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About this blog

This is a series of condensed articles from my main Blog.

Reviews, News and Analysis are my specialty and will be updated weekly on the main site followed by here.

Entries in this blog

Yaoi – Genre Deep Dive

This is a condensed version of the full article which can be found on my Main Blog Here.   Love In All Its Forms   As a genre Yaoi has an interesting kinship with masculinity which leads it down some distinctive narrative pathways. In many ways it is a mirror of its stable-mate Yuri since it also has the two extremes of commercialisation and thoughtful representation. Much of the genre’s output tends to be aimed at a female audience with the characters and relationships setti

Pallas_Raven

Pallas_Raven in Analysis

The Common Route – An Anatomy of Visual Novels

This is a condensed version of the full article which can be found on my Main Blog Here.   In The Beginning    If there is one structural element which is used by most visual novels it is the Common Route. This linear opening section contains the choices which decide the route you will be sent on as well as providing world and character building setup so that the routes can focus on their specific hero/heroine. They are so ubiquitous with visual novels that even those who are

Pallas_Raven

Pallas_Raven in Analysis

Hello Lady! Analysis (Spoilers) – Pieces of Potential

This is a condensed version of the full article which can be found on my Main Blog Here. Academic Subterfuge   The English release of Hello Lady is a game in a strange situation. Being a translation of the Complete Edition, it is effectively three games tied into one which leads to some interest quirks. I knew that I would have to play the game since I enjoyed one of the developers previous works, Coμ. Coμ was a flawed but entertaining game and it is with these expectations I when

Pallas_Raven

Pallas_Raven in Analysis

Enforced Play Order – An Anatomy of Visual Novels

This is a condensed version of the full article which can be found on my Main Blog Here.   Directions From On High   The player is a wild and chaotic beast prone to doing what you least expect and are both the joy and bane of developers. This is especially true for any game which focuses on narrative as its core element since there is no guarantee the player will experience the story in the way the designers intended and even more so if there is any form of freedom offered.

Pallas_Raven

Pallas_Raven in Analysis

Comedy VNs – Genre Deep Dive

This is a condensed version of the full article which can be found on my Main Blog Here.   I Laugh, You Laugh, We All Laugh   Making people laugh is a particular talent and more than any other it is dramatically effected by the medium it is presented through. Stand up comedy and visual novel humour might share a similar desire to entertain but they could not be further apart in terms of how they reach that goal. The unique set of tools available to visual novels has led to a

Pallas_Raven

Pallas_Raven in Analysis

Polyamorous Endings – An Anatomy Of Visual Novels

This is a condensed version of the full article which can be found on my Main Blog Here.   A Relationship With Many Sides   When it comes to relationships most forms of media present monogamous pairings as the normal and rarely explore beyond this line of thinking and when they do the presentation of the opposite extreme is generally negative. Enter the visual novel, here is a space where polyamorous relationships are given an equal examination to their more traditional peers

Pallas_Raven

Pallas_Raven in Analysis

Space Sci-fi – Genre Deep Dive

This is a condensed version of the full article which can be found on my Main Blog Here.   Breaking Through The Firmament   When looking up at the stars how can one not be filled with a sense of wonder? Since humans first stood upright we have told stories about what lies in the expanse above our heads. In the past this would have been the realm of gods and mythical creatures, but, now that people can reach it, the tales have shifted into the subject of today’s article, space

Pallas_Raven

Pallas_Raven in Analysis

Timed Choices – An Anatomy of Visual Novels

This is a condensed version of the full article which can be found on my Main Blog Here.   Under Pressure   As a medium visual novels lack many ways to get the player to make split second decisions and one of the few they do have is the Timed Choice. These are as simple as they sound, the player is presented with a normal choice but must consider and act on it under the pressure of a time limit. Some games show the timer ticking down while others merely state that the clock i

Pallas_Raven

Pallas_Raven in Analysis

Dark Fantasy – Genre Deep Dive

This is a condensed version of the full article which can be found on my Main Blog Here.     The Dark Night Of The Soul   Dealing with the parts of human nature we would rather not look at can be difficult to fit into many genres due to audience expectations for heroic tales. As such if a story wants to tackle these subjects it needs to build its entire world and tone around them, thus was born the Dark Fantasy. This genre takes its fantastical elements and uses them to c

Pallas_Raven

Pallas_Raven in Analysis

Achievements – An Anatomy Of Visual Novels

This is a condensed version of the full article which can be found on my Main Blog Here.   The Completionist Drive   It is human nature to want to be rewarded for our accomplishments hence why people are so happy to get a bit of paper at the end of a university course. Games love to tap into this emotional response through Achievements and visual novels are no exception. Achievements are generally used as both a system of rewarding the player and a means of encouraging them t

Pallas_Raven

Pallas_Raven in Analysis

SRPG – Uncovering The VN Hybrid

This is a condensed version of the full article which can be found on my Main Blog Here.   Mixing Words And Chess   If you want gameplay that mixes the grand feeling of strategy while still maintaining a strong character focus then the SRPG is generally the way to go. Hence why visual novel developers find this style mechanics appealing and select it to form a hybrid with in order to compliment the visual novel's narrative tone. Here the SRPG will be defined as a strategy gam

Pallas_Raven

Pallas_Raven in Analysis

Multiple Title Screens – An Anatomy Of Visual Novels

This is a condensed version of the full article which can be found on my Main Blog Here. The Many Faces We Wear   Upon booting up a visual novel, the first thing the player will see is the main menu. Over the course of their play time they will pass through it countless times and come to memorise its details. As such altering this key feature will immediately be noticed by the player and the more dramatic the change, the greater this impact will be. A wide variety of visual novels

