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  1. 10 points

    Hello guys, virgin here

    well.. after long time im became silent reader finally i decided to make fuwanovel's profile and i think i should introduce myself tbh it's my first time making profile so i dont have vndb or mal account, or should i make it ? im a fan of moege and i hope you guys can recommend me some good stuff nice to meet you all and sorry for my bad english
  2. 9 points

    VN Article

    This article and its author have recently caused an uproar in many discord communities, because the topic of this list seems to come up at any given moment. So, I'll try to provide some context regarding this list and be as civil as possible. My objective is not to be a bully but to give this article a fair analysis. First of all, I must commend the quality of the writing. Whatever one might say about the content, it is without a shadow of doubt well-written. The main issue is how the author's objectives are in conflict with each other. This is supposed to be an introductory article for beginners, members of the animanga community. However, the article is extremely lengthy, each entry worthy of being an article of its own. People have a short attention span and by the time most people are done with reading 2 or 3 entries, chances are they're already tired of reading it. If your objective is to convince, then keep it short. Or rather, cut the entry number. Perhaps a top 10 or even a top 5 would suffice. Regarding the entries themselves and the main objective...they don't really match. Half of these titles are UNTRANSLATED, which is already going to turn away a big chunk of the community. Second, pretty much all of these titles are Long or Very Long. Trust me, hardly anyone would be willing to lay down 50 or more hours for a hobby they're not invested in yet. How about a few shorter titles, such as Narcissu or Planetarian (off the top of my mind). They are short, sweet, have no filler and leave a deep lasting impression. They also don't have Sexual Content. You also excluded titles which are popularly known in the anime community, such as Clannad, Steins;Gate, Fate/Stay Night and Higurashi. People are more likely to find interest in reading the source material of something they already watched and liked. And then, the exclusion of moege and gameplay eroge. Like it or not, moege are some of the best-selling games of the medium (second to doujin H-RPGs, I'd say). If the objective was to attract newcomers from a new community, there is absolutely no reason to exclude one of the most popular ""genre"" of visual novels. Gameplay eroge are the closest to videogames and might be just what newbies need to make the transition to full-fledged text-only visual novels. I'm not going to comment on the entries themselves. After a certain point, they seem to be choosen sort of arbitrarily, merely there to fill the empty space. Honestly, anyone could've picked these titles, but that's not what's important. If I had to comment on one of them, it would be YU-NO. YU-NO was one my favorite eroge for a period of time. It's also one of the highest rated titles of erogamescape. When you have half-truths and misinformation, others are going to believe it if it's this well-written. This is something that concerns me, as one could think of modern bloggers as the historians of old. But to be honest, what bothers me the most is how this entry in particular is quite offensive to the medium as a whole. Not only does it ignore the hundreds of games that already existed in other platforms, such as PC-88, but it dismisses them as "cheap pornography". Just because you read two or three random nukige that JAST or whoever it was gave a bad translation 15 years ago, it doesn't make it true. Sadly, there are many great stories yet to be translated which most likely will remain so, due to engine issues and older art which isn't appealing to the modern gamer who plays everything in 4k 120FPS. To be fair, this title is heavily overrated. The interactivity is incredibly infuriating - not only is it a verb-based game but you literally have to pixel hunt and randomly guess where you should go next. Not only that, but you can't save at will. Because of this, the player is forced to default to a walkthrough. Due to this and many other games with terrible choice systems forcing people to look for walkthroughs, we use walkthroughs even for games with good, carefully crafted systems. As for the content of the game itself, multiple route mystery wasn't anything new at the time. None of the routes really stand strong on their own, except perhaps the stepmother route, the concept of this route having been done better on other games at the time. The sci-fi aspect of the game only exists so that - how cool is that? To finish this rant regarding YU-NO, let me tell you something interesting: one of the most important arcs, the whole emotional hook of the epilogue wasn't even written by Kanno himself. The current translation has different versions of the game mixed together, so you have the protagonist rejecting sex with a character in one line, and then deciding to go forward with it in the very next instant. If I had to say anything else, it would be how you portray YU-NO as an important step forward for the eroge industry and explain its historical value, but you chose the cover from the remake. The main issues, as pointed out by many others, is that this article is overly ambitious. You have only started reading VNs approximately a year ago and you have only read about 20 titles or less, yet decided to create a recommendation list of a higher number. You recommend titles that you haven't read and can't read (japanese). While there is some original content (SubaHibi and Danganronpa reviews), the description of the remaining entries is a mixture of opinions held by different people. If I wanted to read Conjueror's Sakura no Uta review or kastel's rants, I could do it, they already exist in other places. You could very well have started with a smaller project, publishing reviews of titles you have read with your one and only opinion. I know I might have been quite harsh, but I'm honestly tired of this topic being brought up every couple hours, no matter where I hang out. That and I'm not sure if you're really interested in the advice of others or if this is just to show off, but so be it. I gave my two cents, and I hope to not have to comment on this further. Good luck.
  3. 8 points
    I am here to announce that the most recent announcement of an announcement was announced in error. Unfortunately, we're still making the finishing touches on some of the promo materials. We may have a more accurate announcement of an announcement at a later date, but not until we know exactly what day we can make said announcement. I am also announcing that we will be much more careful about announcing announcements going forward. We are very sorry for the disappointment this brings. It was an honest mistake, and we'll do better in the future. We won't say "we'll never announce an announcement ever again!" because it's honestly very helpful to prepare people and get them paying attention, rather than surprise announcing stuff. We promise we'll be more responsible about this from now on, though.
  4. 8 points
    Merry December! 'Tis the season for everyone to adorn their avatars with Santa hats and forget about them well into February. How does this work? Well, you either edit a Santa hat from below—or from elsewhere on the Internet—onto your avatar, or you get Fiddle to do it. No, he isn't busy or anything. (He probably is busy or anything.) So: if you're too lazy to put a Santa hat on your avatar yourself, then ask for one of the ones above, and I'll put it on your avatar in a mere [INSERT TIME HERE DURING REVISION] hours! Before requesting a Santa hat, make sure: that I haven't already Santified your current avatar during a previous year. that you numerically specify a Santa hat from the list above, or else consign yourself to my artistic taste. that you prepare yourself for the worst if your avatar is not hat-friendly, such as those in which the character's head is largely cut off from view. that animated avatars require a lot of work, and I might not be able to Santify yours. that you are free to make special requests, but with each special request, a kitten dies somewhere. You probably don't have to worry about saving your original avatars, because I keep them all in a chamber somewhere and ping you when Christmas is over and it's time to switch back. But maybe you should save your original avatar if you don't trust me, and I don't trust me.
  5. 8 points
  6. 7 points
    Thanks for the announcement of the announcement announcement.
  7. 7 points
    Still working on the playtesting part. I'm checking things on my end first, but I'm getting closer to finishing it. Then I can send to QC. Hopefully, we can still release the partial patch by the end of the year. Fingers crossed!
  8. 7 points

    It has happened...

