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fun2novel

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    fun2novel reacted to kivandopulus for a blog entry, Itsuka, Todoku, Ano Sora ni. いつか、届く、あの空に。 [Lump of Sugar]   
    Foreword: All the previous complex meta-textual intellectual novels got the highest score from me. Itsuka, Todoku, Ano Sora ni is exactly this kind of novel. So... is it 10/10 for me as well?

    Synopsis: In this town, there are "clouds" covering the nightsky, that the starlight won't even pierce. Because of this, constellations would always be too far.
    Born and raised in the Tatsumi noble family, Saku has failed to meet the expectations that lie on every male member of the family.
    One day, he receives word from his strict grandfather "to live life the way he wishes." Estranged by his family, Saku travels to the estate of Kuumeishi, a town that has never seen the stars.
    He went without hardly making sure of the details of arrangements for a wedding...
    Youtube:https://www.youtube.com/watch?v=wQOtL0k7pXk&list=PLs4Gp5VU4Fv9cLlVyGlSgO3KP-VwxGWLb
    Game type: Mindscrew
    Character Design rating: 9/10
    Protagonist rating: 8/10
    Story rating: 10/10
    Game quality: 9/10
    Overall rating: 9/10
    There are enough English reviews for this game (1 2 3 4 5 6 7 8) and especially Japanese reviews (1 is one of the best ones). But game has such complex nature that there is still room for discussion. Minor spoilers are inevitable for discussing game concept, but I'll hide big spoiler under the bar.

    I played the only available at the start Futami route blindly before reading anything on the game... and I did not like it at all. After rather fun greeting of our supposed fiance in this ancient town nothing much really happens for the bigger half of the game. There's astronomy committee at school and Futami who tries to roleplay a perfect wife at home (and she studies at the same school as well). Futami wants to become protagonist's wife and wants his help in ritual for clearing clouds by the festival, and she constantly demands answer, like five times, really. And Saku never gives one. Then I was absolutely pissed by the fact how writer crosses out previous development with just one sentence "And it was the last night before Futami returned to her parents' house". The reason is not explained, and strange scenes start to snowball at this point. Basically, Saku kind of continues to live alone. At this point he is visited by three girls frequently - Mememe, Konome and Asuku San - and it becomes the fork for the routes to initiate. Then there's sudden burst of conflict with many antagonists showing up, and everything loses sense almost completely. There are constant time shifts, recollections, recollections inside recollections and what not. It gets really messy instantly followed by battles and really unsatisfying unification with Futami under weird circumstances. I'm telling all that just to say that first playthrough can be really bad, it's normal. Game still managed to rise from 6/10 to 9/10 somehow. I'll try to explain how.

    So the concept of all routes turns out to be slightly different. This town is ancient town of several  mighty clans dating from Heian period with heroines belonging to different ones. And these clans have both powerful warriors and magicians. A very important day approaches, so in each route protagonist Saku has to deal with the clan of route heroine. Problems and antagonists vary greatly for each heroine, so each route manages to provide an absolutely fresh experience. Concept looks much simpler now, but only because I try to simplify things on purpose. These clans exist at the same town and have a mutual co-habitation history. It means that in different routes all the heroines and sub-heroines and even lots of antagonists act simultaneously, and these arcs intersect. Positions of these clans are absolutely different, hierarchy and heroines positions are absolutely different. Even the purposes of clans are absolutely different. There's a lot of infodumping to chew.

    And after all three routes are finished another small story shows up which actually puts most of the dots at the right places. It explains both the origin of this town and clans, the history behind most important personalities, the ritual day and even role of Saku. It's a very strange structure where we get to know what the game was about after game is actually finished already. But this move gives incentive to recall or reread parts of heroines routes that made little sense beforehand. And it actually gives room for theory-crafting. My insight is under spoiler.

    Itsuka, Todoku, Ano Sora ni is a complex meta-textual intellectual visual novel. But why is it just 9/10 for me? The answer is because I did not really like the process of reading it. It's basically mindscrew where nothing is explained until the end and you are hit in the head over and over and over. But I really appreciate direction, text, concept, attention to details and discussion that it provokes. It's not a natural masterpiece, but an artificially kneaded one. The process is not really good, but the aftermath is. There is a feeling of accomplishment afterwards and recognition of something absolutely new done within a scale of visual novel. That's why I can't really recommend it. But if you read all this and still want to read it - it's worth it, at least for the after-taste, but it will be anything but easy.

  2. Like
    fun2novel reacted to Clephas for a blog entry, Book series: The Recluce Saga   
    The Recluce Saga, despite being a somewhat niche 'high fantasy' novel series, is perhaps one of the largest and most monolithic such series to have been written in the last forty years.  Beginning back in the eighties and spanning more than twenty books now, it is LE Modesitt Jr.'s signature series, the series that propelled him from a somewhat eccentric author of varying science fantasy and science fiction novels and series to one of the quiet dominators of high fantasy as a genre.  
    The Recluce Saga setting is defined by wars, conflicts, and clashes between normal society and the mages of the two forces known as chaos and order.  Chaos is energy, change, destruction, and entropy, whereas order is structure, reinforcement, defense, and healing/restoration.  It is very easy, if you read the early books, to regard users of chaos as 'evil', and it is true that a disproportionate number of them are evil.  Order users find it extremely difficult (painful and sometimes deadly) to be dishonest in any fashion, to kill, and even to touch edged weapons at times.  Chaos users fling firebolts, break down the structure of objects, and corrupt/corrode the people and world around them.  Chaos users and those who are touched by chaos are natural liars and deceivers, often selfish and ambitious, and they generally can't be trusted at all. 
    However, later books, regarding the foundation of Hamor and the Cyador era (both in the past) show that there are chaos users who escape the fate of those who not only use chaos but let it into their souls.  Lorn'alte is a man who has the passion and ambition of a chaos user, combined with the idealism and sense of what is right that one who can also touch order possesses.  In a nation built on the use of chaos, he sees what is best about his nation and strives to make it stronger, even as the forces of those whose ambitions are entirely selfish and those driven by irrational fears try to destroy him again and again.  Lerial, the second son of the Duke of Cigoerne, has a journey from a somewhat petulant child of a chaos wizard to a mature adult who understands the costs and necessities of protecting the fledgling nation his grandmother formed.  Perhaps the greatest gift these two series granted me, as a long-time reader of the series, was transforming white mages from faceless schemers and destroyers to people with cares and woes not so different from the average person, just enhanced by their power.
    The earlier books primarily focus on events around Recluce and the order users.  Recluce is a nation formed by one of the most powerful weather mages (weather magic being born of order) in history and a gray mage who was bound to him.  Recluce is a nation born as a refuge of order users, who are often disliked by those in power because their benefits are subtle and their ability to see truth (and the knowledge they don't lie) is well-known to the average person.  However, by the time of the first book (Magic of Recluce) Recluce is one of the greatest powers in the world (a defensive-isolationist power but still a power), with steam ships made out of black iron and mage-engineers forging weapons that no chaos mage can stand against.  Most of the protagonists of the various arcs of the early series are young men who are idealistic order mages, who don't learn until after many painful trials and tribulations that the world is what it is and what is right is not necessarily what is.  This is an issue for many young order mages, apparently, because of their tendency to view what is right as what should be (order mages have a tendency toward rational morality that is somewhat rigid).  Moreover, as a result of their journeys through life, they experience suffering on enormous scales, as they must deal with the world's backlash to their attempts to make it better.  Many end up unleashing terrible destruction and change upon the world, ironically creating the very chaos they themselves sought to reduce.
    And that comes to the nature of the Balance.  In the world of the Recluce saga, the two forces are always, no matter what, evenly matched.  For every iota of order energy in the world, whether bound in objects or free in the world, there will always be an equal amount of chaos present.  As Recluce builds itself up, chaos mages become more plentiful and powerful, and it becomes possible for Recluce and artificers in general to make better and more effective weapons from iron and steel, thus also incrementally increasing the amount of free chaos in the world.
    Most of the protagonists in the Recluce saga are good people at heart, often forced into situations where they have no choice but to kill, destroy, and bring about change in order to make things better for the future.  They are people who can see beyond the immediate, who often see generations and centuries into the future, and they possess the inner steel necessary to change things... even as their actual desires are often more humble in origin, to have a family, to be able to work a forge without fear of caprice from the powerful, to see that their female children not be used as chattels, etc.  This is a theme throughout most of Modesitt's fantasy, as the basic motivations of his characters are humble while resulting in great change, because of the expanded viewpoint they gain as a result of their journeys through life.  
  3. Like
    fun2novel reacted to kivandopulus for a blog entry, Haruka ni Aogi, Uruwashi no 遥かに仰ぎ、麗しの [Pulltop]   
    Foreword: Every time I start a slice of life charage I really want to like it. But too many companies follow the same trends and present the same product. For praising reviews please refer elsewhere 1 2 3 4 5 6 7.

    Synopsis: Tsukasa starts to work at a girl's high school after graduating from university. But the school is located at the edge of peninsula, no house around. On his first day of work, he gets out of a bus and walks to the school. And he is surprised to see the school building, a huge western building. Soon after he knows several facts, that this is a branch school, and students are isolated from society for personal reasons. He doesn't know them but it's too late. His life as a teacher starts...
    Youtube:https://www.youtube.com/watch?v=8AybmlGKC84&list=PLs4Gp5VU4Fv-xsNOvH0rFGxruMUt5Kifd
    Game type: School romance
    Character Design rating: 6/10
    Protagonist rating: 6/10
    Story rating: 6/10
    Game quality: 7/10
    Overall rating: 6/10
    There are so many English reviews that I don't need to elaborate on details. My personal impression is pretty bad, far below masterpiece level. So I'll just ramble about things that worry me here.

