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Clephas got a reaction from Kenshin_sama for a blog entry, Experimental Book Post: The Under Jurisdiction Series
First, I should note that this is a series that is right up the alley of people like Dergonu... it were a VN. This series, Under Jurisdiction by Susan R Matthews, mostly follows Andrej Koscuisko, a Drakonij Prince and would-be (though not by his own will) Inquisitor.
Setting
The Under Jurisdiction series is based in a sci-fi future where humanity, at some point, diversified so greatly that sub-specification has occurred (though most aren't quite separate species entirely. In this future, humanity (such as it is) is ruled by the judiciary, in the form of the Bench. All humans are subject to the law as proclaimed by the judicial forces, and punishments are mostly corporal... horribly so in some cases.
In this setting, torture is not only allowed, it is actually carried out by licensed medical professionals trained to inflict the maximum amount of pain to gain confessions of crimes (regardless of how heavy the evidence is), and, where it is justified, to torture them to death in the most horrible of fashions. This legal use of torture as a deterrent to criminals has led to a gradual decay in the morale of the planets ruled by the Judges on the Bench, and rebellions have begun to occur on a regular basis by the time the protagonist, Andrej, takes his first steps into the world of the Fleet.
Andrej Koscuisko
Andrej is an extremely complex man... a man raised in a noble family of oligarchs who believe intensely and with absolute conviction in the duties of noblesse oblige and the duties to those under a lord's protection. He is also a young medical professional, a genius surgeon and chemist with a the kind of skill in actual surgical procedures that is seen so rarely as to be unheard of. He understands the human body (all races) to a degree that is often terrifying, and this is part of what becomes his plague... for when he begins his training, he discovers that, to his horror, the process of Inquisition brings out an intense, sick hunger to inflict pain upon and dominate the subjects that come under his hands. Coupled with his natural understanding of the body and human psychology, he comes out of his training as the most horrifyingly skilled Inquisitor in Bench history, an artist of pain eternally on the verge of madness due to the conflicting imperatives within him. He is only held back from the edge of the cliff by the efforts of his Bond Involuntaries, former criminals implanted with behavioral governors that force them to absolute obedience, so they can serve as his aides, and they are thus under his protection. Their care for him, for his sanity, for his health, and for his honor, is all that keeps the sadistic madness at bay as it fights with his honor and inherent compassion...
The Story
The story follows Andrej from his training as an Inquisitor and first encounter with a Bond Involuntary, to his first duty as a Fleet Inquisitor and beyond... His fight with madness as he tries to glean mercy and justice from the horrors he is forced to perform on others, his fight to keep his honor, to protect his Bond Involuntaries from others who would use them poorly, and his fight with his own, culturally-ingrained sense of filial duty are intense to read. For all the foreignness of his culture, Andrej's journeys through life leave behind an impact far out of proportion for the actual deeds he performs.
Unfortunately, if you have a weak stomach, I can't recommend this story at all. The galaxy Under Jurisdiction is one of the most horrifying dystopian sci-fi systems I've ever seen... all the worse when you realize that it all began out of a desire for justice and fair play in a universe where human racism has, if anything, gotten worse thousands of years after leaving Earth.
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Clephas got a reaction from Nuberius for a blog entry, Random VN: Tsukiakari Lunch
Tsukiakari Lunch is an oddball game that, despite the fact that I was in a particularly miserable state when I originally played it, I couldn't help but fall in love with. I was playing it in thirty minute snatches in between some of the hardest work I've ever done, and it took me almost two weeks (that's a long time for me) to finish it. Because of the way I played it, I've always felt that I didn't really do it justice, so I have wanted to go back and play this for years. I recommend it to people, but I couldn't really say I had a clear memory of all that went on it.
This game's structure is setup so that you first see the prologue (without going to the menu screen) and once you are done with the prologue, you go to the menu screen and start the main game. When the main game starts, you are immediately asked to pick one of the four heroines. The individual paths then proceed from there (and are of a pretty good length, though not as long as a chuunige path) to one of two endings (a bad ending or a normal/good ending).
This story is based in Hoshikage Gakuen, a mysterious school where it is always night and during the two hours of 'Lunchtime', a creepy period where color seems leeched from the world, shadows attack and individuals called 'Witches' seek to devour anyone else they find. The protagonist of this story, Shiki Haruhiko, is a wannabe teacher who wakes up with Fuyu, one of the heroines, sticking a gun in his face (what looks to be a Mauser C96). The situation that proceeds from there eventually leads to him meeting the four heroines... and finding out that one of the ways to leave the school and return to their various worlds is for someone to grant their wishes... with the catch that none of them remember those wishes (so remembering the wish is part of the journey). The nature of these wishes is such that they could not, under any circumstances, be granted in the worlds from which they came.
The Heroines
Fuyu- Fuyu is the first heroine the protagonist meets. She is an emotionless girl with an extensive knowledge of fighting, survival, and killing who always acts in a rational way and displays (and for the most part, feels) no emotion. Like all the girls in this game except for Aki, she lacks common reference points with the others, because her world is one that has been at war for so long that they are down to children and young women... and nobody else. It is so bad that she seems to honestly have no idea of the causes of the war or why anyone is fighting, save for survival.
Aki- The second heroine (and the one unlocked after all the others). Aki is a quiet, kind-hearted girl who tends to keep her emotions bound up inside. She is the most 'normal' of the girls on the surface, and she can generally be depended on to give good advice at the right times. She is probably from a world similar to that of Haruhiko, because she understands his perspective well and naturally enough (they share reference points). However, this is not certain, because she has no memories, including her name (Aki being the name Haruhiko gives her).
Natsuno- The third girl to arrive, a bundle of curiosity and smiles from a world where technology has advanced to the point where people are overseen by their computers, kept locked into a virtual space from birth to death, without any interaction with one another. She is a genius, capable of creating machines to do just about anything in minimal amounts of time, and she is curious about everything, especially other people. Because she has never had any real contact with others, her innocence is sometimes jarring on matters of interpersonal communication.
Avrill- A young princess from a world where humans wield swords and magic desperately to fend off hordes of monsters that plague their lives every day. She is definitely a leader type, with a tendency to forge ahead and take control of situations. However, she is rarely without a smile on her face, and she can be depended on to tease Haruhiko constantly. Above all the others, her personality is the most mature, most likely because she has, unlike Natsuno, experienced the dark sides of the world, and, unlike Fuyu, understands the emotions and feelings of others.
The Witches
Nishino- The individual responsible for summoning Haruhiko, an ever-smiling witch who loves nothing more than toying with others and watching their reactions. Like all witches, she loses her ability to think rationally and is driven by the desire to devour non-Witches during Lunchtime, but most of the time, she is actually fairly helpful. She is an alchemist and doll-user.
Kitayama- The resident witch of the infirmary, a handsome male witch with a tendency to sit around just putting his life into his research. He is a sorcerer type (magical attacks and the like). He is very wise... but like all the other witches, he too loses his rationality at Lunchtime and is driven by the desire to devour others.
Azuma- A cold-eyed witch who wanders the halls of Hoshikage at random, searching for quiet places to be alone. While she is apparently close to Nishono, her reactions even to her tend to be very kuudere-ish. She really does resent interruptions and having people chat her up, and she likes even less other people asking her for help.
Minami- A kind-hearted witch who ends up serving as Haruhiko's assistant homeroom teacher. Her gentle manner and inability to handle sexual jokes hide a surprisingly sharp mind. She warns the most strongly of the witches about running if they meet her during Lunchtime, and she can be made to blush easily by Haruhiko's stare or oddly suave words (since he never talks that way to anyone else).
The Paths
Fuyu
Fuyu's path begins with the protagonist, Haruhiko, gradually gaining understanding of her as an individual, pulling out the emotions she cut away to allow herself to survive. Fuyu's transformation from what amounts to a living doll to a warm-hearted and deeply loving (almost motherly) woman is one of my favorite parts of this game, even aside from the reasonably good battle scenes. This path is highly emotional, in part because her wish is so basic that in any sane world it would have been possible to grant without being dragged into Hoshikage Gakuen. I spent the last thirty minutes solid crying.
Natsuno
This is becoming almost a theme for this VN, but I spent most of the last part of this VN in or on the verge of tears. Seeing Natsuno evolve from a true innocent into someone who understands at least something of how actions have consequences was interesting... and the relationship between her and the protagonist is gentle and beautiful. Sadly, I can't go into details, because that would spoil the path... but it ends on a somewhat bittersweet note (the bad ending is sort of sexy).
Avril
Avril's path, while having a some dramatic moments at the beginning, is mostly a gentle one. Like the previous two paths, this path was about the heroine's personal growth and her achieving a personal salvation that wasn't possible on her own world, a world plagued by endless hordes of monsters. Like Natsuno's path, the road to the ending is full of love, joy, and salvation... even for the witches. The ending, true to form, is bittersweet. I also recommend that people play this path third, regardless of the order you played Natsuno and Fuyu's paths, because the after scene is too revealing about what lies behind the scenes of the stage they are acting upon.
Aki
Of course, Aki's path is the final path, revealing everything that lies behind the curtain (as opposed to merely hinting or giving you bits and pieces, like the others). You find out what precisely the 'witches' are and the how and why of Hoshikage Gakuen's existence and purpose. However, like all the others, it begins with opening the heroine's heart to the protagonist... but in the process, you also learn about the hidden aspects of Shiki Haruhiko's own presence in the school. This path has a happy ending, and it also shows ending parts for the other three heroines that tell you what happened to them 'afterward', leaving you satisfied as to their fates.
Conclusion
As I always thought, I definitely underestimated this VN due to my situation at the time I originally read it in 2013 (I already updated my rating of it on vndb). Though I knew most of the important details (remembered them), I still laughed, cried, and enjoyed the process of figuring out the school with them. One thing that I didn't mention above is the degree to which the paths reveal individual witches' fundamental humanity, which periodically switches to the monstrous shell they wear during 'Lunchtime'. I should note that the Bad Endings for Natsuno and Aki are worth watching, simply because the endings are in the best tradition of such endings.
Overall, I can honestly state this game is a kamige. It has everything, good music, good visuals, an excellent plot, near-perfect pacing, and great characters. The stylistic choices in the writing at certain points were a true work of art, and I can honestly recommend this game to anyone who wants a good cry.
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Clephas got a reaction from Akshay for a blog entry, Experimental Book Post: The Under Jurisdiction Series
First, I should note that this is a series that is right up the alley of people like Dergonu... it were a VN. This series, Under Jurisdiction by Susan R Matthews, mostly follows Andrej Koscuisko, a Drakonij Prince and would-be (though not by his own will) Inquisitor.
Setting
The Under Jurisdiction series is based in a sci-fi future where humanity, at some point, diversified so greatly that sub-specification has occurred (though most aren't quite separate species entirely. In this future, humanity (such as it is) is ruled by the judiciary, in the form of the Bench. All humans are subject to the law as proclaimed by the judicial forces, and punishments are mostly corporal... horribly so in some cases.