    Just like @Asonn's deleted thread earlier this year predicted, the worst has happened. You can no longer criticize companies the Fuwanovel staff works for. Some days ago people were shitting on Moenovel for releasing bad translations and how they are so bad but still have the guts to call themselves professionals. Okay nothing wrong in here, but when I posted bad stuff about Mangagamer BANG. Post deleted, me getting warning point. This is a warning for all Fuwanovel users. Please check what companies Fuwanovel staff works for before criticizing a translation, even if it is a joke. This was my 2nd warning and this post will probably get me a 3rd one so it was nice knowing you guys. Kiriririri, peace out!
  9. 7 points
  10. 7 points
    Hello all, After many many years of rust, I've recently revived my Japanese studies and I'm looking to tutor/guide someone to help me refresh my basics. Reason being I'll be going to Japan for the first time next year. Specifically looking for someone ranging from fresh beginners (we're going to gloss over basic grammar mostly) or intermediate (going to go over jlpt N2 grammar patterns). I will try to teach these and in the process help me de-rust. As they say, teaching is the best way of learning. We can hold voice/text sessions on discord, where I'm most active. I am by no means a great educator but I can show you the steps of how I approached learning Japanese. This is going to be reading-focus, as my speaking skills are bad atm, so it's good if you eventually want to read a VN. PM me to exchange discord/contact infos and scheduling.
  11. 6 points

    Winter VN poll

    We're going to be running a poll on http://fuwanovel.se/ next week on the best VNs to read on a cold winter day, much like the one we did on Halloween VNs. Anything with a cold setting and a heartwarming storyline. If you have any VN suggestions to add to the list please let me know! Not every VN will make it onto the poll, but we'll also have a curated list of community suggestions listed with the poll results.
  12. 6 points
    Instructions unclear; you'll have to choose between one of the below: Is possible!
  13. 6 points
  14. 6 points

    Pessimism on VN community

    To be clear about this: Piracy is not an advantage or great in any way. And I can see the thought process of "well great, 200.000 people just STOLE our product". I get it, it sucks. However, you can't make the mistake of seeing these, lets say, 200.000 downloads as "lost sales". Because they are not lost sales. They aren't lost because nothing was ever sold. They are nothing. If you sold, lets say 500.000 copies of your product and 200.000 also pirated your shit, getting rid of piracy would still mean you only sold 500.000. The only way to actually turn the pirate numbers into customer numbers, is to make pirating more of a hassle than purchasing. And no, that is not accomplished by 23,7 different accounts and 4 spy programs connected to the software, like game developers seem to think. Put it on steam for 10, 20, what have you, bucks. Slap a discount on during release week. Don't break their balls, tickle them. (which also why the "make VNs more expensive" idea is up there with the dumbest plans I've ever read).
  15. 5 points
    Maybe I should have stressed the Slice of Life elements of SeaBed more when I recommended it... For me SeaBed is very special because how mundane and noncommittal it is. Slice of Life to it's logical extreme. It's sometimes boring and nothing happens, because life is like that. There's lots of random flashbacks to old vacations and other events, because remembering fun times of past helps to forget the what ails you at the moment. Many of the conversations are pointless, because that's what conversations usually are and people still like to talk to each other. And like I've said before, there is hardly any explicit drama, because no-one wants to make a huge show of themselves. It's easier to suffer inside, downplay own problems, smile and assure to people around you that you are fine. Isn't that what most people do in their lives? But I can understand that for many people this might feel like a betrayal, or why they would find it hopelessly uninteresting. Even the narration is passive, dry, and lacks emotion, and while that can be attributed to Sachiko's mental state, it doesn't make it very exiting. SeaBed challenges many of the traditional rules storytelling and writing, so it's no wonder that everyone doesn't like. But criticising it for not fitting with your expectations or usual norms, is kind of besides the point. SeaBed wants portray the lives of the characters in all their mundaneness (what else would life be?), and I think it does that effectively and well, even if it's not what is normally expected. Not that this is going to make the story any less boring for someone who already finds it so, but I think it is important to understand. I feel it's really encouraging to have a touching story about loss and living with your problems to be so mundane. Why does every story have to be exciting? Are you not allowed to grieve without being dramatic about it? Even something like character development is questioned. No-one is going to stay exactly the same, but the changes are often subtle, ambiguous. Traumatic event doesn't mean you have to change as person. It's okay to be you. "Mystery being not the point", is maybe too strongly worded, but SeaBed isn't interested in taking delight in plot-twist or grand conclusions, like mysteries usually are. For the most the characters aren't even really interested in solving or chasing it either. The mystery is more like a basic framework for the story to function. There's still interesting revelations, subtle hints and foreshadowing if look closely enough (I'm pretty sure I missed some), but on a grand scale of things the mystery is not what matters. But that doesn't mean the story of Sachiko's silent anguish, Takako struggling with losing her memories, and Narasaki's tragic burden is less meaningful. On the contrary, I think SeaBed is effective and important because of it's life-likeness, for better or worse. Anyways, that's just how I feel. If you have questions about unanswered mysteries, I can try to help.
  16. 5 points

    An Unintentional Return

    Alright alright! I'm back in.
  17. 5 points

    An Unintentional Return

    Now that you've left and promptly returned, it's likely too embarrassing to up leave again. So i guess your only choice is to stay!
  18. 5 points

