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Clephas got a reaction from MayoeruHitori for a blog entry, A preview of the first quarter, 2018
I felt like giving a you all a preview of the first quarter of 2018, after reading this blog post:
I generally choose to refrain from posts like this that cover the future of an entire year, but I feel that I have a good grasp on what is coming out over the next three months that is worth paying attention to, based on my own experiences.
Grisaia Phantom Trigger Vol. 4
This is something to look forward to for anyone who has liked this series so far... more assassin action based in the same universe as Kajitsu and the others.
Yorite Konoha wa Kurenai ni
Let's get something straight... I don't have an absolute faith in Lump of Sugar as a company. If anything, their work over the last five years has proven to me that this is one of the least predictable moege companies out there. For every great VN they make, they make at least two games (usually three) that are pure crap or mediocre. The reason I keep going back to this company is for experiences like Hello,Goodbye, Tayutama (the original, not the sequel), and Sekai to Sekai no Mannaka de. This game looks like it is based in the far future of the same universe as Tayutama, where coexistence between humans and the spiritual beings have stabilized somewhat (based on the content from the Getchu page). As such, I'm willing to give this the benefit of th doubt, despite the somewhat sour experience I got from Tayutama 2.
Sora no Baroque
So far, Light has yet to produce a bad game. I have no reason to think this game, another work from Light's more prolific second team, will be an exception. For chuunige fans, this is the game to pay attention to for the first part of the year.
Chuuni Hime no Teikoku
With a scenario team that was involved with both the original Love Kami (the later games had a different set of writers) and Haruka ni Aogi, Uruwashi no, this is definitely a VN that will be worth looking at, despite being the first work of a new company. Of course, it could end up being delayed for the seventh time... it wouldn't surprise me at this point.
Shin Koihime Musou Kakumei Son Go no Ketsumyaku (note: The title used on vndb is incorrectly romanized)
Originally planned for a release this upcoming summer, this game has been moved forward to February. Like the release of Gi's rewritten route this past summer, we can look forward to a nicely reworked version of the original Go route from Shin Koihime Musou, which was already an excellently-written work.
Hataraku Otona no Ren'ai Jijou 2
This is worth noting because this series (of which this is the third game, despite the numbering) is one of the few non-nukige VNs out there that is set outside a school, and the previous games were enjoyable experiences.
Otome wa Boku ni Koishiteiru Mitsu no Kiraboshi (note: again, what is with the shitty romanizations on new entries on vndb of late?)
This is the third game in the Otoboku series, a third game made over seven years after the second, which was a kamige. Caramel Box has been a lot less prolific in the last few years than it was, so I was gleeful to find a new release by them coming up so soon.
Unjou no Fairy Tail
A new VN based in the same universe as Hoshi no Tsukurikata, meaning that we can look forward to yet more antics in a dystopian steampunk setting.
Kieta Sekai to Tsuki to Shoujo
This is the game for fans of Japanese horror mysteries to pay attention to this quarter. A dark-looking game about a young man who has returned to his hometown, only to find the people around him disappear one by one.
Butterfly Seeker
A new game by Silky's Plus. I am unsure if I want to hold out hopes for this game, as the writer is mostly an unknown, though he has worked for Liar-soft in the past.
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Clephas got a reaction from MaggieROBOT for a blog entry, A preview of the first quarter, 2018
I felt like giving a you all a preview of the first quarter of 2018, after reading this blog post:
I generally choose to refrain from posts like this that cover the future of an entire year, but I feel that I have a good grasp on what is coming out over the next three months that is worth paying attention to, based on my own experiences.
Grisaia Phantom Trigger Vol. 4
This is something to look forward to for anyone who has liked this series so far... more assassin action based in the same universe as Kajitsu and the others.
Yorite Konoha wa Kurenai ni
Let's get something straight... I don't have an absolute faith in Lump of Sugar as a company. If anything, their work over the last five years has proven to me that this is one of the least predictable moege companies out there. For every great VN they make, they make at least two games (usually three) that are pure crap or mediocre. The reason I keep going back to this company is for experiences like Hello,Goodbye, Tayutama (the original, not the sequel), and Sekai to Sekai no Mannaka de. This game looks like it is based in the far future of the same universe as Tayutama, where coexistence between humans and the spiritual beings have stabilized somewhat (based on the content from the Getchu page). As such, I'm willing to give this the benefit of th doubt, despite the somewhat sour experience I got from Tayutama 2.
Sora no Baroque
So far, Light has yet to produce a bad game. I have no reason to think this game, another work from Light's more prolific second team, will be an exception. For chuunige fans, this is the game to pay attention to for the first part of the year.
Chuuni Hime no Teikoku
With a scenario team that was involved with both the original Love Kami (the later games had a different set of writers) and Haruka ni Aogi, Uruwashi no, this is definitely a VN that will be worth looking at, despite being the first work of a new company. Of course, it could end up being delayed for the seventh time... it wouldn't surprise me at this point.
Shin Koihime Musou Kakumei Son Go no Ketsumyaku (note: The title used on vndb is incorrectly romanized)
Originally planned for a release this upcoming summer, this game has been moved forward to February. Like the release of Gi's rewritten route this past summer, we can look forward to a nicely reworked version of the original Go route from Shin Koihime Musou, which was already an excellently-written work.
Hataraku Otona no Ren'ai Jijou 2
This is worth noting because this series (of which this is the third game, despite the numbering) is one of the few non-nukige VNs out there that is set outside a school, and the previous games were enjoyable experiences.
Otome wa Boku ni Koishiteiru Mitsu no Kiraboshi (note: again, what is with the shitty romanizations on new entries on vndb of late?)
This is the third game in the Otoboku series, a third game made over seven years after the second, which was a kamige. Caramel Box has been a lot less prolific in the last few years than it was, so I was gleeful to find a new release by them coming up so soon.
Unjou no Fairy Tail
A new VN based in the same universe as Hoshi no Tsukurikata, meaning that we can look forward to yet more antics in a dystopian steampunk setting.
Kieta Sekai to Tsuki to Shoujo
This is the game for fans of Japanese horror mysteries to pay attention to this quarter. A dark-looking game about a young man who has returned to his hometown, only to find the people around him disappear one by one.
Butterfly Seeker
A new game by Silky's Plus. I am unsure if I want to hold out hopes for this game, as the writer is mostly an unknown, though he has worked for Liar-soft in the past.
-
Clephas got a reaction from Chronopolis for a blog entry, VN of the Year Candidates so far
This is the list, as it currently stands, of VNs being considered and those previously considered but disqualified for VN of the Year 2017. While this year hasn't been good for producing kamige, it has succeeded in producing a number of memorable ones.
Being Considered
Ojou-sama no Hanbun wa Ren'ai de Dekiteimasu
Oni ga Kuru. ~Ane ga Hinshi de Pinchi Desu~
Haruru Minamo ni
Suisei Ginka
Additions from 12/30/2017
Bakumatsu Jinchuu Houkoku Resshiden Miburo
Yami to Hikari no Sanctuary
Aoi Tori
Kanojo wa Imouto de Tenshi de
Eliminated/disqualified candidates/Runners-up
Silverio Trinity (Disqualified for being a direct sequel incapable of standing on its own)
Shin Koihime Musou -Kakumei- (ditto to above... with the addendum that it is also a remake)
Hataraku Otona no Ren'ai Jijou (realistically, this VN just hits my sweet spot and really isn't VN of the Year material)
Fuyu Uso (similar to Trinity and Koihime)
Hikari no Umi no Apeiria (funny, interesting, but ultimately falls short)
Additions from 12/30/2017
Kin'iro Loveriche (fun, good feels, but not quite there)
Kizuna Kirameku Koi Iroha (great first job by a new company, but it isn't a finalist)
Junjou Karen Freaks (funny fantasy with mimikko, but not quite there)
Bokura no Sekai no Shukufuku o (great nakige, great story, but not a finalist)
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Clephas got a reaction from fun2novel for a blog entry, VN of the Year Candidates so far
This is the list, as it currently stands, of VNs being considered and those previously considered but disqualified for VN of the Year 2017. While this year hasn't been good for producing kamige, it has succeeded in producing a number of memorable ones.
Being Considered
Ojou-sama no Hanbun wa Ren'ai de Dekiteimasu
Oni ga Kuru. ~Ane ga Hinshi de Pinchi Desu~
Haruru Minamo ni
Suisei Ginka
Additions from 12/30/2017
Bakumatsu Jinchuu Houkoku Resshiden Miburo
Yami to Hikari no Sanctuary
Aoi Tori
Kanojo wa Imouto de Tenshi de
Eliminated/disqualified candidates/Runners-up
Silverio Trinity (Disqualified for being a direct sequel incapable of standing on its own)
Shin Koihime Musou -Kakumei- (ditto to above... with the addendum that it is also a remake)
Hataraku Otona no Ren'ai Jijou (realistically, this VN just hits my sweet spot and really isn't VN of the Year material)
Fuyu Uso (similar to Trinity and Koihime)
Hikari no Umi no Apeiria (funny, interesting, but ultimately falls short)
Additions from 12/30/2017
Kin'iro Loveriche (fun, good feels, but not quite there)
Kizuna Kirameku Koi Iroha (great first job by a new company, but it isn't a finalist)
Junjou Karen Freaks (funny fantasy with mimikko, but not quite there)
Bokura no Sekai no Shukufuku o (great nakige, great story, but not a finalist)
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Clephas got a reaction from ChaosRaven for a blog entry, Bakumatsu Jinchuu Houkoku Resshiden Miburo
This is the third game in the series that began with Chuusingura (please don't judge that particular work by the utterly shitty translation). I do highly recommend that you play both Chuusingura and Bushi no Kodou before you play this game, because it is necessary to fully understand some of the events that occur (particularly in the true Hijikata ending).
First, a bit of background about the Bakumatsu period. Essentially, after Admiral Perry forced open Japan with the threat of his cannons, the Bakufu (also known as the Tokugawa Shogunate), was forced to sign the usual set of unequal treaties Western nations forced on Eastern ones with less advanced tech during that period of history. Japan's peculiar double-headed political structure at the time, with the Emperor 'lending' his authority to the Shogun of the time in order to rule Japan and the then-emperor's stated wish for the exclusion of foreigners lent anti-Tokugawa factions and ambitious feudal lords the justification they needed (mostly to convince their followers) to start moving against the Bakufu.
This was made worse when one of these factions succeeded in assassinating Chancellor Ii, who directed the political purges and authoritarian political moves of the Bakufu immediately following Perry's actions. This gave others the idea to do similar things to anyone they saw as supporting the Bakufu, and Kyouto became the center of a bloody series of assassinations of officials and merchants who sided with the existing authority or benefited from foreign contacts.
The Aizu Clan, which was given the authority and rather nasty job of bringing peace to Kyouto, recruited ronin (masterless samurai) in order to form a police force that would capture or execute the other ronin making trouble in the city. This resulted in the formation of the Roushigumi, which later became the Shinsengumi seen in Hakuoki, Peacemaker Kurogane, and the Rurounin Kenshin OVAs (Saitou Hajime in the main series was also a member).
Historically, the Shinsengumi, despite having suffered a number of internal disputes and factional splits in the years leading up to the fall of the Bakufu, were amongst the few who fought to the end against the new government, and Hijikata Toshizou's final death and his death poem are one of the most incredibly romanticized objects amongst samurai-loving weaboos of the classic stripe. Some left-leaning history buffs in Japan blame the romanticization of the Shinsengumi and the characters from Chuusingura for the intense rise in nationalism and insane glorification of samurai culture that occurred leading up to WWII.
