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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 Infernoplex for a blog entry, Kami-sama no You na Kimi e
Kami-sama no You na Kimi e is the latest game by Cube, and it is based in a near-future setting where AIs run just about every aspect of society. In this society, people have gotten past that raw terror of AI horror stories and have pretty much accepted the the ease and luxury of having AI run most of the important things that make civilization possible.
At the beginning of the story, the protagonist, Kaito, is hacking into Central AI, the AI based on the Moon that runs most of the world's infrastructure. Triumphantly, he succeeds, essentially gaining control over the AI that rules the world... and the one thing he asks for before getting out of the system is for it to find his ideal girlfriend, which the system then says doesn't exist. Kaito, quite naturally, is a bit down after this, but he goes to sleep more or less normally... only to answer the door in the morning to find his ideal girl standing outside.
Quite naturally, this ideal girl is Tsukuyomi, the game's flagship heroine and the embodiment of Central AI in girl form. As requested, she is already completely deredere over him, and a great deal of the common route has him running from her excessively sexual approaches. In the days after this, like dominoes falling in a row, he meets a number of attractive heroines, and he shows off the usual donkan protagonist routine almost constantly when it matters.
Now, just from this, you'd think this was your standard charage... but in actuality, it is a lot closer to a plotge in structure. The heroines have real issues, the protagonist doesn't flake out or become less interesting as you proceed, and the paths actually have solid stories that involve most of the game's cast of characters. For someone who wants an SOL plotge with some decent drama in a futuristic setting, this game is pure crack.
Tsukuyomi
I probably should have left her for last, but I played Tsukuyomi's path first. Tsukuyomi is the game's obvious main heroine, the girl who is most prominent on the package and in the advertising, and in general is the one most central in the common route. In most cases, I don't like 'no common sense' heroines, but Tsukuyomi manages to pull it off without it feeling excessively contrived, which is actually a feat, considering she is a robot heroine. It is helped along by the fact that Kaito generally accepts that Tsukuyomi is what she is, has no illusions about her nature, and is perfectly fine with her being a different existence from himself.
Her story is your usual deredere heroine romance at first, but it quickly goes dramatic about midway through, for reasons that should be fairly obvious. While the templated turn of events in this path is not revolutionary, it is well-executed and interesting. There is even a truly surprising and emotional moment near the end that had me crying. That, in itself, makes this path a success. My only real complaint is that this path lacked an epilogue to tie off the story.
Rein
Rein is the cold-hearted student council president, an honor student with a black heart and an overabundance of pride. Her path branches off from Tsukuyomi's path and is a great deal weaker, at least in my opinion. To be honest, this path was kind of 'meh' for me, since it never revealed anything important about the details of what was going on with Rein beyond the basics that were revealed in Tsukuyomi's path, which is a huge weakness in a plotge or a charage. While the protagonist remains a cool and interesting character, the failures of this path are really glaring.
Worse, the same as Tsukuyomi's path, there is no real epilogue, meaning you don't get to find out what happened after.
Rana
Rana... Rana is the heroine on the cover dressed like Sherlock Holmes, a cosplay uniform she wears nearly constantly. As it indicates, she is a private detective and extremely intelligent... but also fairly perverted (she has a thing for Kaito's butt). Her path... let's just say it is surprising and diverges widely from the events in Tsukuyomi's path (I didn't really like how Tsukuyomi almost became a non-entity in her path, but meh...). This path... is a bit depressing, to be honest. Oh, if you choose the Rana-only good ending, it is actually pretty good and heart-warming at the end, but the process you go through to reach that point is pretty hard if you came to like Rana.
Sophia/Sophia & Rana
At first glance, Sophia seems like your standard 'yurufuwa oneesan', but she is actually a fairly intelligent adult (yes, she is the adult heroine in this game). She is Rana's older sister and one of those involved in developing the S-CHIP, an AI chip designed to be implanted into the human brain as an aid to those who have brain diseases. Sophia's 'path' diverges from Rana's during the darkest period of Rana's path, and... to be honest, while it is easy to understand why it happens, this path is fairly unusual/stand out for a modern VN for reasons I'm not going to spell out here.
Anyway, toward the end of Sophia's path, you have to decide whether you want the protagonist to be with just Sophia or with both Sophia and Rana... of course, after a seriously awkward set of events. Generally, I recommend the Sophia and Rana choice... the guilt-trip you get from choosing just Sophia is pretty awful.
Kirika
Kirika is the protagonist's fellow loner, a girl who accuses him of stalking her because they keep meeting whenever they are trying to find places to be alone. Her secret comes out relatively early in the common route, but I'll keep it quiet since it is funnier if you don't know in advance. Her path actually begins very much like a charage path. It is only toward the end where it becomes as deadly serious as the other paths above. Indeed, in some ways it is the grimmest and most shocking of the paths, even compared to the depressing aspects of Rana's path. It is also the path where the other heroines showed the least amount of relevance, a fact that I have mixed feelings about, considering how powerful the characters are.
Similar to most of the paths above, this path's greatest weakness is the fact that while it does have a conclusion, it doesn't have an epilogue or after-story to tie off the last few loose ends. For that reason, I'm pretty sure they are planning a fandisc, as I can't see them leaving things as is.
Airi
Airi has the dubious honor of having the single weakest path in the game. She is a net idol that the protagonist meets in the course of interacting with Kirika, and her main focus in life is on her work, despite being the youngest heroine. Unfortunately, she is also the least unusual personality in the group, meaning that her character is by far the weakest... and her path follows suit. Where the other paths had somewhat grandiose episodes that showed off the darkest aspects of an over-connected society, Airi's path's drama feels like an extension of internet trolling, so I had trouble getting into it.
Conclusion
A good game with a solid setting and characters, this is probably a good choice for those who want a decent near-future sci-fi plotge who have already played Komorebi no Nostalgica and Missing X-Link. Tsukuyomi is an above-average AI heroine, though she falls short of the genius of Cinema and Fluorite from Komorebi or the raw emotions experienced with the AIs in Missing X-Link. It's greatest flaw is how it handles the endings, a common flaw in modern VNs that seems to be born of the bad habits of the fandisc-loving charage companies. It's greatest strength lies in the way it manages to keep the protagonist, the heroines, and the story interesting while balancing it with enough SOL to make them feel real in the first place.
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Clephas got a reaction from Chronopolis for a blog entry, Kami-sama no You na Kimi e
Kami-sama no You na Kimi e is the latest game by Cube, and it is based in a near-future setting where AIs run just about every aspect of society. In this society, people have gotten past that raw terror of AI horror stories and have pretty much accepted the the ease and luxury of having AI run most of the important things that make civilization possible.
At the beginning of the story, the protagonist, Kaito, is hacking into Central AI, the AI based on the Moon that runs most of the world's infrastructure. Triumphantly, he succeeds, essentially gaining control over the AI that rules the world... and the one thing he asks for before getting out of the system is for it to find his ideal girlfriend, which the system then says doesn't exist. Kaito, quite naturally, is a bit down after this, but he goes to sleep more or less normally... only to answer the door in the morning to find his ideal girl standing outside.
Quite naturally, this ideal girl is Tsukuyomi, the game's flagship heroine and the embodiment of Central AI in girl form. As requested, she is already completely deredere over him, and a great deal of the common route has him running from her excessively sexual approaches. In the days after this, like dominoes falling in a row, he meets a number of attractive heroines, and he shows off the usual donkan protagonist routine almost constantly when it matters.
Now, just from this, you'd think this was your standard charage... but in actuality, it is a lot closer to a plotge in structure. The heroines have real issues, the protagonist doesn't flake out or become less interesting as you proceed, and the paths actually have solid stories that involve most of the game's cast of characters. For someone who wants an SOL plotge with some decent drama in a futuristic setting, this game is pure crack.
Tsukuyomi
I probably should have left her for last, but I played Tsukuyomi's path first. Tsukuyomi is the game's obvious main heroine, the girl who is most prominent on the package and in the advertising, and in general is the one most central in the common route. In most cases, I don't like 'no common sense' heroines, but Tsukuyomi manages to pull it off without it feeling excessively contrived, which is actually a feat, considering she is a robot heroine. It is helped along by the fact that Kaito generally accepts that Tsukuyomi is what she is, has no illusions about her nature, and is perfectly fine with her being a different existence from himself.
Her story is your usual deredere heroine romance at first, but it quickly goes dramatic about midway through, for reasons that should be fairly obvious. While the templated turn of events in this path is not revolutionary, it is well-executed and interesting. There is even a truly surprising and emotional moment near the end that had me crying. That, in itself, makes this path a success. My only real complaint is that this path lacked an epilogue to tie off the story.
Rein
Rein is the cold-hearted student council president, an honor student with a black heart and an overabundance of pride. Her path branches off from Tsukuyomi's path and is a great deal weaker, at least in my opinion. To be honest, this path was kind of 'meh' for me, since it never revealed anything important about the details of what was going on with Rein beyond the basics that were revealed in Tsukuyomi's path, which is a huge weakness in a plotge or a charage. While the protagonist remains a cool and interesting character, the failures of this path are really glaring.
Worse, the same as Tsukuyomi's path, there is no real epilogue, meaning you don't get to find out what happened after.
Rana
Rana... Rana is the heroine on the cover dressed like Sherlock Holmes, a cosplay uniform she wears nearly constantly. As it indicates, she is a private detective and extremely intelligent... but also fairly perverted (she has a thing for Kaito's butt). Her path... let's just say it is surprising and diverges widely from the events in Tsukuyomi's path (I didn't really like how Tsukuyomi almost became a non-entity in her path, but meh...). This path... is a bit depressing, to be honest. Oh, if you choose the Rana-only good ending, it is actually pretty good and heart-warming at the end, but the process you go through to reach that point is pretty hard if you came to like Rana.
Sophia/Sophia & Rana
At first glance, Sophia seems like your standard 'yurufuwa oneesan', but she is actually a fairly intelligent adult (yes, she is the adult heroine in this game). She is Rana's older sister and one of those involved in developing the S-CHIP, an AI chip designed to be implanted into the human brain as an aid to those who have brain diseases. Sophia's 'path' diverges from Rana's during the darkest period of Rana's path, and... to be honest, while it is easy to understand why it happens, this path is fairly unusual/stand out for a modern VN for reasons I'm not going to spell out here.