    The biggest mystery for me is some super-positive reviews and great overall score on VNDB and EGS. EGS gives overwhelming median value of 85. The majority of votes on VNDB are for the 9 score followed by 8 with a narrow margin. But let's look at actual reviewers scores from reddit. Out of four reviews there three readers give 7.5 score and one gives 7/10. There are also very critical reviews like these ones (1 2) What's going on here? 
    The answer is hype. This game won the 2007 Bishoujo Game Award as the best pure-love genre game among the voters. But Japanese readers read the game in original and understand all the details, so they can't be wrong, ne? But reality is very different. I noticed it on multiple occasions in the past that Japanese readers don't understand shit. They constantly obstruct plotge and adore moege. They are the real destructive force that turned industry in a moege fest. And I see three reasons why this particular title has such good votes from Japanese readers. They are...

    Lolicon, teacher taboo, sex tilt. Basically, a seemingly traditional pure love game becomes a cradle for multiple fetishes that suit nukige much more than a normal bishoujo game. Seriously, do you remember any other bishoujo game before 2006 with teacher at all girls school as a protagonist? Any sexual relations with students are immoral, but here all the heroines are students and all are active participants in sexual relations. Some heroines might look more or less mature, but some like Misaki are absolutely childish. And by some twist exactly our lively prankster Misaki is a sex-addict in a very late stages. Her route has like six H events or so (I did not bother counting), but here is where our final trait starts to shine. H events in this game are colossal by length. Last time I remember something like that was Tsuyokiss. And by a sudden twist of fate it's yet another title super-popular in the East and moderately unpopular in the West. In both these games H scenes don't exist as isolated skippable pieces at the end of the individual routes. Instead, they start at the beginning of individual routes and take the majority of the route time only occasionally being interrupted by conventional life events. Moreover, these scenes are interrupted by dialogues and then continued again very often. So H events pierce the whole reality, they become the reality substituting any school life. School starts to be treated as just another place to have sex among many others. It's tiresome to edit such routes because every time H event seemingly ends, it may either continue after couple minutes talk or new event starts in couple minutes. So there is always a dilemma to cut this whole mega H event taking majority of the route or cut actual action with leaving midterm dialogues - and in this case there would be too many cuts with too many skip scene notice displayed. 

    But there can't be everything wrong with this game. What's good about it? Actually, there are two games in one here. I don't care which of two writers wrote which routes, but it's evident that one writer wrote Miyabi, Tonoko and Shino routes while the second one those horrible sex-tilt routes of Misaki, Sumika and Yuuna (Yuuna route to the lesser degree as there only some three H events). First three routes are traditional ones - short, relatively fun and with just one short H scene in the end. And exactly these routes are usually positively assessed, especially Tonoko and Miyabi ones. I played Miyabi route as first one, and it was of masterpiece level due to two reasons - natural continuation of common route, plus tsundere personality. Common route is the most important and often most entertaining part of any game. And in Haruka ni Aogi common route is all about chibi principal Miyabi. Most of jokes are based on her tsundere behavior. So her individual route is almost same funny and pleasant. Tonoko is kind of main heroine for those who can't stand tsundere and like serious girls with good personal stories. 

    So this game is very controversial. It tackles dubious theme of love between teacher and students very differently in first three routes and last three routes. And while first three routes make up for a touching school love story, second half of routes should just burn in hell, seriously. And another proof of that is the stalled translation project. Three normal routes are translated in a flash, and last three are so weak and H tilt that they made translation stall indefinitely. I'd really hope to see partial patch with only normal three routes in it. Misaki, Sumika and Yuuna routes should never have been a part of this overall not bad game.

  4. Like
    fun2novel reacted to Clephas for a blog entry, Impressions: Soushin no Ars Magna   
    To be clear, I dropped this game today after about nine hours of playtime, mostly because I wasn't getting any joy out of it.  That's not to say the story wasn't interesting, but...
    Anyway, Soushin no Ars Magna is the most recent release from Ninetail, the rpg-focused sister brand of Dual Tail, the makers of the Venus Blood series... and it shows.  
    This game reuses a modified version of the gameplay from Venus Blood Brave, which was a more dungeon-exploration oriented game than previous entries, which tended to split between conquest strategy and dungeon defense or invasion.  To be blunt, this was probably a poor choice for a game where alchemy plays such an integral part.
    The dungeon exploration in the game is focused on you moving your party down specified paths one point at a time, hitting traps, enemies, treasure, or materials based on the point.  This isn't necessarily an awful idea... except that for purposes of gathering materials for alchemy, it makes things unnecessarily tedious.  While alchemy-based rpgs and dungeon crawlers are generally at least a little tedious at times, the relatively low returns for dungeon exploration, whether in terms of money and resources or in terms of experience and materials, makes it necessary to abuse the free dungeons... and since you can't just get what you want then leave immediately and the materials aren't always the same, this can be frustrating.  This also means that there is no real sense of exploration, which is one of the attractions of a dungeon explorer game in the first place.
    Story-wise, the game definitely has possibilities... but the sheer amount of grinding it takes just to strengthen your party through level gaining, finding crests, and alchemy makes it feel like you do a lot for relatively little reward.  Considering that I'm comparing this to Venus Blood games at their worst, that should tell you a lot.  
    My impression of this game is a half-hearted attempt to reuse a more polished version of a previous system to make a few extra bucks.  While the story has possibilities, the game balance is iffy at best, and the lack of better customization items speaks of laziness on the part of the makers.  
  5. Like
    fun2novel reacted to Clephas for a blog entry, Kami-sama no You na Kimi e   
    Kami-sama no You na Kimi e is the latest game by Cube, and it is based in a near-future setting where AIs run just about every aspect of society.  In this society, people have gotten past that raw terror of AI horror stories and have pretty much accepted the the ease and luxury of having AI run most of the important things that make civilization possible.  
    At the beginning of the story, the protagonist, Kaito, is hacking into Central AI, the AI based on the Moon that runs most of the world's infrastructure.  Triumphantly, he succeeds, essentially gaining control over the AI that rules the world... and the one thing he asks for before getting out of the system is for it to find his ideal girlfriend, which the system then says doesn't exist.  Kaito, quite naturally, is a bit down after this, but he goes to sleep more or less normally... only to answer the door in the morning to find his ideal girl standing outside.
    Quite naturally, this ideal girl is Tsukuyomi, the game's flagship heroine and the embodiment of Central AI in girl form.  As requested, she is already completely deredere over him, and a great deal of the common route has him running from her excessively sexual approaches.  In the days after this, like dominoes falling in a row, he meets a number of attractive heroines, and he shows off the usual donkan protagonist routine almost constantly when it matters.
    Now, just from this, you'd think this was your standard charage... but in actuality, it is a lot closer to a plotge in structure.  The heroines have real issues, the protagonist doesn't flake out or become less interesting as you proceed, and the paths actually have solid stories that involve most of the game's cast of characters.  For someone who wants an SOL plotge with some decent drama in a futuristic setting, this game is pure crack.
    Tsukuyomi
    I probably should have left her for last, but I played Tsukuyomi's path first.  Tsukuyomi is the game's obvious main heroine, the girl who is most prominent on the package and in the advertising, and in general is the one most central in the common route.  In most cases, I don't like 'no common sense' heroines, but Tsukuyomi manages to pull it off without it feeling excessively contrived, which is actually a feat, considering she is a robot heroine.  It is helped along by the fact that Kaito generally accepts that Tsukuyomi is what she is, has no illusions about her nature, and is perfectly fine with her being a different existence from himself.  
    Her story is your usual deredere heroine romance at first, but it quickly goes dramatic about midway through, for reasons that should be fairly obvious.  While the templated turn of events in this path is not revolutionary, it is well-executed and interesting.  There is even a truly surprising and emotional moment near the end that had me crying.  That, in itself, makes this path a success.  My only real complaint is that this path lacked an epilogue to tie off the story.
    Rein
    Rein is the cold-hearted student council president, an honor student with a black heart and an overabundance of pride.  Her path branches off from Tsukuyomi's path and is a great deal weaker, at least in my opinion.  To be honest, this path was kind of 'meh' for me, since it never revealed anything important about the details of what was going on with Rein beyond the basics that were revealed in Tsukuyomi's path, which is a huge weakness in a plotge or a charage.  While the protagonist remains a cool and interesting character, the failures of this path are really glaring.
    Worse, the same as Tsukuyomi's path, there is no real epilogue, meaning you don't get to find out what happened after.
    Rana
    Rana... Rana is the heroine on the cover dressed like Sherlock Holmes, a cosplay uniform she wears nearly constantly.  As it indicates, she is a private detective and extremely intelligent... but also fairly perverted (she has a thing for Kaito's butt).  Her path... let's just say it is surprising and diverges widely from the events in Tsukuyomi's path (I didn't really like how Tsukuyomi almost became a non-entity in her path, but meh...).  This path... is a bit depressing, to be honest.  Oh, if you choose the Rana-only good ending, it is actually pretty good and heart-warming at the end, but the process you go through to reach that point is pretty hard if you came to like Rana.
    Sophia/Sophia & Rana
    At first glance, Sophia seems like your standard 'yurufuwa oneesan', but she is actually a fairly intelligent adult (yes, she is the adult heroine in this game).  She is Rana's older sister and one of those involved in developing the S-CHIP, an AI chip designed to be implanted into the human brain as an aid to those who have brain diseases.  Sophia's 'path' diverges from Rana's during the darkest period of Rana's path, and... to be honest, while it is easy to understand why it happens, this path is fairly unusual/stand out for a modern VN for reasons I'm not going to spell out here.  
    Anyway, toward the end of Sophia's path, you have to decide whether you want the protagonist to be with just Sophia or with both Sophia and Rana... of course, after a seriously awkward set of events.  Generally, I recommend the Sophia and Rana choice... the guilt-trip you get from choosing just Sophia is pretty awful.
    Kirika
    Kirika is the protagonist's fellow loner, a girl who accuses him of stalking her because they keep meeting whenever they are trying to find places to be alone.  Her secret comes out relatively early in the common route, but I'll keep it quiet since it is funnier if you don't know in advance.  Her path actually begins very much like a charage path.  It is only toward the end where it becomes as deadly serious as the other paths above.  Indeed, in some ways it is the grimmest and most shocking of the paths, even compared to the depressing aspects of Rana's path.  It is also the path where the other heroines showed the least amount of relevance, a fact that I have mixed feelings about, considering how powerful the characters are.
    Similar to most of the paths above, this path's greatest weakness is the fact that while it does have a conclusion, it doesn't have an epilogue or after-story to tie off the last few loose ends.  For that reason, I'm pretty sure they are planning a fandisc, as I can't see them leaving things as is.
    Airi
    Airi has the dubious honor of having the single weakest path in the game.  She is a net idol that the protagonist meets in the course of interacting with Kirika, and her main focus in life is on her work, despite being the youngest heroine.  Unfortunately, she is also the least unusual personality in the group, meaning that her character is by far the weakest... and her path follows suit.  Where the other paths had somewhat grandiose episodes that showed off the darkest aspects of an over-connected society, Airi's path's drama feels like an extension of internet trolling, so I had trouble getting into it.  
    Conclusion
    A good game with a solid setting and characters, this is probably a good choice for those who want a decent near-future sci-fi plotge who have already played Komorebi no Nostalgica and Missing X-Link.  Tsukuyomi is an above-average AI heroine, though she falls short of the genius of Cinema and Fluorite from Komorebi or the raw emotions experienced with the AIs in Missing X-Link.  It's greatest flaw is how it handles the endings, a common flaw in modern VNs that seems to be born of the bad habits of the fandisc-loving charage companies.  It's greatest strength lies in the way it manages to keep the protagonist, the heroines, and the story interesting while balancing it with enough SOL to make them feel real in the first place.  
     