Now down to business... it should be stated that this game is about fifteen times more violent than Chuusingura was. The protagonist and other members of the Shinsengumi killed people on a daily basis with swords in broad daylight, and they don't really hold back when it comes to portraying that.
This game is also just as long as Chusingura (maybe slightly longer) was, despite being essentially one long path for most of its length (with about a third of it devoted to individual paths). This is because the story covers about six years worth of chaotic events, both political and personal. Going into this game with a full knowledge of the fates of the Shinsengumi members, I couldn't help but wish some of their fates would be changed (hint: of the original membership, only Saitou Hajime and Shinpachi live to see old age), and there are a lot of characters I honestly wept for... no matter what game I see him/her in, Sakamoto Ryouma is always an admirable character and seeing the pointless deaths of a number of clear-eyed individuals with an eye toward the future is just as bad. However, this game follows history to the end in the Hijikata path and for most of the game otherwise... and while the Shinsengumi might be cultural icons now, their lives were colored with blood and tragedy.
There are four main paths, three side-paths (paths for heroines that die or are otherwise separated from the main cast for some reason), and one true path (Hijikata Ending 2). The main paths include Okita Souji, Kondou Isami, Hajime Saitou, and Hijikata Toshizou. Okita's path... well, if you've seen any of the many anime (except Gintama) where he pops up, you'll know what I mean when I say it ends on a sad and somewhat empty note. Kondou Isami's path is marginally better (if you know about Kondou's historic fate, it is nice to see it changed). Saitou's path is significantly better and more detailed, as are the three side-paths (which is somewhat ironic). Hijikata's paths are, of course, the most complete-feeling and satisfying, though the first one left me in tears for a solid ten minutes.
This game does have some major flaws... there was an obvious history buff's obsession with detail when it came to portraying a lot of the historical events involved, and that aspect could start to feel interminable in the space between the story's main turning point and the heroine paths. However, I found myself willing to forgive that flaw in the end.
Overall, this was an excellent story, and it takes relatively few liberties with history (beyond feminization of historical figures), which is unusual in Shinsengumi portrayals. The most unusual aspect of the game (the protagonist's ability) was mostly a dormant issue for the greater part of the game, so it often left me with a nice illusion that I was seeing through the eyes of a real Shinsengumi member.
I was surprised at one revelation in the true ending, though...
HUGE SPOILERS
-
Clephas got a reaction from Beichuuka for a blog entry, Bakumatsu Jinchuu Houkoku Resshiden Miburo
This is the third game in the series that began with Chuusingura (please don't judge that particular work by the utterly shitty translation). I do highly recommend that you play both Chuusingura and Bushi no Kodou before you play this game, because it is necessary to fully understand some of the events that occur (particularly in the true Hijikata ending).
First, a bit of background about the Bakumatsu period. Essentially, after Admiral Perry forced open Japan with the threat of his cannons, the Bakufu (also known as the Tokugawa Shogunate), was forced to sign the usual set of unequal treaties Western nations forced on Eastern ones with less advanced tech during that period of history. Japan's peculiar double-headed political structure at the time, with the Emperor 'lending' his authority to the Shogun of the time in order to rule Japan and the then-emperor's stated wish for the exclusion of foreigners lent anti-Tokugawa factions and ambitious feudal lords the justification they needed (mostly to convince their followers) to start moving against the Bakufu.
This was made worse when one of these factions succeeded in assassinating Chancellor Ii, who directed the political purges and authoritarian political moves of the Bakufu immediately following Perry's actions. This gave others the idea to do similar things to anyone they saw as supporting the Bakufu, and Kyouto became the center of a bloody series of assassinations of officials and merchants who sided with the existing authority or benefited from foreign contacts.
The Aizu Clan, which was given the authority and rather nasty job of bringing peace to Kyouto, recruited ronin (masterless samurai) in order to form a police force that would capture or execute the other ronin making trouble in the city. This resulted in the formation of the Roushigumi, which later became the Shinsengumi seen in Hakuoki, Peacemaker Kurogane, and the Rurounin Kenshin OVAs (Saitou Hajime in the main series was also a member).
Historically, the Shinsengumi, despite having suffered a number of internal disputes and factional splits in the years leading up to the fall of the Bakufu, were amongst the few who fought to the end against the new government, and Hijikata Toshizou's final death and his death poem are one of the most incredibly romanticized objects amongst samurai-loving weaboos of the classic stripe. Some left-leaning history buffs in Japan blame the romanticization of the Shinsengumi and the characters from Chuusingura for the intense rise in nationalism and insane glorification of samurai culture that occurred leading up to WWII.
Now down to business... it should be stated that this game is about fifteen times more violent than Chuusingura was. The protagonist and other members of the Shinsengumi killed people on a daily basis with swords in broad daylight, and they don't really hold back when it comes to portraying that.
This game is also just as long as Chusingura (maybe slightly longer) was, despite being essentially one long path for most of its length (with about a third of it devoted to individual paths). This is because the story covers about six years worth of chaotic events, both political and personal. Going into this game with a full knowledge of the fates of the Shinsengumi members, I couldn't help but wish some of their fates would be changed (hint: of the original membership, only Saitou Hajime and Shinpachi live to see old age), and there are a lot of characters I honestly wept for... no matter what game I see him/her in, Sakamoto Ryouma is always an admirable character and seeing the pointless deaths of a number of clear-eyed individuals with an eye toward the future is just as bad. However, this game follows history to the end in the Hijikata path and for most of the game otherwise... and while the Shinsengumi might be cultural icons now, their lives were colored with blood and tragedy.
There are four main paths, three side-paths (paths for heroines that die or are otherwise separated from the main cast for some reason), and one true path (Hijikata Ending 2). The main paths include Okita Souji, Kondou Isami, Hajime Saitou, and Hijikata Toshizou. Okita's path... well, if you've seen any of the many anime (except Gintama) where he pops up, you'll know what I mean when I say it ends on a sad and somewhat empty note. Kondou Isami's path is marginally better (if you know about Kondou's historic fate, it is nice to see it changed). Saitou's path is significantly better and more detailed, as are the three side-paths (which is somewhat ironic). Hijikata's paths are, of course, the most complete-feeling and satisfying, though the first one left me in tears for a solid ten minutes.
This game does have some major flaws... there was an obvious history buff's obsession with detail when it came to portraying a lot of the historical events involved, and that aspect could start to feel interminable in the space between the story's main turning point and the heroine paths. However, I found myself willing to forgive that flaw in the end.
Overall, this was an excellent story, and it takes relatively few liberties with history (beyond feminization of historical figures), which is unusual in Shinsengumi portrayals. The most unusual aspect of the game (the protagonist's ability) was mostly a dormant issue for the greater part of the game, so it often left me with a nice illusion that I was seeing through the eyes of a real Shinsengumi member.
I was surprised at one revelation in the true ending, though...
HUGE SPOILERS
-
Clephas got a reaction from Jade for a blog entry, Bakumatsu Jinchuu Houkoku Resshiden Miburo
This is the third game in the series that began with Chuusingura (please don't judge that particular work by the utterly shitty translation). I do highly recommend that you play both Chuusingura and Bushi no Kodou before you play this game, because it is necessary to fully understand some of the events that occur (particularly in the true Hijikata ending).
First, a bit of background about the Bakumatsu period. Essentially, after Admiral Perry forced open Japan with the threat of his cannons, the Bakufu (also known as the Tokugawa Shogunate), was forced to sign the usual set of unequal treaties Western nations forced on Eastern ones with less advanced tech during that period of history. Japan's peculiar double-headed political structure at the time, with the Emperor 'lending' his authority to the Shogun of the time in order to rule Japan and the then-emperor's stated wish for the exclusion of foreigners lent anti-Tokugawa factions and ambitious feudal lords the justification they needed (mostly to convince their followers) to start moving against the Bakufu.
This was made worse when one of these factions succeeded in assassinating Chancellor Ii, who directed the political purges and authoritarian political moves of the Bakufu immediately following Perry's actions. This gave others the idea to do similar things to anyone they saw as supporting the Bakufu, and Kyouto became the center of a bloody series of assassinations of officials and merchants who sided with the existing authority or benefited from foreign contacts.
The Aizu Clan, which was given the authority and rather nasty job of bringing peace to Kyouto, recruited ronin (masterless samurai) in order to form a police force that would capture or execute the other ronin making trouble in the city. This resulted in the formation of the Roushigumi, which later became the Shinsengumi seen in Hakuoki, Peacemaker Kurogane, and the Rurounin Kenshin OVAs (Saitou Hajime in the main series was also a member).
Historically, the Shinsengumi, despite having suffered a number of internal disputes and factional splits in the years leading up to the fall of the Bakufu, were amongst the few who fought to the end against the new government, and Hijikata Toshizou's final death and his death poem are one of the most incredibly romanticized objects amongst samurai-loving weaboos of the classic stripe. Some left-leaning history buffs in Japan blame the romanticization of the Shinsengumi and the characters from Chuusingura for the intense rise in nationalism and insane glorification of samurai culture that occurred leading up to WWII.
Now down to business... it should be stated that this game is about fifteen times more violent than Chuusingura was. The protagonist and other members of the Shinsengumi killed people on a daily basis with swords in broad daylight, and they don't really hold back when it comes to portraying that.
This game is also just as long as Chusingura (maybe slightly longer) was, despite being essentially one long path for most of its length (with about a third of it devoted to individual paths). This is because the story covers about six years worth of chaotic events, both political and personal. Going into this game with a full knowledge of the fates of the Shinsengumi members, I couldn't help but wish some of their fates would be changed (hint: of the original membership, only Saitou Hajime and Shinpachi live to see old age), and there are a lot of characters I honestly wept for... no matter what game I see him/her in, Sakamoto Ryouma is always an admirable character and seeing the pointless deaths of a number of clear-eyed individuals with an eye toward the future is just as bad. However, this game follows history to the end in the Hijikata path and for most of the game otherwise... and while the Shinsengumi might be cultural icons now, their lives were colored with blood and tragedy.
There are four main paths, three side-paths (paths for heroines that die or are otherwise separated from the main cast for some reason), and one true path (Hijikata Ending 2). The main paths include Okita Souji, Kondou Isami, Hajime Saitou, and Hijikata Toshizou. Okita's path... well, if you've seen any of the many anime (except Gintama) where he pops up, you'll know what I mean when I say it ends on a sad and somewhat empty note. Kondou Isami's path is marginally better (if you know about Kondou's historic fate, it is nice to see it changed). Saitou's path is significantly better and more detailed, as are the three side-paths (which is somewhat ironic). Hijikata's paths are, of course, the most complete-feeling and satisfying, though the first one left me in tears for a solid ten minutes.
This game does have some major flaws... there was an obvious history buff's obsession with detail when it came to portraying a lot of the historical events involved, and that aspect could start to feel interminable in the space between the story's main turning point and the heroine paths. However, I found myself willing to forgive that flaw in the end.
Overall, this was an excellent story, and it takes relatively few liberties with history (beyond feminization of historical figures), which is unusual in Shinsengumi portrayals. The most unusual aspect of the game (the protagonist's ability) was mostly a dormant issue for the greater part of the game, so it often left me with a nice illusion that I was seeing through the eyes of a real Shinsengumi member.
I was surprised at one revelation in the true ending, though...
HUGE SPOILERS
-
Clephas got a reaction from Narcosis for a blog entry, Bakumatsu Jinchuu Houkoku Resshiden Miburo
This is the third game in the series that began with Chuusingura (please don't judge that particular work by the utterly shitty translation). I do highly recommend that you play both Chuusingura and Bushi no Kodou before you play this game, because it is necessary to fully understand some of the events that occur (particularly in the true Hijikata ending).