Anyway, toward the end of Sophia's path, you have to decide whether you want the protagonist to be with just Sophia or with both Sophia and Rana... of course, after a seriously awkward set of events. Generally, I recommend the Sophia and Rana choice... the guilt-trip you get from choosing just Sophia is pretty awful.
Kirika
Kirika is the protagonist's fellow loner, a girl who accuses him of stalking her because they keep meeting whenever they are trying to find places to be alone. Her secret comes out relatively early in the common route, but I'll keep it quiet since it is funnier if you don't know in advance. Her path actually begins very much like a charage path. It is only toward the end where it becomes as deadly serious as the other paths above. Indeed, in some ways it is the grimmest and most shocking of the paths, even compared to the depressing aspects of Rana's path. It is also the path where the other heroines showed the least amount of relevance, a fact that I have mixed feelings about, considering how powerful the characters are.
Similar to most of the paths above, this path's greatest weakness is the fact that while it does have a conclusion, it doesn't have an epilogue or after-story to tie off the last few loose ends. For that reason, I'm pretty sure they are planning a fandisc, as I can't see them leaving things as is.
Airi
Airi has the dubious honor of having the single weakest path in the game. She is a net idol that the protagonist meets in the course of interacting with Kirika, and her main focus in life is on her work, despite being the youngest heroine. Unfortunately, she is also the least unusual personality in the group, meaning that her character is by far the weakest... and her path follows suit. Where the other paths had somewhat grandiose episodes that showed off the darkest aspects of an over-connected society, Airi's path's drama feels like an extension of internet trolling, so I had trouble getting into it.
Conclusion
A good game with a solid setting and characters, this is probably a good choice for those who want a decent near-future sci-fi plotge who have already played Komorebi no Nostalgica and Missing X-Link. Tsukuyomi is an above-average AI heroine, though she falls short of the genius of Cinema and Fluorite from Komorebi or the raw emotions experienced with the AIs in Missing X-Link. It's greatest flaw is how it handles the endings, a common flaw in modern VNs that seems to be born of the bad habits of the fandisc-loving charage companies. It's greatest strength lies in the way it manages to keep the protagonist, the heroines, and the story interesting while balancing it with enough SOL to make them feel real in the first place.
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Clephas got a reaction from Formlose Gestalt for a blog entry, Kami-sama no You na Kimi e
Kami-sama no You na Kimi e is the latest game by Cube, and it is based in a near-future setting where AIs run just about every aspect of society. In this society, people have gotten past that raw terror of AI horror stories and have pretty much accepted the the ease and luxury of having AI run most of the important things that make civilization possible.
At the beginning of the story, the protagonist, Kaito, is hacking into Central AI, the AI based on the Moon that runs most of the world's infrastructure. Triumphantly, he succeeds, essentially gaining control over the AI that rules the world... and the one thing he asks for before getting out of the system is for it to find his ideal girlfriend, which the system then says doesn't exist. Kaito, quite naturally, is a bit down after this, but he goes to sleep more or less normally... only to answer the door in the morning to find his ideal girl standing outside.
Quite naturally, this ideal girl is Tsukuyomi, the game's flagship heroine and the embodiment of Central AI in girl form. As requested, she is already completely deredere over him, and a great deal of the common route has him running from her excessively sexual approaches. In the days after this, like dominoes falling in a row, he meets a number of attractive heroines, and he shows off the usual donkan protagonist routine almost constantly when it matters.
Now, just from this, you'd think this was your standard charage... but in actuality, it is a lot closer to a plotge in structure. The heroines have real issues, the protagonist doesn't flake out or become less interesting as you proceed, and the paths actually have solid stories that involve most of the game's cast of characters. For someone who wants an SOL plotge with some decent drama in a futuristic setting, this game is pure crack.
Tsukuyomi
I probably should have left her for last, but I played Tsukuyomi's path first. Tsukuyomi is the game's obvious main heroine, the girl who is most prominent on the package and in the advertising, and in general is the one most central in the common route. In most cases, I don't like 'no common sense' heroines, but Tsukuyomi manages to pull it off without it feeling excessively contrived, which is actually a feat, considering she is a robot heroine. It is helped along by the fact that Kaito generally accepts that Tsukuyomi is what she is, has no illusions about her nature, and is perfectly fine with her being a different existence from himself.
Her story is your usual deredere heroine romance at first, but it quickly goes dramatic about midway through, for reasons that should be fairly obvious. While the templated turn of events in this path is not revolutionary, it is well-executed and interesting. There is even a truly surprising and emotional moment near the end that had me crying. That, in itself, makes this path a success. My only real complaint is that this path lacked an epilogue to tie off the story.
Rein
Rein is the cold-hearted student council president, an honor student with a black heart and an overabundance of pride. Her path branches off from Tsukuyomi's path and is a great deal weaker, at least in my opinion. To be honest, this path was kind of 'meh' for me, since it never revealed anything important about the details of what was going on with Rein beyond the basics that were revealed in Tsukuyomi's path, which is a huge weakness in a plotge or a charage. While the protagonist remains a cool and interesting character, the failures of this path are really glaring.
Worse, the same as Tsukuyomi's path, there is no real epilogue, meaning you don't get to find out what happened after.
Rana
Rana... Rana is the heroine on the cover dressed like Sherlock Holmes, a cosplay uniform she wears nearly constantly. As it indicates, she is a private detective and extremely intelligent... but also fairly perverted (she has a thing for Kaito's butt). Her path... let's just say it is surprising and diverges widely from the events in Tsukuyomi's path (I didn't really like how Tsukuyomi almost became a non-entity in her path, but meh...). This path... is a bit depressing, to be honest. Oh, if you choose the Rana-only good ending, it is actually pretty good and heart-warming at the end, but the process you go through to reach that point is pretty hard if you came to like Rana.
Sophia/Sophia & Rana
At first glance, Sophia seems like your standard 'yurufuwa oneesan', but she is actually a fairly intelligent adult (yes, she is the adult heroine in this game). She is Rana's older sister and one of those involved in developing the S-CHIP, an AI chip designed to be implanted into the human brain as an aid to those who have brain diseases. Sophia's 'path' diverges from Rana's during the darkest period of Rana's path, and... to be honest, while it is easy to understand why it happens, this path is fairly unusual/stand out for a modern VN for reasons I'm not going to spell out here.
Anyway, toward the end of Sophia's path, you have to decide whether you want the protagonist to be with just Sophia or with both Sophia and Rana... of course, after a seriously awkward set of events. Generally, I recommend the Sophia and Rana choice... the guilt-trip you get from choosing just Sophia is pretty awful.
Kirika
Kirika is the protagonist's fellow loner, a girl who accuses him of stalking her because they keep meeting whenever they are trying to find places to be alone. Her secret comes out relatively early in the common route, but I'll keep it quiet since it is funnier if you don't know in advance. Her path actually begins very much like a charage path. It is only toward the end where it becomes as deadly serious as the other paths above. Indeed, in some ways it is the grimmest and most shocking of the paths, even compared to the depressing aspects of Rana's path. It is also the path where the other heroines showed the least amount of relevance, a fact that I have mixed feelings about, considering how powerful the characters are.
Similar to most of the paths above, this path's greatest weakness is the fact that while it does have a conclusion, it doesn't have an epilogue or after-story to tie off the last few loose ends. For that reason, I'm pretty sure they are planning a fandisc, as I can't see them leaving things as is.
Airi
Airi has the dubious honor of having the single weakest path in the game. She is a net idol that the protagonist meets in the course of interacting with Kirika, and her main focus in life is on her work, despite being the youngest heroine. Unfortunately, she is also the least unusual personality in the group, meaning that her character is by far the weakest... and her path follows suit. Where the other paths had somewhat grandiose episodes that showed off the darkest aspects of an over-connected society, Airi's path's drama feels like an extension of internet trolling, so I had trouble getting into it.
Conclusion
A good game with a solid setting and characters, this is probably a good choice for those who want a decent near-future sci-fi plotge who have already played Komorebi no Nostalgica and Missing X-Link. Tsukuyomi is an above-average AI heroine, though she falls short of the genius of Cinema and Fluorite from Komorebi or the raw emotions experienced with the AIs in Missing X-Link. It's greatest flaw is how it handles the endings, a common flaw in modern VNs that seems to be born of the bad habits of the fandisc-loving charage companies. It's greatest strength lies in the way it manages to keep the protagonist, the heroines, and the story interesting while balancing it with enough SOL to make them feel real in the first place.
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Clephas got a reaction from ittaku for a blog entry, HaremKingdom
First, Smee is one of the few companies I've never bothered with in the past. There were a number of reasons, but it all came down to one issue in the end... I don't like VNs where you name the protagonist. Naming the protagonist inevitably means the protagonist is a shallow cipher/non-person whose personality and characterization can be changed to fit which heroine he is with. As such, I tend to avoid games where it is possible to do so.
HaremKingdom was an exception for two reasons... one, I like harem games... and the second reason is that I love isekai (no matter how bad it is). In this case, the protagonist is summoned to a kingdom in another world, where he is informed that he is the last member of the royal family and has to form a harem or he'll die. Now, this 'sex under the necessity' (once a vndb tag, don't know if it still is) setting would normally have put me off... but instead of jumping on it, the protagonist is scared to death of the idea (he has trouble talking to women). This kept my interest past the point where I usually would have dropped the game... and I'm glad it did.
The major draws of this game are the unrelenting humor (it is a constant rain of jokes of various sorts, though usually dirty), mild romance, and the H, which is frequently hot. The heroines are varied (the cool and collected Premier of the kingdom, Marue; the shy and defensive slave girl, Kiki; the manipulative merchant noble's daughter, Charlotte; the innocent but mischievous princess Sophia; and the osananajimi who knows everything about the protagonist, Hikari) and interesting enough to wet the appetite of your average harem-loving otaku, and they actually manage to grow to a degree after getting close to the protagonist.
The game's main peculiarity is how it handles routes... instead of having pure heroine routes, you instead choose what type of harem you want to create (each has a heroine who suggested it and serves as the primary for the path) and things proceed from there.
This is where the typical 'personality alteration' of a nameable protagonist comes in... but it is oddly not harmful in this case, since pretense at storytelling is fairly limited here. Yes, there is a bit of story to tell, but it isn't that important. What stands out more is the sheer hilarity of what I experienced in the two paths I went through. For the first time in a while, I couldn't restrain my need to laugh hysterically until tears and snot were running down my face... and that alone is a good enough reason to play this game... or at least, that is how I feel.