In this setting, torture is not only allowed, it is actually carried out by licensed medical professionals trained to inflict the maximum amount of pain to gain confessions of crimes (regardless of how heavy the evidence is), and, where it is justified, to torture them to death in the most horrible of fashions. This legal use of torture as a deterrent to criminals has led to a gradual decay in the morale of the planets ruled by the Judges on the Bench, and rebellions have begun to occur on a regular basis by the time the protagonist, Andrej, takes his first steps into the world of the Fleet.
Andrej Koscuisko
Andrej is an extremely complex man... a man raised in a noble family of oligarchs who believe intensely and with absolute conviction in the duties of noblesse oblige and the duties to those under a lord's protection. He is also a young medical professional, a genius surgeon and chemist with a the kind of skill in actual surgical procedures that is seen so rarely as to be unheard of. He understands the human body (all races) to a degree that is often terrifying, and this is part of what becomes his plague... for when he begins his training, he discovers that, to his horror, the process of Inquisition brings out an intense, sick hunger to inflict pain upon and dominate the subjects that come under his hands. Coupled with his natural understanding of the body and human psychology, he comes out of his training as the most horrifyingly skilled Inquisitor in Bench history, an artist of pain eternally on the verge of madness due to the conflicting imperatives within him. He is only held back from the edge of the cliff by the efforts of his Bond Involuntaries, former criminals implanted with behavioral governors that force them to absolute obedience, so they can serve as his aides, and they are thus under his protection. Their care for him, for his sanity, for his health, and for his honor, is all that keeps the sadistic madness at bay as it fights with his honor and inherent compassion...
The Story
The story follows Andrej from his training as an Inquisitor and first encounter with a Bond Involuntary, to his first duty as a Fleet Inquisitor and beyond... His fight with madness as he tries to glean mercy and justice from the horrors he is forced to perform on others, his fight to keep his honor, to protect his Bond Involuntaries from others who would use them poorly, and his fight with his own, culturally-ingrained sense of filial duty are intense to read. For all the foreignness of his culture, Andrej's journeys through life leave behind an impact far out of proportion for the actual deeds he performs.
Unfortunately, if you have a weak stomach, I can't recommend this story at all. The galaxy Under Jurisdiction is one of the most horrifying dystopian sci-fi systems I've ever seen... all the worse when you realize that it all began out of a desire for justice and fair play in a universe where human racism has, if anything, gotten worse thousands of years after leaving Earth.
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Clephas got a reaction from Dergonu for a blog entry, Experimental Book Post: The Under Jurisdiction Series
First, I should note that this is a series that is right up the alley of people like Dergonu... it were a VN. This series, Under Jurisdiction by Susan R Matthews, mostly follows Andrej Koscuisko, a Drakonij Prince and would-be (though not by his own will) Inquisitor.
Setting
The Under Jurisdiction series is based in a sci-fi future where humanity, at some point, diversified so greatly that sub-specification has occurred (though most aren't quite separate species entirely. In this future, humanity (such as it is) is ruled by the judiciary, in the form of the Bench. All humans are subject to the law as proclaimed by the judicial forces, and punishments are mostly corporal... horribly so in some cases.
In this setting, torture is not only allowed, it is actually carried out by licensed medical professionals trained to inflict the maximum amount of pain to gain confessions of crimes (regardless of how heavy the evidence is), and, where it is justified, to torture them to death in the most horrible of fashions. This legal use of torture as a deterrent to criminals has led to a gradual decay in the morale of the planets ruled by the Judges on the Bench, and rebellions have begun to occur on a regular basis by the time the protagonist, Andrej, takes his first steps into the world of the Fleet.
Andrej Koscuisko
Andrej is an extremely complex man... a man raised in a noble family of oligarchs who believe intensely and with absolute conviction in the duties of noblesse oblige and the duties to those under a lord's protection. He is also a young medical professional, a genius surgeon and chemist with a the kind of skill in actual surgical procedures that is seen so rarely as to be unheard of. He understands the human body (all races) to a degree that is often terrifying, and this is part of what becomes his plague... for when he begins his training, he discovers that, to his horror, the process of Inquisition brings out an intense, sick hunger to inflict pain upon and dominate the subjects that come under his hands. Coupled with his natural understanding of the body and human psychology, he comes out of his training as the most horrifyingly skilled Inquisitor in Bench history, an artist of pain eternally on the verge of madness due to the conflicting imperatives within him. He is only held back from the edge of the cliff by the efforts of his Bond Involuntaries, former criminals implanted with behavioral governors that force them to absolute obedience, so they can serve as his aides, and they are thus under his protection. Their care for him, for his sanity, for his health, and for his honor, is all that keeps the sadistic madness at bay as it fights with his honor and inherent compassion...
The Story
The story follows Andrej from his training as an Inquisitor and first encounter with a Bond Involuntary, to his first duty as a Fleet Inquisitor and beyond... His fight with madness as he tries to glean mercy and justice from the horrors he is forced to perform on others, his fight to keep his honor, to protect his Bond Involuntaries from others who would use them poorly, and his fight with his own, culturally-ingrained sense of filial duty are intense to read. For all the foreignness of his culture, Andrej's journeys through life leave behind an impact far out of proportion for the actual deeds he performs.
Unfortunately, if you have a weak stomach, I can't recommend this story at all. The galaxy Under Jurisdiction is one of the most horrifying dystopian sci-fi systems I've ever seen... all the worse when you realize that it all began out of a desire for justice and fair play in a universe where human racism has, if anything, gotten worse thousands of years after leaving Earth.
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Clephas got a reaction from Plk_Lesiak for a blog entry, Experimental Book Post: The Under Jurisdiction Series
First, I should note that this is a series that is right up the alley of people like Dergonu... it were a VN. This series, Under Jurisdiction by Susan R Matthews, mostly follows Andrej Koscuisko, a Drakonij Prince and would-be (though not by his own will) Inquisitor.
Setting
The Under Jurisdiction series is based in a sci-fi future where humanity, at some point, diversified so greatly that sub-specification has occurred (though most aren't quite separate species entirely. In this future, humanity (such as it is) is ruled by the judiciary, in the form of the Bench. All humans are subject to the law as proclaimed by the judicial forces, and punishments are mostly corporal... horribly so in some cases.
In this setting, torture is not only allowed, it is actually carried out by licensed medical professionals trained to inflict the maximum amount of pain to gain confessions of crimes (regardless of how heavy the evidence is), and, where it is justified, to torture them to death in the most horrible of fashions. This legal use of torture as a deterrent to criminals has led to a gradual decay in the morale of the planets ruled by the Judges on the Bench, and rebellions have begun to occur on a regular basis by the time the protagonist, Andrej, takes his first steps into the world of the Fleet.
Andrej Koscuisko
Andrej is an extremely complex man... a man raised in a noble family of oligarchs who believe intensely and with absolute conviction in the duties of noblesse oblige and the duties to those under a lord's protection. He is also a young medical professional, a genius surgeon and chemist with a the kind of skill in actual surgical procedures that is seen so rarely as to be unheard of. He understands the human body (all races) to a degree that is often terrifying, and this is part of what becomes his plague... for when he begins his training, he discovers that, to his horror, the process of Inquisition brings out an intense, sick hunger to inflict pain upon and dominate the subjects that come under his hands. Coupled with his natural understanding of the body and human psychology, he comes out of his training as the most horrifyingly skilled Inquisitor in Bench history, an artist of pain eternally on the verge of madness due to the conflicting imperatives within him. He is only held back from the edge of the cliff by the efforts of his Bond Involuntaries, former criminals implanted with behavioral governors that force them to absolute obedience, so they can serve as his aides, and they are thus under his protection. Their care for him, for his sanity, for his health, and for his honor, is all that keeps the sadistic madness at bay as it fights with his honor and inherent compassion...
The Story
The story follows Andrej from his training as an Inquisitor and first encounter with a Bond Involuntary, to his first duty as a Fleet Inquisitor and beyond... His fight with madness as he tries to glean mercy and justice from the horrors he is forced to perform on others, his fight to keep his honor, to protect his Bond Involuntaries from others who would use them poorly, and his fight with his own, culturally-ingrained sense of filial duty are intense to read. For all the foreignness of his culture, Andrej's journeys through life leave behind an impact far out of proportion for the actual deeds he performs.
Unfortunately, if you have a weak stomach, I can't recommend this story at all. The galaxy Under Jurisdiction is one of the most horrifying dystopian sci-fi systems I've ever seen... all the worse when you realize that it all began out of a desire for justice and fair play in a universe where human racism has, if anything, gotten worse thousands of years after leaving Earth.
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Clephas got a reaction from Narcosis for a blog entry, Random VNs: Otomimi Infinity
Why did I pick this game to play? Because, when I went into Shugaten, I was actually wanting a bit of charage goodness. So, it seriously pissed me off when I got a mindless loli moege. As a result, I decided to pull out one of my favorite fetish games, Otomimi Infinity.
Otomimi Infinity is based on island in a world where beast-people and humans live side by side (it isn't mentioned often enough to reinforce this, but the beast-people were originally artificial creations). On the island, prejudice against the beast-people has gotten so bad that a right-wing politician has managed to get a segregation law passed. The protagonist, Segawa Yamato, is a beast-girl loving guy (in the sexual sense, and not limited to their humanoid forms, lol) who gets seriously pissed off at the new law. After a series of events, he ends up working for Otomimi Transport, a company that basically takes care of shipping packages all over the island and from the mainland. This company is all beast-girls, except for him... (so naturally, he is in heaven)
There are a lot of laughs in this game... in particular the pirate group led by Sango (a side-character shark-girl) and Dr. Forest (real name: Hakumi), a mad scientist who keeps trying to use her high-tech AI android to steal bbq meat from Otomimi Transport's trucks (and failing miserably) stand out as absolutely hilarious. Not to mention the company's 'mascot', Akuta (which uses the kanji for 'garbage'), a do-M AI implanted in a fat squirrel stuffed animal who can't resist making perverted statements.
I was also surprised in retrospect at how seriously the game handles the elements of prejudice... and the negative elements of Japan's society that show through. The position of the beast-people is pretty weak, mostly because the average beast-person isn't that good at thinking before acting (those that are are the exception, rather than the rule). Humans call them 'worthless burdens on society' (it bears an eerie resemblance to the attitude of the US right-wingers to immigrants) and it was apparently really easy to get the segregation law passed. Also, falling in love with a beast-person and vise-versa is considered perverted, lol.
Anyway, as well as jokes there are some good feels in here... as well as some really good endings (considering that this was written by the same guy who wrote Shikigami, Shiden, and Pretty X Cation 2, that is actually pretty surprising). For some reason, fetish games sometimes have stories a lot more interesting than the average VN, lol.
The game's heroines are:
Chachako- A clumsy and airheaded dog-girl who somehow always manages to land on her feet, anyway.
Tetora- A tiger-girl who is a scientific genius but categorically incapable of admitting when she doesn't know something or is wrong... or when she is lost (she has no sense of direction).
Kon- A fox-girl whose first love in life is teasing others and getting her way through fast talk. She is highly intelligent and has a solid grasp of people in general.
Hanemi- A bunny-girl who gets lonely ridiculously easy... and is a speed-demon whenever she gets behind the wheel or control stick of any vehicle whatsoever (thankfully, she is also a genius at using them).