First, a bit of background about the Bakumatsu period. Essentially, after Admiral Perry forced open Japan with the threat of his cannons, the Bakufu (also known as the Tokugawa Shogunate), was forced to sign the usual set of unequal treaties Western nations forced on Eastern ones with less advanced tech during that period of history. Japan's peculiar double-headed political structure at the time, with the Emperor 'lending' his authority to the Shogun of the time in order to rule Japan and the then-emperor's stated wish for the exclusion of foreigners lent anti-Tokugawa factions and ambitious feudal lords the justification they needed (mostly to convince their followers) to start moving against the Bakufu.
This was made worse when one of these factions succeeded in assassinating Chancellor Ii, who directed the political purges and authoritarian political moves of the Bakufu immediately following Perry's actions. This gave others the idea to do similar things to anyone they saw as supporting the Bakufu, and Kyouto became the center of a bloody series of assassinations of officials and merchants who sided with the existing authority or benefited from foreign contacts.
The Aizu Clan, which was given the authority and rather nasty job of bringing peace to Kyouto, recruited ronin (masterless samurai) in order to form a police force that would capture or execute the other ronin making trouble in the city. This resulted in the formation of the Roushigumi, which later became the Shinsengumi seen in Hakuoki, Peacemaker Kurogane, and the Rurounin Kenshin OVAs (Saitou Hajime in the main series was also a member).
Historically, the Shinsengumi, despite having suffered a number of internal disputes and factional splits in the years leading up to the fall of the Bakufu, were amongst the few who fought to the end against the new government, and Hijikata Toshizou's final death and his death poem are one of the most incredibly romanticized objects amongst samurai-loving weaboos of the classic stripe. Some left-leaning history buffs in Japan blame the romanticization of the Shinsengumi and the characters from Chuusingura for the intense rise in nationalism and insane glorification of samurai culture that occurred leading up to WWII.
Now down to business... it should be stated that this game is about fifteen times more violent than Chuusingura was. The protagonist and other members of the Shinsengumi killed people on a daily basis with swords in broad daylight, and they don't really hold back when it comes to portraying that.
This game is also just as long as Chusingura (maybe slightly longer) was, despite being essentially one long path for most of its length (with about a third of it devoted to individual paths). This is because the story covers about six years worth of chaotic events, both political and personal. Going into this game with a full knowledge of the fates of the Shinsengumi members, I couldn't help but wish some of their fates would be changed (hint: of the original membership, only Saitou Hajime and Shinpachi live to see old age), and there are a lot of characters I honestly wept for... no matter what game I see him/her in, Sakamoto Ryouma is always an admirable character and seeing the pointless deaths of a number of clear-eyed individuals with an eye toward the future is just as bad. However, this game follows history to the end in the Hijikata path and for most of the game otherwise... and while the Shinsengumi might be cultural icons now, their lives were colored with blood and tragedy.
There are four main paths, three side-paths (paths for heroines that die or are otherwise separated from the main cast for some reason), and one true path (Hijikata Ending 2). The main paths include Okita Souji, Kondou Isami, Hajime Saitou, and Hijikata Toshizou. Okita's path... well, if you've seen any of the many anime (except Gintama) where he pops up, you'll know what I mean when I say it ends on a sad and somewhat empty note. Kondou Isami's path is marginally better (if you know about Kondou's historic fate, it is nice to see it changed). Saitou's path is significantly better and more detailed, as are the three side-paths (which is somewhat ironic). Hijikata's paths are, of course, the most complete-feeling and satisfying, though the first one left me in tears for a solid ten minutes.
This game does have some major flaws... there was an obvious history buff's obsession with detail when it came to portraying a lot of the historical events involved, and that aspect could start to feel interminable in the space between the story's main turning point and the heroine paths. However, I found myself willing to forgive that flaw in the end.
Overall, this was an excellent story, and it takes relatively few liberties with history (beyond feminization of historical figures), which is unusual in Shinsengumi portrayals. The most unusual aspect of the game (the protagonist's ability) was mostly a dormant issue for the greater part of the game, so it often left me with a nice illusion that I was seeing through the eyes of a real Shinsengumi member.
I was surprised at one revelation in the true ending, though...
HUGE SPOILERS
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Clephas got a reaction from Dergonu for a blog entry, Bakumatsu Jinchuu Houkoku Resshiden Miburo
This is the third game in the series that began with Chuusingura (please don't judge that particular work by the utterly shitty translation). I do highly recommend that you play both Chuusingura and Bushi no Kodou before you play this game, because it is necessary to fully understand some of the events that occur (particularly in the true Hijikata ending).
First, a bit of background about the Bakumatsu period. Essentially, after Admiral Perry forced open Japan with the threat of his cannons, the Bakufu (also known as the Tokugawa Shogunate), was forced to sign the usual set of unequal treaties Western nations forced on Eastern ones with less advanced tech during that period of history. Japan's peculiar double-headed political structure at the time, with the Emperor 'lending' his authority to the Shogun of the time in order to rule Japan and the then-emperor's stated wish for the exclusion of foreigners lent anti-Tokugawa factions and ambitious feudal lords the justification they needed (mostly to convince their followers) to start moving against the Bakufu.
This was made worse when one of these factions succeeded in assassinating Chancellor Ii, who directed the political purges and authoritarian political moves of the Bakufu immediately following Perry's actions. This gave others the idea to do similar things to anyone they saw as supporting the Bakufu, and Kyouto became the center of a bloody series of assassinations of officials and merchants who sided with the existing authority or benefited from foreign contacts.
The Aizu Clan, which was given the authority and rather nasty job of bringing peace to Kyouto, recruited ronin (masterless samurai) in order to form a police force that would capture or execute the other ronin making trouble in the city. This resulted in the formation of the Roushigumi, which later became the Shinsengumi seen in Hakuoki, Peacemaker Kurogane, and the Rurounin Kenshin OVAs (Saitou Hajime in the main series was also a member).
Historically, the Shinsengumi, despite having suffered a number of internal disputes and factional splits in the years leading up to the fall of the Bakufu, were amongst the few who fought to the end against the new government, and Hijikata Toshizou's final death and his death poem are one of the most incredibly romanticized objects amongst samurai-loving weaboos of the classic stripe. Some left-leaning history buffs in Japan blame the romanticization of the Shinsengumi and the characters from Chuusingura for the intense rise in nationalism and insane glorification of samurai culture that occurred leading up to WWII.
Now down to business... it should be stated that this game is about fifteen times more violent than Chuusingura was. The protagonist and other members of the Shinsengumi killed people on a daily basis with swords in broad daylight, and they don't really hold back when it comes to portraying that.
This game is also just as long as Chusingura (maybe slightly longer) was, despite being essentially one long path for most of its length (with about a third of it devoted to individual paths). This is because the story covers about six years worth of chaotic events, both political and personal. Going into this game with a full knowledge of the fates of the Shinsengumi members, I couldn't help but wish some of their fates would be changed (hint: of the original membership, only Saitou Hajime and Shinpachi live to see old age), and there are a lot of characters I honestly wept for... no matter what game I see him/her in, Sakamoto Ryouma is always an admirable character and seeing the pointless deaths of a number of clear-eyed individuals with an eye toward the future is just as bad. However, this game follows history to the end in the Hijikata path and for most of the game otherwise... and while the Shinsengumi might be cultural icons now, their lives were colored with blood and tragedy.
There are four main paths, three side-paths (paths for heroines that die or are otherwise separated from the main cast for some reason), and one true path (Hijikata Ending 2). The main paths include Okita Souji, Kondou Isami, Hajime Saitou, and Hijikata Toshizou. Okita's path... well, if you've seen any of the many anime (except Gintama) where he pops up, you'll know what I mean when I say it ends on a sad and somewhat empty note. Kondou Isami's path is marginally better (if you know about Kondou's historic fate, it is nice to see it changed). Saitou's path is significantly better and more detailed, as are the three side-paths (which is somewhat ironic). Hijikata's paths are, of course, the most complete-feeling and satisfying, though the first one left me in tears for a solid ten minutes.
This game does have some major flaws... there was an obvious history buff's obsession with detail when it came to portraying a lot of the historical events involved, and that aspect could start to feel interminable in the space between the story's main turning point and the heroine paths. However, I found myself willing to forgive that flaw in the end.
Overall, this was an excellent story, and it takes relatively few liberties with history (beyond feminization of historical figures), which is unusual in Shinsengumi portrayals. The most unusual aspect of the game (the protagonist's ability) was mostly a dormant issue for the greater part of the game, so it often left me with a nice illusion that I was seeing through the eyes of a real Shinsengumi member.
I was surprised at one revelation in the true ending, though...
HUGE SPOILERS
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Clephas got a reaction from Beichuuka for a blog entry, Nemurenu Hitsuji to Kodoku na Ookami -A Tale of Love, and Cutthroat-
First, a short intro... this is the second Clock Up game where Kurashiki Tatsuya (one of Light's second team of writers) has been involved, and those who played the previous one, Maggot Baits, will recognize the atmosphere and 'flavor' of the story instantly. This is a game devoid of salvation in any real sense. The protagonist and the other characters are universally the scum of the Earth (Mirei being the only exception, though she is a bit screwy too), and their lifestyles and pasts range from the distasteful to the outright disgusting.
While there are relatively few of the violent h-scenes that defined Maggot Baits, they do exist, so I do feel a need to warn you that a lot of the content in this game is graphic and not for those with a weak stomach.
The protagonist (who never reveals his true name in the entire story) is a professional killer who needs to kill people in order to sleep (it is more interesting if you read it yourself, so I won't go into detail). One day, he gets the order to investigate/find the killer of a paparazzi killed at the love hotel at which he works most of the time. What he finds is... Azami, a serial killer, whom he gets into combat with immediately. The end result of the battle is them having sex... and her getting obsessed with/attached to him. He returns the obsession in part due to the fact that, after having sex with her, he can sleep.
I'll be blunt, there is no point in this game where the characters can really be said to 'shine'. There are three endings, two of which are different based on how the protagonist pursues his relationship with Azami. The final path, the true path, brings their relationship to the final stage (visibly inevitable, if you get to know Azami), and you are presented by a predictably depressing ending.
This game has excellent writing, which goes without saying really, since it is done by Kurashiki Tatsuya. However, the unending dark atmosphere that infuses the story is energy-draining in the extreme. This is made worse by this general sense that the game is just trying to say 'humans are worthless' throughout its entire length. While the battle scenes are excellent, there were too many points in the story where cruel turns of event occurred simply to push things forward or to titillate the reader. This was true of Maggot Baits as well, but this game lacks the 'sort of good ending' you saw in that one, which gave you a sense of satisfaction, even if it was only in comparison to the rest of the game.
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Clephas got a reaction from Chronopolis for a blog entry, Nemurenu Hitsuji to Kodoku na Ookami -A Tale of Love, and Cutthroat-
First, a short intro... this is the second Clock Up game where Kurashiki Tatsuya (one of Light's second team of writers) has been involved, and those who played the previous one, Maggot Baits, will recognize the atmosphere and 'flavor' of the story instantly. This is a game devoid of salvation in any real sense. The protagonist and the other characters are universally the scum of the Earth (Mirei being the only exception, though she is a bit screwy too), and their lifestyles and pasts range from the distasteful to the outright disgusting.
While there are relatively few of the violent h-scenes that defined Maggot Baits, they do exist, so I do feel a need to warn you that a lot of the content in this game is graphic and not for those with a weak stomach.