  6. Like
    fun2novel reacted to Clephas for a blog entry, Random VN: Kanzume Shoujo no Shuumatsu Sekai   
    First, it should be noted that this game was planned and written by Watanabe Ryouichi, who also wrote the Harumade series (Harumade Kururu, Natsukumo Yururu, etc).  As such, it is - quite predictably - a mindfuck game.  Don't expect SOL romance in the traditional sense, because that isn't the kind of game this is.
    This game has two protagonists... the first is the normal-seeming Koumi Masataka, who begins the story by encountering Sarasa, the game's main heroine, as she eats canned saba miso (mackerel in miso) at a convenience store.  The other protagonist is Tsubaki, a young woman who spends her nights obsessing over videos of deaths of all types and thinking about herself in the same situation (it is more complex than that, but if I explain too much, you won't get to experience the creepy weirdness properly).  
    While this game has four heroines, there is only one actual path.  All choices that go off that path lead to cut-off endings ten lines later (which makes sense in the context of full knowledge of the mindfuck), so there really is no point in picking them.  For H-freaks, there are multiple h-scenes for each heroine... just don't expect happy romance endings, since there is only a single ending.
    There isn't a whole lot I can say about this game besides what I said above without ruining it for you, but I'll tell you what I liked that doesn't touch upon the mindfuck or main story.  I really liked the way the Preppers Club members got along, as they are one of those 'group of friends' that can't seem to stay on topic for more than a few seconds at a time (usually due to Yaotome Hanae making a sex joke or one of the others bringing up a subject that derails the conversation).  As such, I found many of the scenes involving the club highly amusing.
    Tsubaki and Amika's relationship is pretty weird, by any standard.  I won't go into details, but don't expect lots of soft normal emotions there.  
    As a conclusion, I can recommend this to fans of the Harumade series and the mindfuck niche in general.  It is often hard to follow what is happening due to the way the story is told, but, even with that, it was an enjoyable ride.
  7. Like
    fun2novel reacted to Clephas for a blog entry, The nature of an infodump   
    In plotge of all types, whether they are chuunige, kinetic novels, horror suspense, or mysteries, infodumps are ubiquitous throughout the VN world.  Infodumping in and of itself isn't a horrible thing to do to the reader (as some people claim), but it is a tool that is often abused by writers who want to expound on their beloved world and its characters.  
    First, the definition of an infodump is a scene with little or no dialogue where background information is provided without directly proceeding with the story.  Infodumps can vary in size from as small as forty lines of narration to up to a thousand, depending on the writer and the subject matter involved.  There are even multiple types, which I will describe here.
    The Lump of Infodump
    The Lump of Infodump (as I put it) is the most common type of infodump in VNs.  In the 'Lump, a great amount of information, sometimes with brief bits and pieces of dialogue or character stream of thought, is provided in a single scene, interrupting the story.  The 'Lump is the type of infodump most likely to drive people crazy, due to its tendency to create walls of uninterrupted text.  When abused, it tends to interrupt and/or destroy the flow of the story, and I've encountered a number of games where a more measured approach to presenting the setting or explanations of the particulars of an event or the 'why' of an action would have been less monotonous.  In fact, that is the big flaw of this type of infodump.  It is almost impossible to avoid monotony with this kind of infodump, because all it is doing is literally dropping information on you.  That said, infodumps often have a reason for existing that becomes clear in coming scenes, so it is not necessarily always a bad thing.
    The Scattered Infodump
    'Scattered Infodumps' are a technique where the writer provides the information in smaller, more digestible asides throughout the story, as it becomes relevant.  This technique tends to be received with less irritation and often goes almost unnoticed by the reader, because it doesn't go on long enough to disrupt the flow of the story.  Unlike the 'Lump, it is less likely to be abused, though many writers who use it get into the habit of always using it, which can be problematic for those with an allergy to non-dialogue text, lol.  
    The Flashback Infodump
    The Flashback Infodump is just that, an infodump provided in the form of a flashback instead of an aside.  These often fill in the gaps in the motivations of characters or their upbringing, and their purpose is, 90% of the time, to reveal something that would have made things less interesting if it were revealed earlier.  Flashbacks are often abused, though.  They are common throughout VNs, with roughly 90% of plotge having at least one and 30% of all charage (in my experience) having one.  They are a convenient method of revealing a character's past, so many games also use them for character development, particularly in heroine paths.
    The Prologue Infodump
    This is probably the least annoying of the 'obvious' infodumping and is a sub-category of the 'Lump.  Some games, rather than dumping setting and character information on you mid-story, will instead infodump immediately after you start.  This has the advantage of getting around the disruption of the game's flow that is inevitable with mid-game 'Lumps and providing background information without the writer having to remember to include it strategically throughout the story.  This technique is, however, rarely used.  Games that use it are rare mostly because if the first thing you see when starting a VN is a wall of text, most people will drop the game right then and there.  Because of this, most games that use this are directed to a very specific fanbase or niche of the VN community that already has an established interest in the game in question.  
    A few thoughts
    The reason I decided to make this post was because of a conversation I had with @fun2novel  regarding infodumping in Bradyon Veda.  In Bradyon Veda, infodumping is integral to the game's battle scenes (incidentally the discussion began with me giving examples of good battle scenes to him).  Because the science-fantasy techniques being used by the characters manipulate matter and physical laws, there are infodumps built into the battle scenes, explaining what they are doing.  Because of this, I noted that Bradyon Veda's battle scenes were an example of positive infodumping, because it was done in such a way that it enhanced rather than disrupted the telling of the story.
    Conclusion
    What am I trying to get at?  Nothing, really.  I just thought that people give infodumps a bad rap, when they have probably been infodumped without even noticing it.  
  8. Like
    fun2novel reacted to Clephas for a blog entry, What makes a great VN battle scene?   
    I had someone ask me why I consider some VN battle scenes to be good and others to be low quality just the other day, and I thought I would address this here.  
    First, I should state that while visuals definitely have an effect on the quality of a battle scene, the quality of visuals is less than 15% of the reasons why I pick one VN's battle scenes over another's.  The considerations when it comes to visuals are raw quality (artist skill, detail, etc), number of combat-related CGs and sprites, and the quality of the visual effects.
    More important (roughly 25% of the whole) is music and sound effects.  It is quite possible to turn a VN whose visuals are mediocre and writing are good into a masterpiece based solely on how the BGMs and sound effects are used.  I've seen it happen (Devils Devel Concept being a prime example), and I can honestly say that this aspect almost always trumps visuals when it comes to determining the quality of a given battle scene.
    Another 25% comes from context and presentation.  I split this evenly because these two factors tend to be inter-dependent in battle scenes.  Without the context, you can't tell whether you should care, and presentation (the art of bringing writing, sound, and visuals together to create a collaborative effect on the reader) quality can dramatically alter how you see the battle.
    The last 35% is all writing.  My prejudice would have put it at 50%, but realistically, in a VN, writing is at the very least 35% of what determines the quality of a battle scene.  The very simple reason is that making a battle scene interesting requires an eye for detail, for stringing descriptions of character actions, emotions, and words into a cohesive whole.  There are plenty of writers outside of the VN industry who only do this well and literally are incapable of 'peaceful writing'.  That is because what is demanded of writing during a battle scene is fundamentally different from what is demanded outside of battle scenes.  To be blunt, most VN writers have no idea of how to write a battle scene, which is why the good ones stand out so much.  'Tom blasted magic sword at Dave, Dave took it on his shield with a grunt' is about as far as it goes with most VN battle scenes... and that is fairly horrid, since there is no sense of what is actually going on in that exchange. 
    It isn't uncommon for VN makers with unskilled writers to simply substitute visual and sound effects for descriptions of the battle simply because the writer can only handle dialogue and minimal or copy-paste action lines.  However, this results in amazingly boring scenes, since there is usually almost no variation in visual or sound effects from scene to scene, action to action.  This means that they are essentially using a square block for a round peg.  I don't know how many third-rate battle scenes I've fallen asleep to over the years...  
    Anyway, ideally, a good battle scene should have all the elements come together in one cohesive whole.  However, in practice, that almost never happens.  About the only companies that have ever managed to do that consistently are Nitroplus, Light, and Propeller... and we all know what happened to Propeller and (more recently) Light. 
  9. Like
    fun2novel reacted to MayoeruHitori for a blog entry, Notes on the past and hope of Japanese visual novels.   
    Welcome to my blog.
    Where have we been? Where are we going?
    TIMELINE
    1980s:
    - Early eroge largely consist of still art (what we call pixel art now), very short dialogue/narrative elements, and some primitive interactive elements, while spanning many genres.
    1990s:
    - The point-and-click adventure game, which has its roots in 1980s video games, establishes itself as one of the most popular genres of eroge. Many games emerge which have interfaces that are visually similar to those of most point-and-click adventure games, but with gradually differing gameplay. These games are all collectively called "adventure games" or "ADV" in Japanese. The general style of having an interface which consists of a rectangular text box at the bottom of the screen, and a collage of visual elements meant to serve as a guide for what the main character sees, is also called "ADV". In other words, ADV becomes a genre that embodies a style of presentation.
    - The non-adult game company Chunsoft puts out Otogirisou, a kind of illustrated story in which pictures are placed in the background as visual aids while the full narrative is conveyed as overlaid text. This style of presentation is called a "novel game" or "NVL" in Japanese. The gameplay of Otogirisou purely consists of the player making choices on where to take the story, similar to "Choose Your Own Adventure" books, a simple yet powerful narrative tool which would prove influential to ADV as a whole.
    - Two major eroge brands that specialize in ADV, elf and Leaf, create popular games like Doukyuusei and To Heart. These games stand out from their competitors by the way they utilize talented artists and writers to focus on the personalities of charming heroines, rather than treating pixel porn as what matters and the characterization as an afterthought. This character-centric evolution is called a charage (character game) and encompasses both NVL (like Kizuato) and ADV. And with the release of YU-NO and Kamaitachi no Yoru, two ADV/NVL games that have well-written stories, the term scenarioge (scenario game) becomes more popular.
    1999:
    - Kanon is released by Key. It's the first time a large number of players became very emotionally moved by the story of an eroge, or any ADV at that. Even someone like Baba from Visual Arts, who was just a businessman without much personal interest in ADV, became interested after Kanon. Aside from inventing the nakige (naki game, which means "crying game") genre, it awakened in players a desire for longer scenarios as necessary to deepen their attachment to the heroines. But its most significant role is being the first major moege (moe game) at a time when the term "moe" wasn't even very well known.