Chizuru- The protagonist's older sister... who has an insane, obsessive brother complex that extends to waiting half-naked in his bed and stalking him whenever she isn't running the family corporation.
Mayoi- A cat-girl and the game's 'true' heroine. She is a lazy gamer who hates working, has a foul mouth, and who only really cares about the people working at Otomimi Transport.
Overall, this is a VN for people who love their mimikko. My first fetish was neko-girls and my second was kitsune, so naturally this game fits me well. It also has a good, well-told story with a fun set of characters even if you ignore the heroines.
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Clephas got a reaction from Plk_Lesiak for a blog entry, Why are so many Vampire protagonists self-hating?
This is a question I've asked myself on any number of occasions (and despite my own thoughts below, I'd like to hear your thoughts on this as well). For some reason, most vampire literature with a vampire protagonist has that protagonist hating him/herself and his/her condition (switching to 'his' after this sentence, for the sake of brevity).
Let's be honest with ourselves... if we could gain immortality, immense strength, and the ability to control people's minds in exchange for having to suck human blood and stay out of the sun, the greater majority of us would probably leap at the chance. Humans are selfish creatures, and the advantages seem to far-outweigh the disadvantages on the face of it.
One common answer to this is morality. To be honest, I think this is the second worst answer of them all. Yes, in the case of a vampire setting where the vampire has to kill the subject or infects anyone he bites, it makes sense for there to be a moral issue. However, if that is not the case, this one doesn't pan out. Sure, drinking blood sounds evil in and of itself... but if you aren't human, it isn't cannibalism, now is it? Hedonism? Is there anyone in a first-world nation that isn't at least a little hedonistic?
Another one is a sense of isolation. Now this one makes a bit more sense as a negative for vampirism... but not for sucking blood. Sure, it might be hard to make friends with your food, but it wouldn't be the first time. No, the issue here is lies. By nature, vampires need to hide themselves, since they are well... scary. I mean, if something essentially eats a part of you to survive and looks similar to you, how can that not be scary in a visceral sense? So yes, the isolation is a good reason to be afraid of your own vampirism if you are a vampire.
A sense of normalcy. This is the one you see the most in VNs, and I honestly think that it is an abomination. It is the worst answer. Almost every vampire protagonist in a VN wants to regain their 'normal life', and this often results in them taking their anger out on the people who saved them and/or love them. Sure, you pay a price for your vampirism... if you can't go out in the sun (a rarity in VNs), then it is hard to go to school. If you have to suck human blood, then you can't really be called normal. However, that sense that normalcy trumps everything (no I don't mean the president) is ridiculous. I honestly find this kind of attitude annoying as hell in a protagonist, and it is only the ones who don't linger on it constantly that I'm willing to forgive.
Violent instincts... now this one is laughable. 'Vampires have violent instincts!!!' Umm... hello? What race goes around killing people for stupid reasons like religious affiliation, what side of a line on a map they live, and who has a better cow in their barn? *snorts contemptuously*
In the end, vampirism in fiction is a trade-off... and self-hating vampires who stay that way without a good reason always strike me as fake (Toshirou from Vermilion has good reason, but most don't).
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Clephas got a reaction from fun2novel for a blog entry, Random VN: Vermilion Bind of Blood
This is my fourth time replaying the Light VN, Vermilion Bind of Blood, and to my startlement, I realized that my only commentary on this is is in my ancient VN of the Month Thread on the forums. So... of course I cannot leave my beloved public ignorant of this game (though I've made a habit of recommending it to everyone, like Evolimit).
Vermilion was the first chuunige made by Light's second team, and it was my first experience of the team's work. It is also probably that team's single most balanced VN, and it is the only one I call a kamige, albeit with a few reservations.
The protagonist of this story is one Kashima Toshirou (who is referred to in the Western fashion as Toshirou Kashima throughout the whole game). He is a former samurai from the era just before the opening up of Japan by Perry's black ships who became a vampire. Now he is a gloomy man who serves as a watcher for the vampiric community of the fictional American city of Foggy Bottom. Toshirou is something of an anomaly amongst vampires in general... and most seem to hate him instinctively (there is good reason for this, though few ever know it). He considers all vampires merely to be an extension of humans, denying the vampire legend that most believe in, and he has nothing but contempt for those who allow themselves to drown in their power and the arrogance born from it.
This game has four heroines. They are:
Anne Portman- The first heroine. You are forced to play her route first (probably because nobody would want to go after her if given a choice). Unlike the other heroines, who are more or less easy with their lives as vampires, Anne is a timid, kind-hearted girl who is fundamentally unsuited to being a vampire. Her role in this game is quite similar to that of Kasumi in Dies Irae (more as a contrast in the form of a 'normal person' than as a real heroine). While her character is less than inspiring (that she is a heroine is the only flaw I see in this game), her path is actually quite good, though less so than the others in this game. I did and do find the ending worthy of mention, because it is... pleasant in a sad sort of way. It is also surprisingly uplifting, coming back without being tainted by my dislike for the presence of a Victim A heroine in a chuunige VN.
Sherryl McGregor- The victor of the heroine polls twice in a row, Sherryl is Toshirou's long-standing partner in both work and the home. Their relationship is a 'don't ask, don't tell' one where they don't talk about their pasts. It is an easygoing relationship, but it is fairly obvious that Sherryl fell for him decades ago. If I were to compare Sherryl to a translated VN heroine, it would be the adult Cal Devens from Phantom of Inferno, albeit with a century and a half of experience under her belt. Sherryl was born in Victorian England, and her experiences in the slums there shaped her base personality. She bluffs, she fights, and she has a temper... but underneath it all, she is as soft as a fuzzy teddy bear when it comes to Toshirou. She is also a talented singer, a skill she shows off at Casanova, the bar near the office. Her path is the most revealing of Toshirou's past (in fact, that is its structural purpose, though that doesn't interfere with its quality), and it is a fun ride... Her ending is actually pretty hilarious as well as touching, because it is probably the only path in the game where Toshirou manages to move on to some extent (Toshirou is very very stuck in his ways). Sherryl also grows a great deal as a character in this path (as a matter of course) and it is a pleasure to watch.
Nina Orlok- The Principal (political leader of a Diaspora, which is the name given to vampiric communities) of the Western US Diaspora, a young woman forced into a position far beyond her personal power by her powerful blood father's will after his death. She sees her duty as the only way to repay her father's trust in her, and she constantly struggles with the gap between what she wants to be and who she actually is. That said, she is actually a quite capable political leader (a given, since she isn't dead or imprisoned, despite being a youngling in a position that would normally only be allowed to an ancient vampire), with a core of strength hidden under the girl struggling desperately to fulfill her father's hopes. I sincerely enjoy her path, each time, because her growth as a character is inspiring, especially once she gets past her father complex. Toshirou in her path is probably the most samurai-like (in the classic sense), and the battle that closes out this path is the third-best in the VN (behind two of the fights in the Grand Route).
Ariya Takajou- The Jaeger (vampire hunter) White Pile's successor, who has come to Foggy Bottom specifically to hunt Toshirou Kashima. Driven by her desire to prove herself and a latent fear born from her experiences as a child (her family killed before her eyes by vampires), she endured training that would make a Marine recruit run away screaming to obtain the ability to almost match the physical abilities of a vampire (it is something close to inner qigong). She despises all vampires and sees them as inhuman monsters, but her meeting with Toshirou fills her with a personal hatred, as his obvious (to her) difference from other vampires drives her to obsess over him. Ariya's personality (on the surface) is very... twisted. She is probably the single most sharp-tongued heroine I've ever encountered (she makes Kagome from Comyu seem pleasant), quite naturally using insults in a tactical fashion to get vampires to lose their heads and simply because she doesn't like people. In her own path, she also develops a rather... twisted sort of love for Toshirou (and it is love, mixed with hate, gratitude, and intense sado-masochistic lust). I always rofl at the way she changes in this path, and the ending... is actually really really cool.
Grand Route- The Grand Route of this game focuses on fighting the antagonist who was the root cause of the conflicts in the VN, as well as dealing with the origins of vampires in general. In this path, Toshirou finds himself facing his past and looking into the future in a way he doesn't in the other paths. This path also has two of the best fights in the game, including the final face-off between the antagonist and Toshirou himself. This path also gives a really significant insight into the mind of a side-character whom I loved... Klaus, the previous White Pile. The ending of this path is bittersweet and faintly sad (as is common in a lot of chuunige true endings), but it also gives you a sense of completeness, closing out the VN nicely.
Side-characters worthy of mention
Isaac- Isaac is the bartender at Casanova and plays a key role in all the paths. He is Toshirou's one true friend, and his personality is a cross between a hedge philosopher and a boy who never gave up his dream (and never will). His (oddly troubling) life advice frames a lot of the game's key internal conflicts, and his influence can be felt throughout every part of the game, to some degree.
Klaus- The previous White Pile, an elderly Jaeger who fights with a gigantic stake (think a log from a log cabin with its edges carved into a spike-like tip and you get the picture). He is a warrior to the core, a man who hates vampires absolutely and has made a living sacrifice of his life to cleanse as many of them from the world as possible. In contrast, his unstinting love for humanity, including its flaws, is awe-inspiring in its strength, and he has an absolute faith in humanity's potential to rise above its own filth. He saved and raised Ariya to be his successor, and she is perhaps the only chink in his armor other than his personal hate (he normally sees vampires not as individuals but as harmful insects to be crushed) for Toshirou. He loves her deeply, in a fatherly fashion, and it is his love that is perhaps Ariya's greatest salvation, though it is also her second greatest weakness.
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Clephas got a reaction from Narcosis for a blog entry, Random VN: Vermilion Bind of Blood
This is my fourth time replaying the Light VN, Vermilion Bind of Blood, and to my startlement, I realized that my only commentary on this is is in my ancient VN of the Month Thread on the forums. So... of course I cannot leave my beloved public ignorant of this game (though I've made a habit of recommending it to everyone, like Evolimit).
Vermilion was the first chuunige made by Light's second team, and it was my first experience of the team's work. It is also probably that team's single most balanced VN, and it is the only one I call a kamige, albeit with a few reservations.
The protagonist of this story is one Kashima Toshirou (who is referred to in the Western fashion as Toshirou Kashima throughout the whole game). He is a former samurai from the era just before the opening up of Japan by Perry's black ships who became a vampire. Now he is a gloomy man who serves as a watcher for the vampiric community of the fictional American city of Foggy Bottom. Toshirou is something of an anomaly amongst vampires in general... and most seem to hate him instinctively (there is good reason for this, though few ever know it). He considers all vampires merely to be an extension of humans, denying the vampire legend that most believe in, and he has nothing but contempt for those who allow themselves to drown in their power and the arrogance born from it.
This game has four heroines. They are:
Anne Portman- The first heroine. You are forced to play her route first (probably because nobody would want to go after her if given a choice). Unlike the other heroines, who are more or less easy with their lives as vampires, Anne is a timid, kind-hearted girl who is fundamentally unsuited to being a vampire. Her role in this game is quite similar to that of Kasumi in Dies Irae (more as a contrast in the form of a 'normal person' than as a real heroine). While her character is less than inspiring (that she is a heroine is the only flaw I see in this game), her path is actually quite good, though less so than the others in this game. I did and do find the ending worthy of mention, because it is... pleasant in a sad sort of way. It is also surprisingly uplifting, coming back without being tainted by my dislike for the presence of a Victim A heroine in a chuunige VN.