The protagonist (who never reveals his true name in the entire story) is a professional killer who needs to kill people in order to sleep (it is more interesting if you read it yourself, so I won't go into detail). One day, he gets the order to investigate/find the killer of a paparazzi killed at the love hotel at which he works most of the time. What he finds is... Azami, a serial killer, whom he gets into combat with immediately. The end result of the battle is them having sex... and her getting obsessed with/attached to him. He returns the obsession in part due to the fact that, after having sex with her, he can sleep.
I'll be blunt, there is no point in this game where the characters can really be said to 'shine'. There are three endings, two of which are different based on how the protagonist pursues his relationship with Azami. The final path, the true path, brings their relationship to the final stage (visibly inevitable, if you get to know Azami), and you are presented by a predictably depressing ending.
This game has excellent writing, which goes without saying really, since it is done by Kurashiki Tatsuya. However, the unending dark atmosphere that infuses the story is energy-draining in the extreme. This is made worse by this general sense that the game is just trying to say 'humans are worthless' throughout its entire length. While the battle scenes are excellent, there were too many points in the story where cruel turns of event occurred simply to push things forward or to titillate the reader. This was true of Maggot Baits as well, but this game lacks the 'sort of good ending' you saw in that one, which gave you a sense of satisfaction, even if it was only in comparison to the rest of the game.
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Clephas got a reaction from fun2novel for a blog entry, Nemurenu Hitsuji to Kodoku na Ookami -A Tale of Love, and Cutthroat-
First, a short intro... this is the second Clock Up game where Kurashiki Tatsuya (one of Light's second team of writers) has been involved, and those who played the previous one, Maggot Baits, will recognize the atmosphere and 'flavor' of the story instantly. This is a game devoid of salvation in any real sense. The protagonist and the other characters are universally the scum of the Earth (Mirei being the only exception, though she is a bit screwy too), and their lifestyles and pasts range from the distasteful to the outright disgusting.
While there are relatively few of the violent h-scenes that defined Maggot Baits, they do exist, so I do feel a need to warn you that a lot of the content in this game is graphic and not for those with a weak stomach.
The protagonist (who never reveals his true name in the entire story) is a professional killer who needs to kill people in order to sleep (it is more interesting if you read it yourself, so I won't go into detail). One day, he gets the order to investigate/find the killer of a paparazzi killed at the love hotel at which he works most of the time. What he finds is... Azami, a serial killer, whom he gets into combat with immediately. The end result of the battle is them having sex... and her getting obsessed with/attached to him. He returns the obsession in part due to the fact that, after having sex with her, he can sleep.
I'll be blunt, there is no point in this game where the characters can really be said to 'shine'. There are three endings, two of which are different based on how the protagonist pursues his relationship with Azami. The final path, the true path, brings their relationship to the final stage (visibly inevitable, if you get to know Azami), and you are presented by a predictably depressing ending.
This game has excellent writing, which goes without saying really, since it is done by Kurashiki Tatsuya. However, the unending dark atmosphere that infuses the story is energy-draining in the extreme. This is made worse by this general sense that the game is just trying to say 'humans are worthless' throughout its entire length. While the battle scenes are excellent, there were too many points in the story where cruel turns of event occurred simply to push things forward or to titillate the reader. This was true of Maggot Baits as well, but this game lacks the 'sort of good ending' you saw in that one, which gave you a sense of satisfaction, even if it was only in comparison to the rest of the game.
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Clephas got a reaction from MaggieROBOT for a blog entry, Nemurenu Hitsuji to Kodoku na Ookami -A Tale of Love, and Cutthroat-
First, a short intro... this is the second Clock Up game where Kurashiki Tatsuya (one of Light's second team of writers) has been involved, and those who played the previous one, Maggot Baits, will recognize the atmosphere and 'flavor' of the story instantly. This is a game devoid of salvation in any real sense. The protagonist and the other characters are universally the scum of the Earth (Mirei being the only exception, though she is a bit screwy too), and their lifestyles and pasts range from the distasteful to the outright disgusting.
While there are relatively few of the violent h-scenes that defined Maggot Baits, they do exist, so I do feel a need to warn you that a lot of the content in this game is graphic and not for those with a weak stomach.
The protagonist (who never reveals his true name in the entire story) is a professional killer who needs to kill people in order to sleep (it is more interesting if you read it yourself, so I won't go into detail). One day, he gets the order to investigate/find the killer of a paparazzi killed at the love hotel at which he works most of the time. What he finds is... Azami, a serial killer, whom he gets into combat with immediately. The end result of the battle is them having sex... and her getting obsessed with/attached to him. He returns the obsession in part due to the fact that, after having sex with her, he can sleep.
I'll be blunt, there is no point in this game where the characters can really be said to 'shine'. There are three endings, two of which are different based on how the protagonist pursues his relationship with Azami. The final path, the true path, brings their relationship to the final stage (visibly inevitable, if you get to know Azami), and you are presented by a predictably depressing ending.
This game has excellent writing, which goes without saying really, since it is done by Kurashiki Tatsuya. However, the unending dark atmosphere that infuses the story is energy-draining in the extreme. This is made worse by this general sense that the game is just trying to say 'humans are worthless' throughout its entire length. While the battle scenes are excellent, there were too many points in the story where cruel turns of event occurred simply to push things forward or to titillate the reader. This was true of Maggot Baits as well, but this game lacks the 'sort of good ending' you saw in that one, which gave you a sense of satisfaction, even if it was only in comparison to the rest of the game.
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Clephas got a reaction from Narcosis for a blog entry, Nemurenu Hitsuji to Kodoku na Ookami -A Tale of Love, and Cutthroat-
First, a short intro... this is the second Clock Up game where Kurashiki Tatsuya (one of Light's second team of writers) has been involved, and those who played the previous one, Maggot Baits, will recognize the atmosphere and 'flavor' of the story instantly. This is a game devoid of salvation in any real sense. The protagonist and the other characters are universally the scum of the Earth (Mirei being the only exception, though she is a bit screwy too), and their lifestyles and pasts range from the distasteful to the outright disgusting.
While there are relatively few of the violent h-scenes that defined Maggot Baits, they do exist, so I do feel a need to warn you that a lot of the content in this game is graphic and not for those with a weak stomach.
The protagonist (who never reveals his true name in the entire story) is a professional killer who needs to kill people in order to sleep (it is more interesting if you read it yourself, so I won't go into detail). One day, he gets the order to investigate/find the killer of a paparazzi killed at the love hotel at which he works most of the time. What he finds is... Azami, a serial killer, whom he gets into combat with immediately. The end result of the battle is them having sex... and her getting obsessed with/attached to him. He returns the obsession in part due to the fact that, after having sex with her, he can sleep.
I'll be blunt, there is no point in this game where the characters can really be said to 'shine'. There are three endings, two of which are different based on how the protagonist pursues his relationship with Azami. The final path, the true path, brings their relationship to the final stage (visibly inevitable, if you get to know Azami), and you are presented by a predictably depressing ending.
This game has excellent writing, which goes without saying really, since it is done by Kurashiki Tatsuya. However, the unending dark atmosphere that infuses the story is energy-draining in the extreme. This is made worse by this general sense that the game is just trying to say 'humans are worthless' throughout its entire length. While the battle scenes are excellent, there were too many points in the story where cruel turns of event occurred simply to push things forward or to titillate the reader. This was true of Maggot Baits as well, but this game lacks the 'sort of good ending' you saw in that one, which gave you a sense of satisfaction, even if it was only in comparison to the rest of the game.
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Clephas got a reaction from Plk_Lesiak for a blog entry, Nemurenu Hitsuji to Kodoku na Ookami -A Tale of Love, and Cutthroat-
First, a short intro... this is the second Clock Up game where Kurashiki Tatsuya (one of Light's second team of writers) has been involved, and those who played the previous one, Maggot Baits, will recognize the atmosphere and 'flavor' of the story instantly. This is a game devoid of salvation in any real sense. The protagonist and the other characters are universally the scum of the Earth (Mirei being the only exception, though she is a bit screwy too), and their lifestyles and pasts range from the distasteful to the outright disgusting.
While there are relatively few of the violent h-scenes that defined Maggot Baits, they do exist, so I do feel a need to warn you that a lot of the content in this game is graphic and not for those with a weak stomach.
The protagonist (who never reveals his true name in the entire story) is a professional killer who needs to kill people in order to sleep (it is more interesting if you read it yourself, so I won't go into detail). One day, he gets the order to investigate/find the killer of a paparazzi killed at the love hotel at which he works most of the time. What he finds is... Azami, a serial killer, whom he gets into combat with immediately. The end result of the battle is them having sex... and her getting obsessed with/attached to him. He returns the obsession in part due to the fact that, after having sex with her, he can sleep.
I'll be blunt, there is no point in this game where the characters can really be said to 'shine'. There are three endings, two of which are different based on how the protagonist pursues his relationship with Azami. The final path, the true path, brings their relationship to the final stage (visibly inevitable, if you get to know Azami), and you are presented by a predictably depressing ending.
This game has excellent writing, which goes without saying really, since it is done by Kurashiki Tatsuya. However, the unending dark atmosphere that infuses the story is energy-draining in the extreme. This is made worse by this general sense that the game is just trying to say 'humans are worthless' throughout its entire length. While the battle scenes are excellent, there were too many points in the story where cruel turns of event occurred simply to push things forward or to titillate the reader. This was true of Maggot Baits as well, but this game lacks the 'sort of good ending' you saw in that one, which gave you a sense of satisfaction, even if it was only in comparison to the rest of the game.
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Clephas got a reaction from Dergonu for a blog entry, Nemurenu Hitsuji to Kodoku na Ookami -A Tale of Love, and Cutthroat-
First, a short intro... this is the second Clock Up game where Kurashiki Tatsuya (one of Light's second team of writers) has been involved, and those who played the previous one, Maggot Baits, will recognize the atmosphere and 'flavor' of the story instantly. This is a game devoid of salvation in any real sense. The protagonist and the other characters are universally the scum of the Earth (Mirei being the only exception, though she is a bit screwy too), and their lifestyles and pasts range from the distasteful to the outright disgusting.
While there are relatively few of the violent h-scenes that defined Maggot Baits, they do exist, so I do feel a need to warn you that a lot of the content in this game is graphic and not for those with a weak stomach.
The protagonist (who never reveals his true name in the entire story) is a professional killer who needs to kill people in order to sleep (it is more interesting if you read it yourself, so I won't go into detail). One day, he gets the order to investigate/find the killer of a paparazzi killed at the love hotel at which he works most of the time. What he finds is... Azami, a serial killer, whom he gets into combat with immediately. The end result of the battle is them having sex... and her getting obsessed with/attached to him. He returns the obsession in part due to the fact that, after having sex with her, he can sleep.
I'll be blunt, there is no point in this game where the characters can really be said to 'shine'. There are three endings, two of which are different based on how the protagonist pursues his relationship with Azami. The final path, the true path, brings their relationship to the final stage (visibly inevitable, if you get to know Azami), and you are presented by a predictably depressing ending.
This game has excellent writing, which goes without saying really, since it is done by Kurashiki Tatsuya. However, the unending dark atmosphere that infuses the story is energy-draining in the extreme. This is made worse by this general sense that the game is just trying to say 'humans are worthless' throughout its entire length. While the battle scenes are excellent, there were too many points in the story where cruel turns of event occurred simply to push things forward or to titillate the reader. This was true of Maggot Baits as well, but this game lacks the 'sort of good ending' you saw in that one, which gave you a sense of satisfaction, even if it was only in comparison to the rest of the game.
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Clephas got a reaction from FinalChaos for a blog entry, Conquest Strategy VNs (Sangoku/Sengoku Hime series in particular)
Conquest strategy games, as opposed to RTS, are games where conquest operates on a strategic (large-scale) rather than tactical level and is unconcerned with the activities of individual soldiers (soldiers are numbers, not capable of individual action). They involve the capture of strategic points in order to hold territory and the keeping of order and management of general resources (wealth and troops, as opposed to specific resources like wood, stone, and food).