    2000:
    - The doujin NVL Tsukihime comes out, and its quality lets it rank among the very top, if not at the very top, of both scenarioge and charage. See Popular Views on What Defines the Chuuni Genre for more info on the influence of Type-Moon's works.
    2000-2006:
    - Now that Kanon and Tsukihime have come out, it seems like a dam bursts and a flood of popular and influential ADV/NVL are released. There are comparatively fewer in 2001, with the most notable ones in my mind being Kiminozo and Kazokei. But in 2002 you have Ever17, Higurashi, Kusarihime, Baldr Force, Hello world, Da Capo, and others. And every year after that just has more and more top quality ADV/NVL. The biggest year is 2004, which sees the release of both Clannad and Fate/stay night (successors to Kanon and Tsukihime, respectively).
    - Around the middle of the decade, the term "visual novel" is invented among English speaking fans of these games, and basically refers to any game which has an ADV/NVL-style interface and a strong and constant narrative. Since the rest of the world directly bypassed the early history of Japanese eroge and ADV/NVL, they didn't bother with the origins of these styles of games, and just chose a term which seemed to more naturally describe the most famous and representative ADV/NVL. Since then, the term "visual novel" has been recognized by the Japanese too, although the broader Japanese playerbase still commonly thinks that VN is synonymous with "adventure game". In any case, the term is excellent and I like it.
    - Over the course of this decade, the major tropes and popular genres of VNs, which were mostly foreshadowed in the late 1990s, are firmly established and standardized. They include TIPs, unlockable routes/end, true ends, bad ends, hidden heroines, time loops/leaps, moe, chuuni, nakige, utsuge, imouto games, and many more. The diverse and awkward gameplay of the 1980s and 1990s more or less disappears.
    - Meanwhile, many of the most successful eroge companies like Key, Type-Moon, and Leaf/Aqua-Plus successfully rebrand themselves and reduce their focus on adult content for the sake of marketing their works to the rest of the Japanese "otaku" industries. They adopt the label of "bishoujo game maker". Many of their most popular IPs (intellectual properties) receive anime adaptations or evolve into multimedia franchises, with "Fate" being the most famous example. On the other hand, as these industries embrace VNs, they also learn from them and try to emulate that same appeal within their own IPs; Fate/stay night is especially influential as a progenitor of the "chuuni" genre.
    2006:
    - Statistically, eroge sales begin to decline. The industry itself doesn't immediately begin to decline, though, because investors take time to notice and react to such trends, companies are still in the midst of developing games, and they will try to shift strategies to fight the trend. The decline in sales won't slow down until 2012.
    WHY
    Causes of the trend? This was fiercely debated for years and still hasn't been completely settled. But it's more or less clear.
    VNs served as a creative outlet without rivals for several years.
    At first, in the early 1990s, nobody expect much from eroge. But as we entered the later part of the decade, that changed. Eroge was always a venue for weird and exciting scenarios that wouldn't be accepted elsewhere, and it was easier than ever to make quality audiovisual experiences, with multiple free or cheap VN engines available. Writers like Maeda Jun and Nasu took advantage of the medium's ease of entry, along with the freedom of expression it afforded. It was a fresh, mature alternative to the LN industry. However, that didn't last forever. Major publishers in other mediums distilled the parts of eroge that appealed most to players: the nakige components, the moe components, the fanservice and unapologetic harems, the handy sci-fi tropes, the balloon breasts. Everything except the deep emotional and mental investment that's only possible with literature. And of course, the mature themes and content.
    Above all, what VNs brought to the table was no longer as fresh to people. Without a sense of excitement, the fact that VNs require people to sit down and actually read continuously for hours became... problematic. The era of smartphones and social media also heralded the era of low attention spans. People came to think that "adventure games" = "boring". This was coupled with the fact that more and more people play bishoujo games on their smartphones, and who wants to play eroge in public?
    Waifu/husbando social games like Fate/Grand Order and Granblue Fantasy dealt especially heavy blows to players' interest in VNs. They let players pick between countless more waifus and husbandos than VNs, have more exciting plots to engage casual players (not some ordinary school life drama), have the slutty outfits and exaggerated figures of nukige heroines, continually put out new content for the most popular characters, let you put your waifu/husbando in your home screen so you can constantly look at her, and tap on the portrait of her/him to hear some flirty line voiced by a popular anime seiyuu. They even copied the feature of some VNs where you can give your favorite hero or heroine chocolates on Valentine's Day or White Day. The proof is in the recent anime Chuubyou Gekihatsu Boy where the "guy who's only interested in 2D girls" stereotype no longer involves VNs on a PSP, but rather depicts a social game on a phone. To be frank, even the latest Fire Emblem game probably makes VNs less appealing by comparison. The main draw of VNs was always the cute and flirty heroines and romance, but these elements have been thoroughly exported.
    The exact same situation arose with Japanese web novels on the site Shousetsuka ni Narou. An initial wave of authors pioneered new genres with certain distinctive tropes, most of them related to isekai, and started a trend which has dominated the Japanese web novel scene. But the mainstream LN industry quickly learned and started to put out its own isekai LNs, as well as aggressively recruit these authors (who naturally didn't object to being paid for what they'd initially put out for free online). A few years later, Narou's talents have more or less moved out, and the stories at the top of the popularity charts haven't been supplanted by any new talents. In any case, the major difference between Narou and the VN industry is that Narou authors are overall much better off with editors, whereas the transition from VNs to LNs/anime is absolutely a creative downgrade.
    WHAT DO
    1. Copy FGO.
    Social games are a natural evolution of the appeal of many VNs. Unfortunately, they're also largely vapid experiences with have less voice acting, silent protagonists, a massive cast of heroines who receive little character development, a disjointed narrative, a story that's mostly dialogue and constantly interrupted by battles, and many other flaws that prevent them from achieving literary excellence.
    These games have invariably underestimated how popular they'll become and worked with cheap art assets and flimsy storytelling, only to fix this by hiring better artists and writers for the more recent arcs of their ongoing main storylines. However, even those recent arcs are still shallow experiences compared to VNs. The best they can do is have good comedy--no one will ever feel as empathetic toward the characters as they do in VNs.
    But of course, despite the problems with social games' storytelling, they are still... inevitable. They will still successfully rake in cash from people with personalities prone to gambling addiction. So one VN company after another has tried to become the next FGO. Eushully, light, August, Key, Lilith, Frontwing, Nitroplus and many others have pursued social games, virtually all of which failed to really take off like FGO--in part because they weren't very well-made, and in part because the Fate franchise is more popular with more devoted fans.
    Frankly, this solution has been thoroughly pursued by all sorts of VN companies, and we know exactly what happens: it fails unless they're very lucky.
    2. Give up.
    This is a wise and fine choice. The river of life flows ever onward. Sometimes it's best to accept defeat.
    3. Make NOT a visual novel.
    Be Kodaka Kazutaka. Start from the idea that you want to make an adventure game. Then to appease your producer, call it a detective game instead, and add a 3D world with gameplay that takes place within it while occupying a lot of the player's time, so it in no way feels like a pure ADV. Make the narrative largely dialogue-driven. Write in a way that wastes less time on subtlety and imagery and takes more advantage of humor, twists, and action. Then call it Danganronpa and be successful, while feeling that you tricked the world by making an adventure game with the quality storytelling of an adventure game that doesn't feel like an adventure game.
    Too Kyo Games plans to water down a full-fledged ADV-quality scenario with meaningful realtime gameplay, by partnering with studios that actually know how to make fun games. It's a long-term experiment on tricking people into playing adventure games.
    4. Make a visual novel, but be better.
    Find a slightly new angle. Gather the A-Team. Target non-traditional markets. Cultivate one's prestige. In short, reorganize and rebrand. But still make a visual novel, with ordinary 2D art and probably little to no gameplay.
    The only problem is that people don't like VNs anymore because smartphones shrunk their brains until they had flea-sized attention spans. So at best, such "better" VNs will simply exist in the top tier of modern VNs, able to survive and maybe make a little profit. These are VNs for the sake of creators who want to stay in the VN industry despite how comparatively little it pays.
    Aniplex.exe, a new VN brand started under Aniplex that Makura staff like Sca-ji are involved with, seems to fall under this category. They're identifying as makers of "novel games" probably because that sounds more respectable these days than bishoujo game. I'm frankly more interested in Sca-ji's other still unannounced projects (but that's just because I'm not personally a fan of Konno Asta or Umihara Nozomu).
    5. Copy FGO, but EVOLVE.
    Before Light's "Pantheon" mobile game died mid-development, Masada planned for it to have a substantial scenario. That kind of story would fatally clash, like matter and dark matter, with social games as they exist today. Unless they rethought the entire premise from scratch, I assume they'd have to at the very least dilute such a lengthy narrative into segments with constant breaks, rewards, and mini-games. And they'd have to make a tough choice about whether they seriously want to market it for smartphones, or stick to PC like Granblue Fantasy.
    It's easier to not evolve or just give up. But moreover, I think industry veterans are just pissed off and unable to accept that something as amazing as VNs can't find its consumers anymore. So they will struggle. Visual Arts will struggle, for sure. Key pretended to be half-dead in their 20th anniversary message, but they were actually hard at work. They've let Maeda take on the scenario of a high budget smartphone game called "Heaven Burns Red". Will he be able to do for social games with "Heaven Burns Red" what he did for VNs with "Kanon"? I'm not too optimistic, since I haven't seen any indication that the overall story concept was Maeda's.
    6. ???
    To quote Sca-ji, a writer who's qualified to talk about the unique worth of eroge, from late October: "People across various otaku industries have said, 'I want the wonderful culture of eroge to stay alive.' They're going out of their way and doing many things to make that happen. If I'm pessimistic, this might be our last chance to revive this industry, so I'm cheering them on. Do your best. ... People around their late twenties to thirty years old have started to take positions of power in society, praising eroge and doing many things for us."
    ZZZ
    「Kanon」や「CLANNAD」「Angel Beats!」など…「泣きゲー」からアニメ原作まで、美少女IPを仕掛け続けた28年! ビジュアルアーツのユニークなブランド戦略と経営思想を馬場隆博社長に聞いてみた
    『ダンガンロンパ』、『東京クロノス』、『グノーシア』の開発者が語る。「アドベンチャーゲームは滅ぶのか?」緊急座談会
    「なぜエロゲ業界は衰退してるのか」 それをまとめた画像が話題にwwwww
    https://twitter.com/gannbattemasenn/status/1015644154271973376
    https://enty.jp/avestan
    https://twitter.com/sca_di
    https://vndb.org/
    EPILOGUE
    A new decade is upon is, and we're in the midst of a wave of 20th anniversaries that inevitably prompt retrospection.
    What I'm keeping an eye on, out of concern for the industry, as we enter it:
    - Too Kyo Games
    - Heaven Burns Red (unveiling on February 28) and Visual Arts as a whole
    - Sca-ji's Twitter account
    - Aniplex.exe as a whole
    - Any news from Masada about new publishers for Pantheon
    - Major non-adult scenarioge companies like Spike-Chunsoft and Mages (they may absorb some talent or try to carry on eroge culture)
    - Any actual new VNs from Nasu, like the Tsukihime remake
    ADDENDUM I: A Note on Death VS Decline (added 1/28)
     