Sherryl McGregor- The victor of the heroine polls twice in a row, Sherryl is Toshirou's long-standing partner in both work and the home. Their relationship is a 'don't ask, don't tell' one where they don't talk about their pasts. It is an easygoing relationship, but it is fairly obvious that Sherryl fell for him decades ago. If I were to compare Sherryl to a translated VN heroine, it would be the adult Cal Devens from Phantom of Inferno, albeit with a century and a half of experience under her belt. Sherryl was born in Victorian England, and her experiences in the slums there shaped her base personality. She bluffs, she fights, and she has a temper... but underneath it all, she is as soft as a fuzzy teddy bear when it comes to Toshirou. She is also a talented singer, a skill she shows off at Casanova, the bar near the office. Her path is the most revealing of Toshirou's past (in fact, that is its structural purpose, though that doesn't interfere with its quality), and it is a fun ride... Her ending is actually pretty hilarious as well as touching, because it is probably the only path in the game where Toshirou manages to move on to some extent (Toshirou is very very stuck in his ways). Sherryl also grows a great deal as a character in this path (as a matter of course) and it is a pleasure to watch.
Nina Orlok- The Principal (political leader of a Diaspora, which is the name given to vampiric communities) of the Western US Diaspora, a young woman forced into a position far beyond her personal power by her powerful blood father's will after his death. She sees her duty as the only way to repay her father's trust in her, and she constantly struggles with the gap between what she wants to be and who she actually is. That said, she is actually a quite capable political leader (a given, since she isn't dead or imprisoned, despite being a youngling in a position that would normally only be allowed to an ancient vampire), with a core of strength hidden under the girl struggling desperately to fulfill her father's hopes. I sincerely enjoy her path, each time, because her growth as a character is inspiring, especially once she gets past her father complex. Toshirou in her path is probably the most samurai-like (in the classic sense), and the battle that closes out this path is the third-best in the VN (behind two of the fights in the Grand Route).
Ariya Takajou- The Jaeger (vampire hunter) White Pile's successor, who has come to Foggy Bottom specifically to hunt Toshirou Kashima. Driven by her desire to prove herself and a latent fear born from her experiences as a child (her family killed before her eyes by vampires), she endured training that would make a Marine recruit run away screaming to obtain the ability to almost match the physical abilities of a vampire (it is something close to inner qigong). She despises all vampires and sees them as inhuman monsters, but her meeting with Toshirou fills her with a personal hatred, as his obvious (to her) difference from other vampires drives her to obsess over him. Ariya's personality (on the surface) is very... twisted. She is probably the single most sharp-tongued heroine I've ever encountered (she makes Kagome from Comyu seem pleasant), quite naturally using insults in a tactical fashion to get vampires to lose their heads and simply because she doesn't like people. In her own path, she also develops a rather... twisted sort of love for Toshirou (and it is love, mixed with hate, gratitude, and intense sado-masochistic lust). I always rofl at the way she changes in this path, and the ending... is actually really really cool.
Grand Route- The Grand Route of this game focuses on fighting the antagonist who was the root cause of the conflicts in the VN, as well as dealing with the origins of vampires in general. In this path, Toshirou finds himself facing his past and looking into the future in a way he doesn't in the other paths. This path also has two of the best fights in the game, including the final face-off between the antagonist and Toshirou himself. This path also gives a really significant insight into the mind of a side-character whom I loved... Klaus, the previous White Pile. The ending of this path is bittersweet and faintly sad (as is common in a lot of chuunige true endings), but it also gives you a sense of completeness, closing out the VN nicely.
Side-characters worthy of mention
Isaac- Isaac is the bartender at Casanova and plays a key role in all the paths. He is Toshirou's one true friend, and his personality is a cross between a hedge philosopher and a boy who never gave up his dream (and never will). His (oddly troubling) life advice frames a lot of the game's key internal conflicts, and his influence can be felt throughout every part of the game, to some degree.
Klaus- The previous White Pile, an elderly Jaeger who fights with a gigantic stake (think a log from a log cabin with its edges carved into a spike-like tip and you get the picture). He is a warrior to the core, a man who hates vampires absolutely and has made a living sacrifice of his life to cleanse as many of them from the world as possible. In contrast, his unstinting love for humanity, including its flaws, is awe-inspiring in its strength, and he has an absolute faith in humanity's potential to rise above its own filth. He saved and raised Ariya to be his successor, and she is perhaps the only chink in his armor other than his personal hate (he normally sees vampires not as individuals but as harmful insects to be crushed) for Toshirou. He loves her deeply, in a fatherly fashion, and it is his love that is perhaps Ariya's greatest salvation, though it is also her second greatest weakness.
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Clephas got a reaction from Nuberius for a blog entry, Random VN: Vermilion Bind of Blood
This is my fourth time replaying the Light VN, Vermilion Bind of Blood, and to my startlement, I realized that my only commentary on this is is in my ancient VN of the Month Thread on the forums. So... of course I cannot leave my beloved public ignorant of this game (though I've made a habit of recommending it to everyone, like Evolimit).
Vermilion was the first chuunige made by Light's second team, and it was my first experience of the team's work. It is also probably that team's single most balanced VN, and it is the only one I call a kamige, albeit with a few reservations.
The protagonist of this story is one Kashima Toshirou (who is referred to in the Western fashion as Toshirou Kashima throughout the whole game). He is a former samurai from the era just before the opening up of Japan by Perry's black ships who became a vampire. Now he is a gloomy man who serves as a watcher for the vampiric community of the fictional American city of Foggy Bottom. Toshirou is something of an anomaly amongst vampires in general... and most seem to hate him instinctively (there is good reason for this, though few ever know it). He considers all vampires merely to be an extension of humans, denying the vampire legend that most believe in, and he has nothing but contempt for those who allow themselves to drown in their power and the arrogance born from it.
This game has four heroines. They are:
Anne Portman- The first heroine. You are forced to play her route first (probably because nobody would want to go after her if given a choice). Unlike the other heroines, who are more or less easy with their lives as vampires, Anne is a timid, kind-hearted girl who is fundamentally unsuited to being a vampire. Her role in this game is quite similar to that of Kasumi in Dies Irae (more as a contrast in the form of a 'normal person' than as a real heroine). While her character is less than inspiring (that she is a heroine is the only flaw I see in this game), her path is actually quite good, though less so than the others in this game. I did and do find the ending worthy of mention, because it is... pleasant in a sad sort of way. It is also surprisingly uplifting, coming back without being tainted by my dislike for the presence of a Victim A heroine in a chuunige VN.
Sherryl McGregor- The victor of the heroine polls twice in a row, Sherryl is Toshirou's long-standing partner in both work and the home. Their relationship is a 'don't ask, don't tell' one where they don't talk about their pasts. It is an easygoing relationship, but it is fairly obvious that Sherryl fell for him decades ago. If I were to compare Sherryl to a translated VN heroine, it would be the adult Cal Devens from Phantom of Inferno, albeit with a century and a half of experience under her belt. Sherryl was born in Victorian England, and her experiences in the slums there shaped her base personality. She bluffs, she fights, and she has a temper... but underneath it all, she is as soft as a fuzzy teddy bear when it comes to Toshirou. She is also a talented singer, a skill she shows off at Casanova, the bar near the office. Her path is the most revealing of Toshirou's past (in fact, that is its structural purpose, though that doesn't interfere with its quality), and it is a fun ride... Her ending is actually pretty hilarious as well as touching, because it is probably the only path in the game where Toshirou manages to move on to some extent (Toshirou is very very stuck in his ways). Sherryl also grows a great deal as a character in this path (as a matter of course) and it is a pleasure to watch.
Nina Orlok- The Principal (political leader of a Diaspora, which is the name given to vampiric communities) of the Western US Diaspora, a young woman forced into a position far beyond her personal power by her powerful blood father's will after his death. She sees her duty as the only way to repay her father's trust in her, and she constantly struggles with the gap between what she wants to be and who she actually is. That said, she is actually a quite capable political leader (a given, since she isn't dead or imprisoned, despite being a youngling in a position that would normally only be allowed to an ancient vampire), with a core of strength hidden under the girl struggling desperately to fulfill her father's hopes. I sincerely enjoy her path, each time, because her growth as a character is inspiring, especially once she gets past her father complex. Toshirou in her path is probably the most samurai-like (in the classic sense), and the battle that closes out this path is the third-best in the VN (behind two of the fights in the Grand Route).
Ariya Takajou- The Jaeger (vampire hunter) White Pile's successor, who has come to Foggy Bottom specifically to hunt Toshirou Kashima. Driven by her desire to prove herself and a latent fear born from her experiences as a child (her family killed before her eyes by vampires), she endured training that would make a Marine recruit run away screaming to obtain the ability to almost match the physical abilities of a vampire (it is something close to inner qigong). She despises all vampires and sees them as inhuman monsters, but her meeting with Toshirou fills her with a personal hatred, as his obvious (to her) difference from other vampires drives her to obsess over him. Ariya's personality (on the surface) is very... twisted. She is probably the single most sharp-tongued heroine I've ever encountered (she makes Kagome from Comyu seem pleasant), quite naturally using insults in a tactical fashion to get vampires to lose their heads and simply because she doesn't like people. In her own path, she also develops a rather... twisted sort of love for Toshirou (and it is love, mixed with hate, gratitude, and intense sado-masochistic lust). I always rofl at the way she changes in this path, and the ending... is actually really really cool.
Grand Route- The Grand Route of this game focuses on fighting the antagonist who was the root cause of the conflicts in the VN, as well as dealing with the origins of vampires in general. In this path, Toshirou finds himself facing his past and looking into the future in a way he doesn't in the other paths. This path also has two of the best fights in the game, including the final face-off between the antagonist and Toshirou himself. This path also gives a really significant insight into the mind of a side-character whom I loved... Klaus, the previous White Pile. The ending of this path is bittersweet and faintly sad (as is common in a lot of chuunige true endings), but it also gives you a sense of completeness, closing out the VN nicely.
Side-characters worthy of mention
Isaac- Isaac is the bartender at Casanova and plays a key role in all the paths. He is Toshirou's one true friend, and his personality is a cross between a hedge philosopher and a boy who never gave up his dream (and never will). His (oddly troubling) life advice frames a lot of the game's key internal conflicts, and his influence can be felt throughout every part of the game, to some degree.
Klaus- The previous White Pile, an elderly Jaeger who fights with a gigantic stake (think a log from a log cabin with its edges carved into a spike-like tip and you get the picture). He is a warrior to the core, a man who hates vampires absolutely and has made a living sacrifice of his life to cleanse as many of them from the world as possible. In contrast, his unstinting love for humanity, including its flaws, is awe-inspiring in its strength, and he has an absolute faith in humanity's potential to rise above its own filth. He saved and raised Ariya to be his successor, and she is perhaps the only chink in his armor other than his personal hate (he normally sees vampires not as individuals but as harmful insects to be crushed) for Toshirou. He loves her deeply, in a fatherly fashion, and it is his love that is perhaps Ariya's greatest salvation, though it is also her second greatest weakness.
