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Showing content with the highest reputation on 07/22/18 in Blog Entries

  1. Foreword: Game first arouse my interest as alternative version of Subarashiki Hibi. Then I tried to get the glimpse of it by watching hentai OVA... and it was the worst hentai OVA I ever seen, so I was really infuriated since it did not say much about the game. Finally I've picked it up while investigating year 1999 and it struck me as something more serious than a nukige, especially after seeing those demon mind-screw CG. And it's been a while since I enjoyed a visual novel that much. Title: Tsui no Sora Developer: KeroQ Date: 1999-08-27 VNDB link:https://vndb.org/v3246 Youtube walkthrough:https://www.youtube.com/playlist?list=PLENAECnNmAq8vJwICEnwWJOz0Yf6ycKz3 Synopsis: Our guy got waked up by his childhood girl for school. Once they got to their classroom, they found out that a girl classmate jumped from their school roof yesterday. Soon, people started talking about end of the world on day 20th. Some even went crazy, lead by one guy. You get to see the events first through our guy's eyes, then his childhood girl's and two more people. Structure: There are two routes - for Kotomi and Ayana, then there's the route from Kotomi point of view, then the retro-route from Zakuro eyes, then villain route from Takuji viewpoint. And it all finishes with epilogue route for Kotomi and Ayana. Length: 7 hours 30 minutes. Game type: Mindscrew end of the world theme ADV. Difficulty: Easy since there are only 3-4 decisions to make. Character Design rating: 8/10 Protagonist rating: 8/10 Story rating: 10/10 Game quality: 7/10 Overall rating: 8/10 Rating comments: I did not expect such high scores. Characters aren't voiced, but somehow they manage to feel alive. There are so many protagonists in this game that the rest of characters are easy to understand and remember. If it was only for Yukito, protagonist would get a full 10. Story does not seem anything special on the first glance, but with each route it opens up new depths and raises new questions making it a very integral, memorable and personal experience. I can't rate game quality good for the lack of CG, unvoiced heroes and macromedia director engine. Protagonist: Yukita makes the perfect protagonist for me. He cites Kant, Wittgenstein, Kierkegaard, Bible all the time. He looks like a hooligan, but is absolutely faithful and reliable even though he tries to shrug it off with crude words. He's pretty much the only one who stays calm, trusts in logic and comes to everyone's rescue. Kotomi is Yukita's childhood friend. She is quite nice as a heroine, but when she becomes protagonist we get to see her constant hesitations and anxieties. It's a pain to see her crying "I don't know anything anymore", thinking "I must be alone and get stronger" and running away from Yukita at school. Zakuro is the classmate of Yukita and Kotomi. At the beginning of the game she's already dead having jumped from the roof. But her story was the most impressive one for me. But more of it in the story part. Takuji is the villain of the game. A shy small boy who at the same time wants to peel everyone naked and sentence to death. He's really cool as protagonist for having all kinds of hallucinations that make the game a mind-screw. Characters: Who do we have left? There's classmate Otonashi Ayana who has her own route, but is not a protagonist for she's the most mysterious character in the game and her manner of thinking should not be revealed. There's also classmate Yokoyama Yasuko who enters the same kendo club as Kotomi, but at the same time really sympathizes Takuji end of the world ideas. Yasuko brother is the biggest supporter of Takuji as well. There's also guy Ozawa that bullied Zakuro, but at the beginning of the game he's dead. There's a magical girl Riruro, but her existence is under a huge question, hehe. We also have medical department teacher. Story: I can't really tell about the story without some spoilers (although I'll try to hide heavy spoilers under a banner), so be aware. I. Game starts from Yukito perspective 7 days before the disaster and he can opt for either Kotomi or Ayana as the main heroine. The choice only determines couple short scenes of each heroine and determines whether Kotomi H event opens up or not. The contents remains the same. First two days are spent in mass neurosis as classmates keep jumping from the roof and rumors about the end of the world keep spreading. Then there are two days of open conflict of Takuji with the school that result in dangerous cult creation. Next two days are notable for Kotomi kidnapping by the Takuji group and her rescue by Yukito. The final day is not clearly shown. II. Then starts the route of Kotomi which is exactly the same route, but from the eyes of Kotomi. She's there mostly to add girlish thoughts to the narration and of course to show her two days of captivity and torments (read: H events) while kidnapped. So it's kind of non-important fan-service route. III. Well, when you think that the game is over, the next route opens up. And instead a week before the disaster we go to two weeks before the disaster to the body of Zakuro. She got raped and made photos of by bully Ozawa one day and from that time was blackmailed into intimate relations daily. But once she gets a letter saying "Rejoice, your torments will end tomorrow". Since it's the most impressive route for