  10. Like
    fun2novel reacted to Clephas for a blog entry, Sorceress Alive   
    Originally, when this game came out, I bought it, played the first part of the prologue, facepalmed over the protagonist's actions, then dropped it.  I still don't think that choice was a mistake, even now.  That's not to say this is not an excellent game (it is), but the fact is that Kouki being a total doofus at times is annoying as hell. 
    This game is split into two parts, Sorceress and Alive.  The two parts have significantly different story progression and outcomes, and it would be safe to say that Sorceress is a different game from Alive in many ways.  Sorceress can be called a 'combat sport charage', as it focuses primarily on the heroines, romance, SOL, and the Rave tournament.  This in itself is quite an enjoyable example of the sub-genre, though the gap between Kouki in his 'strategist mode' and his 'dense doofus mode' is startling at times. 
    Alive is more of a plotge with chuunige elements (I've had people describe it as a chuunige, but it doesn't have most of the major qualities of one).  The story there is darker and much denser, showing sides of the various characters you can't see in Sorceress.  Though, tbh, it is bound pretty tightly to some tropes familiar to most otakus. 
    The heroines are Azuria, Akina, Yuzuriha, Miya, and Riri.  Riri only has an ending in Alive, but she does play a role in both parts of the game. 
    Azuria is your typical mother-like oneesan character... with the classic physical features to go along with it.  Of the five, I think she has the strongest personality second only to Yuzuriha, who is intense behind her calm appearance.   She wields earth magic, which she uses mostly in a defensive manner at first (though she does expand her repertoire).
    Akina is your typical 'fire magic tsundere'.  To be honest, there really isn't any need to explain her further if you've seen any number of anime tsunderes with fire magic.  They all act the same way and are equally predictable.  Her relationship with Kouki ends up somewhat like that of Yuuji and Shana in Shakugan no Shana (the first half of the season) in some ways.
    Yuzuriha is the quiet bullied girl of the group.  She uses ice magic, and her manner seems to reflect this...  However, she is probably the most passionate and loving of them all by several degrees.  Her relationship with Kouki has a rather larger portion of psychological dependence than the other paths, but I still think of her as the strongest personality of the group.
    Miya is the apparent 'imouto' character, constantly clinging to the protagonist, always with a mischievous smile on her face.  While there are definitely hidden depths to her personality, it is somewhat hard to get at them early on.  She wields wind magic, which reflects her (apparent) whimsical nature.
    Riri... is your typical arrogant tsundere ojousama, with fight-loving traits blended in.  To be honest, she has the least amount of character development, so I have to say I think she got gypped.  That said, she is a great rival for the Sorceress part of the game, and a wielder of darkness magic.
    An important character to keep in mind is Yuumi, who is the most powerful mage in the school, a wielder of light magic that dominates her opponents easily.  Her personality is apparently hedonistic and driven by the whimsy of the moment.  She also is extremely lazy.
    Sorceress
    I'll state here again that Sorceress is basically a charage with battle elements tacked on.  This isn't necessarily a bad thing.  The 'working together to win the tournament' element provides an excellent reason for the protagonist to get close to the heroines despite his original meeting with Akina, and the actual individual story progression is quite good.
    However, except for Yuzuriha's ending, the character endings were somewhat disappointing in comparison with the deeper character development of the common route and the drama of their individual routes.  This is understandable in retrospect, if you've played Alive, but it was still irritating.  Considering how much the romance of the paths built up the characters' dreams for the future, the lack of a 'significantly after' factor to the endings was disappointing.
    The action in this game in general is about the same as a low-end chuunige (reasonable action, low on descriptions of what happened...). 
    Alive
    Alive is a far darker story, which strips away the veil hiding the nature of the Queendom (females are dominant due to a low rate of male births), and there is a lot of death and destruction...  For those who loved the characters in Sorceress, Alive can be painful at times, though the catharsis is pretty decent, especially in the middle and later parts of the story. 
    To be honest, due to the structure of this game, it is really, really hard not to spoil anything important.  So, I'll just say that the story is good... for what it is.  It is not terribly unpredictable (though I imagine some will think there is a light mindfuck in there), and the twists were rather obvious.  However, for what it is, it is enjoyable. 
    That said, it isn't without a few severe flaws endemic to its structure.  Alive is essentially a single path with seven endings (one normal, five good, and one true).  As a result, there is little effort to give further life to such characters as Riri or Yuumi (until near the end), and I was immensely disappointed with how the endings were handled... in particularly the true ending.
    While the five main girls all have a 'years after' ending, the lack of a harem ending (I'm not joking) after making all the girls fall in love with him (not kidding) is just ridiculous.  In addition, the true ending fell flat... yes, it was nice in an abstract sense, but for someone who read through the last part of the main path on the edge of his seat, I had to wonder what the writer was thinking.  While it does bring tears to the eyes somewhat, there were at least a half-dozen ways it could have been easily turned into a bawling tear-jerker final scene that would have had all the readers dribbling snot and going through whole tissue boxes.  This lack  of a satisfying catharsis to top off the game was a somewhat flat ending to an otherwise excellent game.
  11. Like
    fun2novel reacted to Clephas for a blog entry, Maggot Baits (Yes, I played this)   
    I’m going to be frank with you about this VN.  Maggot Baits is in no way, shape, or form a story with good guys.  Everyone in this VN is a monster or scum.  This VN has way too much guro, even for a VN focused on the grotesque, and it is actually made worse by the high-quality writing, lol.
    That said… story-wise, if you skip through 90% of the H-scenes, this VN is actually pretty good.  Unfortunately, if you don’t skip those h-scenes, it is very hard not to see this as one big snuff-film turned VN.  Horror… it is that.  It is definitely horror.  Unfortunately, it is pretty obvious that the writers were just being self-indulgent with the sheer number of such h-scenes (was it really necessary to have multiple mind-break scenes for every single Witch introduced, even the ones who weren’t really significant to the main story?)
    The writing in this VN, ironically, is first-class.  The problem is, there is so much torture – sexual and otherwise – that it was pretty hard to maintain my interest through large parts of the early VN, where they kept digressing to look at h-scenes of witches that the protagonist never encounters.  To be blunt, this is a failure of scenario design, despite the VN as a whole being very well-written. 
    Visually… the VN is about as high-quality as it gets.  Unfortunately, that high-quality just means that those with weak stomachs will spend a lot of time vomiting. 
    The audio in this VN (I’m ignoring the voices, since way too many of them are h-related) is fairly high-quality, with a focus on death metal tunes and dark techno. 
    What’s most ironic about this VN is Ending 2, which is the closest thing you can get to a ‘good’ ending.  Ending 1 isn’t a bad ending… but it is very much an Akiha from Tsukihime-style ‘normal’ ending.  Well, in the sense that there really isn’t any sweetness and a lot of loss.  There is a bad ending early on, but it is more like an ‘oops, you screwed up, time to die’ ending, and it feels kind of tacked on, considering you can only access Ending 2 after completing 1.  On the bright side, Ending 2 is actually pretty touching, leaving a definite impression and a sense of salvation Ending 1 didn't have.
    The protagonist... think of someone who has gone completely over the edge due to his desire for revenge and reduced himself to being a killing machine, willing to use anyone and anything for the sake of his goals, and you will have a decent picture of the guy.  In Ending 2, he shows off a softer side, but throughout the path leading to Ending 1, he is a cold-blooded bastard.
    Overall… what can I say about this VN?  It is a party for those who like extreme guro, but for anyone else, this is going to be a high-stress VN that they probably won’t even get halfway through before dropping.  This VN is tailor-made for a niche within a niche in the VN community that generally doesn’t see much high-quality work (that isn’t a remake of old stuff) anymore.  That said, it didn’t appeal to me, except once I basically excised the h-scenes and thought about it that way.  This VN is a major failure though, from a scenario design perspective, simply because too much effort was put into inserting extra gratuitous sexual violence scenes that just made the entire thing seem monotonous after a while.
  12. Sad
    fun2novel reacted to Clephas for a blog entry, Venting sorrow: I lost my cat today   
    I love my cat.
    Let’s get that out of the way from the beginning. Even though she is gone, as of today, I have never, for one moment, believed that I would ever stop loving her. For seventeen years and eight months, this calico wonder has made her home in my heart, never failing to wrap me around her paw and jerk me around by my heart strings.
    As the undisputed mistress of all she surveyed (all eleven rooms and corridors of it), she has dominated the lives and conversation of our family for almost long enough for a child to have graduated from high school. In a very real sense, she was one of the most important pillars of our family, and her presence both lightened the atmosphere and gave us something to talk about even in the darkest of times.
    My cat loved people… primarily because she knew a few stares and quiet nuzzles could get any given person to pet her or give her what she believed she wanted at any given moment. She liked being with people, even if it was just in the same room, completely ignoring one another (incidentally, her favorite game).
    In her youth, distant as that is to me now, she was a rambunctious and hyperactive ball of calico fluff, her medium-length fur usually disheveled from one event or another until she chose to let us smooth it out. When we got saltillo tile on the first floor, she could be found with red dust on her belly constantly until it was sealed. When new carpet was put into the master bathroom, she was the first to roll on the floor, and when new furniture was brought into the house, she was always the first to ‘test’ it. Heck, I couldn’t keep her out of my computer chair when I wasn’t sitting in it.
    As she grew older, she retained many of her kitten-ish traits, being enthusiastic and affectionate to often extreme degrees, given our previous experiences with cats. She purred loudly, meowed insistently, ran at ridiculous speeds only to slam into walls, and generally made us laugh and smile.
    When we went out of town, she always made her displeasure known upon our return.
    She was an inside cat, mostly by our choice. While she enjoyed short periods outdoors, she could generally be trusted to want back in whenever her slaves decided to go back in, due to an incident with a coyote in her misspent (I can hear her indignant meow at the thought of her time ever being misspent in my head, even now) youth. If her life was a somewhat boring one by feline standards, she made up for it by being loved and lovable in general.
    When she first became ill, over a year ago, I had my first close encounter with absolute panic. The cat, as we always referred to her (subcontext: Empress) as being, was listless, had lost her appetite, and she had, for some reason, decided that my sink was her new home.
    We took her to the vet, where she was diagnosed as having thyroid problems, as is typical in elderly cats (as she was by this time). We began giving her medicine on a daily basis, and for some time, she was doing relatively better, even if she never quite regained the spunk and vigor of the now-lost past.
    However, a month ago, what vigor had returned to her was rapidly lost. She gradually ceased to eat, began to have bowel problems… and she began to starve to death. The only time she seemed happy was when she was sleeping on one of us, being lightly caressed, comforting herself with her own purrs.
    It was with a heavy heart that we listened to the vet start speaking of quality of life, a typical speech made whenever a loved one nears death… and, our hearts already broken, we eventually assented to euthanasia.
    Less than five hours later, I don’t know if it was the right choice. Was it a mercy, an act of love? Was it a betrayal of the absolute trust one can only gain from an animal when that pet is treated as family? Or was it something in between… I can never know. While I understood many things about my cat, I will never know what she thought on this, her last day, what she felt toward us as she went into the final sleep.
    I will never know. There are so many things about that last day that I will never know. I feel my heart breaking all over again as I write this. I feel the empty feeling of loss. The standard words are no comfort. The euphemisms and trite words of comfort that come out of people’s mouths at times like this feel like excuses and obfuscations. The bitter flavor of grief sours food in my mouth and makes the world a darker place.
    I can’t even make the excuse that she wouldn’t want me to grieve for her… because she is a cat, and no cat would ever miss out on a chance to be the center of attention.
  13. Like
    fun2novel reacted to Clephas for a blog entry, Random Translation: Bullet Butlers intro   
    異なる世界の話をしよう。
    Let us speak of another world.
     
