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Sora no Baroque


Clephas

2206 views

For various reasons, this is one of the rare occasions when I didn't aggressively look forward to a Light game.

The first reason is that the setting/story descriptions in the Getchu and homepages were vague and of no real use.  The second was that a crossover was announced between this and Nemurenu (the recent Clock-up title with Kurashiki as the writer) recently. 

The artist for this game (at least the character design, anyway) is Ueda Metawo, the artist from Gore Screaming Show, Mindead Blood, and Yami no Koe.  So, it should come as no surprise to anyone that there is a guro/no guro setting in this game. 

This is atypical for Light.  In general, Light avoids actual guro content, preferring to stick to visual blood effects and shadow slayings (the shadow-figure beheading from Vendetta, as an example).  This is actually typical in chuunige in general, with the rare exceptions including mostly Nitroplus games and a few Akatsuki Works games.  As such, my first thought was, 'This doesn't feel like a Light game, and I only just started.'

That feeling seemed to be betrayed, initially, by how the story begins, with a classic Masada-style protagonist monologue full of pathos and dark emotions.  Unfortunately, it was soon apparent that the brief spark of hope I felt was going to be betrayed, as the horribly-paced prologue/first arc began.

First, within ten minutes, I was watching a loli gang-rape scene.  Second, things flash into vicious combat mode with no real intro to the characters, however limited. 

All of this is atypical of Light.  The pacing of the early game is easily the worst I've encountered from this company, and that particular negative is endemic to the game as a whole.  I can't really say I got to like any of the characters before the path split, which is unusual in a Light game, to say the least. 

Pacing might not seem like a huge issue to people accustomed to the often uneven pacing common in charage, but chuunige are, in many ways, games whose quality is based at least in part on their pacing (story, characters, and setting being the top three).  Even Masada, who is terrible at slice-of-life, still manages to use it to give you a sense of what the characters are fighting for.  However, with this game, Kurashiki failed even at that most basic of tasks... Nao remains two-dimensional outside of Sachi's path, and you never really get a full impression on any of the heroines. 

Kamori's path is short, brutal, and fades out with a whimper.  I honestly liked the combat scenes, but it felt like this path sort of fizzles at the very end.  Oh, there was a truly great guro scene with weird results that would normally have served as the first-class centerpiece for a first-class path... if the whole thing hadn't fizzled at the end.

Yachiru's path is much stronger than Kamori's path... but it is also a bit more unpleasant.  To be honest, I wasn't surprised that the path written solely by Kurashiki would be significantly better than the one written by by Marimo.  However, this path is still atypical of Light in some ways... that I can't get into without spoiling it.  However, like Kamori's path, it fizzles at the very end.  This is part of the story, and it is understandable in a 'true heroine' chuunige, but it felt like this path began and ended with using Yachiru as a punching bag (and as annoying as she is at times, she didn't really deserve that).  I will say that, despite this being stronger than Kamori's path, it is still a marginal path, at best, as chuunige paths go.  The battles are awesome, but...

Sachi

I'm going to be straight with you... the favoritism for Sachi is blatant, even at the beginning of her path, and it is this path that is probably the reason for the guro warnings.  I made this a separate section because, compared to everything else in the game, this path is unnaturally higher in quality.  Kurashiki obviously was only interested in telling this story from the beginning, and it shows.  For those who have played other Light games, the action scenes are pure crack, and the descriptions of the characters' feelings vivid. 

This path has two endings... a classic 'bad end with story' (it is actually kind of a nice read, though it is bad for humanity, lol) and a final end that feels... a lot like a bad end for Nao.  Seriously, this game's final ending feels a lot closer to Nitroplus's style than Light's, which will probably bother some fanboys. 

Conclusion

However, it makes me wonder... just why the hell did he insist on making the other two paths so mundane?  Oh, if I were to compare them to a charage path (which would be unfair to both), they can't really be called 'mundane'.  However, the sheer carelessness with which the common and other two heroine routes were treated, the poor pacing, the lack of a solid base to judge the characters... it feels inept, compared to this company's other works.  As a result, I'm giving this one my lowest rating for a Light game on vndb, and also saying that I wish Sachi's path could be transplanted into another game, where it could really shine, lol.

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