me I'd only tackle it under the spoiler banner. IV. The seven days before the disaster are shown yet again, but from the eyes of main villain Takuji. We get to see how his ideas are formed, what pushes him, how he recruits allies and eventually names himself the savior of humankind. From that point it's hard to determine delusions from truth as he sees monsters, magical girl Riruru, her spirit father and gets instructions from them, but most of the time he seems to just be talking with the graffiti wall. He starts as savior of humanity, but through demonic teachings soon recognizes the need to purify humans before the final skies by killing them. The longest and weirdest route, but at the same time it still feels light. V. Epilogues sheds light on events after the day X and give more questions than answers. HEAVY PLOT SPOILERS INSIDE CG: Too few! But characters standing sprites usually look so good that the lack of CG is not that grave. Sound: BGM includes few, but atmospheric short cycled compositions and there is no voicing at all. Humor: Apart of this funny moment of skirt flipping there was one real joke. Yukito and Ayano stay at the roof. Ayano asks "- What book do you hold in hands?" "- Kant" " Why would you need a book about girl's genitalia?" "Wrong! It's not about that!" "So it's called just CAN'T? Why would you need a book about impotence?" Then he tries to tell her Kant and Wittgenstein theories. "Wittgenstein? Is that the male apparatus?". I don't remember any more moments, but for me it's important to have at least one funny memorable moment. Themes: There are a lot of themes. 1) Is the end of the world possible? Yakuto tries to find an answer in Kant, Wittgenstein, Kierkegaard and Bible books. He uses Kant's antimony to make a conclusion that the beginning of the universe is not provable and thus there can't be the end of the world. 2) The war between light and darkness forces to impede/fasten the end of the world - is it real or imagination of fanatics? One certain route is devoted just to this theme. 3) Who actually saved the world? Was it Zakuro, Ayana or maybe even Takuji? All three came to contact to the higher essences and could influence that. Of maybe the world never needed to be saved and those are just superstition and ignorance? We have to figure it for ourselves. 4) The separate question is who is Ayana? Her every word is mysterious. She does not have parents, but she's always present at the most gruesome events late at night at the school. 5) What this game is even about? Again, you decide, the first two collages of screenshots allow to treat the game as spiritual mind-screw, youth criminal drama or eschatological religious confrontation of heroes and devils. Overall comments: I have not read Subarashiki Hibi and can only judge it by reviews and vndb. But what I see there is that the core of the plot and the characters are absolutely the same. SubaHibi was enlarged immensely to fit the modern demand, but such detail would not be possible without this little weird gem from the 1990s.
    3 points
  2. Clephas

    Curio Dealer

    This is the latest VN by AXL, and it is also the latest in its 'swords fantasy' (there is very little magic in these games) series (I say series, but they are just a line of similarly-designed games). The previous games in this series include Princess Frontier, Hyakka Ryouran Elixir, Racial Merge, and Ou no Mimi ni wa Todokanai. This is also AXL's fifteenth game, making it one of the most prolific companies (ignoring subsidiaries) still active. Like all the games in this series, it is based in a world whose tech level is medieval with bits and pieces of higher levels of technological development here and there. This one falls in an area similar to Ou no Mimi, rather than Princess Frontier or Hyakka Ryouran, meaning it has a somewhat more violent turn almost from the beginning. The protagonist is an antique dealer (thus the game's name) named Rowan who, due to the loss of his parents during an adventure at the highest levels of the tower, has had to deal with an aversion to the tower that is at the center of the town that serves as the center of the game's story. This changes when a young girl bearing a greatsword named Linaria comes into the picture, and he finds himself guiding a young group of adventurers through the lower levels of the tower. Rowan is not only an antique dealer but an exceptionally talented dagger-user and toolmaker. He is also the only individual in the town that can repair the various machines that come down from the tower. If I were to pick his class, I'd consider him to be a cross between an engineer and a rogue, with excellent crowd-control techniques and stuns. Like a lot of mature protagonists, there is a disconnect between his emotions and rational behavior, and as a result, he will often take the logical path, even when it conflicts with what his heart wants, thus leading to him being a bit dense about emotions in general. The tower is much like a lot of roguelike rpg towers (though this game isn't an rpg) where people climb the tower to gather treasure, fighting monsters and robot-like Guardians as they do so. The power gems taken from the Guardians can be used in various devices made from parts taken from the tower, and this is the source of most of the setting's higher technology. The tower itself is self-repairing and self-defending, deploying seemingly endless numbers of Guardians and