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Clephas got a reaction from Jartse for a blog entry, Random VN: Kanzume Shoujo no Shuumatsu Sekai
First, it should be noted that this game was planned and written by Watanabe Ryouichi, who also wrote the Harumade series (Harumade Kururu, Natsukumo Yururu, etc). As such, it is - quite predictably - a mindfuck game. Don't expect SOL romance in the traditional sense, because that isn't the kind of game this is.
This game has two protagonists... the first is the normal-seeming Koumi Masataka, who begins the story by encountering Sarasa, the game's main heroine, as she eats canned saba miso (mackerel in miso) at a convenience store. The other protagonist is Tsubaki, a young woman who spends her nights obsessing over videos of deaths of all types and thinking about herself in the same situation (it is more complex than that, but if I explain too much, you won't get to experience the creepy weirdness properly).
While this game has four heroines, there is only one actual path. All choices that go off that path lead to cut-off endings ten lines later (which makes sense in the context of full knowledge of the mindfuck), so there really is no point in picking them. For H-freaks, there are multiple h-scenes for each heroine... just don't expect happy romance endings, since there is only a single ending.
There isn't a whole lot I can say about this game besides what I said above without ruining it for you, but I'll tell you what I liked that doesn't touch upon the mindfuck or main story. I really liked the way the Preppers Club members got along, as they are one of those 'group of friends' that can't seem to stay on topic for more than a few seconds at a time (usually due to Yaotome Hanae making a sex joke or one of the others bringing up a subject that derails the conversation). As such, I found many of the scenes involving the club highly amusing.
Tsubaki and Amika's relationship is pretty weird, by any standard. I won't go into details, but don't expect lots of soft normal emotions there.
As a conclusion, I can recommend this to fans of the Harumade series and the mindfuck niche in general. It is often hard to follow what is happening due to the way the story is told, but, even with that, it was an enjoyable ride.
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Clephas got a reaction from Dergonu for a blog entry, Random VN: Kanzume Shoujo no Shuumatsu Sekai
First, it should be noted that this game was planned and written by Watanabe Ryouichi, who also wrote the Harumade series (Harumade Kururu, Natsukumo Yururu, etc). As such, it is - quite predictably - a mindfuck game. Don't expect SOL romance in the traditional sense, because that isn't the kind of game this is.
This game has two protagonists... the first is the normal-seeming Koumi Masataka, who begins the story by encountering Sarasa, the game's main heroine, as she eats canned saba miso (mackerel in miso) at a convenience store. The other protagonist is Tsubaki, a young woman who spends her nights obsessing over videos of deaths of all types and thinking about herself in the same situation (it is more complex than that, but if I explain too much, you won't get to experience the creepy weirdness properly).
While this game has four heroines, there is only one actual path. All choices that go off that path lead to cut-off endings ten lines later (which makes sense in the context of full knowledge of the mindfuck), so there really is no point in picking them. For H-freaks, there are multiple h-scenes for each heroine... just don't expect happy romance endings, since there is only a single ending.
There isn't a whole lot I can say about this game besides what I said above without ruining it for you, but I'll tell you what I liked that doesn't touch upon the mindfuck or main story. I really liked the way the Preppers Club members got along, as they are one of those 'group of friends' that can't seem to stay on topic for more than a few seconds at a time (usually due to Yaotome Hanae making a sex joke or one of the others bringing up a subject that derails the conversation). As such, I found many of the scenes involving the club highly amusing.
Tsubaki and Amika's relationship is pretty weird, by any standard. I won't go into details, but don't expect lots of soft normal emotions there.
As a conclusion, I can recommend this to fans of the Harumade series and the mindfuck niche in general. It is often hard to follow what is happening due to the way the story is told, but, even with that, it was an enjoyable ride.
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Clephas got a reaction from fun2novel for a blog entry, Random VN: Kanzume Shoujo no Shuumatsu Sekai
First, it should be noted that this game was planned and written by Watanabe Ryouichi, who also wrote the Harumade series (Harumade Kururu, Natsukumo Yururu, etc). As such, it is - quite predictably - a mindfuck game. Don't expect SOL romance in the traditional sense, because that isn't the kind of game this is.
This game has two protagonists... the first is the normal-seeming Koumi Masataka, who begins the story by encountering Sarasa, the game's main heroine, as she eats canned saba miso (mackerel in miso) at a convenience store. The other protagonist is Tsubaki, a young woman who spends her nights obsessing over videos of deaths of all types and thinking about herself in the same situation (it is more complex than that, but if I explain too much, you won't get to experience the creepy weirdness properly).
While this game has four heroines, there is only one actual path. All choices that go off that path lead to cut-off endings ten lines later (which makes sense in the context of full knowledge of the mindfuck), so there really is no point in picking them. For H-freaks, there are multiple h-scenes for each heroine... just don't expect happy romance endings, since there is only a single ending.
There isn't a whole lot I can say about this game besides what I said above without ruining it for you, but I'll tell you what I liked that doesn't touch upon the mindfuck or main story. I really liked the way the Preppers Club members got along, as they are one of those 'group of friends' that can't seem to stay on topic for more than a few seconds at a time (usually due to Yaotome Hanae making a sex joke or one of the others bringing up a subject that derails the conversation). As such, I found many of the scenes involving the club highly amusing.
Tsubaki and Amika's relationship is pretty weird, by any standard. I won't go into details, but don't expect lots of soft normal emotions there.
As a conclusion, I can recommend this to fans of the Harumade series and the mindfuck niche in general. It is often hard to follow what is happening due to the way the story is told, but, even with that, it was an enjoyable ride.
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Clephas got a reaction from Templarseeker for a blog entry, Senren Banka
Before I go into this VN, I should probably bring up a few facts I’ve noticed about Yuzusoft VNs in general. First, while most Yuzusoft VNs have a central story that is vital to the heroine paths as well as the common route, the degree to which that central plot effects the heroine paths varies pretty wildly. In some cases – such as with Nicola in Dracu-riot – the effects of the main plot are almost nonexistent, and in others – such as Miu’s from the same VN – the effects are dramatic and integral to the progression of the heroine’s own story. Another aspect is consistency… or rather, the degree to which heroine paths are consistent with one another. Generally speaking, Yuzusoft games don’t strive for absolute consistency. One reason is because most charage writers (and Yuzusoft writers are mostly charage writers) are not nearly as good at managing the numerous ‘threads’ of their stories as a chuunige writer has to be. To be blunt, Yuzusoft games tend to eliminate the need for consistency as much as possible, limiting ‘contact points’ between the heroine routes wherever they can. Unfortunately, there are always minor details that slip through the net, so you can’t really expect perfect consistency in any charage.
Another aspect of Yuzusoft VNs is that they still utilize the concept of ‘heroine salvation’. The idea that a heroine needs to be ‘saved’ by the protagonist on some level used to be integral to virtually all VNs that tried to charge the emotions of the reader, but it fell out of use over time as the emphasis shifted from story to characterization in most cases. Yuzusoft is somewhat ‘old-fashioned’ this way, as they focus strongly both on the actual ‘stories’ of the heroine paths as well as the characterization aspects. As a result, for those of us who get emotionally invested in the characters, the inability to ‘save’ the heroines you didn’t choose is always a bit… troubling, lol.
I know that sounds weird coming from a self-proclaimed pragmatist like me, but that is one of the few areas in which VNs are still mostly games, rather than just reading material. The act of ‘choosing’ a heroine inevitably invests you just a little bit emotionally in the heroines, barring a kusoge experience, lol.
Yet another thing to keep in mind about Yuzusoft games is that the company, even after all these years, is still experimenting with the ratio of ichaicha (lovey-dovey flirtation in the girlfriend/boyfriend part, such as dating, visiting one another’s houses, h-scenes, etc) to the actual story and character development. Most of their games tend to have long (in terms of text) dating/lovey-dovey/sex periods, which can be unbelievably annoying in a VN with a good story, lol.
Last of all, Yuzusoft games tend to have longer heroine routes on average than most moe-VNs. I’d say by about one and a half to two times, depending on the other developer.
Now, having gotten that over with, enjoy my comments on this VN, as I plan to go into more detail than usual.
PS: I don’t intend to bother with the two sub-heroines, Ruka and Koharu.
Common Route
The beginning of the VN is somewhat fantastical, and with a little effort, they could have easily turned this into a light chuunige (I’m actually wondering why they didn’t, considering how suited many members of the cast are for that type of VN). One of the most fortunate aspects of this game is the fact that very little time is spent dwelling on school life… in fact, it is probably the least relevant portion of the game, outside of the character setting of ‘gakusei’. In my experience, the more reliant a VN is on school life for character development and story progression, the less likely it is to be interesting from beginning to end.
The basic story is that the protagonist, having drawn the sword from the stone (lol) by breaking it off at the hilt (viva, self-repairing holy weapons! Haha), ends up engaged to and living with the himemiko, one Tomotake Yoshino. He’s also together with a bodiless loli who presents herself as the guardian of the sword calling him her master, and a ninja who does all the cooking and cleaning around the shrine. Apparently, in order to cleanse the taint left by an ancient curse on Yoshino’s family and prevent disaster, he has to help them fight dog-monsters in the mountains around the town, so that their taint doesn’t build up enough to cause natural disasters and other tragedies. The common route is consumed by the quest to free the Tomotake bloodline from the ancient curse and the characters’ travails in the process.
For better or worse, the central story of the VN is nearly completely resolved in the common route, leaving the heroine routes for those heroines’ personal issues. This does mean that the tie-in to the central background story in the heroine routes is weaker than in some of Yuzusoft’s other games, such as Dracu-riot. However, the common route itself is actually one of the better ones I’ve seen from this company, and I enjoyed the process immensely. The downside is that the transition feels a bit awkward, sadly.
Murasame
Murasame is the overseer of the holy sword Murasamemaru, and Senren Banka’s resident loli. In a lot of ways, she embodies the archetype of the ‘outsider/exile from life as we know it’ heroine archetype that has popped up occasionally in VNs like this one. Favorite, in particular, is a company that loves this heroine archetype, utilizing it for the true heroine of every one of their games, and a disproportionate number of the heroines of this archetype are lolis (somewhere around two-thirds, starting with Ilyasviel from FSN). This is probably because a childlike heroine who suffers from that kind of isolation is more likely to strike at our hearts. She started out as a common village girl, and when a sacrifice was needed to become the guardian of the sword, she gave up her humanity to stay with the blade (this isn’t really a spoiler, since they tell you this early on and it is in the character profile, lol).
