. Most of the time this is to meet some kind of outside need for the game to justify the player continuing to engage with it. It can also be due to its status as a spin off game which demands a narrative it is otherwise not equipped to produce. Then there are the rare exceptions where the Rhythm Game is the smaller part and exists as a means to create emotional resonance. Let’s find our grove and see what each of these practices reveals about the nature of these genres.
 

As Part Of The Package

 
A common reason for a hybrid to exist between Rhythm Games and visual novels is due to the presence of a third element which exerts a pressure on the overall product that cannot be met by only the Rhythm gameplay. Perhaps the most dramatic third element in this hybrid is a gacha system. They demand a reason for the player to pull the new products it is offering and this often means characters. Rhythm Games on their own do not have the best avenues to capture the player’s interest in a specific character or encourage them to engage with the gacha due to the inherently detached nature of their mechanical focus. They want people to get lost in the music rather than any other part of its presentation which is not helpful in selling the player on something external to that moment. It can have a character on screen but how much attention can the player really give them when their focus is entirely on getting the best score. Here is where the visual novel sections come in to support what characterisation has been established. By spreading them out wherever there are gaps in the player’s engagement with the Rhythm levels, they can frame the characters within a desirable context as their constant presence works the endear them to the player. This is mainly done through providing a story which justifies the existence of the Rhythm mechanics and links them to the characters generally in the form of the characters being musicians of some kind. 
Gacha consumes all
 
Taking a look at games like Project Sekai: Colorful Stage! and D4DJ Groovy Mix we can see this practice in action. Characters are everywhere in these titles, they are what is being sold and the player will never be able to escape the influence of this choice. Despite the visual novel and Rhythm game sections occupying the same space, there is slight disconnect sometimes in order to serve the content model of a gacha through events and core additions often causing the two halves to segregate in order to be released at a fast pace. Some effort is made to try and prevent this issue from becoming too pronounced through common theming in the choice of songs and stories for each new update and this is generally enough for the gaps be less noticeable. Each games’ respective ability to pull in players should speak to appeal this hybrid and its ability to be a means of expanding the potential audience of both genres.
 

Invoking Feelings


When the visual novel is in the driving seat of this hybrid a change in emphasis occurs with a desire to enhance the narrative over everything else. In order to meet this expectation, the Rhythm Game elements lean into their music nature and the power it has to invoke emotions. The ability of music to influence a person’s feeling is something visual novels already understand and utilise extensively, but what makes the Rhythm mechanics better than this baseline is the way they have the player act out the music. Having a direct role in the successful presentation of the music, through adhering to the beat, provides a tangible connection to it that is absent when it is merely background noise and connects the emotions of a piece directly to the player while keeping them immersed in the experience. If this is used selectively over the course of a visual novel it can work as a means to engage people with the story and allow for the key feelings of characters to be obvious during these moments. Since this draws the player out of the visual novel it has to match the narrative in some direct form in order to not be distracting and as such it is limited to only certain kinds of story like those which contain musical motifs. 
Musical theming is a good pair with a Rhythm Game

 
Symphonic Rain showcases how this balance can work in practice with its highly musical presentation. This is a game which really leans into musical ideas as a framing device for its narrative and characters to the point of being set in a city of music with the protagonist’s goal being to become a master musician. Using intermittent Rhythm Game sections gives it a means of directly tying the musical theming to the characters emotions and this has a greater power since it is the player who makes this link between them through their own actions. It also provides a direct representation of the abstract idea of music and a tangible process of input for those without a pre-existing background in its creation so opening it up to a wider audience. The protagonist motivation of becoming a master musician has a greater immediacy when the player participates in his dream which helps to blur the line between the two.

Spin off Syndrome


Another subset of this hybrid is those born from the needs and expectations of its existence as a spin off title. If the original title the hybrid is based off has a strong narrative element then a pure Rhythm Game would clash against established ideas for the series, so the visual novel sections act as a means of bridging that gap. The two halves often share a relationship similar to a visual novel and an RPG in that the Rhythm elements act as a stand-in for some form of conflict or what would be a battle in an RPG. Let’s look at an example of this in action with Persona 4 Dancing All Night. The Persona games are well known for their long JRPG stories and so any sort of spin-off would need to meet this expectation hence the visual novel. During the main campaign of Dancing All Night various forms of conflict will arise and the characters will be forced to dance in order to resolve it, these are the Rhythm Game sections, and they take the place of what would have narratively been a big fight in the original titles. This change of how the characters deal with the threats they face is exceedingly contrived and the game is aware of this tension so it leans into being a more comedy centric title with an overall light tone. It helps compliment the already brighter music which forms the core of the Rhythm sections and brings the whole package together.
Rhythm Games as method of conflict resolution will always be funny


Conclusion


While visual novels and Rhythm Games are an odd pairing, they can be made to work as a cohesive hybrid with careful consideration. If there is a pressure from a third element in the mix, a common focus on characters can provide a bridge where an emotional resonance for them can be crafted when both sides push towards that goal. In a spin-off, the visual novel half can be a stand-in for the narrative expectations of the original work with the Rhythm sections being a replacement for conflict mechanics. Should the visual novel be in the driving seat then Rhythm Game elements can enhance the power of the game’s music and any musically themed aspects it might use. Overall, you can make this pairing work with the right framing and purpose, but it will never truly managing to shake off the feeling of how different these two parts are from one another.


MYTH Review – Walking With My Shadow


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

 

Walking Without A Shadow

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

Step Into The Labyrinth – Narrative And Themes

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

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

Many Universes, Many Faces – Characters

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

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

Pushing Through Limitations – Visual, Audio and Technical

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

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

Conclusion

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

Verdict – 

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

Pros -

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

Cons -

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

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