monsters. No one knows how high it goes. The three heroines are the young princess Karin, the protagonist's adoptive sister Mira, and the newbie adventurer girl Linaria. Karin is a sort-of tsundere who very obviously is in love with Rowan from the beginning. Her father is the second King of the country (that consists of the tower, the town, and the land around it), but she only realized she was a princess at a relatively late age due to the closeness of the royal family to the people. Mira is a responsible girl who takes care of most of the chores and the account books at Rowan's shop... and has an unnatural attachment to the spiky ball and chain she uses as a weapon (the first time you see her flushing after squashing an enemy says everything). Linaria is the daughter of a deceased adventurer who came to find out why her father abandoned his family in order to seek fame and wealth in the tower. Though she resents adventurers as a profession, she is too kind-hearted to actually take it out on anyone. Common Route The common route mostly accounts the trials and tribulations of Rowan and company as they rise through the lower levels of the tower to be acknowledged as full-fledged adventurers (novices are called 'virgins' until they reach town on the Twentieth Floor). If you like AXL games' style of character interaction, you'll like the slice-of-life elements, and the battles are actually tactically interesting (something that is unusual for AXL). There are a few emotional moments dealing with Rowan's past, but the common route mostly serves to familiarize you with the characters. Normal Ending This is an ending you get if you fail to pick one of the three main heroines. It is basically a joke ending where the results of his actions in the common route come home to roost, lol. Karin Karin's path starts out with a lot of light ichaicha and a somewhat annoying get-together sequence. However, at roughly the halfway point, it suddenly turns dark and violent... and outright bloody. The violence in this path startled me a bit, as it is out of character for AXL (AXL generally restricts violence to one or two scenes in a given path, and never on this kind of scale). However, the story was interesting, and I left the path feeling satisfied. The actual progression from lighter atmosphere to darker one is common on AXL's games, and anyone who has played one will probably recognize the pattern... That didn't bother me, though, since it was interesting in and of itself. Linaria I recommend that anyone that plays this game play this path last. The reason is is that this is the only path that deals with the tower itself and climbing to the top as its subject matter. It is also the only path where certain major issues involving the protagonist are completely and finally resolved in a direct manner. This is perhaps not surprising, seeing as Linaria was being presented as the 'main heroine' almost from the beginning. However, it is a situation where anyone who plays this path will be a bit displeased with the other two if they played it first. The path itself is a lot less bloody than Karin's (to be blunt, Karin's path is the only one that gets bloody and serious to that degree), but it is still a good path, with a more emotional focus than Karin's. Mira Mira is my favorite of the three heroines, so I left her for last this time. She is the protagonist's adoptive little sister, and she falls under the archetype of the 'imouto who scolds her beloved oniichan but adores him'. Mira is a serious girl who cares deeply about the antique shop they are running, and as a result, most of her path deals with the economic issues of the city and the tower. It was when I finished this path that I came to the conclusion that Mira's path is the 'merchant' path, Karin's is the 'nation' path, and Linaria's is the 'adventurer' path. Mira's path is full of secrets and conspiracies, and it has some really good moments for Verbena (who is incidentally my favorite character in this game). It is also frequently humorous in ways the other two paths didn't manage, which was a plus for me. Some thoughts A few thoughts/complaints about this game. I honestly liked this game a great deal... but it seriously needed a grand route to put the themes of the other paths into a single one. The issues in each path weren't going to go away just because they weren't dealt with in those individual paths, and it bugs the hell out of me that there was no single path that brought them all to a resolution. I also think Verbena should have had a path other than the normal ending. Sure, she is a slut, a heavy drinker, and takes pleasure in unleashing her spiky weapons (ranging from morning stars to kusarikama)... but her personality is just awesome. Seeing that kind of character go all deredere is one of my favorite AXL events (AXL does really good 'haraguro' heroines). Conclusion If you liked any of the other 'swords fantasy' AXL games, you'll like this one. It has all the elements that make those games great, such as the protagonist being equally or more important than the heroines, decent action without being focused on the action, and a mix of light humor and serious story that keeps slice of life from getting out of hand. I'll be the first to admit that AXL doesn't change its art style or character archetypes, but that never seems to effect whether their games are good or not.
    1 point
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