There are certain rules to this type of game when measuring difficulty level... there are obvious ones such as the amount of money you start with (ideally, on normal mode you should start with enough to secure the region immediately surrounding your starting point without resorting to extreme methods like heavy taxes and plundering). However, there are less obvious ones that are as much matters of real strategy as game rules.
The biggest obstacle to efficient conquest, other than resources like troop numbers and wealth to pay for actions, is the number of points you have to defend and the limits on how much force you can bring on a single point.
The worst possible position to be in, in a continental conquest type, is to be situated inland, with non-allies on all sides and all paths open to invasion or for you to invade through. In this situation, it is difficult to limit the points at which you have contact with the enemy, and this makes it immensely difficult to hold or expand territory, since you can't concentrate your 'iron fist' to smash one or two points (the ideal situation for normal difficulty at the beginning). The best possible position is to be in a 'corner' area with only two points to defends and another two points that can be used to expand your territory while limiting the vulnerability created by such territorial expansion.
Generally speaking, the Sangoku/Sengoku Hime story paths tend to start with you having to unify your own province, with the first few parts after that concentrated on securing one or two other provinces at a time. This is further effectively handled by the fact that, in order to attack from a province, you must hold all the castles/domains within that province, and the same goes for your enemies. Thus, it is possible to preempt an enemy assault by snatching one or two castles in the neighboring provinces with your main forces or judge a province harmless or dangerous by whether multiple factions are active inside. However, this strategy falls apart if the enemy takes castle in the territory you are invading from in the same turn, and things can quickly become messy as a result (one situation I found myself in in Sengoku Hime 5 had me facing off against an enemy that could attack any one of five castles from the castle she'd taken, thus forcing me to concentrate a much larger force than I would have preferred to hold her off).
Public order issues are common to many VNs with gameplay and games of this type. If you capture a province, it is often necessary to rebuild infrastructure and regain the trust of the people during the political phase, and the necessity of recruiting troops to replace those lost is often counter to his necessity (in the Sangoku games, this can increase the possibility of famines and bandit attacks, for instance). Worse, it can sometimes take five or more turns to regain order after a conscription, making you vulnerable to all sorts of messy 'disaster' events (referring to the Sangoku/Sengoku Hime series).
The amount of territory you have in this kind of game directly effects how much of an army you can raise and maintain, as well as how often you can take political and military actions of various sorts. This means that falling behind the enemy in an 'open' scenario can often lead to you being in the worst possible type of position (for example, in Sengoku Hime 3, I once found myself facing a Miyoshi Clan that had taken over the entirety of Eastern and Northern Japan in the time it had taken me to secure Kyuushu and Shikoku, and I ended up facing forces of story generals in overwhelming numbers as a result... and I lost). Grabbing a larger territory early on can often allow you to expand faster later on, even if you haven't yet built up that territory sufficiently (maxed public order and public works, as an example).
Conquest strategy VNs and games are amongst the most satisfying type of strategy games... and time-consuming ones.
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Clephas got a reaction from fun2novel for a blog entry, December Release: Sangoku Hime 5
I should note that I've been following this series since I played the third game two years ago, and I'm going to rehash some of my feelings about it as a whole.
The first three games of the Sangoku Hime series had a number of good and bad points, even if I don't compare them to the Sengoku Hime series, which has been refined a great deal more due to it already being on its seventh installment.
Pros
1- Male sprites are... badass cool, in general. Insanely detailed, actually impressive, though they contrast greatly with the more moe-type female sprites.
2-Ginga, the protagonist of the first three games, is a pure warrior general, with his abilities almost as extremely designed as Lu Bu's (Ryofu Housen), with high tactical and military skills (insanely high) and relatively low intelligence and politics skills. This actually makes him amongst the five most powerful frontline generals in the game. In addition, Ginga's psychology and life, as it was described in III, is just... cool.
3- First-class prologues and endings. For the first three games, moe-bait was avoided assiduously outside of the romantic side-episodes. The prologues of these games were great intros and the endings were powerful, emotional, and sometimes even inspiring.
4- in 3, at least, you could alter the fates of certain doomed individuals (in particular, the Sun family), though this often cost you others.
5- Numerous unit types, all with their own unique abilities and uses.
6- Absolutely perfect portrayal of Cao Cao's feminized character, both in personality and in art (She makes Karen from the Koihime Musou series seem pathetic).
Cons
1- Way too much sex, way too many 'romantic' side episodes with random female generals. This was also the case with the early Sengoku Hime games, but the amount of text and time spent on h-scenes actually outweighs the main story of each path.
2- Almost nothing in the way of the story after you 'settle in' (conquer the first two or three provinces, reach the story's first turning point after the prologue).
3- Romantic elements mostly feel forced.
4- Illogical handling of public order system and conscription (this is common to 4 and 5 as well).
5- Game difficulty skyrockets about one third into the game, and resource management is made insanely difficult by random bandit attacks stripping your treasury.
Hard to Judge (for both)
1- 'Architect' skill system, which allows for you to improve your characters by using points gained from battles, training, and political actions, allows you to customize story generals to some extent. In 1-3, this meant you could turn any character into an all-powerful demon lord, but this has been greatly nerfed in 4 and 5.
2- Elemental affinities are just an unnecessary complication... and generally too much trouble to bother with, since you have only a limited number of actions per turn to move troops around.
For 4 and 5
Pros
1- H-content and romantic side-episodes have been greatly reduced in number, thus reducing fatigue.
2- More 'directed' story campaigns, which don't leave you trying to fight enemies on all sides without being able to secure a buffer of resources and generals.
3- Toutaku (Dong Zhuo), after being feminized, goes from a nihilistic dickhead to a Reinhard Heydrich-Class possessive yandere (If you betray her by stopping being hers, she tortures you horribly so that your last thoughts are of her, so making you belong to her even in deaht).
4- Akito, unlike Ginga, is a more flexible character, though less exhilarating as a protagonist. As a generalist, he is actually an excellent general, though his starting troop class is the somewhat mediocre light cavalry.
5- Improved story to gameplay balance (massively improved, in some of the paths.
6- Lu Bu now has a measurable brain, so she is actually useful outside of battle... though she isn't as cool.
Cons
1- Cao Cao's makeover. To be blunt, the new Cao Cao, is so... stereotypical.
2- Nerfed Architect system. To be blunt, the architect system is one of the few advantages you have over everyone else, in a game where strategic options are limited in the first place. The degree to which it has been nerfed in these two games is ridiculous, considering the turn limit.
3- Weakened story generals. While this isn't true of all of them, most story generals are weaker than their counterparts in 1-3. This is especially marked with Cao Cao, the Sun Family, and Guan Yu. Since they are the only generals you don't have to bribe to like you, this can be irritating.
4- Male sprites are now moe-bait.
5- Endings and prologues, while still decent, no longer have the impact of 1-3.
6- The mouth movement gimmick in these games sucks donkey ass.
7- Sun family personalities are now moe. (blech)
8- Troop class advantages, other than that of the sorcerer (which curses enemies so that all damage they receive is doubled) are nerfed.
9- Stories now start later in the history (meaning that you miss a lot of the best parts).
10- 5-specific bug where Akito's Architect grid resets after the final turning point in each story path, thus eliminating a ton of hard work. Moreover, where other characters inherit their Architect grids across multiple playthroughs, he doesn't... which is weird, since he is the protagonist.
On 5 specifically
I've already expounded on the gameplay above, now I'll go over the story. I've played two of the six paths in this game (the sixth being Ryofu Housen's path, which branches off from Toutaku's). The two I played were Toutaku and Cao Cao...
Toutaku's path is a masochist's wet-dream, since the protagonist is essentially in a controlling relationship with a possessive yandere who generally loves and is possessive of everyone who serves her or lives under her rule. Considering Toutaku not only raised but educated the protagonist (in multiple ways, including sexual and more mundane meanings), her being dominant wasn't a surprise. However, the sheer one-sidedness of her possessiveness was awe-inspiring at times, especially toward the end. There are also times in this path where the faint of heart will probably drop it outright. Akito's role in Toutaku's court is as an assassin, spy, general, tactician, seducer... and torturer. In comparison to the kind-hearted, easygoing guy he is in the other paths and in 4, it was a bit shocking, even for me. I mean, he casually mentions that he seduced a man's wife, had her poison the husband, then killed her afterward... and feels no guilt for it whatsoever, because Toutaku told him to. lol
Cao Cao's path is much more mundane, in comparison. It starts right before Cao Cao initiates the campaigns against Yuan Shao (Enshou), thus leaving all the events around the Yellow Turbans and Dong Zhuo in the dust (along with the fun involved). I'll be straight, while the character interactions in this path are frequently amusing and I honestly liked things most of the time, the inclusion of moe-aspects into Cao Cao's personality is a non-starter. Cao Cao's crueler side never comes to the surface in this path, and Akito's hero worship turns to love in the most cliched way possible. In other words... this path was entirely unlike Cao Cao, and thus, I deem it a failure, despite its good points.
I also played Choukaku's path up until the turning point... and I dropped it like a hot potato. To be blunt, I found the mewling idealism that suddenly surfaces in that path about halfway to be repulsive (in another game, I probably wouldn't have minded as much... but Zhang Jiao/Choukaku basically closed her eyes to rapine and plunder on a massive scale for years before Akito turns things around, so I thought it was all a bit too convenient).
Overall, I give high points to Toutaku's path and intend to go back and play the Ryofu path that branches off from it at a later time... but Cao Cao's path has made me tired. Choukaku's path made a shot at the 'redemption from darkness' thing, but it fell flat to me so badly that I couldn't bring myself to go any farther. It didn't help that they killed off two of your most valuable generals in a path where you only have five story generals (as opposed to the 8-13 seen in the other paths) right before opening you up to invasion from five provinces at once.
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Clephas got a reaction from AKB4ty7 for a blog entry, Aoi Tori
Aoi Tori is Purple Soft's latest project, a VN based in a girls' school in the mountains, where the protagonist, a priest (I'm assuming Episcopalian/Anglican for various reasons), goes to school as an exception, as he cannot live outside of the school without being taken by demons.
Ritsu, the protagonist, possesses the power to take others' negative emotions, thus enhancing their feelings of happiness and joy, and this power works best when he has sex with them. Now, given that he is a young man, you'd think from this description that he was going around finding girls that were in trouble and 'saving' them that way... given eroge culture. However, if anything, it is the reverse... girls that are desperate to escape their personal reality come to him, seeking the happiness he can give, and he has reduced himself to something like an automatic mechanism for giving them what they want. To be blunt, his point of view seems very close to that of a lifelong prostitute, save for the miraculous ability he possesses... moreover, a prostitute who didn't choose the work (his first experiences were all oneshota, apparently).
One day, his monotonous days of sex and quiet prayer (it sounds odd, but outside of school, that is pretty much what it was like), a century-old vampire named Mary Harker appears before him, having intruded into his home behind the chapel, and he lets her stay out of kindness. At the same time, a voice (referred to as the 'demon on the phone') tells him over the phone that he has a rather dark fate awaiting him and his power isn't what he thinks it is.
This night is closely followed by a number of meetings and reunions... a devout girl with a self-destructive streak a mile wide (Akari), the young teacher who stole his virginity (Risa), and the twin sister he never knew he had (Sayo). In addition, you have Mikako, who is Risa's sister and Ritsu's only friend... and who is a genius as well as a pragmatist. Overall, it is an interesting cast of characters, even for a Purple Soft game.