     我々とは森羅万象の法則が異なる世界、 違うものたちが生きる世界のことを。
    A world where the laws of creation differ from our own.  A world where beings different from us live.
     
     誕生したとき、その世界はただの“無”でしかなかった。
    When that world was born, that world contained nothing but the void.
     
     何も存在しないが故に何も起こらず、幾千幾万の時間が経とうとも、その世界は変化することがなかった。
    Since nothing existed nothing happened.  No matter how many tens of thousands of years passed, that world continued unchanged.
     
     やがて、そんな世界に偶然――“神”と呼ばれるものが生まれた。
    Eventually, coincidentally, a being that could be called a 'god' was born there.
     
     神には世界を思うがままに操る力があった。
    God had the ability to control the world as he saw fit.
     
     神は何も存在しない世界を嘆き、“無”を“有”にするために、自らの力を行使することにした。
    God bewailed that his world was empty and, in order to turn the void into existence, chose to use his power.
     
     神はまず世界を二つに分かつことにした。
    God began by splitting the world into two parts.
     
     自らが在るための“天”と、自らが統べる“大地”に。
    One part was the 'heavens' he existed in and the other was the 'earth' he ruled over.
     
     神は天に『ブレシグランド』と、大地に『ゴルトロック』と名前を与え、二つの間に空を置いた。
    God called the heavens the Land of Blessings and the land Goltrok, and he created the sky to exist between them.
     
     次に神は、ゴルトロックに草木と水と生き物を与えた。
    Next, God gave Goltrok foliage, water, and living things.
     
     だが“生”を与えられても“死”を与えられなかった草木は、大地を覆いつくして空に昇り、生き物は増え続けて大地を揺るがし、大地は凄惨なものとなった。
    However, since he hadn't given 'death' along with life to them, the foliage filled the land and rose to the skies, living things increased to the point where the earth began to quiver, making the earth a horrible thing to look upon.
     
     神は嘆き、彼らに“死”を与えることにした。 そして死を与えるという重要な役割を負わせるために、神は自らの存在も二つに分かつことにした。
    God bewailed this and chose to give them 'death'.  And so, in order to give the important role of giving death to life, he split himself into two.
     
     この時、二つとなった神には名前がついた。
    At this point, God, split into two beings, came to have a name.
     
     生を司る神エル・アギアス。 死を司る神ヘルダイス。
    The god that ruled life became El Agias, the god who ruled death became Helldais.
     
     二柱は、飽くことなく大地に生と死を与え続けた。
    The two deities continued to infinitely give the land life and death.
     
     やがて生き物たちの中に知恵が芽生え、二足で歩き、道具を使う人間ヒューマンや亜人デミヒューマンたちが誕生した。
    Eventually, there arose those amongst the creatures of the land who had intelligence, walked on two feet, and used tools... it was the birth of humans and demi-humans.
     
     人間や亜人は互いに協力し、大地をより良いものにしようと日々働き続けた。
    Humans and demi-humans cooperated to make the world a better place.
     
     だが人間や亜人が生まれて数百年が経つと、死を司る神ヘルダイスは少しずつ狂い始めた。
    However, within a few centuries of the rise of the humanoid races, the God of Death, Helldais, slowly began to go mad.
     