Murasame comes across as your typical ‘loli who hates being treated like a child’ most of the time, but her speech and manner in more serious scenes shows at least some of her experience… and her path rakes her over the hot coals of her own personal darkness and insecurity. Hers is a path that is all about salvation through love, and it is one that can’t help but resonate with romantics in general. I should know… I cried several times in the course of this path.
I honestly felt that this path represents Yuzusoft at its best, and for this path alone I would have been willing to play the game… and I’m not even a lolicon.
Mako
Mako… is the descendent of a ninja family that serves Yoshino’s family (Yoshino being the white-haired hime+miko heroine). While she is deadly serious about her duty to protect and serve Yoshino, her personality is generally friendly, cheerful, and easygoing. She is also more than a little… motherly in the sense that she loves to take care of people. This tends to express itself in the common route through her devotion to never letting Yoshino or her father do anything around the house outside of their duties as a priest and miko at a Shinto shrine (and Yoshino’s duties as the sole descendent of her mother’s family line).
To be honest, her path is significantly more boring than Murasame’s, in that her personal worries are ‘classic’ worries from the archetypical ‘raised to serve’ heroine who is suddenly free to do what she wants, along with the fantasy worries unique to her path. It is still a good path, even touching at times. However, since they fell back on what amounts to a ‘normal’ love story with a half-humorous twist, things were significantly less interesting from my point of view.
That isn’t to say that it doesn’t have its high points… but most of those are toward the end or involve the fantasy elements. I’m sure the people who adore the junai (pure romance) that is the staple of most VNs will lap it up like their favorite flavor of ice cream, but for someone like me who has been fed that stuff until he feels like a foie gras goose…
Yoshino
The structure of Yoshino’s path is something of an exception, looking at charage with a serious element in general. Most of the time, the serious element is focused at the end of the path, with the ichaicha part making up the early parts of the path, during and immediately after the formation of the relationship. In this case, the dramatic part happens immediately after the formation of the relationship… and the rest is essentially endless ichaicha and sex. The path has impact, but I honestly thought that the latter part of the path dragged on. However, the ending is pretty touching, and I was honestly happy for them afterwards.
Overall
Yes, I have no plans to play Rena’s path immediately. To be honest, just two paths in this game takes up ten hours, and with the common route, this game could easily hit thirty hours if I played all the paths… and I don’t have the energy for dealing with an airhead heroine right now.
Overall, this VN is one of the better Yuzusoft games I’ve played (considering that I’ve yet to encounter a Yuzusoft game that wasn’t at least worth consideration for a VN of the Month, this is a definite compliment). It definitely beats out Sanoba Witch, both in terms of raw quality overall and in terms of the design of the setting in particular. While the game itself doesn’t escape a lot of the clichés of the fantasy charage with story sub-genre, it carries them out well enough that I didn’t find that irritating. The biggest downside of the game is the downside to just about all of Yuzusoft’s games… the ichaicha is far too extended and there is usually a lot of runaround before they get to the point.
PS: By far, Murasame's path is the best... which probably means I should have played it last. For better or worse, after seeing Murasame's path, it felt like a betrayal not to choose her over the others, simply because of her situation, lol.
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Clephas got a reaction from ChaosRaven for a blog entry, Random VN: Haruru Minamo ni
Haruru Minamo ni is one of my favorite games by one of my favorite charage companies, Clochette. Clochette is known for a combination of decent stories, moe-ero (sexy and moe) heroines, and fantasy/sci-fi settings. Haruru Minamo ni is based in the same world as Amatsu Misora Ni, which is - ironically - my least favorite Clochette game. In this world, the idea and existence of Japanese-style deities is a self-evident reality. This is partly due to the fact that 'arahitogami' (kami who take a human shape and live as humans) come into existence regularly enough that they are obviously recognizable and accepted as what they are.
This game has five heroines: The protagonist's little sister and goddess of the mountain, Miori; the new sea goddess of Tamatsue, Kanau; a young thunder goddess named Mei; Tatsuki's (the protagonist) and Miori's osananajimi Ena; and the fisherman's daughter Asumi.
Miori comes across as the most level-headed of the five heroines, having been a goddess from birth, rather than ascending to the position. She was 'raised' to a great degree by her older brother, and she is all-too-aware of how the task of raising her has shaped his personality and way of looking at the world. She has all of her worshippers' names, faces, situation, and lifestyles (and that of their relatives to the fourth degree) memorized, and she is the trusted and beloved goddess of the mountain. She is also a heavy gamer (console) due to the fact that the siblings' ancestor (the first goddess of the mountain) having promised to remain upon the mountain, thus binding her to the old town around her shrine, thus making her a homebody. She is the epitome of the Japanese idea of a tochigami, being able to express her will anywhere within her territory and protecting it against misfortune. Obviously, she is a brocon.
Kanau is a young girl who became a goddess at a relatively late age, and as a result, she doesn't have great control of her powers. She is also extremely unlucky and tends to draw misfortune to herself to an extreme degree. However, she also has a hidden core of steel in her spirit that lets her get up after every failure with relatively little help or interference. Her kind and hard-working nature show a great deal of potential, though it is, as of the beginning of the VN, unrealized.
Mei is the incarnation of a bolt of lightning given the form of a girl after attaining divinity. Unlike Kanau, who is learning to be a goddess because she was born human, Mei needs to do so because she has had little connection with humans. She is very straight-laced and honest, telling people what she thinks upfront. Her emotions are obvious, but she will often hold herself back for the sake of what she thinks is right. She desperately wants to be of use to humankind, but she has no idea of how to go about it.
Ena is the daughter of a Japanese sweets shop owner and the Yamagami siblings' osananajimi. She is an easygoing, kind-hearted girl who cares about others first and foremost, without a malicious bone in her body. Having grown up around Miori and Tatsuki, she knows them almost better than they know themselves, and thus she has made a point of restraining her long-held feelings for Tatsuki and keeping them below the surface. For better or worse, she is the type of girl who suffers as a result of her tendency to put others first.
Asumi is a seemingly standoffish daughter of a fisherman. Having been raised near the sea, she became an excellent swimmer at a young age. However, she quit the swimming club and now avoids swimming anywhere but the mountain river, avoiding the seas like the plague. She also doesn't believe in deities, feeling deeply betrayed by them for reasons that come obvious later. Despite this, she is actually very straightforward and easy to get along with... once you understand she doesn't like wasting time on small talk.
Mei
Mei has the cutest dere of all the heroines, I'm just going to say right up front. Think 'cat who absolutely adores her master' and you'll get an idea. Mei's path is pretty heavy on ichaicha... but since her dere is cute in a good way and there is little romance drama to annoy me past the actual stage of them getting together, I didn't mind either time I played it.
Her path's drama is mostly centered around her growing as a kami by being loved by Tatsuki (yes, seriously), so most of it isn't that serious. However, there are a few 'trouble moments', especially toward the end of the path. Nonetheless, all is well that ends well, and the path is tied off nicely.
Miori
Miori, despite her efforts to keep her brother at arm's length, is a rather self-evident brocon. This is fairly typical of Clochette imouto heroines (incidentally, Clochette little sister routes are some of the best out there, though they lack the twisted stuff you see in some other companies' lineups). However, this is made more complex by the background of the two. The first part of the path, the formation of the relationship, is more of a clash of positions: brother/sister, priest/goddess along with a bunch of other baggage that was inevitable. However, it does make it a lot more interesting than your typical 'incest is bad' drama you see in most imouto routes.
Miori and Tatsuki, once they get together are somewhat... intense. This was also the case with Mei, but if Mei and Tatsuki were an extreme version of the typical bakkouple (idiot lovers), Miori and Tatsuki are so insanely intimate (think finishing each other's sentences half the time) that it takes it in a somewhat different direction. There is some significant drama near the end of the path that is very, very revealing about the setting in general... but because of that, I would recommend that first-timers play most of the other routes before this one (Kanau's and Miori's can be done at the end) for the best experience.
Asumi
Honestly, as a character, I like Asumi the most of the five heroines. However, I have to say her dere is more 'hidden' than the other girls, as her feelings don't really reach the surface in the same way as the others. As a result, in her path, you don't get to enjoy the kind of melty deredere crazy couple ichaicha you do in Miori or Mei's path. On the other hand, her path is a gift to those who like intimacy over brain-melted ichaicha.
Asumi's romance starts the most 'naturally' of the three paths I've played this time so far. This is probably because she isn't a goddess (meaning Tatsuki's hangups aren't as strong an issue in that stage of the relationship), and Asumi's seduction of Tatsuki happening to be a lot more subtle than the others because of the way she handles emotions.
Honestly, I don't like the way this path ended, in comparison to the way the previous two did. While it is highly emotional, it also trips one of my major most-hated tropes
Kanau
Kanau is a pretty straightforward girl in every way... but the beginning of the romantic part of this path is seriously weird. I mean, it is a Clochette game, so sexually charged scenes are normal but...
The attraction of Kanau's path is the way she starts to change things in Tamatsue as a result of her personality. While Kanau isn't my favorite heroine, she definitely has a strong path worthy of a main heroine.
This path can be considered to be the 'main' or central path of the game, as it has the most story-focused approach, whereas most of the other paths had a tighter focus on the lovey-dovey aspects, with the story growing like weeds between ichaicha moments. That said, it isn't like this path makes the other heroines feel underserved. Rather, it feels more like a natural extension of what was going on from the beginning.
Conclusion
I'm not a fan of Ena's path or Ena as a heroine (Ena as a side or helper character is ideal, but I don't like her type as heroines). As such, I'm not interested in replaying her path. This game in general is Clochette at its best, in particular the way there are so many diverse elements interacting with the central characters, as opposed to the charage standard, which generally has only the heroines, the protagonist, and maybe a few friends with relatively few other connections. There are mild cathartic moments, humor, and ecchi enough for anyone who likes a more varied 'flavor' in their charage, and the heroine paths actually have a story to tell, not just a 'romance'. I recommend this for people who want some mild fantasy and story in a primarily SOL setup (and for people who like heroines who happen to be attached to oppai).