I'm going to be blunt, the part that will put off at least some of you is the sheer amount of sex in the first part of the VN. The game begins with two h-scenes, neither of which involves affection or love, and, while this is a good intro into Ritsu's situation, it also will probably drive the romantics amongst you a bit crazy, judging by my previous experiences. So... if you can't stand a protagonist who doesn't bother refusing sex from women and is used to having sex with girls he doesn't know, you probably won't like this game.
That said, there are relatively few similar h-scenes after this, probably in order to keep you from getting too swallowed up by his attitude toward sexual activity.
Ritsu is a rather strange young man, even setting aside his destined role as the Prince of Darkness (Mary's term for it). As the demon on the phone puts it, 'You are a madman who can only be satisfied by saving others.' That fits him perfectly, and that part of his personality never really goes away. He is fundamentally a giver, above all other things. Even if he can be convinced by the heroines to be selfish in the now, when things come to a climax, he always falls back on that nature. He is also a natural S and a hedonist (though he is not conscious of this most of the time), and he doesn't have it in him to become paranoid or maintain his anger for long. That said, once he decides on the result he wants, he will literally do anything to achieve it.
Mary Harker
Mary Harker, in any other game, would be the true heroine. I don't mean to be mean about Akari... she is creepy has hell sometimes, despite her apparent normality (you'll see what I mean if you actually read the first two h-scenes), but if I began this game without a walkthrough or seeing the cover of the game package, I probably would have assumed she was the true heroine. The reason is very simple... she is the catalyst that sparks the game's engine at the beginning, and, given eroge custom, that heroine usually is the true one.
Now, her personality... Mary is probably the most cheerful and normal vampire I've seen outside of a 'nerfed' vampire setting (this one isn't, since just a bite is enough to turn someone and she takes injuries from her own prayers and the sun). Nonetheless, she has lived a century, and that has had various effects on her psyche, though the biggest one is a growing awareness that maintaining her humanity and human persona is becoming harder and harder. It is only because of Ritsu that she is able to have some kind of a hope for the future, and she is pretty dependent on him during the story. Despite that, she is also sort-of an oneesan character outside of her own path. She does have a lot of experience under her belt, and her attitude toward him at some times skirts the motherly.
Her own path is... a clash of two people destined to live in darkness, her and Ritsu. They are both people who don't understand romantic love at the beginning, so seeing them change is somewhat amusing, but the bigger issue is that their natures press down on them, making a happy romance difficult. Overall, it was a highly emotional experience that I enjoyed thoroughly. I do wish - as I almost always do - that she had a nice long epilogue after story, but I have resigned myself to not receiving what I wish for most of the time, when it comes to that.
Akasabi Risa and Akasabi Mikako
Akasabi Risa was the protagonist's first sexual partner. Like all the girls who had sex with him in the past, she was seeking escape from reality by having him give her happiness, but she, unlike the others, was actually in love with him from the beginning. Risa is a consummate actress, hiding her true intentions behind her feelings, a technique she apparently developed in the years she was away from Risa. She is also essentially a 'giver' type, willingly giving everything for those she cares about.
Mikako is a pretty unusual character. If it weren't for her fondness for Ritsu and her love for Risa, I would be tempted to call her an emotionless sociopath, based on her surface actions. I called her a pragmatist above, but this isn't despite her emotional reactions... it is her natural state of being. Pragmatism is usually a product of socialization and rationality being prioritized over emotion. However, in Mikako's case, she is able to (and does so automatically) completely analyze and render meaningless her emotions before they reach the surface. Her love for Risa is pretty much the only exception, and it is that emotion that renders her as almost human (her fondness for Ritsu exists because she loves Risa and Risa loves him).
Now, the demon on the phone takes on a rather more direct role in this story than in Mary's, where he/she is merely speaking to the characters. In fact, the demon's interference is what brings this path's conflict to the surface, and overall, it made this path more interesting than it otherwise would have been. To be blunt, without the demon's 'help', it is highly unlikely that Risa, Mikako, and Ritsu would get together, based on the revelations in this path. There are a number of reasons, but the biggest one lies with the fact that Ritsu quite simply doesn't have strong emotions toward his sexual partners normally (once he actually loves them, it is different)... not even remnant lust.
Kurosaki Sayo
Kurosaki Sayo is Ritsu's twin, separated from him at birth. She is a cynical, emotionally twisted young girl whose only love is Ritsu (though she does have affection for others based on whether they make Ritsu happy or not) and whose hobby is toying with him and Mary. She appears on the scene shortly after Mary's arrival, guided by the demon on the phone. She is also a part of the demons' plans for him, and that plan is the center of her path.
This path is an utsuge-style path... don't expect a happy ending. There is a good reason why Sayo was given to a different orphanage by their mother, and that reason becomes apparent fairly early after Ritsu chooses her. I enjoyed this path and it has some really good cathartic moments... but I honestly thought they were a bit excessively obvious in foreshadowing this one.
Afterwards (read this if you don't mind a bit of spoilers)
Remember, this is a spoiler.
As techniques go, it is interesting, and I felt the need to mention it before Akari's path because of how it leads into it.
Umino Akari
Akari is... the girl whose outer personality and inner desires are most in conflict. Akari is a devout Christian (Ritsu's assessment), kind-hearted, gentle, and takes pleasure in giving of herself to others. However, she is also strongly driven to seek out danger, corruption, and self-destruction in every way, shape, and form. As one of the milder examples... she is afraid of heights but she willingly participates in the school swim club's high dive competition. A more extreme version is the one you run into at the beginning, in the first scene, where, after watching her friend have sex with Ritsu, she is drawn to him and has sex with him as well.
Akari's path is... interesting. Actually, the beginning of the path is slow, because the story refrains from going to the extremes you saw in the common route and the other paths. However, that slow build up is a near-perfect lead into the solid drama leading up to the ending. There is actually very little I can say about this path without spoiling it, but I can say that I liked the ending. I cried numerous times throughout the path, and the ending itself satisfied me completely, a rare event in and of itself.
One thing I should note is that there is a distinct Chrono Clock reference in this path, which startled me a bit. It was actually a stronger link than the mention of the kotodama-users early in the common route. For those who are interested, I'll respond in a PM, but I'm unwilling to spoil this. I did laugh though. I'm unsure if this is an affectation or not, but it is interesting.
Overall
I'm seriously tempted to scream 'kamige!!!' to the sky... but in retrospect, they game does have some distinct flaws. The main one of these is the somewhat haphazard approach to the beginning of Risa's path (it felt kind of like they were shoving things along a little too forcefully in that one). However, even so this is one of the better games that have come out this year, and, in its own way, keeps the Purple Soft fantasy nakige tradition started with Mirai Nostalgia alive and kicking. Where Chrono Clock fizzled and Amatsutsumi committed the sin of using the ladder-style progression system, this game manages to both satisfy and feel like it treats the non-true heroines well.
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Clephas got a reaction from Akeangzx123 for a blog entry, Yoru Meguru, Bokura no Maigo Kyoushitsu
This game is the second project made by Samoyed Smile, a subsidiary of the same corporation that owns Softhouse-seal. This is, incidentally, why the game has the really crappy lip-sync and sex animations so familiar from that company's works. That said, this company is not a nukige company, despite the lateral relationship.
The game starts with a young teacher, Haruki, teaching a class of dropouts at a night school. Haruki, having had horrible experiences at his first teaching job, has a poor attitude at first, primarily because he was lured by his estranged father with the promise of the equivalent of $4M in inheritance if he succeeded in graduating the last three students at the night school.
Haruki is unusual amongst VN protagonists for being an adult with at least some experience in life, and as a character, he is extremely well-written, his humanity laid bare for the reader to see. The situation is also unusual, since VNs with the kind of atmosphere you start with in this game tend to end up as rape/despair spirals in most cases. The heroines are all a bit loopy and the protagonist isn't much better, when it comes down to it (situation-wise).
Common Route
However, the game's common route is actually fairly uplifting, once you get past the initial bumps in the road involved in the characters getting used to one another. Haruki and the heroines slowly get to know one another and even form the beginnings of something like a bond of trust, which comes to a nice high point before the heroine routes split off. I honestly felt that it was nicely orchestrated, though I did feel that they included an unnecessary number of choices, considering that the events in the common route don't change as a result.
Koshimizu Hayate
Hayate is a spiky tsundere who never fails to fulfill the best - as opposed to the worst - standards of the archetype. She actually has justification for her attitude, for one thing... she came across her flaws honestly. She is also, despite appearances, probably the most 'normal' of the heroines under the surface. Hayate is a Japanese male name, which should give you at least some idea of why she hates having her name spoken or written.
Hayate's problem, like the problems of many runaways, is with her parents. I won't spoil it for you, but it is a pretty deep problem... it reminds me of Fumika from Semiramis no Tenbin, except Hayate is a lot more aggressive and less gentle, lol. Her path is deeply touching, especially as she and the protagonist manage to get over or around their traumas and make peace with who they are. The student-teacher relationship thing doesn't take its usual turns (probably because the night school itself is too intimate for that kind of social drama to occur), so you shouldn't expect the 'oh they got found out, so he might lose his job!' crap you see with similar protagonist-heroine relationships in other VNs.
Kadokura Riko and Kadokura Ayako
I'm going to be clear about something... I hate real lolicon content in every way, shape, and form. If this path had discarded the H content, I honestly would have loved it, but the h-scenes in this path ruin it. This is one of the few cases where I honestly think that sexual content is an active barrier to enjoyment rather than a mere annoyance. That said, this path is well written...
Riko and Ayako are mother and daughter. Ayako is a weak-mannered, weak-willed young woman who had Riko as a young teenager and is now serving as a single mother to her. Riko, for her part, is a 'good girl' (think Sachi from Grisaia, though not quite that extreme). However, there are lots of problems with those two... and the two biggest ones are Riko's 'illness' and Ayako's inability to see anything in a positive light.
This path is all about the nature of human weakness and it deals more with the protagonist's issues with his mother, as opposed to the ones with his father (which were dealt with in the previous path). That said, he is far more pathetic in his 'down time' than he was in Hayate's path, so that was another reason why I honestly left this path with a bad taste in my mouth. The main ending (Riko only) is happy, but the other one is obviously a bad ending, albeit one that is probably pleasant in the sensual sense of things.
Niijima Kina
Kina is a sweet-natured airhead. I don't mean this as an insult... it is an accurate description. She has a definite learning disability, and she is a natural airhead on top of that. That said, she is also determined to learn and the first of the heroines to take a shine to the protagonist, partially because he actually takes the time to create a personalized curriculum for her and partially because he doesn't look down on her after a few initial bumps in their student-teacher relationsip (say what you like about him, but he has to force himself to act like an asshole in most of the cases where he does).
Kina's path is about even with Hayate's for quality, overall... but when you find out the full reason why she's attending night school, I guarantee you will either wince or cry. They go into specifics, and it is pretty nasty at times.
Kina's path also shows off her best qualities as a character... such as her capacity for love and her empathy. However, it also shows off some of her negative points... such as being consumed by hatred and being just a tad psychopathic at times, lol. Unfortunately, despite rumors to the contrary, she isn't a yandere (I thought she would be, but meh), but she comes close to it sometimes. Probably, if they had a bad ending for this path, she would have gone down that path, since she definitely has potential.
Overall
Overall, this game was a bumpy ride. Is it good? Yes. Is it perfect? About as far from it as possible while still being a good game. Reading this game is a high-stress experience, and I actually found myself growing wistful for charage by the end. Nonetheless, this game is of a type that is rarely seen these days, lining up with Yume Miru Kusuri for the heart-wounded heroines and screwy psychological twists.