     知恵を持つ彼らは、“生”への執着が神の想像を凌駕するほどに強かったのだ。
    Due to their intelligence, the humanoids possessed an attachment to 'life' that far surpassed the imagination of the gods.
     
     死を与えるたびに触れる無念の想いにヘルダイスは狂わされ、いつしかそれはエル・アギアスへの憎悪に転化した。
    The regrets of the dead he touched every time he gave death drove Helldais mad, and this eventually caused him to hate El Agias.
     
     そしてついに、神と神の戦いが始まった。
    And so, finally the war of the gods began.
     
     二人の神は魔法を使い、神の戦器トラブラムを使い、互いの存在を否定せんと果てしのない凄惨な殺し合いを繰り広げた。
    The two gods used magic and the divine weapons, Trobrahm to try to deny the other's existence, indulging in an infinite cycle of mutual slaughter.
     
     神たちが戦い始めると同時、人間や亜人たちもそれに感化されたかのように、ゴルトロックの覇権を握るための争いを始めた。
    At the moment the gods began to fight, the humans and demihumans, almost as if they were influenced by the godswar, began to fight for control of Goltrok.
     
     それから永劫とも思える年月が流れ――。
    A time that seemed infinite in its length passed...
     
     神と神の長きの戦いにも終止符が打たれた。
    And the long war between the gods came to an end.
     
     敗北したヘルダイスは『名前』を奪われ、天から追放されて大地へと墜ちた。
    The defeated Helldais's name was stripped from him, and he was exiled from the heavens, causing him to fall to the earth.
     
     エル・アギアスはヘルダイスの代わりに『死の黒霊スレイドバズ』という、心を持たずただ大地に死を与え続ける精霊を生んだ。
    El Agias created the Death Spirit Slaidbass, a spirit without emotions, to give the earth death.
     
     大地へ堕ちた『神だったもの』は腐乱した頭で考える。
    The thing that had once been a god, fallen to the earth, began to think with its rotten brain.
     
     ――生を憎め。 ――生を受けたもの全てを憎め。 ――生を謳歌するもの全てに等しく死を与えんことを。
    --- Hate life.  ---- Hate all things that live.  --- Give death to all things that have life.
     
     ――我は“不死の王ノーライフキング”なり。
    --- I am the King of Undeath.
     
     これこそが、“不死の王”の誕生であった。
    This was the birth of the 'King of Undeath'.
     
     彼は『屍を操る』術を使い、虚ろな思考のままに自身の眷属――屍兵ゾンビを増やしていった。
    He used 'Necromancy', and, obedient to the thoughts of his hollow spirit, created many zombie servants.  (Clephas note: Just easier to call it Necromancy rather than saying 'He used techniques that controlled corpses')
     
     村が滅び、町が滅び、国が滅んでいく。
    Villages, cities, and countries fell into ruin.
     
     屍兵が大国を滅ぼせば、大国の民たちも屍兵と化した。 屍兵が巨人の集落を襲えば、巨人たちの屍が歩き出した。
    When zombies destroyed a great nation, the great nation's citizens became zombies.  If zombies destroyed a settlement of Giants, the corpses of the giants strode forth.
     
     大地で争っていた者たちも遅まきながら気付いた。
    When it was almost too late, those dwelling upon the earth finally realized what was happening.
     
     不死の王を倒さねば、この世界そのものが死に絶えるのだと。
    That if they didn't defeat the Undead King, the world itself would die.
     
     全ての地の民──人と亜人たちは種族の壁を乗り越えて団結し『ゴルトロック軍』として、不死の王の軍勢たちに戦いを挑んだ。
    All the people of the world--- humans and demihumans alike, came together to form the Goltrok Army, in order to fight the armies of the Undead King.
     
     だが昼夜の区別なく、頭を破壊されない限り戦い続ける屍兵ゾンビたちに次第にゴルトロック軍も押され始めた。
    However, the Goltrok Army quickly began to lose ground to the zombies, for they continued to fight day and night unless their heads were not destroyed.
     
     為す術はないのか。
    (at this point, the dialogue shifts to vicariously echoing the people of the time)
    'Is there no way?'
     
     不死の王が住む凍りついた城の周囲は無限とも思える数の屍兵ゾンビによって護られ、巨人や変身した竜人種ドラゴニュートですらたどり着くには神の奇跡を乞い願うしかないだろう。
    The area around the Undead King's frozen castle is protected by a near-infinite number of zombies, and even Giants and transformed dragonewts would have to beg God for a miracle to arrive at its walls.
     
     偉大なる神エル・アギアスはおられぬのか。 崇高なる存在エル・アギアスは我らを見捨てられたのか。
    Is the great god El Agias no longer present in the heavens?  Has the divine El Agias abandoned us?
     
     そう大地全ての生物が嘆いていたとき、対屍兵最前線の城砦都市ガーレに、九人の魔法使いが訪れた。
    As all that lived upon the earth bewailed their fates, nine mages appeared at the frontline fortress city of Garey.
     
     彼らは不死の王によって最初に攻め滅ぼされた小国の魔法使いの一団だと名乗ると、一つの光明をもたらした。
    They called themselves a group of mages from the first country to be destroyed by the Undead King and bestowed upon the people a single hope.
     
     ――我々の魔法さえ使えば、我らの祖国、不死の王の居城の間近まで勇者を送り届けることができるだろう。
    'Using our magic, we can send heroes to the foot to our homeland, at the foot of the Undead King's castle.'
     
     だがその魔法は一人の魔法使いにつき、たった一度きり。 即ち、九人の魔法使いによって送ることのできる戦士はわずか九人。
    However, that magic could only be used once per mage.  In other words, the nine mages could only transport nine heroes.
     
     ゴルトロック軍は相談の末、数多ある種族の中で、特に突出した勢力を誇っていた八種族からそれぞれ勇者を選り抜いた。
    After considering for a time, the Goltrok Army selected warriors from eight races that possessed the largest military power at the time.
     
     人間からエイベル・スカイウォーカー。 エルフからフュール・サングマイン。 ドワーフからゴットロープ・ラナチウム。 オークからラッカロコ・ライターン。
    From the Humans: Abel Skywalker.  From the Elves: Karafyur Sangmainn.  From the Dwarves, Goltrope Ranaschium. From the Orcs: Raccaroko Rytan.
     
     ジャイアントからワイズマン。 ゴブリンからサブル・ハブル。 リザードマンからジル・レ・シャドウフィールド。
    From the Giants: Wiseman.  From the Goblins: Sable Habble.  From the Lizardmen, Jil Le Shadowfield. 
     
     ドラゴニュートから、 イングリッド・フォルテンマイヤー。
    And from the Dragonewts: Ingrid Fortenmeyer.
     
     そして最後に、八人を補佐する役割を担った従者が一人選ばれた。
    And, last of all, an attendant, tasked with assisting the Eight, was chosen.
     
     勇者たちは、九人の魔法使いにより、不死の王の居城『ヴァルトラン』の間近まで瞬く速さでの跳躍を果たした。
    The heroes were transported in an instant to a spot next to the Undead King's castle, Valtran.
     
     されど。 九人の眼前に立ちはだかるのは、『不死の王を護る』という命令だけに従う、屍兵の軍勢。
    However, what stood before the Nine was an army of zombies obeying only a single order... 'Protect the Undead King.' 
     
     その数、およそ十万。
    Their numbers, around one hundred thousand.
     
     ここにゴルトロックに生きる全種族の命運を賭けた――九対十万の戦争が始まった。
    Here began the fight to determine the fates of all of Goltrok's people... a war between nine and one hundred thousand.
     
     腐肉滴る馬を駆る骨だらけの無数の屍兵たちを、勇者たちは恐れず打ち砕いていく。
    The heroes fearlessly struck down flesh-less zombies atop rotting horses.
     
     九人は高位の魔法と武器、強靭な胆力と優れた知恵をもって十万の軍勢を突き崩し、長い城塞を抜けて、ついにただの一人も欠けることなく、不死の王に対峙した。
    The Nine used powerful weapons, great magics, iron will, and brilliant strategems to break down the army of one hundred thousand, breaking through the fortress walls, and they finally made their way to the foot of the Undead King's throne.
     
     だが無敵に思えた彼らでも、不死の王との戦いは熾烈を極めた。
    However, even for the seemingly invincible heroes, the fight with the Undead King reached the peaks of ferocity.
     
     幾度聖剣で斬りつけ、幾度魔法で燃やし、切り刻み、凍り付かせても不死の王は滅ぼせなかった。
    No matter how many times they cut at him with holy swords, burned him with magic, sliced him open, or froze his flesh, they could not destroy the Undead King.
     
     元より神であった不死の王は『死』を与える・・・だけの存在で、『死』を与えられる存在ではない・・・・・・・・・・・のだ。
    From the beginning, the Undead King was a god who only gave 'death' to others, and he was not a being that could be given 'death' himself.
     
     誰かが神に祈り、 誰かが膝を屈しそうになったその時、
    At the moment when one prayed and another was about to fall to his knees...
     
     不死の王の前に一人の男が進み出た。 これまで八人に付き従ってきた従者だった。
    A single man walked out before the Undead King.  It was the attendant who had, up until this moment, followed the eight heroes.
     
     従者は自身も知らない呪文を導かれるままに詠唱した。
    The attendant began to chant the words to a spell he himself did not know.
     
     魔法の名は“神の降臨サモン・ゴッド”。 選ばれし者にしか詠唱できない、屈指の大魔法。
    The name of the spell was 'Summon God', a Grand Magic that could only be chanted by one chosen.
     