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Clephas got a reaction from ittaku for a blog entry, Amairo Chocolata
This is the second mimikko game from January's releases, a pure moege made by Cabbage Soft, the makers of two other games, both of which I disliked (perfect examples of charage/moege slogs in the sugary and brainless mud). I can't honestly say that Amairo Chocolata is that different from the company's other games... but I'm willing to forgive a lot for mimikko heroines.
This game is pretty short, so short I finished it in just under eight hours (it's been a while since I bothered with a game as empty of content that it was this short). Like most 'pure moege', this game is essentially endlessly cute with no real content beyond cuteness, adorableness, and H-scenes. That I was able to get through it is a mark of how much my fetishes drive me, but it also brought about a severe response from my old battle scars from years of playing such games.
The two heroines in this game are Chieri (the loli catgirl) and Mikuri (the miko doggirl). Chieri is a straight-out tsundere, whereas Mikuri is a straightforward tennen genkikko heroine. I can honestly say that there isn't a ton of depth to either of them or the protagonist, and I was more than a little dissatisfied that they focused entirely upon the cafe as the setting. With some work, it would have been possible to make this game a lot more intimate-feeling and turn both heroines and the two side-characters into something more unique. Unfortunately, such efforts were severely lacking, meaning that I played this game solely for ears and tails.
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Clephas got a reaction from Chronopolis for a blog entry, The rules of a Good Trap Protagonist game
I will say it, yes, games with trap protagonists are one of my secret pleasures. While there are numerous types of this particular niche in VNs, and there are a disproportionate number of this type of game compared to ten years ago, there are some rules shared by all the greats that I thought I'd put out there.
1. A good trap protagonist is a voiced protagonist. Most trap protagonists are voiced. There are a number of reasons for this, but, regardless of the reason, almost all the 'good' trap protagonist are voiced. There are exceptions (early on) or ones where the voice was added on later (Tsuki ni Yorisou, Otome no Sahou), but they are just that, exceptions.
2. The protagonist has some kind of spectacularly high level skill or attractive point. This really is universal. In some cases it is housework (protagonist in Otome no Sahou) and in others it is physical prowess, force of personality, or artistic talent. However, regardless of what it is, no good trap protagonist is devoid of such skills.
3. There is at least one 'ojousama' heroine. While this is not universal, given the nature of this type of game and the fact that most of the schools they 'sneak into' are girls' schools, this is inevitable. Girls schools, even in Japan, are private institutions, meaning there is inevitably (or so says the kami of eroge) going to be at least one sheltered girl that comes from wealth.
4. There will be at least some drama when the protagonist is 'revealed' to the heroines. Easy transitions make for bad games. All the heroines merely accepting it as if it doesn't matter at all means that there was no weight at all to the protagonist's earlier whini- *coughs* ahem, worrying about being revealed. While this drama might be comedic, tense, or sexual in nature, it should not go without note.
5. At some point, most such protagonists will begin to react naturally as their female persona without realizing it (leading to many fans simply forgetting their original names, such as in the case with Mizuki in Koi no Canvas).
There are two major types of this type of protagonist. One is the 'forceful personality' type, and the other is the 'submissive personality' type. An example of the former would be Ojousama no Hanbun wa Ren'ai de Dekiteimasu, and an example of the latter would be Otome ga Tsumugu Koi no Canvas. In the former case, the protagonist has a clear objective in infiltrating the girls' school, and he uses his personal abilities ruthlessly and aggressively for that purpose. In the latter case, the protagonist loses himself (herself as I sometimes think of Mizuki) in his role so completely that he often catches himself reacting entirely as a female.
I like both types, and I find this particular niche tends to produce a disproportionate amount of good games compared to the rest of the VN world... but then, I'm biased.
Edit: As a side note, for those who are interested in recs involving this kind of thing, there are no truly transgender protagonists in any of these games, as far as I know. There are a few who get addicted to dressing in drag or who live as a woman of their own free will even after the story is over depending on the route (Tsuki ni Yorisou, Otome no Sahou), but as far as I know none of these have been confirmed as actually being transgender. That's not to say that none of the writers/makers have intended any of these protagonists to be such (it is a distinct possibility), but so far, in the games I've played/read, none of them have actually confirmed themselves as being such, even in their own thoughts (though again, some have edged around it or verged upon it).
Edit2: Examples of this type of game that have either a submissive or a dominant protagonist that also are top tier.
Submissive (outside of H, since most H scenes in male-oriented VNs are inevitably bed-yakuza affairs)
Tsuki ni Yorisou, Otome no Sahou
Otome ga Tsumugu Koi no Canvas
Otome Domain
Dominant
Tenshi no Hane o Fumanaide
Ojousama no Hanbun wa Ren'ai de Dekiteimasu
Otoboku (despite appearances, all three games)
Koi Suru Otome to Shugo no Tate (though this one can be borderline at times)
Hmm... there were fewer great ones than I thought... the barrage of endless Ensemble games makes me forget sometimes, lol.
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Clephas got a reaction from Kenshin_sama for a blog entry, The rules of a Good Trap Protagonist game
I will say it, yes, games with trap protagonists are one of my secret pleasures. While there are numerous types of this particular niche in VNs, and there are a disproportionate number of this type of game compared to ten years ago, there are some rules shared by all the greats that I thought I'd put out there.
1. A good trap protagonist is a voiced protagonist. Most trap protagonists are voiced. There are a number of reasons for this, but, regardless of the reason, almost all the 'good' trap protagonist are voiced. There are exceptions (early on) or ones where the voice was added on later (Tsuki ni Yorisou, Otome no Sahou), but they are just that, exceptions.
2. The protagonist has some kind of spectacularly high level skill or attractive point. This really is universal. In some cases it is housework (protagonist in Otome no Sahou) and in others it is physical prowess, force of personality, or artistic talent. However, regardless of what it is, no good trap protagonist is devoid of such skills.
3. There is at least one 'ojousama' heroine. While this is not universal, given the nature of this type of game and the fact that most of the schools they 'sneak into' are girls' schools, this is inevitable. Girls schools, even in Japan, are private institutions, meaning there is inevitably (or so says the kami of eroge) going to be at least one sheltered girl that comes from wealth.
4. There will be at least some drama when the protagonist is 'revealed' to the heroines. Easy transitions make for bad games. All the heroines merely accepting it as if it doesn't matter at all means that there was no weight at all to the protagonist's earlier whini- *coughs* ahem, worrying about being revealed. While this drama might be comedic, tense, or sexual in nature, it should not go without note.
5. At some point, most such protagonists will begin to react naturally as their female persona without realizing it (leading to many fans simply forgetting their original names, such as in the case with Mizuki in Koi no Canvas).
There are two major types of this type of protagonist. One is the 'forceful personality' type, and the other is the 'submissive personality' type. An example of the former would be Ojousama no Hanbun wa Ren'ai de Dekiteimasu, and an example of the latter would be Otome ga Tsumugu Koi no Canvas. In the former case, the protagonist has a clear objective in infiltrating the girls' school, and he uses his personal abilities ruthlessly and aggressively for that purpose. In the latter case, the protagonist loses himself (herself as I sometimes think of Mizuki) in his role so completely that he often catches himself reacting entirely as a female.
I like both types, and I find this particular niche tends to produce a disproportionate amount of good games compared to the rest of the VN world... but then, I'm biased.
Edit: As a side note, for those who are interested in recs involving this kind of thing, there are no truly transgender protagonists in any of these games, as far as I know. There are a few who get addicted to dressing in drag or who live as a woman of their own free will even after the story is over depending on the route (Tsuki ni Yorisou, Otome no Sahou), but as far as I know none of these have been confirmed as actually being transgender. That's not to say that none of the writers/makers have intended any of these protagonists to be such (it is a distinct possibility), but so far, in the games I've played/read, none of them have actually confirmed themselves as being such, even in their own thoughts (though again, some have edged around it or verged upon it).
Edit2: Examples of this type of game that have either a submissive or a dominant protagonist that also are top tier.
Submissive (outside of H, since most H scenes in male-oriented VNs are inevitably bed-yakuza affairs)
Tsuki ni Yorisou, Otome no Sahou
Otome ga Tsumugu Koi no Canvas
Otome Domain
Dominant
Tenshi no Hane o Fumanaide
Ojousama no Hanbun wa Ren'ai de Dekiteimasu
Otoboku (despite appearances, all three games)
Koi Suru Otome to Shugo no Tate (though this one can be borderline at times)
Hmm... there were fewer great ones than I thought... the barrage of endless Ensemble games makes me forget sometimes, lol.
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Clephas got a reaction from Fiddle for a blog entry, The rules of a Good Trap Protagonist game
I will say it, yes, games with trap protagonists are one of my secret pleasures. While there are numerous types of this particular niche in VNs, and there are a disproportionate number of this type of game compared to ten years ago, there are some rules shared by all the greats that I thought I'd put out there.
1. A good trap protagonist is a voiced protagonist. Most trap protagonists are voiced. There are a number of reasons for this, but, regardless of the reason, almost all the 'good' trap protagonist are voiced. There are exceptions (early on) or ones where the voice was added on later (Tsuki ni Yorisou, Otome no Sahou), but they are just that, exceptions.
2. The protagonist has some kind of spectacularly high level skill or attractive point. This really is universal. In some cases it is housework (protagonist in Otome no Sahou) and in others it is physical prowess, force of personality, or artistic talent. However, regardless of what it is, no good trap protagonist is devoid of such skills.
3. There is at least one 'ojousama' heroine. While this is not universal, given the nature of this type of game and the fact that most of the schools they 'sneak into' are girls' schools, this is inevitable. Girls schools, even in Japan, are private institutions, meaning there is inevitably (or so says the kami of eroge) going to be at least one sheltered girl that comes from wealth.
4. There will be at least some drama when the protagonist is 'revealed' to the heroines. Easy transitions make for bad games. All the heroines merely accepting it as if it doesn't matter at all means that there was no weight at all to the protagonist's earlier whini- *coughs* ahem, worrying about being revealed. While this drama might be comedic, tense, or sexual in nature, it should not go without note.
5. At some point, most such protagonists will begin to react naturally as their female persona without realizing it (leading to many fans simply forgetting their original names, such as in the case with Mizuki in Koi no Canvas).