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Clephas got a reaction from AKB4ty7 for a blog entry, Kizuna Kirameku Koi Iroha
For obvious reasons, VN vets rarely get up their hopes for games by new VN companies. Generally speaking, most of them are charage or nukige, and those that aren't usually flop on their faces. So, it should come as no surprise that the people I chatted with about this game generally didn't have any hopes for it.
However, that is probably because they didn't take a look at the team of scenario writers. The first one, Gihara, was the writer for Tenka Gomen, Shin Koihime Eiyuutan, Shin Koihime Musou Kakumei (responsible for the rewrite), Harvest Overray, and Girls Be Ambitious (something of a cult classic for Japanese fanboys of a certain stripe). Nissy was involved with Hanasaki Work Spring and Gin'iro Haruka. Finally, Toishi Hiroki was involved with Sakura, Sakimashita and Floral Flowlove.
By most standards, that is about as solid a team as you can find for any single VN, even if it is essentially a combat sports charage in the same vein as Unionism Quartet and Shirogane Spirits. So, after having done a bit of research on the game and its story, I picked it for my second game this month.
Happily, I wasn't disappointed by the results.
Oh, by any standard, this game doesn't even approach Aoi Tori for raw quality of storytelling or music. It also has as much lost potential as any other fantasy charage that put effort into creating a complex setting (inevitably, they never go far enough). The protagonist is a little too similar to some others I've encountered, such as the one from Walkure Romanze or Aokana, in that he starts out as a self-pitying loser and spends the entire game in a supporting role.
That said, for what it is (a combat sports charage), it is nice and fun. The protagonist, Touki, is a swordsmith who makes spiritual blades combined with mechanical parts called 'Origami' who has lost his ability to make them, leaving him with a bunch of wasted talent and people wondering why he is wasting it (sound familiar?). The combat sport in the game - called Jindou - is basically one-on-one ritualistic duels between wielders of these mechanized spirit blades (the blades grant the user increased physical abilities based on their ability to draw their power out), and three of the four heroines are competitors (two of them newbies, one the highest-rank veteran, a setup that is traditional to the sub-genre). The last one is a fellow maker of Origami, an American arms dealer's daughter named Freesia.
The protagonist does manage to get past the big personal issue in the common route, so there is no 'diversion' onto another path in life as is common in many VNs with a similar protagonist (in other words, ignoring the protagonist's scars and leaving him as a loser). This is a huge plus, as this type of character goes... but it is shortly after that event that the paths split.
Shion
Shion is the protagonist's kouhai, a girl who was going to give up the sword because, due to her high ability to draw out spiritual energy, keeps breaking Origami... and on top of that, she is excessively kind, making it difficult for her to consider hurting others, despite her choice of a future profession. Despite her kind-heartedness, she is a power-fighter, breaking opponents with smashing blows and enduring attacks to lash out at the right moment rather than using technique or speed to overwhelm them.
Her path is... interesting. It has the protagonist going farther into confronting his personal issues and past than in the common route, and as a result a rather nasty chain of events occurs that leads into the story's drama after the competition. On a whole, that made this an interesting path... but I was left feeling a bit bored with the rather predictable ending bits. This path could have done with a more bittersweet note in the ending, despite this being essentially a charage (thus requiring good endings).
Tsubaki
Tsubaki is the school champion and a member of the Suzakuin Family... a family that symbolizes the ultimate swordsman in their sport, because they do everything themselves, from training and fighting to management and the making of the Origami. Tsubaki considers herself to be like an older sister to Touki, whom she lived with for three months as a child when she was learning how to make Origami. Her style is efficient, defined by refined technique, foresight, research, and a cold drive to win. As a result, she tends to let enemies come to her then destroy them with counter-attacks.
Her path forces her to confront her own limitations and break the boundaries set by her family, and most of the drama comes from Touki helping her stand on her own feet and realize there is something beyond her training and family's expectations for her to live for. It was a good path, overall... but it completely ignores the issues lurking in the background that erupted in Shion's path, so it left me feeling a bit unsatisfied.
Freesia
Freesia is the daughter of the CEO of a major arms-maker in America. Upon meeting Miyako (Tsubaki's older sister) she became obsessed with Jindou and eventually discovered a talent for making Origami. She is at the school as a special student, exempted from class because of her high scores and her father's connections. Early in the story, she becomes obsessed with becoming Touki's student. She is very aggressive and straightforward, never bothering to conceal her feelings about anything. She is a perfect example of the fine line between a genius and an idiot (or a madwoman), as some of her Origami are... strange (when she made a light saber, I had to rofl).
Anyway, her path is about the way of the craftsman, and it is kind of interesting... However, I feel that they approached it all wrong. First, during the climactic face-off in her path, the results are sort of disappointing. The fight itself is nice, but it feels too much like 'oh, she is the heroine, so lets let her have her way!' Moreover, I am honestly confused that they chose that as the climax, since there is relatively little emotional buildup immediately before. As such, I had to rate this path the lowest of the three I've written about so far, by several levels.
Saya
Saya is Touki's childhood friend (though he doesn't remember her at first), a brilliant swordswoman who, at first, has no idea of how to use an Origami. Her attitude toward Touki is very much that of a close friend, rather than a deredere heroine, which is unusual for this kind of setup. In addition, she is the 'true' heroine, though if you want to unlock her without playing the other paths, you can do so through the extras menu. As a fighter, she is a speed type, quite simply the fastest of all the heroines by several levels. In addition, she is also highly skilled, though perhaps a few levels below Tsubaki due to her inexperience with Jindou.
Saya's path is the 'true path' of this game, and the game treats it as such. The storytelling has even more depth than Shion's path, and it delves far deeper into the past - both Touki's and that of his bloodline. The fights in this path are several levels better than in the previous paths, at least partly because some of them are 'real' (you'll see what I mean if you read this). In addition, several characters whose true desires and intentions never came into the open in the other paths come into play in this path, thus making it... your standard true path, lol.
Overall
Like a lot of 'true path' games, this game neglects the non-true heroines to an extent and places far too much emphasis on the true path. However, as a whole, the game is a fun read. The three non-true heroine paths read like charage paths, whereas the true one is almost a chuunige there at the end. As a whole, the game is a bit higher in quality than Shirogane Spirits or Unionism Quartet, because it manages to feel 'real' at times (something neither of those games manages, because they never escape the 'combat sport' aspect of their stories). In the end, it was a decent VN, and in another month would have been a decent candidate for the VN of the Month.
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Clephas got a reaction from Dergonu for a blog entry, Maho x Roba -Witches Spiritual Home-
Maho Roba is the latest release from Akabei Soft 3, the subsidiary made by conglomerating staff and resources from a number of Akabei Soft 2's other subsidiaries. Now, this game is in a different vein from the games previously released... in the sense that this company has done pretty much everything but a fantasy charage since it was formed.
... I'll be straight with you. My first thought upon finishing this game was that it is exactly like another half-dozen 'average quality' fantasy charage I've played in the past. The protagonist, despite being an adult member of society with an interesting job, somehow ends up working as a volunteer at a girls' magic school. He is a natural magician... who can only use one spell effectively. Moreover, for some reason the role archetype chosen for him in relation to the girls at the dorm is 'lucky sukebe who is the target of constant abuse from the heroines'. I don't think you can get any more cliche than that. Considering how the way the story is set up makes his job and previous experience and maturity irrelevant and constantly reduces him to just another 'sort of perverted protagonist making excuses', I found a lot of reason for irritation throughout this game.
The heroines aren't much better... Shizuru is a standard straight-laced tsundere with an inferiority complex toward her more capable older sister (seen this over seventy times), Konatsu is the 'deredere heroine reunited with the protagonist' archetype, Kuon is the childish but brilliant loli who is afraid of strangers (yet another 'classic' archetype), and Teru is your standard 'Love? Can you eat that?' innocent genki heroine...
The two heroines unlocked by completing one of those four are a bit more interesting (the ancient principal and the lonely genius magician), but their paths don't really show anything more interesting than those of the previous four heroines. By the time I finished this game, I was so immensely bored with the dull cast of characters and pathetic attempts at humor that I was falling asleep in the middle of my day. About the only thing that was consistently funny was the borderline yandere moments Konatsu showed sometimes (always momentary)... and I felt the protagonist only grew less interesting with time, as he regresses to a hormone-driven teenager during the paths.
In short, while this might be a decent choice for someone looking for a really average fantasy charage, it contains every flaw the charage genre tends to inflict on itself in spades, except excessive ichaicha (that was actually decently balanced in most of the paths) and a lack of decent epilogues (though why they went through the trouble to give a solid epilogue to each of these heroines, I have no idea).
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Clephas got a reaction from Mr Poltroon for a blog entry, Sorcery Jokers: It surprised Clephas, will it surprise you?
First, I'll give you a quick run-down on this game... it is a game by 3rd Eye, a company known mostly for producing chuunige that are more moe-influenced than is the norm. This game is actually more of a mystery/chuuni/action/conspiracy type than a 'pure' chuunige. The world in which it is based is a future where, ten years before the story began, magic appeared on the scene. Large numbers of people became capable of using magic, and a new branch of science was built up solely for the purpose of utilizing magic as new energy source. The result of this is a society that is somewhat divided between the magical 'haves' and 'have-nots', though that isn't the focus of the story, despite what you might otherwise anticipate.
The protagonists
Senri
Senri is your classic 'bad-ass antihero protagonist'. He is clever, intelligent, and overall highly capable, with a razor-sharp mind and battle instincts that would put a Navy Seal to shame and make Golgo 13 look incompetent. His cold-blooded pursuit of his own interests, which are very opaque through most of the VN, is his primary defining feature... Oh, and he lies... a lot. He makes the protagonist of Sharin no Kuni seem honest.
Haruto
Haruto is a somewhat less beloved type of protagonist in chuunige... basically a 'justice freak' combined with being 'a young man driven against his will by the tides of fate'. He is a natural optimist and a believer in fairness above all. Unfortunately, he also has that bad habit a lot of similar chuunige protagonists have... of sticking his nose into situations he doesn't really need to get involved in. He grows a great deal during the course of the VN (as is typical of this type, if the writers don't suck), and by the end his viewpoint on the world has... been sharpened a great deal by experience. He is more likeable than a lot of similar protagonists, but it still isn't a type I prefer.
The Heroines
Fiona
Fiona, at first glance, seems to be your classic clutzy/innocent nun-type heroine. She works as a nun at a run-down church in the city's... less reputable area and is well-loved by the delinquents who frequent the church. However, she, like most of the characters in this game, is hiding a lot of secrets... She is one of Senri's two heroines.
Noa
An innocent, pure-hearted girl who is seen mostly as a ghost throughout the first part of the game. She has a really unique way of speaking, born partially from Senri's half-hearted efforts at education (mostly through handing her magazines and letting her watch AVs). To be honest, in the reading of this VN, interpreting her weird speech patterns was a bit difficult at first (she cuts apart words and puts them together in weird ways). She is the second of Senri's two heroines.
Asahi
Asahi is... a bit weird. Her personality itself is quite straightforward and honest, and she hates lies and general dishonesty with a passion. However, she is also compassionate to a fault and unwavering in the pursuit of her goals. Unfortunately - at least so it seems at first - there are a few loose screws rolling around in that head of hers. Even more so than Haruto, she is an eternal an unrepentant optimist and probably the single most trustworthy individual in the entire VN.
Riku
Riku is, throughout the VN, perhaps the least expressive individual other than Senri himself. She almost never displays her emotions on her face, and she has an almost unnatural tendency to think objectively about anything and everything, including herself. That the writer managed to grant her so much depth without making her a protagonist was an impressive feat in and of itself... and one of the reasons why her interactions with Haruto and Asahi are so amusing. She really is almost as detached as she seems most of the time, which is one of the reasons it hits so hard when she does become emotional.
