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  3. The Function of Ellipses in VNs

    In your example, why use an ellipsis and not a comma whilst retaining the wait command?
  4. VNs sometimes get criticized for their overuse of the ellipse (…). And I suppose I'll start my defense of the use of ellipses in VNs, by extending an olive branch. VNs do misuse the ellipse to an astounding degree, and I have an interesting little anecdote demonstrating this point. In college, me and some friends decided to spend a Friday night getting drunk and reading the worst VNs we could find. We stumbled upon Gender Bender DNA Twister Extreme. There is a LOT wrong with this VN, but a glaringly consistent detail of bad writing we all noticed was the excessive use of ellipses. After we all collectively noticed and pointed out how often ellipses were being used, we decided to start counting every instance of an ellipse we spotted. Keep in mind, they had already been used plenty before we even started to count. Before we even reached a total playtime of 1 hour, we counted over 100 uses of ellipses, and gave up counting after that. I share this anecdote for two reasons. Firstly, as a petty example that Gender Bender DNA Twister Extreme is horrible and I almost want to say it has no right to exist. And secondly that overall I am in agreement that ellipses do get misused often in VNs. So I am not entirely attacking this point of criticism, but I do think that many who do champion this specific criticism of VN writing miss one very important function that the ellipses achieves in VN writing, that it can't achieve in traditional print. The written word as it is presented in VNs is transient. With each click you typically receive one line at a time. And after a certain point all the lines disappear and you are greeted with fresh words from the top of the screen if NVL, or the top of the dialogue box if ADV. Furthermore often (though not always), sentences aren't displayed whole at once. But rather they get displayed in a sort of typewriter effect. This means that regardless of whether the narrative is in past tense or present tense, the occurrence of the text and the story to the reader will always be in the present. Character dialogue, internal monologues, narrative descriptions, it is all being presented to us in real time. A book on the other hand has everything written out and open to display. You can scan the whole page as well as the next page, and you have equal access to every page of the book at any given time. Want to skip to the ending? Well the medium can't stop you. This is not true of VNs. You can fast-forward, but you can't just skip to the end. The only way you can typically access specific parts of a VN is by creating a save point and therefore being able to load it up whenever you want. But you only have that option for everything you already read, you can't just pick and load sections you haven't experienced yet. Because for all intense and purposes, that's in the future. It hasn't happened yet. In other words, there is a sense of time in how the narrative of a VN gets expressed. Well in VNs, the ellipse can be used to demarcate time and expression. In this way, VNs can literally show the passage of time, without having to tell it. And I always thought the golden rule of writing was “show don't tell”, in this function the ellipse is being used optimally to show and not tell. Here is an example of how I would write a certain passage if I were writing it for a book/short-story, and then I will proceed to rewrite it for a VN. Novel/Short-story: “I don't know about that,” she briefly paused while biting her lip, “you sure it will be okay?” Visual Novel coded in Renpy: “I don't know about that...{w=1.5} you sure it will be okay?” The {w=1.5} is a wait command in Renpy that pauses the text for 1.5 seconds before resuming the rest of the line. Without having to tell the reader “she briefly paused”, we literally showed the pause by manipulating the speed in which the text gets displayed. The ellipse helps signal to the reader that the character is hesitating to express her thoughts, while the {w=1.5} command is running in the background. Now if the detail of “biting her lip” is also important to you. You would have to script things slightly differently, but you could make it that after the ellipse her sprite changes and bites her lip and you hold on that image for 1.5 seconds, before transitioning back to her previous expression and continue the text. So now you not only showed her hesitation and the gap in time it took for her to finish her thought, but you also showed her expression change. This is a way you can “show and not tell” with VNs that you could never achieve when writing for traditional print media.
  5. IxShe Tell Release (At August 28th later)

    I don't know, the description on vndb makes it seem like a pretty typical anime style comedy to me. It might be good, might be not so good. I'd wait for some reactions before I decide if I'm interested.
  6. You completely missed every single point this game is trying to make and I demand a deletion of this god awful review so future generations (1700 VIEWS) are not tainted by your completely wrong and frankly abominably bad understanding of the subject matter.
  7. Kozue's Bizarre Adventure Review