There are two major types of this type of protagonist. One is the 'forceful personality' type, and the other is the 'submissive personality' type. An example of the former would be Ojousama no Hanbun wa Ren'ai de Dekiteimasu, and an example of the latter would be Otome ga Tsumugu Koi no Canvas. In the former case, the protagonist has a clear objective in infiltrating the girls' school, and he uses his personal abilities ruthlessly and aggressively for that purpose. In the latter case, the protagonist loses himself (herself as I sometimes think of Mizuki) in his role so completely that he often catches himself reacting entirely as a female.
I like both types, and I find this particular niche tends to produce a disproportionate amount of good games compared to the rest of the VN world... but then, I'm biased.
Edit: As a side note, for those who are interested in recs involving this kind of thing, there are no truly transgender protagonists in any of these games, as far as I know. There are a few who get addicted to dressing in drag or who live as a woman of their own free will even after the story is over depending on the route (Tsuki ni Yorisou, Otome no Sahou), but as far as I know none of these have been confirmed as actually being transgender. That's not to say that none of the writers/makers have intended any of these protagonists to be such (it is a distinct possibility), but so far, in the games I've played/read, none of them have actually confirmed themselves as being such, even in their own thoughts (though again, some have edged around it or verged upon it).
Edit2: Examples of this type of game that have either a submissive or a dominant protagonist that also are top tier.
Submissive (outside of H, since most H scenes in male-oriented VNs are inevitably bed-yakuza affairs)
Tsuki ni Yorisou, Otome no Sahou
Otome ga Tsumugu Koi no Canvas
Otome Domain
Dominant
Tenshi no Hane o Fumanaide
Ojousama no Hanbun wa Ren'ai de Dekiteimasu
Otoboku (despite appearances, all three games)
Koi Suru Otome to Shugo no Tate (though this one can be borderline at times)
Hmm... there were fewer great ones than I thought... the barrage of endless Ensemble games makes me forget sometimes, lol.
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Clephas got a reaction from fun2novel for a blog entry, The nature of an infodump
In plotge of all types, whether they are chuunige, kinetic novels, horror suspense, or mysteries, infodumps are ubiquitous throughout the VN world. Infodumping in and of itself isn't a horrible thing to do to the reader (as some people claim), but it is a tool that is often abused by writers who want to expound on their beloved world and its characters.
First, the definition of an infodump is a scene with little or no dialogue where background information is provided without directly proceeding with the story. Infodumps can vary in size from as small as forty lines of narration to up to a thousand, depending on the writer and the subject matter involved. There are even multiple types, which I will describe here.
The Lump of Infodump
The Lump of Infodump (as I put it) is the most common type of infodump in VNs. In the 'Lump, a great amount of information, sometimes with brief bits and pieces of dialogue or character stream of thought, is provided in a single scene, interrupting the story. The 'Lump is the type of infodump most likely to drive people crazy, due to its tendency to create walls of uninterrupted text. When abused, it tends to interrupt and/or destroy the flow of the story, and I've encountered a number of games where a more measured approach to presenting the setting or explanations of the particulars of an event or the 'why' of an action would have been less monotonous. In fact, that is the big flaw of this type of infodump. It is almost impossible to avoid monotony with this kind of infodump, because all it is doing is literally dropping information on you. That said, infodumps often have a reason for existing that becomes clear in coming scenes, so it is not necessarily always a bad thing.
The Scattered Infodump
'Scattered Infodumps' are a technique where the writer provides the information in smaller, more digestible asides throughout the story, as it becomes relevant. This technique tends to be received with less irritation and often goes almost unnoticed by the reader, because it doesn't go on long enough to disrupt the flow of the story. Unlike the 'Lump, it is less likely to be abused, though many writers who use it get into the habit of always using it, which can be problematic for those with an allergy to non-dialogue text, lol.
The Flashback Infodump
The Flashback Infodump is just that, an infodump provided in the form of a flashback instead of an aside. These often fill in the gaps in the motivations of characters or their upbringing, and their purpose is, 90% of the time, to reveal something that would have made things less interesting if it were revealed earlier. Flashbacks are often abused, though. They are common throughout VNs, with roughly 90% of plotge having at least one and 30% of all charage (in my experience) having one. They are a convenient method of revealing a character's past, so many games also use them for character development, particularly in heroine paths.
The Prologue Infodump
This is probably the least annoying of the 'obvious' infodumping and is a sub-category of the 'Lump. Some games, rather than dumping setting and character information on you mid-story, will instead infodump immediately after you start. This has the advantage of getting around the disruption of the game's flow that is inevitable with mid-game 'Lumps and providing background information without the writer having to remember to include it strategically throughout the story. This technique is, however, rarely used. Games that use it are rare mostly because if the first thing you see when starting a VN is a wall of text, most people will drop the game right then and there. Because of this, most games that use this are directed to a very specific fanbase or niche of the VN community that already has an established interest in the game in question.
A few thoughts
The reason I decided to make this post was because of a conversation I had with @fun2novel regarding infodumping in Bradyon Veda. In Bradyon Veda, infodumping is integral to the game's battle scenes (incidentally the discussion began with me giving examples of good battle scenes to him). Because the science-fantasy techniques being used by the characters manipulate matter and physical laws, there are infodumps built into the battle scenes, explaining what they are doing. Because of this, I noted that Bradyon Veda's battle scenes were an example of positive infodumping, because it was done in such a way that it enhanced rather than disrupted the telling of the story.
Conclusion
What am I trying to get at? Nothing, really. I just thought that people give infodumps a bad rap, when they have probably been infodumped without even noticing it.
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Clephas got a reaction from Formlose Gestalt for a blog entry, The nature of an infodump
In plotge of all types, whether they are chuunige, kinetic novels, horror suspense, or mysteries, infodumps are ubiquitous throughout the VN world. Infodumping in and of itself isn't a horrible thing to do to the reader (as some people claim), but it is a tool that is often abused by writers who want to expound on their beloved world and its characters.
First, the definition of an infodump is a scene with little or no dialogue where background information is provided without directly proceeding with the story. Infodumps can vary in size from as small as forty lines of narration to up to a thousand, depending on the writer and the subject matter involved. There are even multiple types, which I will describe here.
The Lump of Infodump
The Lump of Infodump (as I put it) is the most common type of infodump in VNs. In the 'Lump, a great amount of information, sometimes with brief bits and pieces of dialogue or character stream of thought, is provided in a single scene, interrupting the story. The 'Lump is the type of infodump most likely to drive people crazy, due to its tendency to create walls of uninterrupted text. When abused, it tends to interrupt and/or destroy the flow of the story, and I've encountered a number of games where a more measured approach to presenting the setting or explanations of the particulars of an event or the 'why' of an action would have been less monotonous. In fact, that is the big flaw of this type of infodump. It is almost impossible to avoid monotony with this kind of infodump, because all it is doing is literally dropping information on you. That said, infodumps often have a reason for existing that becomes clear in coming scenes, so it is not necessarily always a bad thing.
The Scattered Infodump
'Scattered Infodumps' are a technique where the writer provides the information in smaller, more digestible asides throughout the story, as it becomes relevant. This technique tends to be received with less irritation and often goes almost unnoticed by the reader, because it doesn't go on long enough to disrupt the flow of the story. Unlike the 'Lump, it is less likely to be abused, though many writers who use it get into the habit of always using it, which can be problematic for those with an allergy to non-dialogue text, lol.
The Flashback Infodump
The Flashback Infodump is just that, an infodump provided in the form of a flashback instead of an aside. These often fill in the gaps in the motivations of characters or their upbringing, and their purpose is, 90% of the time, to reveal something that would have made things less interesting if it were revealed earlier. Flashbacks are often abused, though. They are common throughout VNs, with roughly 90% of plotge having at least one and 30% of all charage (in my experience) having one. They are a convenient method of revealing a character's past, so many games also use them for character development, particularly in heroine paths.
The Prologue Infodump
This is probably the least annoying of the 'obvious' infodumping and is a sub-category of the 'Lump. Some games, rather than dumping setting and character information on you mid-story, will instead infodump immediately after you start. This has the advantage of getting around the disruption of the game's flow that is inevitable with mid-game 'Lumps and providing background information without the writer having to remember to include it strategically throughout the story. This technique is, however, rarely used. Games that use it are rare mostly because if the first thing you see when starting a VN is a wall of text, most people will drop the game right then and there. Because of this, most games that use this are directed to a very specific fanbase or niche of the VN community that already has an established interest in the game in question.
A few thoughts
The reason I decided to make this post was because of a conversation I had with @fun2novel regarding infodumping in Bradyon Veda. In Bradyon Veda, infodumping is integral to the game's battle scenes (incidentally the discussion began with me giving examples of good battle scenes to him). Because the science-fantasy techniques being used by the characters manipulate matter and physical laws, there are infodumps built into the battle scenes, explaining what they are doing. Because of this, I noted that Bradyon Veda's battle scenes were an example of positive infodumping, because it was done in such a way that it enhanced rather than disrupted the telling of the story.
Conclusion
What am I trying to get at? Nothing, really. I just thought that people give infodumps a bad rap, when they have probably been infodumped without even noticing it.
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Clephas got a reaction from Arcane City Game Studios for a blog entry, The nature of an infodump
In plotge of all types, whether they are chuunige, kinetic novels, horror suspense, or mysteries, infodumps are ubiquitous throughout the VN world. Infodumping in and of itself isn't a horrible thing to do to the reader (as some people claim), but it is a tool that is often abused by writers who want to expound on their beloved world and its characters.
First, the definition of an infodump is a scene with little or no dialogue where background information is provided without directly proceeding with the story. Infodumps can vary in size from as small as forty lines of narration to up to a thousand, depending on the writer and the subject matter involved. There are even multiple types, which I will describe here.
The Lump of Infodump
The Lump of Infodump (as I put it) is the most common type of infodump in VNs. In the 'Lump, a great amount of information, sometimes with brief bits and pieces of dialogue or character stream of thought, is provided in a single scene, interrupting the story. The 'Lump is the type of infodump most likely to drive people crazy, due to its tendency to create walls of uninterrupted text. When abused, it tends to interrupt and/or destroy the flow of the story, and I've encountered a number of games where a more measured approach to presenting the setting or explanations of the particulars of an event or the 'why' of an action would have been less monotonous. In fact, that is the big flaw of this type of infodump. It is almost impossible to avoid monotony with this kind of infodump, because all it is doing is literally dropping information on you. That said, infodumps often have a reason for existing that becomes clear in coming scenes, so it is not necessarily always a bad thing.