    Eushully's fantasy world

    I love Eushully's unique fantasy world, Dir Lifyna. Most of Eushully's games, save for a few oddball ones by the subsidiary Anastasia and Fortune Arterial, are based in this world, which began with the original Ikusa Megami (if this gets translated, somebody please smash the skull of anyone who translates the title, because they'll probably pick the worst permutation of it). The first thing that anyone going into this setting should know, if only for giggles, is that this was never intended to be an expansive setting containing ten or more games. Ikusa Megami was intended as a one-off game and was competing with Venus Blood, of all things. However, to the people who played the game, the setting was incredibly attractive, and they sold well enough to justify a sequel, which was even more well-received (if only because the dungeon-crawler elements were toned down to normal jrpg levels). The basic setting of the world is that, far in the past, a technologically-advanced human world created a gate/tunnel linking a world full of magic and demihumans, for reasons that pretty much boil down to boredom and stagnation as a species due to excessive technological development. Unfortunately, this accidentally caused the two worlds to begin to merge, causing a conflict between their denizens and their gods. An important common element to note between the two worlds is that gods existed in both worlds, but the gods of the human world had mostly ceased intervening in mortal affairs openly long before, causing the near death of faith. Since faith/belief is the source of all deities' power, the humans found themselves at a surprising disadvantage in the war, because their belief in their deities was almost nonexistent. Worse, magic was quite capable of countering most of the advantages of human tech based on pure physics. A faction of humanity chose to pursue the amalgamation of magic and tech, creating wonders and horrors (including artificial demons and gods), but over time (the war apparently lasted for generations), more and more humans switched sides, devoting themselves to gods on the other side, even as humanity's old gods were destroyed, sealed, or enslaved one by one. By the end of the war, humanity was just another race, perhaps more numerous than the others, in the service of the 'Living Gods', and the 'Old Gods' were relegated to dusty legend and actively considered evil by most, if they weren't in the service of a Living God. Human technology was, for the most part, wiped from the face of the new, merged world, and the only remnants can be found in ruins filled with monsters and/or automatic guardians. The dominant deity of the new world is Marsterria, a minor war god who enslaved and killed more Old Gods than any other. Most of his worshipers are humans, their prolific breeding and generations of faith having given him immense power. His followers are often at odds with the protagonist of the Ikusa Megami series and nonhuman races, because of their excessive zealotry and broad determination of what species are considered 'dark races'. Conflict between dark gods and their servants and the gods of light and theirs is a normal part of the world of Dir Lifyna, with neutral regions and nations often becoming the battlegrounds for said followers as a result. This is a world with a massive number of intelligent species, and that, in the end, is what makes it so much fun to look forward to each game, even if the flop ratio is over 50%, lol. Damn, it was hard to do that without spoiling anything. Edit: It should be noted that demons, angels, nagas, and a few other races were actually coexisting with humanity but hidden due to their more direct service to deities in the original human world. The nagas still maintain faith with old gods for the most part, and as a result, they are marginalized to an immense degree. Most angels 'fell' or serve one of the Living Gods now (or both), and demons are a plague, with more summoned on occasion since demon summoning was one of the few magics that remained to humanity when the worlds met.
  19. 5 points

    Help finding what hentai this is

    Yeaaaah, I'm not clicking that link...
  20. 5 points
    Thanks now learn Japanese to demonstate your superior commitment
  21. 5 points

    Can we talk about..