    Welcome to this week VNTS Review and since I recently see some Jojo meme (And check some of the anime along with the manga), I decided to parodied the franchise in question by changing 'Jojo' into 'Kozue'. For the info Kozue here is the MC of Kozue's Strange Journey that was released by Kagura Games, and for the reminder strange is the synonym of bizarre while journey is the synonym of adventure. As for this week, what I can say is that after some active weeks this time it's quite calm in that there's only several updates along with one small release, so yeah it's more or less just average week here although at least we have IxShe Tell exact release date announcement. Let's see what I can write for this week as well. As for Room No. 9 that Mangagamer just released, it's more or less a BL VN with the premise that Daichi was trapped in a hotel together with his male lover and in order to escape he must do several tasks that was assigned to him in that the choices are pretty much telling them to hurt each other. No much to say other than at least it should be good if we look that the writer behind well-received BL VN No Thank You (I know that the name is a punny one) also write this, so get the VN if you interested and have fun. Of course with this Mangagamer will announce their next release, and in this case it's WanNyan in that it's doggirl and catgirl nukige. Except turned out that the heroines are turned out to be just normal human who cosplayed to work at the cafe, and it's also applied to Macchiato as well. As for the release date, it'll be at September 3rd later so feel free to note the date if you want to get it. I'll try WanNyan later, if only for the sexy alternative costumes that the heroines wear lol. Sekai have some updates, in that they have Slobbish Princess was fully translated, Kimagure was at 65% translated, and currently Nine 3 was waiting for the build approval. No much to say other than I hope that it mean they already prepared the release build for Nine Episode 3, and that hopefully they'll be able to release it at this year if possible seeing that Valve can be quite random in their approval. Speaking of Valve, they allowed Bokuten to be sold on Steam again so perhaps the hidden 18+ CG in the Steam files is really the problem. This week we have Trip being busy with his move, so unfortunately there's no Ginharu progress at this week. For other updates, we have Miotsukushi Ura was at 83% translated, Shin Koihime Musou was at 35% edited, Loverable was at 89.66% edited, Harugi was at 60% translated with Branch route was past halfway (64%) translated, Eustia was at 93.70% translated with side stories was at 59.10% translated, and Reflection Blue was at 60.6% translated with Miki's route was past three quarter (77.2%) translated along with Shiki's route (The longest new route of Summer Pocket for the info) was at almost a quarter (24.1%) translated. Forgot to inform that Alka decided to hold Kud Wafter translation in order to be focused on Reflection Blue, so we must wait if you looking forward to Kud Wafter. Turned out that Nekonyan decided to have IxShe Tell as their next release instead of Hello Lady. While granted that I didn't have problem with the release, I did think that Hello Lady would be Nekonyan's next release seeing that it's almost close to the completion back then. Well perhaps we'll going to have Hello Lady as their release after IxShe Tell, so let's wait and hope that we'll see it at this year. As for the release date, it'll be at 28th later so obviously note the date if you've been waiting for it. What I can say is that at least the art is quite good if anything else, and just expect this as pure moege. Almost forget to say that we have the Steam store for this as well, so you can get IxShe Tell from Steam in case you using Steam. That's all for this week VNTS Review, and see you next week. PS - Recently I did do some update on my best rated VNs list for both of 2016 and 2017. As for the update, I simply change both of Grisaia sequel with 11eyes for 2016 list and Utawarerumono 2 for 2017 list.
  8. Sharin no Kuni is pretty much G-senjou's predecessor - there are many similarities, including the ladder structure, which however works slightly differently. At the end of a chapter, instead of sidetracking to a route, you just keep going through the main story. There's both, comedy and drama, just like in G-senjou. And Steins;Gate is another VN with ladder structure, which works just like the one in G-senjou. Also has a true ending, but you'll probably need a guide for that, lol. It does have a bunch of comedy, but it more than makes up for it later in the story with drama.
  9. IxShe Tell Release (At August 28th later)

    What seems to be the issue?
  10. Welp, I never spend much time on reddit, but everytime I read some posts/articles from reddit, there're usually some deleted accounts lol
  11. do you still have the script? how exactly do you extract the script?
  12. Just put the files on the game folder
  13. Fortune Arterial: Western Approach Project

    is this translation is dead?
  14. IxShe Tell Release (At August 28th later)

    the art is gourgeous, but the plot...
  15. Yeah we have Nekonyan announce the exact release date for this. As for me while granted I know that some reviewers didn't exactly have favorable opinion on this, I still look forward to the release of this. Also I'm quite surprised that Nekonyan decided to release this first seeing that I did guess they'll release Hello Lady, but more VN is always good so I have no problem with that. I'll add the heroines along with their VA info later, and of course the poll as well. Forget to say that the title is the pun of 'aishiteru' (TL Note: Aishiteru mean I love you). The tweet from Nekonyan below for the proof, and yes we also already have Steam store available for this as well (The link to the Steam store).
  16. Gin'iro, Haruka Guide Request