Pallas_Raven

Pallas_Raven in Analysis

Science Fantasy – Genre Deep Dive

This is a condensed version of the full article which can be found on my Main Blog Here.   Of Robots And Sorcerers   At first glance sci-fi and fantasy might seem incompatible with one another since the first focuses on extrapolations of concepts from our scientific present while the other deals with impossible events and powers. However, behind these differences they share a common desire to explore the nature of humanity through situations as distant as possible from our e

Pallas_Raven

Pallas_Raven in Analysis

The Skip Button – An Anatomy of Visual Novels

This is a condensed version of the full article which can be found on my Main Blog Here.   Pressing Fast Forward   A simple feature like a Skip Button might seem too minor to be worth covering in any detail, after all most visual novels have one so they must be a normal part of them, right? It is only when it is taken away that its impact, both on how the player interacts with the game and their perception of it, becomes clear. Presenting the option to skip content is always

Dating Sims – Uncovering The VN Hybrid

This is a condensed version of the full article which can be found on my Main Blog Here.   Making Yourself Desirable   Many outside the visual novel space often make the mistake of referring to romance visual novels as Dating Sims and at a glance it is easy to see why given their shared focus on pursuing a chosen heroine or hero. The two types of game have had a long and connected history with Dating Sims utilising visual novel elements to sell their story sections and buildi

Pallas_Raven

Pallas_Raven in Analysis

Apocalypse – Genre Deep Dive

This is a condensed version of the full article which can be found on my Main Blog Here.   Until There Is Nothing Left   As a species we have a strange obsession with the inevitable demise of everything we have built in the face of sudden and uncontrollable disasters. There is a kind of catharsis at seeing this scenario play out in a fictional setting and witnessing how the characters attempt to adapt to the end of the world as they know it. This genre of Apocalypse stories c

Pallas_Raven

Pallas_Raven in Analysis

Save Systems – An Anatomy of Visual Novels

This is a condensed version of the full article which can be found on my Main Blog Here.   Recording Your Progress   Almost every game has some form of system by which the player can save their progress since a developer cannot expect them to complete the title in one sitting. How this manifests varies wildly from the freedom to save as many times as the player wants to a single save slot only available at designated intervals to an autosave system out of the player’s hands.

Event CGs – An Anatomy Of Visual Novels

This is a condensed version of the full article which can be found on my Main Blog Here.   Capturing The Action   When visual novels wants to enhance the drama and impact of a particular narrative beat or intimate character moment they turn to Event CGs. These large and intricate graphics depict these key moments with a vivid detail which the character portraits are no capable of replicating. Each one has such a profound effect on the player due to the infrequency of their us

The Bad Ending – An Anatomy of Visual Novels

This is a condensed version of the full article which can be found on my Main Blog Here.   When Everything Goes Wrong   A good story is often defined by its ending and a bad one can be redeemed by it. Visual novels are no exception to this rule and must contend with this opportunity multiple times over the course of the game. The most common form of endings used in visual novels are the Good and True Endings, but there are also some games which use Bad Endings. This kind of e

Pallas_Raven

Pallas_Raven in Analysis

NVL VS. ADV – An Anatomy of Visual Novels

This is a condensed version of the full article which can be found on my Main Blog Here.   For visual novels, the written word is their backbone and how it is presented to the player is key to controlling their tone and pacing. Over the years the methods of presentation have been standardised into two types, ADV (ADVenture) and NVL (NoVeL). These two have become the dominate styles and are often positioned as diametric opposites in what they set out to achieve. When a developer creates

Pallas_Raven

Pallas_Raven in Analysis

The Sub-Heroine Route – An Anatomy of Visual Novels

This is a condensed version of the full article which can be found on my Main Blog Here.   She Was Always Right Beside Me   A story always has its heroes and heroines, defining characters who shapes the narrative and break out of the normal to change the world around them. These are the people who the player remembers long after they have put the game down and are the focus of a developer's time and effort. But what about the supporting cast? The men and women who stand bello

Pallas_Raven

Pallas_Raven in Analysis

Episodic Stories – An Anatomy of Visual Novels

This is a condensed version of the full article which can be found on my Main Blog Here.   Tales From A Distant Land   How a visual novel is structured is perhaps one of the most important, but also the least immediately obvious, element for the player. The way in which the pieces of the narrative fit together often determines the kind of story you are going to tell and tools available to impart emotions and ideas. As such the choice to assume a structure based around Episodi

Pallas_Raven

Pallas_Raven in Analysis

The True Ending – An Anatomy of Visual Novels

This is a condensed version of the full article which can be found on my Main Blog Here.   Final Destination   Controlling how your game ends is crucial to the impression of it the player walks away with. This is an especially pressing issue for games with any kind of choice system which provides the option of alternative endings. If not handled correctly this can cause the narrative to come across as inconclusive and lacking a coherent identity. Something to tie the events

Pallas_Raven

Pallas_Raven in Analysis

Built-in Flowcharts – An Anatomy Of Visual Novels

This is a condensed version of the full article which can be found on my Main Blog Here.   Divergent Paths To The Future   For the longest time when you wanted to know how to get to a specific route in a visual novel the only options open to you where trial and error or looking up a walkthrough. However, in more recent years there has been a trend to include built-in flowcharts that fill out as the player progresses through the game. These help the player understand the struc

Pallas_Raven

Pallas_Raven in Analysis

Mystery VNs – Genre Deep Dive

This is a condensed version of the full article which can be found on my Main Blog Here.   Through The Lies And Deception   Of all the genres Mystery is perhaps the one visual novels have the most tools of engage with. The levels of subtly and the precise execution needed to ensure a balance between the known and unknown so that the player is never lost is no easy task and demands a degree of control many games lack. At the same time they have to be able to spin other delica

Pallas_Raven

Pallas_Raven in Analysis

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