    You could try opening a thread called "Looking for hentai animation or visual novel"
  22. 5 points
    As you can imagine, I got a lot of requests for a similar list over the years, but the thing is, I don't play VNs in English that didn't start out in English. As such, my recommendations are based entirely on my experience of the Japanese versions of these VNs, rather than the localization. As such, don't hold me responsible for your personal experiences, lol. I'm going to split these by genre so I don't have to answer questions along those lines. For the purposes of fairness, I won't include anything with a machine translation (which means no Chuushingura). Chuunige I/O (yes, I did indeed play this, and it was good despite being dated horribly) FSN (you saw that coming, right?) Tsukihime (again, you saw that coming, right?) Comyu (fantasy) Ayakashibito (fantasy) Tokyo Babel (fantasy) Dies Irae (fantasy) Demonbane (fantasy) Sorcery Jokers (fantasy) Hello, Lady (upcoming fantasy) Hatsuru Koto naki Mirai Yori (upcoming eventually, fantasy) Baldr Sky (whenever it comes out (*crosses fingers for your sake* sci-fi) Phantom of Inferno (despite all the problems with the localized version it is a great read) Muv-Luv Alternative (this one is borderline, because it makes you read two mediocre games prior just to understand it) Charage/Moege Noble Works Majikoi (classified this way as long as you don't include the true/last route) Da Capo (the original only, and only because it is wrong not to have the archetypical moege experience at least one time in your VN lifespan) Shuffle (truth be told, I'm basing this assessment off of the expanded version, not the version originally released over here) Sanoba Witch (Yuzu-soft and thus predictably overdone with the ichaicha since this is one of their less plotge-style ones) Dracu-riot (Wait until an official release comes out. The patch currently floating around is a nonentity in comparison) Senren Banka (Sadly not out yet, but something to look forward to) Chrono Clock (I listed it in this one rather than plotge because the 'plot' was a bit too thin) Akatsuki no Goei (the original falls, barely, into this category, despite some seriously disturbing shit involving Kaito's origin story that was dropped here and there and the dystopian nature of the setting. Fan patch will probably be released next year) Tsujidou-san no Jun'ai Road (yes, I put this here) Note: For those who wonder why my list is sparse on a lot of names beloved by those who play localized games obsessively... you do realize that a lot of the charage that get released over here are from the bottom of the pile, right? Nakige Hapymaher (probably my biggest recommendation for this genre) Haruka ni Aogi, Uruwashi no (for the distant future, something to look forward to) AstralAir no Shiroki Towa (whenever it releases) Hoshizora no Memoria (yes, I recommend it, lol) Irotoridori no Sekai (Eventually. And again, more Favorite... despite the fact that its staff idolize mysterious lolis) Koi ga Saku Koro Sakura doki (I was insanely surprised that this got localized at the time, considering the normal sluggishness of localization at the time) Plotge Koisuru Otome to Shugo no Tate (partial with two routes done. Definitely worth reading, if only to get an idea of what AXL is like) Cross Channel (weirdly, I've always had a fondness for this game and its clinically insane protagonist) Yume Miru Kusuri (yes, I played it. Yes, I liked it) Boku ga Tenshi ni Natta Wake (no idea when this will come out... but definitely a recommendation, for all the screwy shit that happens in it) Nanairo Reincarnation (upcoming soon hopefully for you, since that would mean two kamige releases in two years, lol) Hello,Goodbye (this was a possible for chuunige, but I put it here. This will supposedly release before the end of the year, but I'm guessing March) Gameplay Hybrid Eien no Aselia Seinarukana Ar Tonelico Ar Tonelico 2 (this and the one above can only be considered to be borderline VNs in an odd way, because they are mostly jrpgs with a few VN elements) Note: I don't include anything Eushully, because none of the good ones have a translation that isn't a machine one.
  23. 5 points
  24. 5 points
    I recommend reading this one on my blog as forum formatting makes tables look like shite. Your choice though. I’ve mentioned earlier that I think one of the reasons there haven’t been a lot of translation blogs on Fuwanovel is that a lot of advice the editing blogs are peddling could equally well be applied when translating. But how would that look? In this blog (and maybe series, but me and regular effort don’t tend to get along), I’ll try to show you the process of translating with an eye to using the structure of English writing rather than following the Japanese. The great thing about being the translator rather than the editor (or editing while knowing Japanese, but that’s a luxury) is that you don’t have to go ask the translator if the structure of the Japanese prose, when copied, looks weird. You can just make the adjustment yourself, without worrying that you’re distorting the original meaning too much. This post is primarily aimed at translators, but should hopefully be useful for editors as well. It is probable that some of the patterns shown here could just as well have been picked up by an editing blog; the main difference will be that I can also show how it looks in Japanese. I am by no means perfect, and any comments or suggestions are appreciated. In the spirit of leading by example, I’ll be quoting my in-occasional-progress translation of 私は今日ここで死にます (Watashi wa Kyou Koko de Shinimasu; ‘This is where I die today’). Me and Asonn have settled on the shorthand “shinimasu”, but the author’s comments actually use わた死 (“Watashi” with the last syllable using the kanji for ‘death’ that appears in “Shinimasu”). Thus the title. Let’s start with three lines from the very beginning of the novel. Our protagonist 京介 (Kyousuke) has just seen a girl jump off a bridge, gone after her by jumping himself, and managed to get her out of the river and onto land. The reader doesn’t know this yet, however – the start just talks about what you’d do if you saw someone about to kill themselves. Japanese Literalish translation Adapted translation 「入水自殺、か」 “Suicide by drowning, huh.” “Tried to drown yourself, huh…” ぽつりと呟きつつ、腕の中でぐったりとしている“それ”を見る。 While mumbling a few words in a staccato manner, I look at “that” resting limply in my arms. I look at the girl resting limply in my arms. まだあどけない顔をした少女だ。 It is a girl with a face that is yet cherubic*. Face innocent as a newborn babe’s. The adaptated first line is based on trying to get nuance right. While I mostly did it on instinct, we can motivate it more logically. In English, the literal version feels like something you’d say when starting to talk about a topic – I’d expect Kyou-boi to expound on the subject of suicide by drowning afterward. But in context he’s commenting on the specific act the girl in his arms has attempted. Another consideration is brought by the second line, which shows that Kyousuke is looking at said girl while saying this. So we’re looking for a line that sounds reasonable spoken to a person that can’t hear it. Which is a weird category now that I think of it, but not entirely uncommon. The ellipsis is questionable, especially when cutting ellipses is something editors do all the time in j>e translation, but I have a reason; it’ll be in the next line analysis. The second line features a thing frequently found in Japanese visual novel writing that doesn’t really agree with English style conventions at all: describing speech after it’s already been said. Frequently this is entirely redundant information in a visual novel due to speaker tags, but in some cases it will contain some kind of judgement or opinion of the viewpoint character that you might want to preserve. These kinds of redundant lines is a good reason to ask whoever’s doing technical work on your translation if you can just plain remove lines (for example, they might be able to program something that detects the translated line being exactly “SKIP” and cuts those lines.) However, it should be noted that cutting these redundant lines will change the flow of a text. If it’s frequently used in a passage, you may end up with a very different feel than the Japanese ― perhaps this is worth it, but it’s something to take into consideration. わた死 doesn’t do this that frequently, however, so we probably don’t need to worry. This gives a bit of motivation for adding the ellipsis in line #1; it makes the line more mutter-y in a way that doesn’t make it look weird. This is one strategy for dealing with structural incompatibility: move the piece of information where it does fit. There’s more. The line doesn’t mention “that” being a girl, revealing this in the next line. I’m not sure why the author did this -maybe the lines read better in Japanese that way, and Japanese lines in succession often depend on each other - but the technique just looks weird in English. Thus, we move the information from line 3 to line 2 in our adaptation. The third line is annoying because while we technically do have a word that fits あどけない fairly well, cherubic - angelic, innocent, and youthful - few people are likely to know it and it doesn’t really fit the register the Japanese word uses. As such I’ve tried to reword it, though honestly I’m not really satisfied. I’m also not entirely sure if I’m missing a nuance of まだ (yet in the literalish translation) I should be getting; it’s probably just consonant with あどけない as “still looking young”, but it could also be referring to her state of unconsciousness causing it or something. The next line that I’m not showing talks about her looking young for her age though, so we can at least use that. The other thing of structural interest is that we’ve moved the “girl” piece of information to the second line, as mentioned. …Man this took a while and I only did three lines. I think I’m just going to post. Like, comment, watch the Shinimasu translation progress here, design a double-sided daki with both Yukas on it for me if you’re feeling generous. As a bonus, have a few other examples of describing things after-the-fact and how I’ve currently handled them: As you can see the pattern isn’t limited to just speech. Here I decide to go IN and use context to write a line half new. Another thinking version. And here’s one with 返す. Also this has mixed speech and narration, which I’ve tried to work into the English as well. Though I’m going to go change this to present tense now since I picked that later, fuck. View the full article
  25. 5 points