    Thanks that would be very helpful.
  17. Gin'iro, Haruka Guide Request

    I'll try to make it later if I have time, although we only have 3/5 routes translated as of now though (And you know why I write 3/5 if you read Bokuben).
  18. Just wanted to make a request for a guide on Gin'iro, Haruka since I can't seem to find any on it.
  19. Yesterday
  20. Steins;Gate [although it has a lot of comedy...]
  21. I have already read the following great VNs which have a ladder structure : 1) G-Senjou no Maou 2) Grisaia no Kajitsu 3) DameKoi I like the ladder structure because the later routes are not entirely in an alternate reality, the heroines who weren't chosen know that they weren't for whatever reason. Damekoi was especially good here because well if you choose a particular heroine or if you don't, characters have a reaction to that action. It's not like most VNs where other characters just won't give a fuck because at that point in the common route they don't know the MC that well. Another good thing to have would be a true route, like man the true route in G-senjou was fucking amazing. A few things I really like in the VNs I read : 1) Less comedy, more drama. (Think Damekoi and WA 2 (Same author)) 2) If there's no drama also it's fine then there should be action/suspense/thrill! (Think g-senjou no maou / Grisaia Series ) 3) I would say to all this Majikoi is an exception, it has a ton of comedy along with action but overall I would say I like those kind of VNs. Loved Tsujidou-san as well. I don't know how to explain it so if you have VNs like those in mind, shoot!
  22. Building a Free Library of Images for Everyone

    Hi Folks, If you can, please consider making a small donation on my site to support my work. The camera I use to create free images for everyone is very expensive...I've been paying it off for some time...and donations from the creative community really help me a lot. That said, brand new free texture images are available on these pages: TXR - FABRIC https://soundimage.org/txr-fabric/ TXR - FUR https://soundimage.org/txr-fur/ Enjoy and stay safe. :-)
  23. VN of the Month June 2008 - Rui wa Tomo o Yobu

    Samayou Mitama- I tried this game and dropped it, though I can't really recall any details. It should be noted that I almost never drop chuunige. Ruitomo- Akatsuki Works first 'classic' game, perhaps the company's defining work. Most of Akatsuki Works games have, since this came out, been to a greater or lesser extent similar to Ruitomo in character archetypes and style, if not in concept in themes. Most of Hino Wataru's AW games have been based in the same universe as well. This is also perhaps one of the more obvious examples of how the 'golden age of JVNs' had a tendency to birth truly unusual and good games. Prima Stella is unusual amongst Atelier Kaguya's works in that it is not a pure nukige. It is actually a quite good charage (one of the better early ones) that remains a fond memory for me. I can honestly recommend it to someone who wants a charage in the classic old style that has a bit more nuki content than the usual. Princess Lover is a perfect example of why interesting concepts sometimes make horrible games. When I first began playing untranslated VNs, I grabbed everything with non-human heroines... and Amakami Vampire was one of the more horrid examples. Not worth playing. Ikusa Megami Zero has the single best story of any jrpg or jrpg/VN hybrid made in over a decade and a half. Part of this was due to the sheer scale of the story and the advantages of VN storytelling. Part of this is due to the fact that jrpgs have been on a downhill slope story-wise since the turn of the century. However, the fact remains that, despite some excellent games (like the Nier series and Tales of Berseria) it is Ikusa Megami Zero that remains as my favorite.
  24. Stellaren II (Western VN Review)