The VN
Sorcery Jokers is definitely VN of the Month material. I'll say that right off the bat. The depth of the story and characters is incomparable with previous games by this company, and while it falls slightly short of a kamige, it is nonetheless something worth taking note of. Normally, I can't stand dual protagonists, as many have heard me mention. I hated Subahibi for that, amongst a number of other sins, and one of the biggest reasons it took me so long to play I/O was because I don't like going into VNs with multiple protags.
Fortunately, I managed to get past that, simply because the differing approaches to the story were the only thing that made it possible to grasp something even approaching the whole of the story as it happened. A single perspective wouldn't have done a bit of good as an approach to this VN's story, simply because there are too many things happening at too many different points for a single perspective to handle.
The VN's structure is basically that of a kinetic novel, with the illusion of choice through a flow chart (for the first chapter, at least) where you pick and choose which events you want to see next (though you have to see them all anyway). To be honest, I could have done without the flow chart entirely... flow charts in general are an irritation more than a help, especially if they are made a central part of progressing the story. That said, as the actual switching around mostly ends after the first chapter, it isn't really a big deal (though it does make me wonder why they had a flow chart at all).
The story's mystery and conspiracy elements feel a lot like peeling an onion, as there are layers within layers within layers. What you thought was the root of things turns out to be just another layer, more than once. As things come together near the end, the knowledge you've gained through the character perspectives deepens the experience nicely, making this one of the few part-mystery VNs I've played in recent years that I didn't immediately have 'read' relatively early on.
That isn't to say there aren't points where the VN stumbles. Haruto, because of his role as the 'kid chuunige protag', is the game's Achilles Heel, as all protagonists of the type with his kind of temperament tend to be. However, his growth is enough to offset the cookie-cutter aspects of his character enough that I approved of his role... in the end. Asahi also threatens to tilt the balance of the VN into the realm of the silly a lot early on, simply because of her 'weirdness'. However, because that silliness is a vital ingredient in her growth as a character, it can't really said to be a true weakness, though it can be irritating at times.
The endings are all branches off of the true end, one for each heroine (Noa or Fiona with Senri, and Asahi or Riku with Haruto). I had no problems with the epilogues for Noa or Fiona... but I thought that Haruto had devolved a lot in his heroine epilogues, which kind of brought me back to why I didn't like him in the first place.
Overall, I felt that this VN is one of the more solid chuunige made in the last few years, especially in the sense of 'balance'. Silverio Vendetta, while it is a lot more exhilarating, also had the difficulty of disproportionately focusing the writer's attention on Vendetta, which weakened the other two paths greatly. Bansenjin suffers from reusing an uninspiring cast and being relatively boring throughout most of its length. In terms of a constant sense of tension and in terms of pacing of events, this VN definitely is the winner of Chuunige VN of the Year so far, though it isn't chuuni-crack in the sense that Silverio was. I'm actually quite proud of the fact that this company has evolved so much since its somewhat... unimpressive beginnings (Bloody Rondo), and I'm glad I stuck with the company. It is always nice to be surprised pleasantly by a VN.
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Clephas got a reaction from Benji Price for a blog entry, Sorcery Jokers: It surprised Clephas, will it surprise you?
First, I'll give you a quick run-down on this game... it is a game by 3rd Eye, a company known mostly for producing chuunige that are more moe-influenced than is the norm. This game is actually more of a mystery/chuuni/action/conspiracy type than a 'pure' chuunige. The world in which it is based is a future where, ten years before the story began, magic appeared on the scene. Large numbers of people became capable of using magic, and a new branch of science was built up solely for the purpose of utilizing magic as new energy source. The result of this is a society that is somewhat divided between the magical 'haves' and 'have-nots', though that isn't the focus of the story, despite what you might otherwise anticipate.
The protagonists
Senri
Senri is your classic 'bad-ass antihero protagonist'. He is clever, intelligent, and overall highly capable, with a razor-sharp mind and battle instincts that would put a Navy Seal to shame and make Golgo 13 look incompetent. His cold-blooded pursuit of his own interests, which are very opaque through most of the VN, is his primary defining feature... Oh, and he lies... a lot. He makes the protagonist of Sharin no Kuni seem honest.
Haruto
Haruto is a somewhat less beloved type of protagonist in chuunige... basically a 'justice freak' combined with being 'a young man driven against his will by the tides of fate'. He is a natural optimist and a believer in fairness above all. Unfortunately, he also has that bad habit a lot of similar chuunige protagonists have... of sticking his nose into situations he doesn't really need to get involved in. He grows a great deal during the course of the VN (as is typical of this type, if the writers don't suck), and by the end his viewpoint on the world has... been sharpened a great deal by experience. He is more likeable than a lot of similar protagonists, but it still isn't a type I prefer.
The Heroines
Fiona
Fiona, at first glance, seems to be your classic clutzy/innocent nun-type heroine. She works as a nun at a run-down church in the city's... less reputable area and is well-loved by the delinquents who frequent the church. However, she, like most of the characters in this game, is hiding a lot of secrets... She is one of Senri's two heroines.
Noa
An innocent, pure-hearted girl who is seen mostly as a ghost throughout the first part of the game. She has a really unique way of speaking, born partially from Senri's half-hearted efforts at education (mostly through handing her magazines and letting her watch AVs). To be honest, in the reading of this VN, interpreting her weird speech patterns was a bit difficult at first (she cuts apart words and puts them together in weird ways). She is the second of Senri's two heroines.
Asahi
Asahi is... a bit weird. Her personality itself is quite straightforward and honest, and she hates lies and general dishonesty with a passion. However, she is also compassionate to a fault and unwavering in the pursuit of her goals. Unfortunately - at least so it seems at first - there are a few loose screws rolling around in that head of hers. Even more so than Haruto, she is an eternal an unrepentant optimist and probably the single most trustworthy individual in the entire VN.
Riku
Riku is, throughout the VN, perhaps the least expressive individual other than Senri himself. She almost never displays her emotions on her face, and she has an almost unnatural tendency to think objectively about anything and everything, including herself. That the writer managed to grant her so much depth without making her a protagonist was an impressive feat in and of itself... and one of the reasons why her interactions with Haruto and Asahi are so amusing. She really is almost as detached as she seems most of the time, which is one of the reasons it hits so hard when she does become emotional.
The VN
Sorcery Jokers is definitely VN of the Month material. I'll say that right off the bat. The depth of the story and characters is incomparable with previous games by this company, and while it falls slightly short of a kamige, it is nonetheless something worth taking note of. Normally, I can't stand dual protagonists, as many have heard me mention. I hated Subahibi for that, amongst a number of other sins, and one of the biggest reasons it took me so long to play I/O was because I don't like going into VNs with multiple protags.
Fortunately, I managed to get past that, simply because the differing approaches to the story were the only thing that made it possible to grasp something even approaching the whole of the story as it happened. A single perspective wouldn't have done a bit of good as an approach to this VN's story, simply because there are too many things happening at too many different points for a single perspective to handle.
The VN's structure is basically that of a kinetic novel, with the illusion of choice through a flow chart (for the first chapter, at least) where you pick and choose which events you want to see next (though you have to see them all anyway). To be honest, I could have done without the flow chart entirely... flow charts in general are an irritation more than a help, especially if they are made a central part of progressing the story. That said, as the actual switching around mostly ends after the first chapter, it isn't really a big deal (though it does make me wonder why they had a flow chart at all).
The story's mystery and conspiracy elements feel a lot like peeling an onion, as there are layers within layers within layers. What you thought was the root of things turns out to be just another layer, more than once. As things come together near the end, the knowledge you've gained through the character perspectives deepens the experience nicely, making this one of the few part-mystery VNs I've played in recent years that I didn't immediately have 'read' relatively early on.
That isn't to say there aren't points where the VN stumbles. Haruto, because of his role as the 'kid chuunige protag', is the game's Achilles Heel, as all protagonists of the type with his kind of temperament tend to be. However, his growth is enough to offset the cookie-cutter aspects of his character enough that I approved of his role... in the end. Asahi also threatens to tilt the balance of the VN into the realm of the silly a lot early on, simply because of her 'weirdness'. However, because that silliness is a vital ingredient in her growth as a character, it can't really said to be a true weakness, though it can be irritating at times.
The endings are all branches off of the true end, one for each heroine (Noa or Fiona with Senri, and Asahi or Riku with Haruto). I had no problems with the epilogues for Noa or Fiona... but I thought that Haruto had devolved a lot in his heroine epilogues, which kind of brought me back to why I didn't like him in the first place.
Overall, I felt that this VN is one of the more solid chuunige made in the last few years, especially in the sense of 'balance'. Silverio Vendetta, while it is a lot more exhilarating, also had the difficulty of disproportionately focusing the writer's attention on Vendetta, which weakened the other two paths greatly. Bansenjin suffers from reusing an uninspiring cast and being relatively boring throughout most of its length. In terms of a constant sense of tension and in terms of pacing of events, this VN definitely is the winner of Chuunige VN of the Year so far, though it isn't chuuni-crack in the sense that Silverio was. I'm actually quite proud of the fact that this company has evolved so much since its somewhat... unimpressive beginnings (Bloody Rondo), and I'm glad I stuck with the company. It is always nice to be surprised pleasantly by a VN.
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Clephas got a reaction from Narcosis for a blog entry, Bokura no Sekai ni Shukufuku o
This game is the one I've been waiting for... a mimikko nakige that doesn't ignore the setting or human nature.
At the beginning of the story, the protagonist, Kazuki takes in a puppy he finds abandoned in the park, feeds her, and then falls asleep with the half-feral cat he feeds occasionally watching. When he wakes up, they've both transformed into mimikko, a catgirl and a doggirl... Soon after, it becomes apparent that shortly after this event, pets around the world began turning into humanoids, resulting in the kind of mixed reactions you'd expect in the real world if that happened. The reactions, as described, vary between fanatical religious obsession and fetishism to xenophobic psychopathy and upsurges in racism... and everything in between.
Now, this game has a really odd balance... there is almost enough H content in this game to call it a nukige, but the emotional narration, the characters' actions, and the way it is written is pure nakige fare. Kuro and Hana (the cat and dog) are really obvious deredere characters, and Hana is the obvious main heroine. However, Kuro and the three other heroines are not neglected in any way, shape, or form... they all have their unique story/paths.
This game is big on the feels. Kazuki is a young man with an intimate knowledge of loneliness and isolation and a sense of compassion that is close to saintly. In addition, he is wise enough to do what will prepare the two girls in his care for the world they've come into, rather than simply protect them from the knowledge of what is is like (which would be typical for the average VN protag)... For the example in the prologue, he takes them along when he goes to the local animal shelter to help pick out the animals that will be taken to the place he works (a charitable organization that takes in abandoned pets and trains them for adoption, similar to organizations in 'no-kill cities' in the US, such as my own Austin), where they will be trained so as to make them more adoptable... and makes it clear to them the inevitable results for those who aren't chosen (note: I only chose to spoil this part because it is vital to understanding the difference between this and your standard moe-fuwa mimikko game).
This is one of three games I've encountered of the type, each approaching things from a different perspective (for one thing, this one is fantasy). Those other two are Sakura Iro Quartet and Otomimi Infinity. Nekopara ignores human nature a bit too often to make it into that particular rarified company, lol.
Anyway, for those interested in a mimikko nakige with really good feels, this is a good choice. This is a great emotional story. However, don't expect extreme levels of depth or dark motives from the main characters, since they are all essentially good-hearted people.