    VN Article

    You don't seem to care what anyone has to say TBH.
  26. 5 points
  27. 5 points
    New pickup line: you are so cute that I'm convinced you are the ugliest person I've seen in my life
  28. 4 points
    And I'm leaving this post behind for the record, so that if I were to shamefully give up in the future you can humiliate me and rub it in my face to your heart's content. Please do if I fail. Starting from today, I'm gonna be putting a very considerable amount of time and effort into learning moonspeak to a level where I can stop learning it deliberately and just progress as I use the language. So, where's my current level at? Hard to say exactly, but let's see. I have a pretty comprehensive grammatical understanding of the language, but it's more on the linguistics side rather than the practical side. Not completely useless, since at least I won't have to beat my head against the wall trying to figure out how things work, but yeah. My active vocab is limited to the most basic day to day conversations. I know how to write the kanas and I should be able to at least recognize around 200 kanji with their meaning and hopefully some sample words. To sum it up, whilst I'm not starting from absolute zero, it's definitely still an early beginner level. So, what's gonna be my approach? Something that hopefully won't drive me to commit suicide, and the closest thing I've found to that that sounds like it could actually work, is the AJATT method, which is supposed to be an immersion based approach. You can read more about it on its website if you google it, but very briefly this is what it says: -First of all start off with Remembering the Kanji and learn all 2046 kanji and their meanings, without bothering with their readings. Use a SRS program like Anki to help you along the process. -Do not learn vocab. Learn full sentences in context instead. And not any sentences, but only those that could be considered "comprehensible input". That is, sentences where all you're lacking is one piece of vocab or grammar. Avoid sentences where you'd have to look up everything. Create Anki cards for those sentences, and at the beginning attach an English translation on the back, but don't go out of your way to try to memorize the translation: just focus on getting the meaning right and use the translation to check your understanding. Oh yeah, and the sentences won't have furigana, so you only know the flashcard if you are able to read it out loud, write it, and understand it. -As you get better you'll switch to 100% Japanese flashcards, describing every word in Japanese. -All this should be accompanied by frequent exposure to the language. Active exposure when possible. That means for example trying to listen carefully to movies and anime without subtitles and picking up on as much info as you can. And that's it. No magic involved, it just makes sense that it has to work if you are consistent. And with that said, I have some odd hundreds of kanji to learn, so I'll see you guys within 3 or 4 months, which is what I expect it to take me if I don't neglect my study. Oh yeah, and in case someone got motivated while reading this, feel free to join in. The more, the merrier. It'd be by no means to be taken as a competition, but it's true that turning it into a group activity would have its benefits. It's much less likely to give up on something when you're doing it together with other people, that's for sure.
  29. 4 points

    An Unintentional Return

    Well uh... I never really intended to come back to Fuwanovel all of a sudden, but thanks to this thread, it lured me back in. And yes, I was genuinely angry at the news. I guess this means that I still care for VNs even if I claim I don't. I'm a tsundere! Funny how I always end up back here even if it's unintentional. Fuwa must be a black hole or something. I can't escape even if I try. But since I'm back in Fuwa's event horizon, might as well stick around. I've already botched my farewell. Also, @Kiriririri was half-right about me returning in a week. I say half-right because I didn't make an alt account this time.
  30. 4 points
    Hello everyone, Here's an update on how things are going. For the translation, I've finished with chapter 8 and is now working on chapter 9. I think about 40-50% of chapter 9 has been translated. For the translation check, Danywar is still working on chapter 1. The progress has been a bit slow since he's quite busy irl. Other than that, we've finally found an editor for the project! Danywar has asked his friend, a writer, to help us with editing the script. Now, we only need to find an image editor and the team will be complete. That's about it for this update. Thank you for reading and see you next time ^^.
  31. 4 points

    Winter VN poll - now live!

    Our poll on the best VNs to read during winter just went up here if anyone wants to vote~ Thank you to everyone who offered suggestions! We've kept note of all the suggestions and those who didn't make it onto the poll are very likely to make it onto our recommendation list that we'll be posting next week alongside the poll results. We're still accepting suggestions for the recommendation list if anyone has any other VNs you think are great for winter.
  32. 4 points
  33. 4 points

    title with evangelion op bgm: oh, hello!

    Hello, I always wanted to have a bgm like how it's literally in everything (movies, drama, anime, vn's etc.) but not included in my particular very exciting life. Sending god an online message to say he needs to make an additional life patch for an enjoyable experience being a weeb at least. Anyway sorry about that, it's me being me, casually weird. But if I was going to make an introducement I wanted it to be weird like me hah (yeah it was a great idea cykaki *claps self* >_>) But leaving the jokes aside I'm very pleased to be here! the idea of how visual novels can bring together this many people is just awesome. Whatever the content is, we all enjoy a good waifu story and love to see and feel new oppa- emotions. I'm just a 20 year old, really don't mind being called he/she or they. I also enjoy all types of genres of visual novels, just chilling and enjoying the show you know So yeah thanks and see you around peeps
  34. 4 points
    I wouldn't pay Zakamutt's comments any mind; he's just fishing for a response. Very typical behaviour of elitist 'muh Japanese' NEETs that know nothing of the world beyond the walls of their parents' home. That aside, I do understand your frustration, but I don't think taking it out on the team members, past or present, is a good idea. No, people don't always know their own limits. A lot of people that join projects are inexperienced, young, or unsure of their own capabilities. Things happen, and at the end of the day it's entirely a group of volunteers doing something out of passion. I'm sure most of the people that were once involved with the project would have liked to see it complete just as much as you do. Rather, I would encourage you to put your energy to good use and focus on your current and future endeavours. You may very well be able to contribute to a new (or existing) project for this game, no?
  35. 4 points
    Chuunige is one of the visual novel genres that are barely present in OELVN scene, at least to any “serious” capacity – among the more popular and high-quality releases there’s very few that would even loosely fit the “fighting VN” formula, or especially effectively replicate the unique feel of this particular current in Japanese fiction. Recently, however, a fledgeling studio under the name of Epic Works decided to remedy this sorry state of affairs by creating a content-rich, Fate-inspired EVN called Episicava. The first volume, of what was apparently planned to become a longer series, was released on Steam in April 2018, in a slightly disastrous state – full of graphical bugs and various technical issues, the game made a rather poor first impression. However, since those problems were mostly fixed with patches in the months after launch, it’s a good moment to look at Episicava and ask the most important question – did it manage, in its improved state, to capture some of the magic of Fate/Stay Night or Dies Irae in a downscaled, low-budget form of an EVN? Read the full article at evnchronicles.blogspot.com
  36. 4 points
    I mentioned it in past threads, I actually have a bit of a problem with depressing endings, as I'm a person with a pretty fragile mood and especially if it hits me without warning, this kind of thing can make me miserable for literal days. But, I think every kind of ending has its place and can be used well. Happy endings that don't respect readers intelligence and the story they're attached to are just as awful as the bad ones that include tragedy for the sake of edginess or empty shock value. I genuinely loathe the latter btw... Sappy romantic endings are a safe bet on the part of the developers, but I will still take those over a poor attempt at being "ambitious" and concluding the story on some completely off note. Making an interesting ending in general is hard and I will appretiate any that gives me proper closure - straight up horror titles are the sole exception I accept, because I expect them to try to disturb me and throw me off my game. But once more, I'm mentally prepared for them screwing with my mind when I approach them.
  37. 4 points
  38. 4 points
    We've gotta talk.
  39. 4 points