    Stellaren, released exclusively to mobile devices in 2017 was an important game in my engagement with VNs. A dark sci-fi adventure with a captivating setting and a tense, at times brutal story stood out significantly from most other visual novels available for smartphones and I think to this day is one of the best dedicated Android/iOS games of its kind [you can find my detailed review of it here]. It also cemented my love for VNs as a storytelling formula and while some of that infatuation was definitely connected to me being a fairly inexperienced reader, many elements of Stellaren’s worldbuilding and character development are genuinely bold and interesting – and to the point where I wasn't even bothered by its rough edges and clunky gameplay elements. Because of all this, it is an understatement to say I was excited to hear about the release of Stellaren II July this year, coming out not only for mobile devices but also on Steam. Promising heavily updated visuals, a set of better-polished gameplay elements and a substantial, conclusive story (its predecessors had a tendency to end on cliffhangers), it seemed like a massive treat for someone like myself, already in love with this universe. What I found was both different and more complex than I expected – but did it capture the charm and stomach-gripping qualities of the original? Stellaren II minigames are a massive step up in quality over the first game, and mostly skippable if they turn out not to your taste Stellaren series is set in far future, where humanity is a space-faring civilisation mostly united under the Neo Galactic Conglomerate – an Earth-based government that manages numerous colonies with an authoritarian and exploitative approach, treating its inhabitants like second-class citizens. A few centuries back this injustice led to a civil war, ultimately won by Earth, while the breakaway faction, the Colonial Rebel Forces, established a ragtag domain composed of most remote human colonies. Over this background, the original game tells the story of M., a junk merchant scraping by on an impoverished planet by scamming NGC pilots. A sequence of unpredictable events gets him trapped on an NGC warship and involved in what would soon become a massive galactic conflict, with the stakes being the survival of mankind as a whole. I don’t want to go any deeper into the lore of the games, as I strongly recommend checking out the first Stellaren – something not necessary to enjoy the sequel (it recounts the most important plot points and most of the crucial lore), but worthwhile by the original game’s own merit. Stellaren II is set in the aftermath of the aforementioned conflict, on a remote and relatively isolated mining colony of Horus. It follows a blank-slate protagonist whose neural implants were hacked, forcing him to take part in a brutal rampage in the colony’s starport and wiping out all his memories. With few clues on his identity and past, he ends up working with two detectives investigating the murders: Lana and Rene, private contractors for the Weber Corporation, a powerful conglomerate that is the de-facto ruling power of the colony. Similarly to M’s story, during the 10+ hours experience this initial intrigue gradually escalates to galaxy-altering proportions, eventually linking with the plot of the prequels and giving conclusion to the overarching storyline of the series. All that being said, here comes my first issue with Stellaren II – while it works heavily to be a worthy conclusion for the main story of the whole saga, its most enjoyable moments are still connected to the initial 2/5 of the experience, happening on Horus. The two heroines that define this portion, aforementioned Lana and Rene, are interesting and well-developed, and after the game moves to space to pursue its grand narrative, they mostly move to the background, while other characters become the focus – particularly Len, the mysterious ex-NCG operative who appears in the colony following her own agenda and forms an alliance of convenience with the protagonist and his companions. At this point, the game also opens up with a space-travelling interface and several interesting locales, but in my opinion it never manages to recapture the good pacing and emotional impact of the initial chapters. Who the protagonist is to one of the heroines… While the general tone of the story is dark and often brutal, the game offers enough humour and colourful personalities to never feel overly depressing The next problem of Stellaren II is the sheer complexity of its story, combined with an unusual structure of the experience (at least partially connected to it being a Unity game, rather than one using a dedicated VN engine). With saving only possible at the beginning of every (often substantial) scene, a massive number of choices and an extensive affection system tracking your relationship with over 10 characters, it’s easy to get lost in all the options available to you. What makes it even worse is that the actual goals and consequences for affection building are obscured and nearly impossible to get right on your first playthrough. Often one slip-up can cost you the life of your preferred heroine and deprive you of the ending you wanted, with little to no indication on what you did wrong, or whether an alternative outcome was even possible (there are only two endings currently implemented, but more are being developed). In practice, you’ll likely have to finish the game once getting a default (Len’s) ending and then study the game’s wiki to get any other result – a problem not unheard of in VNs, but hardly an optimal situation. All those issues, however, can’t nullify the main strength of the game, that is its writing and worldbuilding. The post-war galaxy it presents is a brutal and chaotic place, with suffering and death ever-present. More importantly, Stellaren II is not afraid to make even its most important characters vulnerable and always handles their (either potential or inevitable) demise in meaningful ways. Every tragedy visibly impacts the protagonist and those around him, but at the same time they cannot give up on their mission, with stakes only rising as the time goes on. The occasional game over screens add to the feeling of vulnerability – the protagonist and his allies are routinely confronted with enemies they have very limited means of fighting against and the game makes it explicit that every bad move might be their last. At the same time, this dark picture is being offset by cleverly-written character interactions and humour, showing that the cast is making the best of their circumstances and adapt to the harshness of their world. Even in my initial playthrough, when I failed to avoid any of the “optional” character deaths, the ultimate message of the story felt hopeful rather than depressing. Two areas of the game’s story I found fairly weak are the protagonist and the villains. The lead character is explicitly a blank slate and while we later learn a few things about his past, he does not have the backstory and compelling character arc of M. from the first game. It’s even something of a recurring joke that characters question the reasons for him being included in some events and his connection to the heroines, even though he eventually proves himself as a valuable member of the team. The one positive is that he’s not a harem protagonist who wins every girl’s heart for no reason – the romantic tension in the game is very low-key and mostly shows up if you really push for it with your choices. The antagonists, while properly menacing, lack depth. The main threat throughout the story, a homicidal clone