-
Clephas got a reaction from Jartse for a blog entry, Shunkyoku no Tyrhhia ~What a Beautiful Dawn
I'm going to be blunt... if it weren't for the urging of one of my online friends, I wouldn't have played this game. For one thing, it is a direct prequel to Gakthun, which I didn't have much fun with (I don't really like Japanese versions of Liar Soft games, for some reason... though I loved the English version of Sekien). It is based in a steampunk world version of one of the most-visited eras of Japanese history in otaku media, the Bakumatsu era.
In that era, Japan was opened by British air-fortresses, rather than by Perry's gunships, but the results were pretty much the same up until the beginning of the game (albeit with the usual liberties taken). Since there was no walkthrough out for this game, as of yet, I ended up on a path whose history pretty much echoed rl history save for who died and when (oh and the individuals' motivations, of course). Whether this was a good thing or not, I dunno... but the ending was decent, if bittersweet (not to mention that the last scene indicates that it is the one that heads into Gakthun).
The protagonist, Hachirou, is the child of a Shogunate vassal family famous for their real combat oriented sword style. He himself is a bit obsessed with modern steam technology, and his habit of constantly referring to his pocket watch shows off his straight-as-a-yardstick personality.
Like a lot of steampunk-series games, this one jumps around between many different perspectives for about three-quarters of the game (relatively little time is spent with Hachirou, considering he is the protagonist), but this game escapes the rather... Steven Brust-style story narration (reference to the Phoenix Guard and its two sequels, which are written in a style that is excessively dramatic and roundabout) that poisoned me against Gakthun and some of the other games by this company. In that sense, this was the easiest Liar-soft VN for me to read.
This game has heavy Cthulhu Mythos influence throughout its latter parts, ranging from a rather blatant one in the final battle scene of the ending I got to numerous smaller indications throughout.
Is this game good? Yes, it is well-written and interesting to read. Is it a kamige? I can't really judge, since I have no idea how to get the other endings without a lot of trial and error (and I'm too lazy to do that with a liar soft game). I'm giving it a decent rating because I liked a lot of it... but the way the game treated the Shinsengumi was a bit depressing at times (it really, really sucks to be Shinsengumi in this game).
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Clephas got a reaction from ChaosRaven for a blog entry, Shunkyoku no Tyrhhia ~What a Beautiful Dawn
I'm going to be blunt... if it weren't for the urging of one of my online friends, I wouldn't have played this game. For one thing, it is a direct prequel to Gakthun, which I didn't have much fun with (I don't really like Japanese versions of Liar Soft games, for some reason... though I loved the English version of Sekien). It is based in a steampunk world version of one of the most-visited eras of Japanese history in otaku media, the Bakumatsu era.
In that era, Japan was opened by British air-fortresses, rather than by Perry's gunships, but the results were pretty much the same up until the beginning of the game (albeit with the usual liberties taken). Since there was no walkthrough out for this game, as of yet, I ended up on a path whose history pretty much echoed rl history save for who died and when (oh and the individuals' motivations, of course). Whether this was a good thing or not, I dunno... but the ending was decent, if bittersweet (not to mention that the last scene indicates that it is the one that heads into Gakthun).
The protagonist, Hachirou, is the child of a Shogunate vassal family famous for their real combat oriented sword style. He himself is a bit obsessed with modern steam technology, and his habit of constantly referring to his pocket watch shows off his straight-as-a-yardstick personality.
Like a lot of steampunk-series games, this one jumps around between many different perspectives for about three-quarters of the game (relatively little time is spent with Hachirou, considering he is the protagonist), but this game escapes the rather... Steven Brust-style story narration (reference to the Phoenix Guard and its two sequels, which are written in a style that is excessively dramatic and roundabout) that poisoned me against Gakthun and some of the other games by this company. In that sense, this was the easiest Liar-soft VN for me to read.
This game has heavy Cthulhu Mythos influence throughout its latter parts, ranging from a rather blatant one in the final battle scene of the ending I got to numerous smaller indications throughout.
Is this game good? Yes, it is well-written and interesting to read. Is it a kamige? I can't really judge, since I have no idea how to get the other endings without a lot of trial and error (and I'm too lazy to do that with a liar soft game). I'm giving it a decent rating because I liked a lot of it... but the way the game treated the Shinsengumi was a bit depressing at times (it really, really sucks to be Shinsengumi in this game).
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Clephas got a reaction from Narcosis for a blog entry, Shunkyoku no Tyrhhia ~What a Beautiful Dawn
I'm going to be blunt... if it weren't for the urging of one of my online friends, I wouldn't have played this game. For one thing, it is a direct prequel to Gakthun, which I didn't have much fun with (I don't really like Japanese versions of Liar Soft games, for some reason... though I loved the English version of Sekien). It is based in a steampunk world version of one of the most-visited eras of Japanese history in otaku media, the Bakumatsu era.
In that era, Japan was opened by British air-fortresses, rather than by Perry's gunships, but the results were pretty much the same up until the beginning of the game (albeit with the usual liberties taken). Since there was no walkthrough out for this game, as of yet, I ended up on a path whose history pretty much echoed rl history save for who died and when (oh and the individuals' motivations, of course). Whether this was a good thing or not, I dunno... but the ending was decent, if bittersweet (not to mention that the last scene indicates that it is the one that heads into Gakthun).
The protagonist, Hachirou, is the child of a Shogunate vassal family famous for their real combat oriented sword style. He himself is a bit obsessed with modern steam technology, and his habit of constantly referring to his pocket watch shows off his straight-as-a-yardstick personality.
Like a lot of steampunk-series games, this one jumps around between many different perspectives for about three-quarters of the game (relatively little time is spent with Hachirou, considering he is the protagonist), but this game escapes the rather... Steven Brust-style story narration (reference to the Phoenix Guard and its two sequels, which are written in a style that is excessively dramatic and roundabout) that poisoned me against Gakthun and some of the other games by this company. In that sense, this was the easiest Liar-soft VN for me to read.
This game has heavy Cthulhu Mythos influence throughout its latter parts, ranging from a rather blatant one in the final battle scene of the ending I got to numerous smaller indications throughout.
Is this game good? Yes, it is well-written and interesting to read. Is it a kamige? I can't really judge, since I have no idea how to get the other endings without a lot of trial and error (and I'm too lazy to do that with a liar soft game). I'm giving it a decent rating because I liked a lot of it... but the way the game treated the Shinsengumi was a bit depressing at times (it really, really sucks to be Shinsengumi in this game).
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Clephas got a reaction from Jartse for a blog entry, Yakusoku no Natsu, Mahoroba no Yume
I'll say this first off... this game actually needed locked paths or a true ending. Like most Windmill games, the character interactions are pretty heavily reliant on easygoing manzai humor and running character personality and behavior jokes (in fact, most VN humor is based on that). This game has a cast of four writers (one amateur, one h-scene specialist, and two established names), including Imashina Rio (Gin'iro Haruka and Hoshi Ori Yume Mirai) and Kagami Yuu (ef, Eden*, and Mirai Nostalgia). Unfortunately, the styles of the two main writers are extremely different, and it is rather blatant when things shift... sometimes in the middle of scenes (this can be jarring and disturbs the flow at times).
Understand, I started out liking this game... I like non-city settings (for some reason, city locales always end up being multi-date ichaicha fests even for heroines who wouldn't be interested in that kind of thing), and the interactions with the heroines and side-characters were amusing. I even still liked how things were going early in my first heroine path (Serina), but after I headed into a second path, it became apparent they were abusing the 'osananajimi is scared of friend group falling apart' trope. Oh, the way they abused it is different in each path, but the abuse is so rampant that I had to wince.
Worse, the characters have these pretty much useless powers that only work on each other. All the paths have the powers as part of the central conflict, but, considering how little the characters seemed to care about their powers in the common route (one way or the other) it felt unnatural how they became central in the actual heroine routes.
Understand, I'm a fantasy freak, so characters having powers is (of course) fine with me... what bothered me was the artificial-feeling limitations and the way the characters so blithely accepted a revelation midway through the path that would have turned most games a bit gloomy. Again, what's worse is that this was seemingly only utilized conveniently to explain why the other girls (all of whom are latently in love with the protagonist) stop pursuing him once you get on a particular heroine path. I will say the way they did it was mildly funny (the pseudo-yuri in Himari's path was lol-worthy for instance), but it felt very, very forced to me.
Another issue is that Rinka is rather blatantly the main heroine (the scene I mentioned above makes that very clear). As a result, all the other paths proceed without resolving the issue of just why that certain event and the issues it brought to the surface came into being. Of course, as a result, Rinka's path is a very obvious 'true path' and blows away all the others in terms of quality (and length), drawing on elements from the other paths that hinted around the edges about what is revealed in Rinka's path.
Anyone who plays this game should either only play Rinka's path or play the other paths first (like I did). While the paths other than Rinka's have some serious issues (the biggest one being choppy pacing and poor use of the setting elements and plot devices), Rinka's path and the common route are definitely worth playing. Sadly, I can't recommend this one for VN of the Month, but if you want a mildly funny plot-centric charage (yes, they coexist at times), this is a decent choice.
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Clephas got a reaction from Nuberius for a blog entry, Kimi to Hajimeru Dasanteki na Love Come
This is the latest kinetic novel based in the setting created by the 'Uso' series by Campus. The name of this VN says a lot about how it begins - the name means 'How we began our calculating love-comedy'. The protagonist, a young man who managed to pay off his parents' massive debt through hard work after their deaths, comes to Mahoshi Gakuen in order to find a rich girl to marry. This is in part because he is actively suspicious of romantic inclinations due to the fact that his hopelessly inept parents were from rich families and eloped because of opposition from both sides (and he saw his misery as a child being caused by his parents' decision to take love over wealth).
Despite this, he is essentially a good person... and intelligent, despite frequently making facepalm-worthy decisions and taking facepalm-worthy actions in pursuit of his gold-digging goal. He approaches Teidou Shirayuki (a younger relative of Setsuka from the Uso series) and is rebuffed harshly... but his experiences in life have left him more than a little psychologically tough, so he decides to continue pursuing her. It is then that he is approached her maid, Sakura Nono, who offers her help in his plans...
Just to get this out in the open for people who aren't fans of nontraditional or unconventional relationships (or those who are), this VN is a 3P romance story, and it is typical of this series for bucking the common trends in VN romance in a few little ways (that I won't spoil for you). After I got over wanting to bury my head in my hands over the protagonist's actions in the prologue, I quickly took a shine to the three main characters and their odd little relationship (and it just gets more odd as time goes by). The protagonist's overconfident attitude and endless optimism about his own capabilities (sometimes justified, sometimes not) is frequently a source for humor, and seeing Shirayuki's cold attitude melt away is a true pleasure to watch. While Nono frequently takes on a sidekick like role, she still manages to be a solid heroine in her own right, with her possessing almost as much affection for Shirayuki as she does for the protagonist (this is true of Shirayuki as well).
Despite its premise, this game actually manages to be much more believable in some ways than other VNs with a romantic focus, and that is a huge positive, at least in my view. I love the relationship building in this game (both before and after the required and omnipresent 'confession scene'), and I came away from this game feeling some of the built-up negative feelings from playing so many charage with almost identical romances shaved away.
