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Finished Hello Lady and started Tsui no Sora Remake. ハロー・レディ! Saku route - The main mysteries are finally answered. But the answers are a trainwreck. The story is lacking a core, like the author is not sure what he wants to tell. There's some Gundam, Doraemon, Index, and Oreimo reference added in too. Overall, it's a fun game. But rather lacking in the story and writing. 終ノ空 remake Chapter 1: Yukito Minakami - We get introduced to our protagonist, Minakami Yukito, and his childhood friend Wakatsuki Kotomi. There are a lot of recurring characters like a teacher that looks good for a bike model, Otonashi Ayana, Takashima Zakuro etc. When they get to school, they hear rumours of . Then, we get Yukito reading Kant's Critique of Pure Reason before he gets interrupted by Otonashi-san quoting Tractacus' last line "Whereof one cannot speak, thereof one must be silent." This is pretty much Scaji giving his own lecture on philosophy and criticizing Kant for talking metaphysical nonsense. This entire work is pretty much a lecture from Scaji-sensei. After that, he introduced a bunch of Nietzsche concepts, although he doesn't quote directly. People can't be satisfied with a boring, peaceful life when they have no goal. They need stimulation even if it leads to fear and anxiety. Mamiya's famous speech is slightly different from Subahibi in that it's filled with Nietzsche concepts about how social orders are lies filled to control us like livestock compared to speech about the concept of death in Subahibi. How the concept of good and evil were created to create social caste so that people can feel superior to others by being "good." Morals are decided by the concept of self-interest, but we like to pretend that they are some universal truth that we discovered. Yukito wonders about the meaninglessness of life. Death comes to all equally, so what meaning is there in living when we are all fated to die? There are people who accept their fate and live quietly until they die, but there are also others who struggle against their fate and try to find meaning in their life. To do that, they have to break out of the norms of society. Then, he argues that just being alive is a blessing by itself even if we are cursed to die. Chapter 2: Kotomi Wakatsuki - Nothing new here except we get to see things from a different perspective. Chapter 3: Zakuro Takashima - This work just reminded me of how much of a genius Scaji is.2 points
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Favorite protagonists of VNs you played 2022
Shiawase_Rina reacted to Clephas for a topic
Shiranui Yoshikazu of Evolimit (I play this every two years, lol). A brave pervert incapable of feeling sorrow who pushes on through even the worst of situations.1 point -
Favorite protagonists of VNs you played 2022
Shiawase_Rina reacted to HataVNI for a topic
Haha, I was just about to ping you about this this noon.1 point -
Favorite protagonists of VNs you played 2022
Shiawase_Rina reacted to adamstan for a topic
I've read only 9 VNs in 2022, and there weren't many outstanding protagonists in them If I had to choose, then perhaps it would be Tyler from LOOPERS.1 point -
Hehe, I was here in 2014, but not much activity They didn't add much text into the switch version, some fixes, and some lines modified. The main job they did, are switching engine, voice over. multi language management, HD Textures, which is really good I'll be glad to give some help if needed, if someone wants to port the english text1 point
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What I've been doing is using GarBRO to extract the scenarios from data6.pack in the game files, changing the Japanese lines to English in the .s files, then using the tool that was linked earlier (https://github.com/amayra/arc_conv) to repack them. The command is just arc_conv.exe --pack qlie [UNPACKED DATA FOLDER] [DESTINATION PATH] This produces a patched version of data6.pack that can replace the original. It only took me all of one hour to figure this out, so I really don't think onboarding/hacking will be a roadblock at all. The tools for patching QLiE already exist, so we won't need to do much reverse engineering. Due to that, I expect the translation will take MUCH longer than the programming. I haven't messed around with the stuff Sisulizer linked yet, but I doubt it's that complex either.1 point
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When the good ending isn't the longest/last ending
thelemmallama reacted to Clephas for a topic
The key to making a truly good 'bad' ending is including a level of conclusiveness to it in the greater context of events. Bad endings which are basically random are generally useless (make one bad choice and all of the sudden the MC dies, for instance). However, if you include at least some progression after the choice or set of choices that creates the route to the bad ending, you can bring it to life in and of itself. Essentially that is what utsuge do. The best of them create a conclusive narrative that makes sense within the greater narrative as is defined by the 'true' ending. A lot of writers - particularly the ones that use the ladder-style choice structure - botch things here by creating a true route that invalidates all other endings due to setting elements included. Aiyoku no Eustia is a classic example of a botched attempt at a true ending, as the true ending completely invalidates the story of the other endings. This isn't much of an issue if you read slowly (those who read a single VN over the course of months or a year), but for someone who finishes an average-sized VN within a week or a month, it is a glaring flaw. Even small inconsistencies and setting clashes standout in that case, and it is glaringly obvious in the case of VNs with true endings or grand routes. In Akeiro Kaikitan, while there is a true ending, no single ending is neglected. All of them are somewhat bittersweet and some are downright bad (Youko's ending comes to mind, as it is the result of literally everything going wrong). My favorite path in the game, the path for the tochigami twins, is a classic example of how a bittersweet ending can leave an intense impression that overshadows the true ending. As cathartic endings go, it is pretty close to the ideal. Another game that can be considered mostly extended bad endings is Jingai Makyou (by Nitroplus). Even the single 'happiest' ending in the game is an ending where the protagonist casts aside his humanity, for instance. Even then, it is a matter of interpretation, as some would find the alternate endings for the same path to be 'better' depending on their outlook, even if it cost the characters deeply in the process. Yet another approach I experienced in the past is the one used in Ore no Tsure wa Hitodenashi. In this one, the endings are separated into 'blue' and 'Happy' endings. The happy endings are just that, straight-out happy endings. However, the blue endings are endings where the inhuman heroines follow their darker desires and things go in a completely different direction. This utilizes the drastic contrast to enhance the experience both ways. It also built up the characterizations in a way that was surprisingly effective.1 point -
When the good ending isn't the longest/last ending
thelemmallama reacted to Clephas for a topic
It's better if I give an example here. The example I'm offering up is Houkago no Futekikakusha. Houkago no Futekikakusha is undeniably an incredibly brutal utsuge... but the true ending can be considered a 'good' ending... if you ignore the fact that in all the alternative timelines, those horrible events still happened. The main difference between a nakige and an utsuge is that nakige always result in a 'good' ending, even if it is a bit bittersweet, whereas an utsuge's endings will mostly be sad or despairing endings (a single ending can be an exception, but anything more than that and it isn't quite an utsuge). That should answer most of your questions, but I'll go ahead and put up another example... in this case, a chuunige. Chuunige generally have bittersweet endings, with truly happy endings being relatively rare. The one I want to mention is Silverio Trinity (second in the series). Spoilers below: Because of this, it fits your condition of a single ending being 'good' while all the others are bitter or sad. This particular tactic, which is usually used to enhance the emotional response of the reader to the final 'good' ending, can have great results or horrible ones depending on how that last ending is handled. To be blunt, I've read VNs where a writer took this tactic and ran it into the ground because he couldn't write a sufficiently standout good path to contrast with the bad ones. The most effective tactic in this case is to path-lock so that one can only reach the good ending by experiencing all or at least one of the bad endings, then making the good ending highly detailed and emotionally impactful (made even moreso by the experience of the other paths).1 point -
solved with GARbro, i selected an encryption and it worked. thank you all the same.1 point