The Scattered Infodump
'Scattered Infodumps' are a technique where the writer provides the information in smaller, more digestible asides throughout the story, as it becomes relevant. This technique tends to be received with less irritation and often goes almost unnoticed by the reader, because it doesn't go on long enough to disrupt the flow of the story. Unlike the 'Lump, it is less likely to be abused, though many writers who use it get into the habit of always using it, which can be problematic for those with an allergy to non-dialogue text, lol.
The Flashback Infodump
The Flashback Infodump is just that, an infodump provided in the form of a flashback instead of an aside. These often fill in the gaps in the motivations of characters or their upbringing, and their purpose is, 90% of the time, to reveal something that would have made things less interesting if it were revealed earlier. Flashbacks are often abused, though. They are common throughout VNs, with roughly 90% of plotge having at least one and 30% of all charage (in my experience) having one. They are a convenient method of revealing a character's past, so many games also use them for character development, particularly in heroine paths.
The Prologue Infodump
This is probably the least annoying of the 'obvious' infodumping and is a sub-category of the 'Lump. Some games, rather than dumping setting and character information on you mid-story, will instead infodump immediately after you start. This has the advantage of getting around the disruption of the game's flow that is inevitable with mid-game 'Lumps and providing background information without the writer having to remember to include it strategically throughout the story. This technique is, however, rarely used. Games that use it are rare mostly because if the first thing you see when starting a VN is a wall of text, most people will drop the game right then and there. Because of this, most games that use this are directed to a very specific fanbase or niche of the VN community that already has an established interest in the game in question.
A few thoughts
The reason I decided to make this post was because of a conversation I had with @fun2novel regarding infodumping in Bradyon Veda. In Bradyon Veda, infodumping is integral to the game's battle scenes (incidentally the discussion began with me giving examples of good battle scenes to him). Because the science-fantasy techniques being used by the characters manipulate matter and physical laws, there are infodumps built into the battle scenes, explaining what they are doing. Because of this, I noted that Bradyon Veda's battle scenes were an example of positive infodumping, because it was done in such a way that it enhanced rather than disrupted the telling of the story.
Conclusion
What am I trying to get at? Nothing, really. I just thought that people give infodumps a bad rap, when they have probably been infodumped without even noticing it.
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Clephas got a reaction from Plk_Lesiak for a blog entry, The nature of an infodump
In plotge of all types, whether they are chuunige, kinetic novels, horror suspense, or mysteries, infodumps are ubiquitous throughout the VN world. Infodumping in and of itself isn't a horrible thing to do to the reader (as some people claim), but it is a tool that is often abused by writers who want to expound on their beloved world and its characters.
First, the definition of an infodump is a scene with little or no dialogue where background information is provided without directly proceeding with the story. Infodumps can vary in size from as small as forty lines of narration to up to a thousand, depending on the writer and the subject matter involved. There are even multiple types, which I will describe here.
The Lump of Infodump
The Lump of Infodump (as I put it) is the most common type of infodump in VNs. In the 'Lump, a great amount of information, sometimes with brief bits and pieces of dialogue or character stream of thought, is provided in a single scene, interrupting the story. The 'Lump is the type of infodump most likely to drive people crazy, due to its tendency to create walls of uninterrupted text. When abused, it tends to interrupt and/or destroy the flow of the story, and I've encountered a number of games where a more measured approach to presenting the setting or explanations of the particulars of an event or the 'why' of an action would have been less monotonous. In fact, that is the big flaw of this type of infodump. It is almost impossible to avoid monotony with this kind of infodump, because all it is doing is literally dropping information on you. That said, infodumps often have a reason for existing that becomes clear in coming scenes, so it is not necessarily always a bad thing.
The Scattered Infodump
'Scattered Infodumps' are a technique where the writer provides the information in smaller, more digestible asides throughout the story, as it becomes relevant. This technique tends to be received with less irritation and often goes almost unnoticed by the reader, because it doesn't go on long enough to disrupt the flow of the story. Unlike the 'Lump, it is less likely to be abused, though many writers who use it get into the habit of always using it, which can be problematic for those with an allergy to non-dialogue text, lol.
The Flashback Infodump
The Flashback Infodump is just that, an infodump provided in the form of a flashback instead of an aside. These often fill in the gaps in the motivations of characters or their upbringing, and their purpose is, 90% of the time, to reveal something that would have made things less interesting if it were revealed earlier. Flashbacks are often abused, though. They are common throughout VNs, with roughly 90% of plotge having at least one and 30% of all charage (in my experience) having one. They are a convenient method of revealing a character's past, so many games also use them for character development, particularly in heroine paths.
The Prologue Infodump
This is probably the least annoying of the 'obvious' infodumping and is a sub-category of the 'Lump. Some games, rather than dumping setting and character information on you mid-story, will instead infodump immediately after you start. This has the advantage of getting around the disruption of the game's flow that is inevitable with mid-game 'Lumps and providing background information without the writer having to remember to include it strategically throughout the story. This technique is, however, rarely used. Games that use it are rare mostly because if the first thing you see when starting a VN is a wall of text, most people will drop the game right then and there. Because of this, most games that use this are directed to a very specific fanbase or niche of the VN community that already has an established interest in the game in question.
A few thoughts
The reason I decided to make this post was because of a conversation I had with @fun2novel regarding infodumping in Bradyon Veda. In Bradyon Veda, infodumping is integral to the game's battle scenes (incidentally the discussion began with me giving examples of good battle scenes to him). Because the science-fantasy techniques being used by the characters manipulate matter and physical laws, there are infodumps built into the battle scenes, explaining what they are doing. Because of this, I noted that Bradyon Veda's battle scenes were an example of positive infodumping, because it was done in such a way that it enhanced rather than disrupted the telling of the story.
Conclusion
What am I trying to get at? Nothing, really. I just thought that people give infodumps a bad rap, when they have probably been infodumped without even noticing it.
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Clephas got a reaction from Dreamysyu for a blog entry, What makes a great VN battle scene?
I had someone ask me why I consider some VN battle scenes to be good and others to be low quality just the other day, and I thought I would address this here.
First, I should state that while visuals definitely have an effect on the quality of a battle scene, the quality of visuals is less than 15% of the reasons why I pick one VN's battle scenes over another's. The considerations when it comes to visuals are raw quality (artist skill, detail, etc), number of combat-related CGs and sprites, and the quality of the visual effects.
More important (roughly 25% of the whole) is music and sound effects. It is quite possible to turn a VN whose visuals are mediocre and writing are good into a masterpiece based solely on how the BGMs and sound effects are used. I've seen it happen (Devils Devel Concept being a prime example), and I can honestly say that this aspect almost always trumps visuals when it comes to determining the quality of a given battle scene.
Another 25% comes from context and presentation. I split this evenly because these two factors tend to be inter-dependent in battle scenes. Without the context, you can't tell whether you should care, and presentation (the art of bringing writing, sound, and visuals together to create a collaborative effect on the reader) quality can dramatically alter how you see the battle.
The last 35% is all writing. My prejudice would have put it at 50%, but realistically, in a VN, writing is at the very least 35% of what determines the quality of a battle scene. The very simple reason is that making a battle scene interesting requires an eye for detail, for stringing descriptions of character actions, emotions, and words into a cohesive whole. There are plenty of writers outside of the VN industry who only do this well and literally are incapable of 'peaceful writing'. That is because what is demanded of writing during a battle scene is fundamentally different from what is demanded outside of battle scenes. To be blunt, most VN writers have no idea of how to write a battle scene, which is why the good ones stand out so much. 'Tom blasted magic sword at Dave, Dave took it on his shield with a grunt' is about as far as it goes with most VN battle scenes... and that is fairly horrid, since there is no sense of what is actually going on in that exchange.
It isn't uncommon for VN makers with unskilled writers to simply substitute visual and sound effects for descriptions of the battle simply because the writer can only handle dialogue and minimal or copy-paste action lines. However, this results in amazingly boring scenes, since there is usually almost no variation in visual or sound effects from scene to scene, action to action. This means that they are essentially using a square block for a round peg. I don't know how many third-rate battle scenes I've fallen asleep to over the years...
Anyway, ideally, a good battle scene should have all the elements come together in one cohesive whole. However, in practice, that almost never happens. About the only companies that have ever managed to do that consistently are Nitroplus, Light, and Propeller... and we all know what happened to Propeller and (more recently) Light.
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Clephas got a reaction from Plk_Lesiak for a blog entry, What makes a great VN battle scene?
I had someone ask me why I consider some VN battle scenes to be good and others to be low quality just the other day, and I thought I would address this here.
First, I should state that while visuals definitely have an effect on the quality of a battle scene, the quality of visuals is less than 15% of the reasons why I pick one VN's battle scenes over another's. The considerations when it comes to visuals are raw quality (artist skill, detail, etc), number of combat-related CGs and sprites, and the quality of the visual effects.
More important (roughly 25% of the whole) is music and sound effects. It is quite possible to turn a VN whose visuals are mediocre and writing are good into a masterpiece based solely on how the BGMs and sound effects are used. I've seen it happen (Devils Devel Concept being a prime example), and I can honestly say that this aspect almost always trumps visuals when it comes to determining the quality of a given battle scene.
Another 25% comes from context and presentation. I split this evenly because these two factors tend to be inter-dependent in battle scenes. Without the context, you can't tell whether you should care, and presentation (the art of bringing writing, sound, and visuals together to create a collaborative effect on the reader) quality can dramatically alter how you see the battle.
The last 35% is all writing. My prejudice would have put it at 50%, but realistically, in a VN, writing is at the very least 35% of what determines the quality of a battle scene. The very simple reason is that making a battle scene interesting requires an eye for detail, for stringing descriptions of character actions, emotions, and words into a cohesive whole. There are plenty of writers outside of the VN industry who only do this well and literally are incapable of 'peaceful writing'. That is because what is demanded of writing during a battle scene is fundamentally different from what is demanded outside of battle scenes. To be blunt, most VN writers have no idea of how to write a battle scene, which is why the good ones stand out so much. 'Tom blasted magic sword at Dave, Dave took it on his shield with a grunt' is about as far as it goes with most VN battle scenes... and that is fairly horrid, since there is no sense of what is actually going on in that exchange.