called X2, is simply pure evil, murdering and torturing people without remorse and with somewhat unclear motivations. What’s worse, this is in stark contrast with the character she was created from, the rebel commander X. who served as the initial antagonist of the original Stellaren – someone who might’ve, at first, seemed like a sadistic monster, but showed a lot of nuance and conviction later down the line. The pirate lord Roto, on whom the mid-section of the game is focused, is hardly better, for the most part just feeling cartoonishly vile. Even the broader antagonistic factions, like the Horus' terrorist group called the Butchers could've easily been more compelling, instead of just serving as cannon fodder for battle minigames – particularly because the Weber Corporation they fight against is hardly a benevolent, moral institution. Their returning characters and conclusion to the Stellaren’s overarching story should satisfy fans of the series, although the initial chapters on the planet Horus are still the best parts of the sequel... And yeah, we still don't know what those one-letter names are about Minigames were always a crucial part of the Stellaren experience, particularly with space battles thematically integrated into story segments. Outside of the starfighter sections (this time in the form of a shoot 'em up), the sequel includes tactical ground battles and a real-time infiltration minigame. When it comes to the level of polish they definitely go above the clunky dogfighting from the original, but are still fairly simple. They are also, outside of the infiltrations, fully skippable, making the experience of replaying the game for alternative story paths, or simply for those only interested in the VN content, less painful than it could've otherwise been. At the same time, the one unskippable minigame still gets in the way on new playthroughs, while the ground battles felt very dull to me, with stiff mechanics and snail-paced combat. Even the power-ups bought with credits awarded for winning encounters are simply passive bonuses, offering little in terms of customisation and giving a weak sense of progression. Generally, the minigames were neither a negative nor a major positive in my experience, but I also generally prefer my VNs keeping their focus on the story. One other mechanic worth mentioning is timed choices, showing up in more dramatic portions of the story and often associated with game-overs. My feelings are often mixed on such gimmicks, but here they never overstayed their welcome or became frustrating with their difficulty, while also conveying pretty well the dynamism of some scenes. When it goes to the visuals, the game is a major step up in comparison to its prequel, with detailed sprites (including some poses and clothing variants) and a good number of dedicated illustrations, both full CGs and simpler lineart spicing up the crucial moments of the story. Backgrounds are still a mix of 2D art and edited photos, but their quality and tone feels a lot more consistent than in the first game – the original Stellaren took many shortcuts which were possible to ignore when playing on a smartphone, but the sequel avoids such jarring dips in quality or mismatched assets, giving a solid impression even on a large PC monitor. The soundtrack, while mostly composed of stock music, is very consistent with dark sci-fi theme and generally supports the tone of the story very well. So, what is my conclusion on Stellaren II? Among mobile-oriented VNs it's still among the best things available, with a compelling story, good production quality and none of the exploitative business model you usually find on smartphone apps (and mobile VNs, curiously enough, are often among the most despicable examples of unethical monetisation and bastardisation of the source formula into a money extortion scheme, with things like CGs, choices or even progressing the story being routinely paywalled). Particularly for fans of the dark sci-fi stories it should be a treat on whatever platform they choose to play it. On the other hand, some of the elements that made me fall in love with the original Stellaren, like the moral ambiguity of major factions, compelling growth for the protagonist and surprising character development are less present this time around. As a result, the game was both more and less than I hoped for. Despite that, I feel no hesitation to recommend this series to anyone who isn't allergic to gameplay elements and various quirks typical for VNs created in not-dedicated game engines (i.e. missing options and quality of life features). Particularly for the low price of $4, it's a great value proposition and if any of the themes and storytelling techniques I've described in my review appeal to you, you should consider giving Stellaren II a chance. Hopefully, we'll get more smartphone EVNs of this quality in the future. Final Rating: 3,5/5 Pros: + Interesting, dark sci-fi setting + Well-paced, tense main story + Large cast of memorable characters Cons: – Fairly weak minigames – Confusing affection system – Weak antagonists VNDB Page Buy Stellaren II on Steam or play it on Android and iOS
  25. Hi everyone, I'm yumi and I just want to announce that I'm working on a translation of the 2019 adult visual novel 真愛の百合は赤く染まる Manakashi no Yuri wa Akaku Somaru [True Love's Lily Dyes Red] Yes, the title is a pun on multiple levels, but this is the most fitting translation I've come up with so far. Introduction Team: pantsudev Members: @yumi [everything] VNDB: https://vndb.org/v26232 Background and Current State At the moment I'm going at somewhere around 1000 lines, but I haven't been at it for long yet, and I do work at a rather brisk pace. This is because, being a programmer, I first developed all-custom tools that now let me focus on the actual content without wasting time on manual labor. I'll divide this section into separate background and progress blocks later when it makes sense. Other Info While I'm content working alone and not strictly looking to recruit anyone, it is true that the effort could benefit from at a few additional hands; Namely, someone more adept than myself at crafting emotive prose in English, and a fluent- or native level Japanese speaker to check some of the harder source material. Given the sheer amount of material, I could also consider another regular translator, should someone fitting come up. My system/tools keep track of updates and translation state per each individual line, so it's easy to go back at any point to only fix up lines that haven't been finalized yet. I'm doing all of this for my own amusement and to train my skills in both Japanese and creative writing, so my perspective might differ somewhat from how other people view their projects. i.e. the journey matters more than the destination. Let's See It! Here is a rough playthrough of some 70 first lines. Note: There's a curious situation in this VN, where both main characters share the same name, only written differently in Japanese. I haven't yet come up with a satisfying solution to this (suggestions welcome), so for the time being I've resorted to purposely misromanizing the other character's name (Aimi instead of Manami.) Note that some of the lines here are still at a draft level, i.e. this does not necessarily represent final quality. The text is yellow because this was previously seen dialogue when recording. Alright, cool! Anything else? Feel free to let me know what you think! And if you'd like to directly contact me for whatever reason, preferably DM yumi#0163 on Discord or send a PM here. Thanks for reading!
  26. Romance Visual Novel Recommendations