    An Official Farewell

    Hey, never say never. Maybe VNs will come back to ha... I mean, entertain you yet. ^^ And, well, no hard feelings for sure. I know how hard it can be to deal with a place/topic connected to bad memories and anxieties, moving on is sometimes the right choice. If you ever feel like giving VNs and this place another go, don't hesitate to say hello. No one will mind the "inconsistency".
  40. 4 points
    This kind of thread pops up every two years or so... but the basic rule of thumb is the existence of extensive narration and the use of a text box in the ADV or NVL style (though there are exceptions). VNs must always try to tell a story, even if it is nothing more than excuse for sex scenes. While I mention narration above, someone is eventually going to point out Lamunation, which has almost no narration and the story is told almost entirely through dialogue. There are hardline parts of the community that don't even want to accept Eushully-type games as VNs because of the existence of gameplay. there are also more liberal parts of the community that want to consider most jrpgs that even hint at VN elements as VNs. However, the fact is, you have to draw the line somewhere. A few comments. Persona generally gets excluded because the VN elements are actually far closer to dating sim elements than visual novel ones. Dating sims, while they retain some similarities to a VN on the surface, rarely tell a story and are focused on simulation of a romance, often using social stats such as are seen in the Persona games. Personally, I find the inclusion of Ar Tonelico to be almost equally questionable, because the Cosmosphere is not so much telling a story as exploring the psyches of the heroines... though it does effect the story greatly at times. Understand, if you play any Eushully game, then play a normal jrpg afterward, you will immediately see the differences... even if that other jrpg is Persona. Simply put, Persona games' story is dependent on its gameplay, whereas a true VN hybrid's gameplay is an appendage to the story. The differences are obvious when taken subjectively, but objectively, they are hard to describe.
  41. 4 points

    JRPG: Growlanser IV

    The Growlanser series is one of those weird, hardly known jrpg series that died out after the ps2 era (mostly because its gameplay was too traditional, but also because the transition to 2.5D sprites failed so miserably in V and VI, along with the derivative, predictable story). However, before its death, it produced four first-class games, three of them linked in a single chronology. IV, also known as Wayfarer of Time, is the exception in the series as a whole, being the only entirely standalone game. Growlanser IV's Western release was on the PSP (also playable on the Vita and PSTV) with a modified main route and an 'evil' route that you could access on NG+. The first four Growlanser games can be said to be very attractive to those who like player agency. This is because, depending on how you fight, how you play, and what conversation choices you make (three of the four protagonists are silent ones whose) you could not only alter your own perceptions of the main character, but you could also alter the ending and even the game flow as a whole dramatically. Growlanser IV isn't an exception to this, but in a way it is easier. One reason is that you aren't required to get the highest rating on all story missions to get access to the 'true' ending. Rather, it uses a 'fate alteration' system which allows you to take on sidequests, take various actions in combat, and make choices in conversations that alter how the game ends, who lives, and who dies. The 'Modified Route', which is pretty much the 'good' route, pretty much requires you to alter every possible character's fate in order to create the result of ten major characters still being alive past the turning point of the story and the end. With some of these characters, it is as simple as saving them in a certain story battle, with others it requires making the right choices in conversations with them in order to change how they act, thus preventing their deaths. In this way, I came out of Growlanser IV feeling that, for the first time in a long time, that player agency actually mattered. Hell, I never thought scolding a girl about throwing things then showing her kindness would give me an opportunity to save her soul later. The main story itself is heavy on war politics, much like all the other games in the series. In this case, it is a war story spread across about four years (my estimate) that ends up involving the whole of the known world. The protagonist, raised in a mercenary outfit, ends up getting involved with saving the world and the nations in it... but you rarely see him being treated like a 'chosen one' outside of a few of his own companions. Rather, most reactions are based in that person's standpoint and affiliation, which made both the enemies and allies feel real to me in a way few jrpgs ever manage. This game manages to avoid the traditional pitfalls of the average jrpg. What do I mean? I mean that tendency toward hot-blooded idealism and dew-eyed innocence about human nature that ruin 90% of JRPGs storywise. I mean, a king isn't interested in saving the world... he is interested in enriching his country. Good people in the wrong position will do bad things, and bad people who can benefit from it will do good things. The characters feel like people, and I don't feel like I'm talking to carbon copies of characters from a thousand other jrpgs like I do with most mainline jrpgs. The battle system in this game is a combination of turn-based and real-time strategy. Generally speaking, you start out at a certain point of the map, and your characters move in real time when you aren't making choices about their next action. It is possible to alter their course, and you can block enemies' routes with your warriors' bodies. Knacks (non-magic activation skills) can be used to strike hard, slow enemies' turns,or slow their chanting of magic. Magic takes a while to chant, but in exchange you can take normal actions immediately afterward, and spells can be canceled at any time just by pressing the triangle button and going to the character in question. Perhaps the game's biggest overt weak point gameplay-wise is the way you learn skills (passives), Knacks (instant-use attack/support/debuff/buffs), and magic. They are learned by attaching spellstones to the characters' ring weapons (three to a weapon, with the level of the stone you can attach limited by the ring's slots) and killing enemies in battle. The reason why this is a problem is simple... only the character who deals the fatal blow to an enemy gains ability points for their... abilities. A warrior who can take out five enemies at once with the use of the circle strike knack is going to find it easier to learn abilities than a mage or archer that can only strike one enemy at a time (synchronize spells later on to cast area spells utilizing multiple characters... but it still can't beat the quickness of AOE knacks). The greatest help to the player is the fact that you can buff before going into battle using spells, thus eliminating the need to tie up magic users in buffing for the first part of a battle. Considering that most story battles have time limits, this is an issue. This game rewards clever use of the systems like the arena and buff spells and will seriously sodomize you if you go through the game without thinking or preparing. Overall, Growlanser IV was the series' peak, and it saddens me greatly that the series was killed in the PS2 era. This game is about sixty hours long for the first playthrough (successive playthroughs are easier), and it is one of the better rpg stories I've ever played, being somewhat reminiscent of Suikoden, which is funny, considering they rose to cult popularity around the same time.
  42. 4 points