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Clephas got a reaction from Mr Poltroon for a blog entry, Yakusoku no Natsu, Mahoroba no Yume
I'll say this first off... this game actually needed locked paths or a true ending. Like most Windmill games, the character interactions are pretty heavily reliant on easygoing manzai humor and running character personality and behavior jokes (in fact, most VN humor is based on that). This game has a cast of four writers (one amateur, one h-scene specialist, and two established names), including Imashina Rio (Gin'iro Haruka and Hoshi Ori Yume Mirai) and Kagami Yuu (ef, Eden*, and Mirai Nostalgia). Unfortunately, the styles of the two main writers are extremely different, and it is rather blatant when things shift... sometimes in the middle of scenes (this can be jarring and disturbs the flow at times).
Understand, I started out liking this game... I like non-city settings (for some reason, city locales always end up being multi-date ichaicha fests even for heroines who wouldn't be interested in that kind of thing), and the interactions with the heroines and side-characters were amusing. I even still liked how things were going early in my first heroine path (Serina), but after I headed into a second path, it became apparent they were abusing the 'osananajimi is scared of friend group falling apart' trope. Oh, the way they abused it is different in each path, but the abuse is so rampant that I had to wince.
Worse, the characters have these pretty much useless powers that only work on each other. All the paths have the powers as part of the central conflict, but, considering how little the characters seemed to care about their powers in the common route (one way or the other) it felt unnatural how they became central in the actual heroine routes.
Understand, I'm a fantasy freak, so characters having powers is (of course) fine with me... what bothered me was the artificial-feeling limitations and the way the characters so blithely accepted a revelation midway through the path that would have turned most games a bit gloomy. Again, what's worse is that this was seemingly only utilized conveniently to explain why the other girls (all of whom are latently in love with the protagonist) stop pursuing him once you get on a particular heroine path. I will say the way they did it was mildly funny (the pseudo-yuri in Himari's path was lol-worthy for instance), but it felt very, very forced to me.
Another issue is that Rinka is rather blatantly the main heroine (the scene I mentioned above makes that very clear). As a result, all the other paths proceed without resolving the issue of just why that certain event and the issues it brought to the surface came into being. Of course, as a result, Rinka's path is a very obvious 'true path' and blows away all the others in terms of quality (and length), drawing on elements from the other paths that hinted around the edges about what is revealed in Rinka's path.
Anyone who plays this game should either only play Rinka's path or play the other paths first (like I did). While the paths other than Rinka's have some serious issues (the biggest one being choppy pacing and poor use of the setting elements and plot devices), Rinka's path and the common route are definitely worth playing. Sadly, I can't recommend this one for VN of the Month, but if you want a mildly funny plot-centric charage (yes, they coexist at times), this is a decent choice.
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Clephas got a reaction from Jartse for a blog entry, Kimi to Mezameru Ikutsuka no Houhou
First, I should apologize for taking so long (for me) to get around to finishing this game. Despite the fact that Kazuki Fumi games are always high-priority for me, for some reason I stalled after finishing the first arc and two of the paths in the second arc. The main reason is probably because the first arc pretty much satisfied me, and I didn't feel like the game needed much of a second arc or the third arc that comes after.
As indicated above, this game has three arcs. The first arc is a dark and emotional story that focuses on the protagonist, an android programmer and mechanic, the people around him, and a legless abuse victim named Hatsune that is left on his doorstep. The whole thing is emotionally powerful, has a Sharin no Kuni/G-senjou no Maou style battle of wits, and it generally left me completely satisfied with how things turned out....
Then came along the second arc (which will hereafter be named the romance arc). The romance arc shows off the style Kazuki Fumi has put together in the last few years (to varied reactions from otakus, for whom his approach to romance tends to be hit and miss). The romantic formation is abnormal, the romance is strange, and the end result is generally not what you would expect. Is this a good thing? If there hadn't been a third arc, it probably would have been.
Now, let's get down to the third arc. First, the third arc is a dramatic conclusion to the aftermath of the events that occurred in the first arc. This was actually the biggest mistake made in this game's structure and the reason I expelled it from the running for VN of the Month. The first thing you are asked to do upon starting this arc is pick which of the heroines you romanced in the second arc, which essentially just changes one or two scenes and the ending scene. The arc's story as a whole doesn't change at all, and it is short enough that I was able to finish it all in under an hour.
Now, why is this a problem? The reason is fairly simple. It completely screws up the pacing of the game. For better or worse, the second arc's 'endings' feel like a conclusion, even though I knew from the walkthrough that they weren't. They weren't a great conclusion, but if they'd been followed up with individual after-stories or completely customized versions of the third arc, this might have become a solid VN of the Year candidate. Unfortunately, the third arc is what amounts to a 'one size fits all' affair that makes the whole romantic mess of the second arc feel mostly irrelevant. Coming from someone who generally doesn't express a fondness for romance, I know this will sound strange... but this was a horrible way to handle things. This game isn't a kusoge, but I honestly can't recommend it with the current conclusion (hope for a story FD to smooth things out, maybe).
In conclusion, this is a game that shows signs of greatness throughout the first arc, falls back on romance in the second arc, and stumbles in the third arc. It has great characters, a good story and theme... and falls far short of what I've grown to expect from this writer after Nanairo Reincarnation.
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Clephas got a reaction from sanahtlig for a blog entry, Kenseiki Alpha Ride Part 2: The Protagonists
So far, the protagonists of this story are its biggest downside. I don't say this to be mean... I just felt I needed to be frank with you all. The story itself is generally interesting, as is the cast of side-characters... but both protagonists definitely leave something to be desired.
Kai
Kai's side of the story would probably be best referred to as the 'Light' side of the first part of the VN. Why? Because, for all the horrible things that happen during the course of his story, none of them really tarnish or dirty him personally. That is fairly typical of a jrpg protagonist, as the 'natural hero' types tend to never really get dirtied by all the horrible things that go on around them or the people they have to kill in the course of the game. Oh, early in the game he is a little bit more pathetic, but when he loses a comrade, it drives him to 'resolve himself' to the fight to come with the typical guilt-driven passion you see from any number of similar heroes. To be honest, the degree to which his personality and character development is cliched is startling. Most writers make an effort to at least move the protagonist a little away from the 'middle of the road' archetypes...
Shizuma
Shizuma is a problem for an entirely different set of reasons. Number one is that he is a resurrection of the 'angst-driven anti-hero protagonist who is always irritated with or angry at something'. As I've gotten into his path, I don't see this quality fading all that much. Worse, he seems to have the fatal character flaw of being a smart idiot. He is intelligent, but he is blind to the obvious pitfalls around him. He fails to even consider that a certain delusion early on might be wrong, due to his obsessive personality, and he fails even more to choose an intelligent path to his goal, despite apparently being fairly smart. A lot of this comes from the impatience that is endemic to this kind of protagonist... but that doesn't change the fact that he looks like an idiot through almost the entire first quarter of his path, despite having the typical elitist arrogance of the naturally capable ('What, you can't do that? It's easy though.').
Edit: For those who are interested, Eternal has released an update fixing the bugs stated in the previous post, as well as rebalancing certain aspects of gameplay - the general weakness of combined mechpeople and a few other issues. 11/01/2015 1:33 AM, US Central Time
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Clephas got a reaction from sanahtlig for a blog entry, Kenseiki Alpha Ride Part 3 (updated)
I'll be perfectly honest... having finished Shizuma's path, the only thing I can say is that he was a total douche-bag intelligent self-hating moron to the end. Being inside his mind was depressing, right from the beginning to the end. While I loved most of the other characters on his path, I hated him and his heroines, also from beginning to end. Similar to Kai, he is actually more effective on foot than he is riding in Stigma. Stigma is slightly more durable than Alfaria, and she definitely has a lot better support skills. However, when it came down to it, all that meant was that I had to keep a piece of deadweight alive through the entire game. Gameplay-wise, that is a nightmare in both Kai's and Shizuma's paths.
I did like the characters in Shizuma's path more than the ones in Kai's, because they seemed more human (except the psychopath). Unfortunately, there really was no reason why they should have stuck with Shizuma. He resents them through most of the game, takes out his frustrations on them frequently, and generally makes an ass of himself. Also, there was a huge load of 'what was the point of all that?' self-pity from Shizuma for about the last half of his path that made me feel like I wanted to smash his head in.
Shizuma's story is dark... but it isn't the kind of darkness you can sit back and take pleasure in. It is the kind of darkness that gives you a headache because it is largely born out of Shizuma's idiocy after a certain point of the game. Yes, I unreservedly hate Shizuma. I don't mind characters that get twisted by the things they have to do, but self-hating, self-pitying idiots with 18 Intelligence and 0 Wisdom make me want to smash things. He does not evolve or really learn from his mistakes, and his paranoia gets old, fast.
Story-wise... there are way too many inconsistencies between the two paths, even where they meet. I had to honestly throw my hands up in frustration at trying to figure out how they meant the game to make sense. Not only that, but throughout Shizuma's path you see bits of the backstage that should have really come to the forefront at some point but fizzle out, with the inability to access the third path making me want to do the 'crazy dance'. There should be a third path, because none of the crap that happens in this game is conclusive in any way. They hinted at a third path before release. So why can't I access it after completing both paths once, I wonder? If they mean to release it as a sequel, I'm just going to forget about this game entirely.
I am also at least partially sure that heroine choice actually effects things more than it really should in this type of game, due to the sheer amount of extra battles I had to fight in comparison to Kai's path. Since Veridadear is a really easy to notice secondary heroine, I suppose going down her path probably creates a much different outcome from choosing Alfaria. Choosing Stigma in Shizuma's path resulted in a nightmare rollercoaster of endless death that made me bored halfway through (I know that sounds impossible - me loving endless death -, but the way the story for Shizuma's path stumbled so completely after the turning point made me want to scream).
Update
Ok, the thing you have to do to access the third path is to complete Stigma's and Alfaria's path, as I suspected *sighs*. The difference in length and difficulty between Alfaria's path and Veridadear's path is pretty extreme... and at the end, after playing through the equivalent of two full VN-rpgs? You have to play yet another path... the best thing I can say about it is that you actually find out what was going on behind the scenes to some extent early on. I'm really tired of this game... for obvious reasons. Nonetheless, I'll keep playing this until it is over, lol.
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Clephas got a reaction from sanahtlig for a blog entry, Kenseiki Alpha Ride: Final
Mmm... having finished the final path, my conclusion is pretty clear... This is a game that had a lot of potential that was primarily screwed up by how poorly executed certain game mechanics were and the way they did the two protagonists. In my previous posts, I already went over my feelings on the two initial paths and their protagonists, so I'll leave that where it is and move on to the third path.
The third path - the true path - basically shifts gears completely, drastically altering the series of events immediately after Kai and Shizuma clash mech to mech for the first time. This is partially because of certain revelations that occur immediately before, and things progress rapidly to a revelation of the people hidden backstage... and the traditional 'lets go kill the bastards who have been manipulating us!' last ride down the mouth of hell. To be honest, after the mess they made of the other two paths, it was really hard to get up any enthusiasm whatsoever. Kai's path felt staid and forced, whereas Shizuma's path was... unusual but horribly painful to play through, primarily because of Shizuma himself.