    Thanks, just searched them up on steam, will have a look! For the rest, hmm might be abit hard to acquire them then, will see what I can do. Thanks though!
  27. What are you playing?

    Playing Shoujo Dominance, and I like that the designer draw the main heroine like a strict office lady (Especially when she wear the glass) while in fact her setting is that she's just a cheerful high school student with some case of father complex (ie Electra Complex). It's not like I suspect the director planned to have usual wife husband nukige only to change the mind in the last minute to make the heroine as the daughter in order to follow their previous Amayakase and that the illustrator already draw the wife heroine, and once again I never suspect that it's the happening behind the VN at all (It must be only a coincidence that the MC said that the daughter really like his late wife, and yes that must be it). Other than the blood daughter heroine, nothing much happen until the ending when you either marry or live together without marriage which both of them did have some complication. Marriage - At least it's pretty much quite normal. Although normally people wouldn't have sex in the church when the female bride wearing the wedding gown though, but what do I know about father daughter marriage. Live together without marriage or something like that - Okay, that ending is definitely slightly abnormal. While I can accept if the mom have foursome with two twins daughters, having the daughter do the foursome with two daughters while three of them being pregnant is certainly would raise some question. And not to mention that the unborn daughter would certainly end up as the wives of the MC (And how old the MC would be when the unborn daughters grew up anyway?). My suggestion for Shoujo Dominance would be just wait for something more interesting when it come to nukige, such as Mugen Renkan, Yamizome, or Hypno. Or if you want to try something just play Haruka, Escalayer, Frontier, or Monster Girl Quest.
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