    Steam Autumn Sale

    I used this sale to snatch Root Double - its regular price was bit too much for me, but after 65% off it became much more accessible
  43. 4 points
    Another week, so here's another update for this week below: Common: 100.0% Sora: 0.0% Marika: 100.0% Natsuki: 0.0% Misa: 70.59% Rikka: 0.0% Touko: 0.0% Total: 32.23% Good that Trip did took a liking at Misa's route, and that he already finished with Misa's school arc along with reach 30% translated mark. Oh and even if we have Misa's route fully translated at the next week (Which is almost certain), Trip did say that it's still didn't mean that we'll gonna have Misa's patch at the next week because there's still some editing work (I assume that he'll release it two weeks later). That's all for this week update.
  44. 4 points
    McDerpingheimer III

    VN Article

    The vocab might be undoubtedly higher-level, but I'm going to cast that shadow of doubt upon its status as well-written. In a way, it somewhat reminds me of my high school English essays: the writing may appear to be sophisticated and intellectual, but it is not necessarily superior for that. The analysis of a VN's merits, qualities, and themes is merely skin-deep, covering a broad and comprehensive overview of the VN as a whole rather than delving deeply into a single element of it, and as a result, the article ends up feeling rather superficial. Certainly, the phrasing is professional, academic, and advanced, and I cannot deny a markedly erudite tone to the work, but there appears to be a certain sort of distance created between the author and the audience that lessens the impact of the recommendations. Were one to read it, they would likely feel unable to appreciate the sentiment placed within the text. But, that's an awfully drawn-out and pretentious way to put it. If your eyes glazed over when you read that, you're probably getting the point. In simpler words, after each recommendation, I get the feeling of having read a whole bunch of nothing, because it doesn't connect with me. Now, it's not that there should be a deeper analysis, since these are just quick reviews designed to interest the reader in the VN, and they shouldn't have any spoilers. Really, the issue is that the tone and style don't really fit this level of analysis. It would fit better if you were writing about some d e e p s h i t explored in the game, maybe a reflection on the core theme, but that'd be something for people to read after a VN, not before. These are recommendations, intended to make people want to read something, so you gotta appeal to people, and to do that, you can't have the distance between author and audience that "essay language" creates. Essay language sounds sanitized and boring, and while it's not false, it's not genuine either, because it feels like it's losing the heart of the author in order to take on some affectation of intellectualism. None of these elements are good for reaching the audience. So, what's to be done? The solution is to be casual, simple, and straightforward. A line like "It is not a happy experience." (from the Muv-Luv portion) sounds stilted and unnatural. A simple "It hurts." flows much better, conveys feeling much better, and interests me much better. A line like "It is when one reaches Alternative, the real meat of the narrative, that Muv Luv becomes an explosion of emotion" seems weird in the same way. I'd say something like "When you get to Alternative, the real meat of the narrative, Muv-Luv starts to hit your heart hard" would work much better. Changing all of those "they"s and "one"s to "you"s would probably help too, since speaking directly to an audience will connect better than speaking to some nebulous avatar representing the audience. In summary, I wouldn't say this article is well-written. It's higher-level in vocabulary and arrangement, but that doesn't make it well-written, because a significant part of the quality of writing is how well it does what it's supposed to do, how well it reaches the audience with its intent. This article fails to interest the audience as well as it needs to, because it fails to connect with them as well as it needs to.
  45. 4 points