Shizuma actually becoming a human being is probably the best thing about the third path. He drops the paranoia and most of the angst, and he actually become something approaching psychologically stable. If he'd managed to drop into that mode in his own path at some point, I probably would have been more forgiving, lol.
Other than that... Kai never does really grow that much. He remains a two-dimensional prop with a fondness for airheads (all three of the heroines are airheads or exceedingly naive in some way). He spouts formulaic phrase after formulaic phrase, right through to the conclusion. It doesn't help that the manipulators behind the scenes are also less than inspiring, once the initial emotional release is achieved.
My final conclusion on the series canon issue is that one or the other is canonical but they can't coexist with the inconsistencies obviously present. Chronologically, Kenseiki would have had to have happened after Yumina but before Corona. Unfortunately, certain events in Corona make that impossible, so I had to just give up, in the end, on figuring out whether Eternal intended any of the series to have a true chronological consistency.
Also, the difficulty spike near the end of the game is a bit ridiculous, though I was still able to get through it by picking off enemies at the edges until I'd isolated the more annoying ones... that and strategically making certain my people with support skill-blocking skills were available to all the other characters at all times to deal with the really nasty support skills the bosses tended to have.
This is also true of Corona, in a way... There is a huge difficulty spike near the end of that one that makes it virtually impossible to achieve victory without abusing the protagonist/redhead/Corona combo to blast away the bosses' barriers.
My final conclusion about the game as a whole? It would have been much, much better if they had made it consistent with the series' other games and had fixed the leveling so that all the characters would level together (I loathe the grinding that is inevitably required in srpgs where you have lots of characters who level individually). I also think it would have been better if they had really, truly made using Stigma and Alpharia a 'good thing', as they are both as weak as kittens, except for their support skills... and as mechs combined with their respective protagonists, they actually make Shizuma and Kai a little weaker, in some ways. The sword-people proved useful throughout the game, though the fact that some of the best party-attack skills are on them, so having them constantly equipped frequently felt wasteful. Story-wise... Kai's path was tolerable, Shizuma's path was painful, and the third path was good... but that just means they made the first three fourths of the game into a slogfest, which is a huge downer. Giving the sub-heroines their own unique paths was a good choice, as it gave them a chance to be distinct from one another. Unfortunately, the fact that the third path makes it all irrelevant kind of kills the fun, doesn't it?
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Clephas got a reaction from Nuberius for a blog entry, Kimi to Mezameru Ikutsuka no Houhou
First, I should apologize for taking so long (for me) to get around to finishing this game. Despite the fact that Kazuki Fumi games are always high-priority for me, for some reason I stalled after finishing the first arc and two of the paths in the second arc. The main reason is probably because the first arc pretty much satisfied me, and I didn't feel like the game needed much of a second arc or the third arc that comes after.
As indicated above, this game has three arcs. The first arc is a dark and emotional story that focuses on the protagonist, an android programmer and mechanic, the people around him, and a legless abuse victim named Hatsune that is left on his doorstep. The whole thing is emotionally powerful, has a Sharin no Kuni/G-senjou no Maou style battle of wits, and it generally left me completely satisfied with how things turned out....
Then came along the second arc (which will hereafter be named the romance arc). The romance arc shows off the style Kazuki Fumi has put together in the last few years (to varied reactions from otakus, for whom his approach to romance tends to be hit and miss). The romantic formation is abnormal, the romance is strange, and the end result is generally not what you would expect. Is this a good thing? If there hadn't been a third arc, it probably would have been.
Now, let's get down to the third arc. First, the third arc is a dramatic conclusion to the aftermath of the events that occurred in the first arc. This was actually the biggest mistake made in this game's structure and the reason I expelled it from the running for VN of the Month. The first thing you are asked to do upon starting this arc is pick which of the heroines you romanced in the second arc, which essentially just changes one or two scenes and the ending scene. The arc's story as a whole doesn't change at all, and it is short enough that I was able to finish it all in under an hour.
Now, why is this a problem? The reason is fairly simple. It completely screws up the pacing of the game. For better or worse, the second arc's 'endings' feel like a conclusion, even though I knew from the walkthrough that they weren't. They weren't a great conclusion, but if they'd been followed up with individual after-stories or completely customized versions of the third arc, this might have become a solid VN of the Year candidate. Unfortunately, the third arc is what amounts to a 'one size fits all' affair that makes the whole romantic mess of the second arc feel mostly irrelevant. Coming from someone who generally doesn't express a fondness for romance, I know this will sound strange... but this was a horrible way to handle things. This game isn't a kusoge, but I honestly can't recommend it with the current conclusion (hope for a story FD to smooth things out, maybe).
In conclusion, this is a game that shows signs of greatness throughout the first arc, falls back on romance in the second arc, and stumbles in the third arc. It has great characters, a good story and theme... and falls far short of what I've grown to expect from this writer after Nanairo Reincarnation.
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Clephas got a reaction from phantomJS for a blog entry, Koi Suru Kokoro to Mahou no Kotoba
This is the latest charage from Hearts, a company specializing in 'yurufuwa' charage with nakige elements. This company's works have a tendency to make me want to puke waves of sugar, but, in my experience, this is one of the better 'yurufuwa' companies out there.
This game focuses on a kind-hearted young man named Harutoki Narumi as he suddenly (and by accident) summons a high-level spirit named Haruharu, and, as a result, he gets dragged into the world of witches and magic users whose duty is to keep the balance of nature by conversing with such spirits. Narumi is generally your classic 'good guy' protagonist that everyone at least likes, and this VN doesn't have any real confrontations in the sense that you might see in another VN, so he doesn't really have a combative side at all.
Haruharu is the spirit Narumi summoned, a generally cheerful and lively young woman who lives in the moment and is driven obsessively to help others. Her spirited and cheery manner generally warms the hearts of those around her, and it is hard even for me not to like her, since she is basically like an embodiment of pure good with no negative elements whatsoever (except a lack of modesty, if you use some standards, lol).
Kazane is an iinchou-type who is the head of the Garden Club, which serves as a front for the activities of the school's small community of witches (the heroines and the protagonist, essentially). She is ambitious, in the sense that she wants to be a Grand Witch, but her essential nature is that of a person who can't help but want to help others (seeing a pattern here? hahaha).
Mashiro is your classic fushigi-chan genius... the most skilled (versus Haruharu being the most talented) of the heroines in magic, she always has a high-level cat spirit named Bastet riding on her head. Despite her brief period as a seeming kuudere (it ends almost immediately) she is, in fact, just as much as a goodie-goodie as Kazane and Haruharu, and her only really unusual quality is her sense of humor.
I'd be tempted to call Mikana a dojikko, in any other VN... but Hearts really hates to include negative personality traits in its heroines, so she just happens to be the least skilled of the heroines. She likes baking and is generally a sweetheart and something of an innocent... and just like all the other heroines, she likes helping people (it is almost amusing that they unified the heroines to this degree, lol).
Now, the charage of this VN has a lot of cheap feels and cuteness... and that is pretty much all there is. The girls and Narumi go around solving minor issues (not incidents) while practicing their power to speak to the spirits of the world, and generally you can expect that any event is either going to result in some kind of low-level emotional scene or lots of cuteness. Given the fact that it was well-written and paced enough to affect me, I have to wonder how the people who eat this up will feel playing this.
The heroine routes... are all about at the same level. Oh, Haruharu's route is the most emotional by far, but I can honestly say that the routes are basically extensions of what I experienced in the common route... lots of low-level feels and cuteness, with h-scenes added in. I'm not saying this is a bad thing... if anything, this game is pure crack for the lovers of the genre. If you want a low-stress, cute as a fuzzy bunny game, this one is ideal.
I will say that you should probably leave Haruharu's route for last... since the feels leading into her ending are the best in the VN. However, I can also say that you could probably play this game just for Haruharu's route and come out feeling quite satisfied if you like the genre. Given my tastes, I'll probably forget this game ever existed by the end of next month, but I felt a need to mark that this game is a rare ideal production for those with a taste for the fuzzy-feely and adorable.
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Clephas got a reaction from Nuberius for a blog entry, Koi Suru Kokoro to Mahou no Kotoba
This is the latest charage from Hearts, a company specializing in 'yurufuwa' charage with nakige elements. This company's works have a tendency to make me want to puke waves of sugar, but, in my experience, this is one of the better 'yurufuwa' companies out there.
This game focuses on a kind-hearted young man named Harutoki Narumi as he suddenly (and by accident) summons a high-level spirit named Haruharu, and, as a result, he gets dragged into the world of witches and magic users whose duty is to keep the balance of nature by conversing with such spirits. Narumi is generally your classic 'good guy' protagonist that everyone at least likes, and this VN doesn't have any real confrontations in the sense that you might see in another VN, so he doesn't really have a combative side at all.
Haruharu is the spirit Narumi summoned, a generally cheerful and lively young woman who lives in the moment and is driven obsessively to help others. Her spirited and cheery manner generally warms the hearts of those around her, and it is hard even for me not to like her, since she is basically like an embodiment of pure good with no negative elements whatsoever (except a lack of modesty, if you use some standards, lol).
Kazane is an iinchou-type who is the head of the Garden Club, which serves as a front for the activities of the school's small community of witches (the heroines and the protagonist, essentially). She is ambitious, in the sense that she wants to be a Grand Witch, but her essential nature is that of a person who can't help but want to help others (seeing a pattern here? hahaha).
Mashiro is your classic fushigi-chan genius... the most skilled (versus Haruharu being the most talented) of the heroines in magic, she always has a high-level cat spirit named Bastet riding on her head. Despite her brief period as a seeming kuudere (it ends almost immediately) she is, in fact, just as much as a goodie-goodie as Kazane and Haruharu, and her only really unusual quality is her sense of humor.
I'd be tempted to call Mikana a dojikko, in any other VN... but Hearts really hates to include negative personality traits in its heroines, so she just happens to be the least skilled of the heroines. She likes baking and is generally a sweetheart and something of an innocent... and just like all the other heroines, she likes helping people (it is almost amusing that they unified the heroines to this degree, lol).
Now, the charage of this VN has a lot of cheap feels and cuteness... and that is pretty much all there is. The girls and Narumi go around solving minor issues (not incidents) while practicing their power to speak to the spirits of the world, and generally you can expect that any event is either going to result in some kind of low-level emotional scene or lots of cuteness. Given the fact that it was well-written and paced enough to affect me, I have to wonder how the people who eat this up will feel playing this.
The heroine routes... are all about at the same level. Oh, Haruharu's route is the most emotional by far, but I can honestly say that the routes are basically extensions of what I experienced in the common route... lots of low-level feels and cuteness, with h-scenes added in. I'm not saying this is a bad thing... if anything, this game is pure crack for the lovers of the genre. If you want a low-stress, cute as a fuzzy bunny game, this one is ideal.
I will say that you should probably leave Haruharu's route for last... since the feels leading into her ending are the best in the VN. However, I can also say that you could probably play this game just for Haruharu's route and come out feeling quite satisfied if you like the genre. Given my tastes, I'll probably forget this game ever existed by the end of next month, but I felt a need to mark that this game is a rare ideal production for those with a taste for the fuzzy-feely and adorable.