It isn't uncommon for VN makers with unskilled writers to simply substitute visual and sound effects for descriptions of the battle simply because the writer can only handle dialogue and minimal or copy-paste action lines. However, this results in amazingly boring scenes, since there is usually almost no variation in visual or sound effects from scene to scene, action to action. This means that they are essentially using a square block for a round peg. I don't know how many third-rate battle scenes I've fallen asleep to over the years...
Anyway, ideally, a good battle scene should have all the elements come together in one cohesive whole. However, in practice, that almost never happens. About the only companies that have ever managed to do that consistently are Nitroplus, Light, and Propeller... and we all know what happened to Propeller and (more recently) Light.
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Clephas got a reaction from fun2novel for a blog entry, What makes a great VN battle scene?
I had someone ask me why I consider some VN battle scenes to be good and others to be low quality just the other day, and I thought I would address this here.
First, I should state that while visuals definitely have an effect on the quality of a battle scene, the quality of visuals is less than 15% of the reasons why I pick one VN's battle scenes over another's. The considerations when it comes to visuals are raw quality (artist skill, detail, etc), number of combat-related CGs and sprites, and the quality of the visual effects.
More important (roughly 25% of the whole) is music and sound effects. It is quite possible to turn a VN whose visuals are mediocre and writing are good into a masterpiece based solely on how the BGMs and sound effects are used. I've seen it happen (Devils Devel Concept being a prime example), and I can honestly say that this aspect almost always trumps visuals when it comes to determining the quality of a given battle scene.
Another 25% comes from context and presentation. I split this evenly because these two factors tend to be inter-dependent in battle scenes. Without the context, you can't tell whether you should care, and presentation (the art of bringing writing, sound, and visuals together to create a collaborative effect on the reader) quality can dramatically alter how you see the battle.
The last 35% is all writing. My prejudice would have put it at 50%, but realistically, in a VN, writing is at the very least 35% of what determines the quality of a battle scene. The very simple reason is that making a battle scene interesting requires an eye for detail, for stringing descriptions of character actions, emotions, and words into a cohesive whole. There are plenty of writers outside of the VN industry who only do this well and literally are incapable of 'peaceful writing'. That is because what is demanded of writing during a battle scene is fundamentally different from what is demanded outside of battle scenes. To be blunt, most VN writers have no idea of how to write a battle scene, which is why the good ones stand out so much. 'Tom blasted magic sword at Dave, Dave took it on his shield with a grunt' is about as far as it goes with most VN battle scenes... and that is fairly horrid, since there is no sense of what is actually going on in that exchange.
It isn't uncommon for VN makers with unskilled writers to simply substitute visual and sound effects for descriptions of the battle simply because the writer can only handle dialogue and minimal or copy-paste action lines. However, this results in amazingly boring scenes, since there is usually almost no variation in visual or sound effects from scene to scene, action to action. This means that they are essentially using a square block for a round peg. I don't know how many third-rate battle scenes I've fallen asleep to over the years...
Anyway, ideally, a good battle scene should have all the elements come together in one cohesive whole. However, in practice, that almost never happens. About the only companies that have ever managed to do that consistently are Nitroplus, Light, and Propeller... and we all know what happened to Propeller and (more recently) Light.
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Clephas got a reaction from Maya for a blog entry, How to know if you have a true favorite VN
People who drop themselves into the abyss of otaku media tend to have their sense for things dull over time. Action scenes don't excite like they used to, rom-coms aren't as funny, ecchi isn't as hot, and only the densest stories succeed in scratching the itch. This is what I (and some others) call becoming a 'jaded veteran otaku'. Jaded veteran otakus often become 'genre specialists' (meaning they only play one type of game, watch one type of anime, and/or refuse to play specific types), and only the most hypocritical have less than ten favorites in their medium.
However, how exactly do you tell that a VN (in this case) is one of your favorites? There are a number of signs.
1. Does watching the opening get you excited no matter how many times you've seen it?
2. Does a great phrase that shattered your personal gate of tears do so again on a second playthrough?
3. Can it still make you giggle?
4. Can it still delight you with new discoveries or even only confirming the ones you made the last time you played?
5. Does defending it to everyone around you fill you with passion and do you have an intense desire to chain every other VN fan in site to a chair in front of a computer to play/read it?
6. Do you find yourself wistfully wondering if you'll ever find anything else like it again?
7. Do you feel like a junkie coming down off a great high after you finish it?
These are just some of the signs of a VN happening to be your favorite... and one of the strange side-effects of being a long-time addict of otaku media is that your favorites become ever more distinct to you as time passes. I have literally forgotten the contents of more VNs than most people have played, but the ones I love remain in my memory with surprising detail, even after years without playing them. Not all of my favorites are kamige (in fact, surprisingly few of them are), but to me they are irreplaceable friends similar to the books I can never bring myself to get rid of.
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Clephas got a reaction from adamstan for a blog entry, How to know if you have a true favorite VN
People who drop themselves into the abyss of otaku media tend to have their sense for things dull over time. Action scenes don't excite like they used to, rom-coms aren't as funny, ecchi isn't as hot, and only the densest stories succeed in scratching the itch. This is what I (and some others) call becoming a 'jaded veteran otaku'. Jaded veteran otakus often become 'genre specialists' (meaning they only play one type of game, watch one type of anime, and/or refuse to play specific types), and only the most hypocritical have less than ten favorites in their medium.
However, how exactly do you tell that a VN (in this case) is one of your favorites? There are a number of signs.
1. Does watching the opening get you excited no matter how many times you've seen it?
2. Does a great phrase that shattered your personal gate of tears do so again on a second playthrough?
3. Can it still make you giggle?
4. Can it still delight you with new discoveries or even only confirming the ones you made the last time you played?
5. Does defending it to everyone around you fill you with passion and do you have an intense desire to chain every other VN fan in site to a chair in front of a computer to play/read it?
6. Do you find yourself wistfully wondering if you'll ever find anything else like it again?
7. Do you feel like a junkie coming down off a great high after you finish it?
These are just some of the signs of a VN happening to be your favorite... and one of the strange side-effects of being a long-time addict of otaku media is that your favorites become ever more distinct to you as time passes. I have literally forgotten the contents of more VNs than most people have played, but the ones I love remain in my memory with surprising detail, even after years without playing them. Not all of my favorites are kamige (in fact, surprisingly few of them are), but to me they are irreplaceable friends similar to the books I can never bring myself to get rid of.
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Clephas got a reaction from ittaku for a blog entry, How to know if you have a true favorite VN
People who drop themselves into the abyss of otaku media tend to have their sense for things dull over time. Action scenes don't excite like they used to, rom-coms aren't as funny, ecchi isn't as hot, and only the densest stories succeed in scratching the itch. This is what I (and some others) call becoming a 'jaded veteran otaku'. Jaded veteran otakus often become 'genre specialists' (meaning they only play one type of game, watch one type of anime, and/or refuse to play specific types), and only the most hypocritical have less than ten favorites in their medium.
However, how exactly do you tell that a VN (in this case) is one of your favorites? There are a number of signs.
1. Does watching the opening get you excited no matter how many times you've seen it?
2. Does a great phrase that shattered your personal gate of tears do so again on a second playthrough?
3. Can it still make you giggle?
4. Can it still delight you with new discoveries or even only confirming the ones you made the last time you played?
5. Does defending it to everyone around you fill you with passion and do you have an intense desire to chain every other VN fan in site to a chair in front of a computer to play/read it?
6. Do you find yourself wistfully wondering if you'll ever find anything else like it again?
7. Do you feel like a junkie coming down off a great high after you finish it?
These are just some of the signs of a VN happening to be your favorite... and one of the strange side-effects of being a long-time addict of otaku media is that your favorites become ever more distinct to you as time passes. I have literally forgotten the contents of more VNs than most people have played, but the ones I love remain in my memory with surprising detail, even after years without playing them. Not all of my favorites are kamige (in fact, surprisingly few of them are), but to me they are irreplaceable friends similar to the books I can never bring myself to get rid of.
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Clephas got a reaction from Freestyle80 for a blog entry, Gin'iro, Haruka Part 1: Common and Bethly
First, I'm going to say right out that this VN feels very familiar to me, as someone who dropped Hoshi Ori Yume Mirai. I dropped that game for a number of reasons... but the biggest one was that I was extremely tired of slice-of-life and romance at the time. Since Hoshi Ori (and indeed all games by Tone Works) is a pure slice-of-life/romance VN (not charage) it just was a bad time for me to hit on it. As I studied my feelings about my experiences with the path I'd played, I went ahead and rated it based on that, and I'm going to tell yall some of my impressions of Tone Works' games.
Tone Works, unlike most slice-of-life companies, doesn't utilize any sort of heavy-handed moe. As a result, it definitely isn't a moege company, as most slice-of-life companies are. This is only the first - and least important- distinction. The most important distinction is the detail in which this company portrays the blooming, growth, and maturity of the relationship between the lovers. The creation of the relationship, its growth into deep love, and its mellowing and deepening into maturity in adulthood are all portrayed in this company's VNs in incredible detail... That is why their heroine paths are generally ten hour affairs (seriously) and actually much longer than the common route.
This VN is no exception that way. The common route covers the first half of the central cast's middle school experience together... and that in itself covers about six hours of reading. However, from there it extends through the end of middle school, throughout high school, college, and into the characters' mid-twenties, touching upon various experiences in each era, as the characters grow and mature.
To be honest, this kind of VN will probably overwhelm most people who read it with the sheer overload of information you get. By the time I'd finished Bethly's path, I'd been playing for eleven hours, just covering the growth of their relationship and path to marriage. As such, I can't really make a good comparison to give you reference points for how to understand the experience of a VN like this. In my experience, neither novels nor VNs actually cover this kind of gentle, almost real-feeling relationship growth. That is probably the reason why I had trouble with Hoshi Ori. For better or worse, the story goes so deep into the characters that it really feels like a betrayal when you pick another heroine, to the point where I actually feel like I'm cheating on Bethly for starting a new path. I didn't even realize I was becoming this emotionally invested in her, lol. It isn't quite the same as the epiphany I had when I first watched a love-comedy anime (Ai Yori Aoshi), but it is the first major epiphany I've had in some time, when it comes to fiction.
While I always complain about the incomplete nature of Vn endings, I am definitely getting the feeling that I should have been careful what I wished for, lol.
PS: Incidentally, I rofled hard at the scene from the pic below.
http://s21.photobucket.com/user/Rihochan/media/Bethly zombie.png.html