    Pure x Connect Translation

    Status update #4 Prologue progress: Translation: Complete Editing: 160/2220 Chapter 1 progress: Translation: 980/1405 Overall progress: Translation: 3200/43896 Editing: 160/43896
  46. 4 points
    Superior graph:
  47. 4 points
    This is an opinion that has been a long time in forming, but I am coming around to an opinion that the more simplistic viewpoints I've possessed on the differences between American approaches to storytelling and Japanese ones are somewhat off the mark. Note: This is a rant, it should be treated as a rant, and if it doesn't make sense to you, that is because it is my brain leaking into text on this blog. First, my original opinion: To put it simply, it was my belief that the Japanese had a tendency to go for emotional surrealism (in other words, emotional bombardment) and visual excess (exaggeration) to tell their stories. In opposition, Americans tend to go for the 'gritty and realistic', with straight out bullet to the head realism. This was a generalization that, while based on my experiences with Japanese video games that told a story (both VNs and jrpgs) and Western games that more or less tried to do the same (Isometric RPGs, Bethesda-style games, etc), was never meant to be an absolute statement but just a general opinion of the tendencies I'd encountered. Second, my new opinion: First, I've come to the conclusion that American gaming companies don't know how to tell a story anymore (since Bioware has gone crappy, Obsidian is about to get absorbed/has been absorbed by a company that has no idea of what it is doing, and the Witcher was made by Polish people). Second, the Japanese seem to suffer from a similar malaise... and the source is, quite ironically, fairly similar in the cases of mainstream games. It is the disease I call the 'MMO virus'. Yes, you who actually read my blog know my opinion on online multiplayer games and what they have done to erode storytelling games in general, but my recent conclusion is that this erosion has actually reached a critical point in the last five years. Rebellions against the progression of this disease have occurred (Tales of Berseria, Xenoblade Chronicles 2, and Nier: Automata come to mind for the Japanese, and Pillars of Eternity II: Deadfire for America), but these have been relatively minor upthrusts against the toxins released by the cloud of mission-based 'stories' you see in games nowadays. Bethesda has also contributed to this plague (fetch quests and hunt the monster quests being a common plague for them as well), and it seems like every time I turn around, I see another game trying to tell its story through an obvious mission or quest system is sitting right there. Sure, the systems had their roots in D&D games, but the way they've developed is the result of the plague that infected the world using games like WoW as its vector. I first began to see signs of this disease back in the PS2 era, though it was mostly limited to 'high end' games at the time, like Final Fantasy (XII having essentially repurposed and altered XI's MMO battle system for a single-player model), I was honestly horrified to see how easy it was to let myself get led around by the nose from objective to objective in hopes that I'd find the story in there somewhere. The problem was, once the objectives became my reason for playing (as was inevitable, because that is the tactic they use to draw you in), I increasingly realized that I couldn't enjoy what story was being told, because I was impatient to get to the next objective, even though I didn't find any of that searching for objectives to be fun in the least. VNs suffer from a different set of problems. While jrpgs and western games suffer from the simple fact that the current generation of makers grew up obsessing over pathetic attempts to graft stories onto multiplayer games, VNs suffer from the fact that the best and brightest of their creators are... getting old. Hell, some of them even died in between projects. Worse, no one of equal capability has replaced them, leading to an unfortunate confluence of near-universal incompetence and corporate inability to grasp the reasons for failure and fix it. No, I'm not saying that all new VNs suck. Hell, if they all sucked, I wouldn't still be trying to go back and play them, like the burnt-out junkie I am. No, my issue is that there is a sudden dearth of developed talent within the world of VNs that has gotten horrible in the last five years. Most of the major names are retired, have moved on to 'greater' things, or are dead. Shumon Yuu is silent, Hino Wataru seems to have gone underground, Masada is probably off in his own little world, Fujisaki Ryuuta is circling in place, Kurashiki Tatsuya is off indulging his inner sadist with half-assed games, Kazuki Fumi can't seem to stick with one thing long enough to make it great since Akeiro Kaikitan, and Agobarrier is three years dead. That isn't even mentioning all the formerly major names that have just decided to retire without telling anyone or got hired away by mainstream video game companies. What is replacing them are primarily LN writers... who, unfortunately, tend to write like middle school street kids on crack (and not in a good way). They often have great ideas, but they are fuzzy about execution and lacking in technique. As a result, you get a bunch of third-rate one-off VNs that no one really likes. Artists aren't a problem. There will always be plenty of skilled otaku artists who can draw h-scenes. The issue is and always will be writers... because it is the writer that decides whether a VN will become remembered for years to come or be dropped back into the dung at the bottom of the latrine.
  48. 3 points
    Yay! Finally we know release date for Sakura Sakura - it should be available on Steam next monday I have pretty high hopes for this title - wonder how will it turn out.
  49. 3 points

    What are you playing?

    I finished YMK. Whoa, that was a ride. But then, @Stormwolf was right It was better than I expected, and didn't disturb me as much as I feared. I started with Nekoko's route. In the beginning that route was like one big WTF - but that's understandable considering Nekoko's circumstances and her route's main theme. But the ending made up for it (not just epilogue, but generally last 3rd of this route). Also, the plot twist really surprised me I also liked the 4th wall breaking - or VN's self-consciousness - in this route, with Nekoko giving "affection points" to Kouhei, and his frequent talks with Tsubaki about eroge - route systems, character's behaviour etc. (This comes up in other routes too, but in Nekoko's it was most pronounced). Next was Mizuki. That route was pretty crazy too - when I think about it, Mizuki had something in common with Nekoko - she also tried doing various crazy things as an escape. Sometimes I almost couldn't catch up with her But Mizuki's ending was maybe the best in whole game. At last I read Aeka's route. It was definitely the heaviest of them all, but very good. It does really good job at making player want to protect Aeka, and then fall for her along with Kouhei. Don't know what to say, as almost anything will be spoiler for this route. Also, while maybe slightly exaggerated, the whole bullying theme and mechanisms of it were presented almost disturbingly realistically. Final sequence got me by surprise, it was very strong too. It was difficult to go for Nekoko's route first, as the game surely made me feel like trash for abandoning Aeka - to not get on her route you have to completely ignore her, and that's really painful. (on the second playthrough, when aiming for Mizuki, auto-skip eased that pain ). Also, antagonist in that route... Another strong point of the whole VN is Kouhei's family - that's right, here we have eroge protagonist living with full family (well, adoptive, but still) - now that's something you don't find often. And on top of that, they're great people, really caring for him. Now about H-scenes - yes, there were a lot, but authors made the effort to justify them within a story. Well, in Nekoko's route they were a bit random to me - except the last one - but then again, everything she did was random, so it fits I guess. I think in that route the reality was bent the most to allow for h-scenes, but still, somehow it worked. In Mizuki's and especially in Aeka's route sex scenes fit well into the story. There were also some really important and moving dialogues during Aeka's scenes - I like that. So - except maybe a little for Nekoko's route - no complaints about h-content from me Well, maybe HCGs could use a bit more variation, because often they don't align with the text (like, characters being in completely different pose). Translation is OK - there were some rough lines and typos, but it read well. All in all - I'm glad that I gave it a chance and read it. 8/10
  50. 3 points

    Hello guys, virgin here

    Worry not, after you meet @VirginSmasher you will soon be free of your virginity. Report to Canada within 24 days, use the code-word "cuckJOP" when ordering your ticket so we can track you. Thank you for flying VirginSmasher airlines!