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Clephas got a reaction from Jartse for a blog entry, Kimi to Tsunagaru Koi Flag
To be blunt, I only started this one first because I don't want to read something written by Kazuki Fumi (the writer of Nanairo Reincarnation) just yet... I'm sleep-deprived, so I wouldn't be able to appreciate it, lol. In any case, it was either this game or the new Windmill release, and, when in doubt, I try to get the new company games out of the way first.
This is written by Scokan, a new writer on the VN scene. Judging by what I saw in the common route, he is about of average level for a charage writer or maybe slightly better, with a tendency toward using the wrong kanji for some archaic terms. The characters in this VN all fall into classic VN stereotypes.
Kikyou is a somewhat innocent tsukumogami (For the inexperienced: tsukumogami are objects that have, over a long period of time, gained a form of sentience and some spiritual power) who is devoted to her duty but hopeless at doing anything related to that duty (whereas she is abnormally good at cooking and other daily tasks). She is enthusiastic and kind-hearted, but she has a tendency to apologize excessively.
Haruka is the classic genki stepsister. She loves her niichan and is virtually attached to him at the hip, despite his protests. She is generally cheerful and tends to want to touch those she likes constantly. Underneath, she is surprisingly vulnerable, though her fundamental baka-ness means that she rarely remains down in the dumps for long.
Shiori is your classic kuudere (a type that we don't see that often these days). She seems aloof at first, but, when people try to talk to her, she has a tendency to give them the benefit of the razor edge of her tongue. She also has as much trouble being honest with her feelings as any other tsundere variant.
Misaki... is your classic deredere osananajimi miko (yes, this pops up enough in charage that it has become an archetype). She rather obviously is in love with the protagonist from the beginning, and this makes his rather half-hearted and awkward attempts to avoid her rather irritating in the prologue. Moreover, she is extremely pushy and tends to settle into the usual 'fuufu manzai' situation in front of others when it comes to the protagonist.
The protagonist, Yuuto, is... a hetare. I'm sorry, but that is how I feel. Oh, the getchu page makes him seem like a shadowed character, but he is just half-heartedly misanthropic... and this part of his character is handled poorly in the common route (he hardly struggles at all against what is happening, despite his supposed misanthropy). I found him immensely irritating a lot of the time, though his interactions with Haruka are frequently amusing (as opposed to his interactions with Misaki being downright annoying).
Common Route
The common route is mostly classic charage fare. You get lucky sukebe events on a regular basis, the heroines forgive the protagonist quickly, and the protagonist eventually stops resisting the friendship of the heroines (without crossing the line into favoring any particular one). Thankfully, all the routes split off from the same choice, so there is no massive number of meaningless choices to annoy the reader, but I thought that Kikyou's character was poorly developed in the common route, considering that she is the obvious main heroine. A lot of this is that she is a non-presence during most of the school hours, and the writer applies the plot device of the magic power keeping the protagonist from getting too far from her inconsistently. As a result, I exited the common route with a fondness for most of the heroines but a bit irritated/stressed because of the way Kikyou was neglected and the protagonist was such a hetare about some things.
Kikyou
It was a close race between her and Shiori, but I picked Kikyou first (I have no intention of bothering with the other two heroines, as they are both types that make better side-characters than heroines).
As if they were sorry for treating Kikyou like a side-character in the common route, her own route is... emotionally-packed. There is some serious drama in there related to her nature as a tsukumogami and the protagonist's trauma (which is touched on in much more detail here), and it was almost as if an entirely different writer was handling the more serious parts. I cried several times... but this path uses a rather archetypical set of events (if you've played other kamisama-heroine paths, you'll recognize the tropes instantly), and even though it is presented well, the pacing is kind of sloppy toward the end. The ending of this path is... short. I say this in annoyance, because this would be an ideal path for a Hikoukigumo no Mukougawa-style 'to the very end' ending.
I want to talk about the ichaicha in this path separately because it is worthy of note that it almost felt like a nukige at times. Kikyou and the protagonist have almost no restraint, and it is made worse by the fact that Kikyou is the type to gladly respond to just about any kind of advance and the protagonist is the type who has self-control issues once he actually has a girlfriend. There is, thankfully, only one date in here and they didn't try to insert something unrealistic like the innocent kamisama wanting to go shopping (which would be out of character for Kikyou but which some writers would have insisted on).
Shiori
I picked Shiori for a very simple reason... I have a weakness for kuudere heroines who really hate being alone. Shiori's path is, like Kikyou's, fairly emotional, with her asthma playing a role in the path's story along with the protagonist's trauma (once again, and showing off a bit more detail as to what happened leading up to it).
By the time I got halfway through this path, I started to recognize a pattern in how this writer is handling the protagonist... at some point, the heroines start to mother the protagonist to one degree or another (the reason why this is part of the relationships makes sense when you've played the common route), and, similar to Kikyou's route, the protagonist is like a dog in heat throughout much of the route after the romantic connection forms (as is the heroine). I feel it necessary to mention this because the 'intensely sexual' phase of most charage routes tends to be a lot less extensive than I saw in this one. This felt much closer to Majikoi levels in some ways, hahaha.
The ending is reasonably touching... but again, by my standards, it felt like it wasn't quite enough, as it ended less than a month after the climax (I like 'years later' endings).
Conclusion
If you want to try a newer (up and coming) charage company, this is a good choice. For this game, they used artists from Studio Ryokucha and Gesen, and it shows in the styles. There are more emotional moments than is the norm for your standard charage, but that is a plus rather than a negative. The only real downsides are a few pacing issues, the briefness of the endings, and the weakness of the common route (lol).
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Clephas got a reaction from Nuberius for a blog entry, Kimi to Tsunagaru Koi Flag
To be blunt, I only started this one first because I don't want to read something written by Kazuki Fumi (the writer of Nanairo Reincarnation) just yet... I'm sleep-deprived, so I wouldn't be able to appreciate it, lol. In any case, it was either this game or the new Windmill release, and, when in doubt, I try to get the new company games out of the way first.
This is written by Scokan, a new writer on the VN scene. Judging by what I saw in the common route, he is about of average level for a charage writer or maybe slightly better, with a tendency toward using the wrong kanji for some archaic terms. The characters in this VN all fall into classic VN stereotypes.
Kikyou is a somewhat innocent tsukumogami (For the inexperienced: tsukumogami are objects that have, over a long period of time, gained a form of sentience and some spiritual power) who is devoted to her duty but hopeless at doing anything related to that duty (whereas she is abnormally good at cooking and other daily tasks). She is enthusiastic and kind-hearted, but she has a tendency to apologize excessively.
Haruka is the classic genki stepsister. She loves her niichan and is virtually attached to him at the hip, despite his protests. She is generally cheerful and tends to want to touch those she likes constantly. Underneath, she is surprisingly vulnerable, though her fundamental baka-ness means that she rarely remains down in the dumps for long.
Shiori is your classic kuudere (a type that we don't see that often these days). She seems aloof at first, but, when people try to talk to her, she has a tendency to give them the benefit of the razor edge of her tongue. She also has as much trouble being honest with her feelings as any other tsundere variant.
Misaki... is your classic deredere osananajimi miko (yes, this pops up enough in charage that it has become an archetype). She rather obviously is in love with the protagonist from the beginning, and this makes his rather half-hearted and awkward attempts to avoid her rather irritating in the prologue. Moreover, she is extremely pushy and tends to settle into the usual 'fuufu manzai' situation in front of others when it comes to the protagonist.
The protagonist, Yuuto, is... a hetare. I'm sorry, but that is how I feel. Oh, the getchu page makes him seem like a shadowed character, but he is just half-heartedly misanthropic... and this part of his character is handled poorly in the common route (he hardly struggles at all against what is happening, despite his supposed misanthropy). I found him immensely irritating a lot of the time, though his interactions with Haruka are frequently amusing (as opposed to his interactions with Misaki being downright annoying).
Common Route
The common route is mostly classic charage fare. You get lucky sukebe events on a regular basis, the heroines forgive the protagonist quickly, and the protagonist eventually stops resisting the friendship of the heroines (without crossing the line into favoring any particular one). Thankfully, all the routes split off from the same choice, so there is no massive number of meaningless choices to annoy the reader, but I thought that Kikyou's character was poorly developed in the common route, considering that she is the obvious main heroine. A lot of this is that she is a non-presence during most of the school hours, and the writer applies the plot device of the magic power keeping the protagonist from getting too far from her inconsistently. As a result, I exited the common route with a fondness for most of the heroines but a bit irritated/stressed because of the way Kikyou was neglected and the protagonist was such a hetare about some things.
Kikyou
It was a close race between her and Shiori, but I picked Kikyou first (I have no intention of bothering with the other two heroines, as they are both types that make better side-characters than heroines).
As if they were sorry for treating Kikyou like a side-character in the common route, her own route is... emotionally-packed. There is some serious drama in there related to her nature as a tsukumogami and the protagonist's trauma (which is touched on in much more detail here), and it was almost as if an entirely different writer was handling the more serious parts. I cried several times... but this path uses a rather archetypical set of events (if you've played other kamisama-heroine paths, you'll recognize the tropes instantly), and even though it is presented well, the pacing is kind of sloppy toward the end. The ending of this path is... short. I say this in annoyance, because this would be an ideal path for a Hikoukigumo no Mukougawa-style 'to the very end' ending.
I want to talk about the ichaicha in this path separately because it is worthy of note that it almost felt like a nukige at times. Kikyou and the protagonist have almost no restraint, and it is made worse by the fact that Kikyou is the type to gladly respond to just about any kind of advance and the protagonist is the type who has self-control issues once he actually has a girlfriend. There is, thankfully, only one date in here and they didn't try to insert something unrealistic like the innocent kamisama wanting to go shopping (which would be out of character for Kikyou but which some writers would have insisted on).
Shiori
I picked Shiori for a very simple reason... I have a weakness for kuudere heroines who really hate being alone. Shiori's path is, like Kikyou's, fairly emotional, with her asthma playing a role in the path's story along with the protagonist's trauma (once again, and showing off a bit more detail as to what happened leading up to it).
By the time I got halfway through this path, I started to recognize a pattern in how this writer is handling the protagonist... at some point, the heroines start to mother the protagonist to one degree or another (the reason why this is part of the relationships makes sense when you've played the common route), and, similar to Kikyou's route, the protagonist is like a dog in heat throughout much of the route after the romantic connection forms (as is the heroine). I feel it necessary to mention this because the 'intensely sexual' phase of most charage routes tends to be a lot less extensive than I saw in this one. This felt much closer to Majikoi levels in some ways, hahaha.
The ending is reasonably touching... but again, by my standards, it felt like it wasn't quite enough, as it ended less than a month after the climax (I like 'years later' endings).
Conclusion
If you want to try a newer (up and coming) charage company, this is a good choice. For this game, they used artists from Studio Ryokucha and Gesen, and it shows in the styles. There are more emotional moments than is the norm for your standard charage, but that is a plus rather than a negative. The only real downsides are a few pacing issues, the briefness of the endings, and the weakness of the common route (lol).