     従者はその時知った、不死の王は死を与えながら死を知らない故に、どうやっても滅ぼすことなどできないのだと。
    At this moment, the attendant was given to know that the Undead King was a being that gave death to others while not knowing it himself.  As such, he could not be destroyed by normal means.
     
     滅ぼす方法はただ一つ。 死を知る者の躯の中に不死の王を召喚すること。
    There was only one way to kill him.  He had to be summoned into the body of one who knew death.
     
     つまり死を知らぬ者に、死を知らしめること。
    In other words, forcing the experience of death upon one who knew it not.
     
     そして。 神はそのために九人の中から自分を選んだのだということも。
    And he also came to know that it was for that very reason that he had been selected from amongst the Nine.
     
     従者はその事実を本来の主であるイングリッドに伝え、不死の王もろとも自分を滅ぼすように、と願った。
    The attendant confessed this reality to his former mistress Ingrid and asked her to destroy him along with the Undead King.
     
     イングリッドは一度はそれを拒んだが、従者の説得に応じ、その身を聖剣で貫いた。
    Ingrid refused at first, but, in response to her attendant's please, she thrust her holy sword through his body.
     
     かくして不死の王は『死』を知り、滅び去った。
    So it was that the Undead King came to know 'death' and was destroyed.
     
     彼が滅んだ途端、屍兵たちも塵へと還った。 朽ちた大地に再び草木が芽生え、穢れた水は清らかさを、瘴気に病んだ風は生気を取り戻した。
    At the moment of his death, the zombies turned to dust, the withered land began to bloom once again, the tainted water was cleansed, and the wind was cleansed of miasma.
     
     大地を再び生者の手に取り戻したのだ。 人々は歓喜し、八人を英雄として褒め称えた。
    The land was reclaimed by the living.  The people yelled in joy, praising the Eight as heroes.
     
     そして大神エル・アギアスは彼らが人でありながら不死の王を倒した偉業への褒美として『聖紋』を授けた。
    And, as a reward for having defeated the Undead King despite their own mortality, the great god El Agias bestowed upon them the Sacred Crest.
     
     ――聖紋は英雄の証明であり、連綿と受け継がれていくもの。
    The Sacred Crest is the proof of heroism, to be passed down through the generations.
     
     ――八人の英雄が、未来永劫語り継がれるように。
    This is so the Eight Heroes will continue to be told of in stories for eternity.
     
     ――この『聖紋』は我が与える奇跡。生きとし生けるもの全てが、邪悪と戦ったのだという確かな証し。
    This Sacred Crest is a miracle I bestow upon you.  A proof that all that lives fought against a great evil.
     
     ――それを示すために、この聖紋の継承者には大いなる力を与えよう。
    In order to show this, I bestow upon the inheritors of this Sacred Crest an immense power.
     
     かくして、後世の歴史に永遠に刻まれるであろう『八英雄』が誕生した。
    And so it was that the story of the Eight Heroes, destined to be carved into history for eternity, was born.
     
  14. Like
    fun2novel reacted to Clephas for a blog entry, Thoughts on Tokyo Babel (a summary after my fifth playthrough)   
    First, as I state in the title, I'm coming off my fifth playthrough (all paths and endings) of Tokyo Babel.  As such, I am - very obviously - deeply fond of the game.  I'm also a fan of the writer Higashide Yuuichirou (for reference, he also wrote Ayakashibito and the scenario for Fate/Apocrypha). 
    However, in this post I wanted to address some of the complaints I get from those who play the game.  First, I will address the major complaints I've taken personally from those who read or have read it untranslated, then those who read it translated.
    Untranslated
    1.  'This doesn't feel like a Higashide game/isn't as good as his other games!'  For better or worse, Higashide went in a different direction, style, and approach in Tokyo Babel in comparison to his previous works.  Ayakashibito is the basis for most untranslated Higashide fanboys' love, but it needs to be said that anyone who has played the two games will barely see any resemblance beyond the writing style. 
    Ayakashibito was about a young man struggling against the world as he tried to carve out a life for himself with his adoptive sister.  His emotional struggles with unreasonable and unreasoning prejudice, as well as the active malice of powers both great and small, struck a chord in a lot of the people who read it.  Moreover, it is by far the most slice-of-life focused of all Higashide's titles, whereas a huge portion of Tokyo Babel is fighting, preparation for fighting, and dealing with conspiracies.
    2.  'I loved Dies Irae and this was recommended to me based on that, but it doesn't match up.'  This one makes me laugh.  Sorry, I'm not trying to be contemptuous, but, despite some surface resemblances, Tokyo Babel is wildly different from Dies Irae.  Higashide is not a poet.  Masada is.  Higashide is calculating where Masada is impulsive.  As such, I can honestly say the only resemblance between the two is that they both have a preference for fantasy and melodrama.  Dies Irae is an opera, whereas Tokyo Babel is more straightforward and to the point, in comparison.
    3.  'Why is there no ero?  All his other games had ero, so why not this one?'  I have to wonder if anyone but me was surprised at this one being the third most common complaint I got from those I recommended this game to.  Yes, his other games have a mix of good and horrid ero (Ayakashibito is particularly infamous for its side-character scenes), but Tokyo Babel was written from beginning to end as an all-ages novel.  Surprisingly, I agree with those who think the lack of ero in Tokyo Babel had a negative effect.  To be blunt, I can't see Lilith not finding a way to shove Setsuna into Raziel's futon or failing to trap him in a room alone with Sorami... and that's setting aside several moments in her path that would have made for some great 'desperate and somber H' scenes.  Higashide, for all that his ero scenes were sometimes awful (again, Ayakashibito), always made them relevant to the story and used them to enhance its flow... something many chuuni writers who utilize ero content fail to do.
    4. 'What the heck is it with this game's weird mix of styles?!'  I'm not an art bigot, so I'm not the best person to answer this question.  This game's art style differs from previous Propeller games to a significant degree at times.  Is that a good or bad thing?  Hard to answer... though I do think the decision to make the main characters look younger than in previous games (with some exceptions) was questionable, lol.
    Translated
    1.  'What is with the translation?!!!!'.  Aah... this is the idiot argument.  Sorry, but I've said this a thousand times before 'Japanese to English translation is an oxymoron'.  Conjueror was pretty much the only translator brave enough to jump into translating something like Dies Irae or Tokyo Babel precisely because fans of this type of game are such a-holes when it comes to translations.  Yes, it isn't perfect.  Yes, it doesn't somehow magically mirror Higashide's brilliance perfectly.  However, I would like to make a few major points for those who insist they could do better...
    Japanese has numerous concepts, sayings, and even casual phrasing that simply don't translate into English without a much larger number of words to fill in the gaps in the language.  One reason I always recommend anyone who can read a game in Japanese (even if they have to use a parser and text hooker) do so is because it is impossible to perfectly replicate everything in a localization to English.  It is possible to get across many concepts with creative language and a wide vocabulary in English, but that sometimes means spending minutes or even an hour on a single line, trying to create something that can somehow retain the best parts of the original.  Chuuni translations tend to be awkward (both anime and games) because the language used requires more of this, and it becomes too easy to fall into the habit of robotically spewing out the translation instead of actually writing it into prose (look at the FGO cell phone game and you'll see what I mean).
    2.  'This wasn't as dramatic as I thought it would be!'  This one puzzles me... but then, I never played the game all the way through in English (I went up through the Miyako fight in Raziel's route to get an idea of what it was like), so maybe more was lost in the localization toward the middle and end than I thought. 
    3.  'The subject matter made me uncomfortable'...  Ah yes, this one.  To be honest, even I felt the remnants of my upbringing pounding on the doors of my psyche at times when I played this game.  To be blunt, to anyone brought up in a devout Christian (or even Muslim) household, playing any of the routes can be enormously uncomfortable at times.  By the nature of the process of 'suspending disbelief' that occurs when you read something fantasy, your prejudices and upbringing inevitably play into how you see the game.  To be blunt, by Christian standards, this game is blasphemous, lol.  In Japan, due to the way the divine is seen (impossible to explain if you haven't studied it, so I won't go into this here), this game doesn't feel that way.  However, this game can cause some odd reactions in some Westerners.
    4.  'I don't get the humor.'  Sad to say, but a good portion of humor in Japanese VNs simply doesn't translate very well.  The funniest scene in the game (in my opinion) is the drunken party in Sorami's path... but there are several points in this scene that don't translate (think plays on Japanese wording, puns, and phone number styles) that had me cracking up every time.  Sad to say, but, for those playing translated JVNs, this is something you'll just have to live with.
     
    Conclusion
    I didn't really refute any of the complaints here... but I did try to address them.  Tokyo Babel is one of the few of my favorite games that have been translated (though more of them have been in recent years, including Hapymaher and Dies Irae), but it is also the one of my translated favorites that is most likely not to be mentioned when someone is asking about this type of game. 
  15. Like
    fun2novel reacted to Clephas for a blog entry, Random translation: Silverio Vendetta's opening scene   
    This scene is the opening of Silverio Vendetta, and the two monologues (one from Zephyr, one from a spoiler character who isn't named in the scene) define the nature of the game's theme.
    “勝利”とは、何だ?
    What is victory?
    “栄光”とは、何だ?
    What is glory?
    それを得れば、何も失わずに済むのだろうか
    I choose that path, will I be able to live without losing anything?
    救えるのか。守れるのか。本当に、幸せになれるのだろうか
    Can I save what is mine?  Can I protect it?  Can I really find happiness?
     問いは切実。なぜなら、勝利というものはとても恐ろしいものだから。それが輝きの内に秘めている毒牙を、俺は誰より痛感している。
    I ask this earnestly.  For victory is by nature frightening to me.  I know the poisoned fangs hidden within its glorious light better than anyone.
      身の丈を超えた栄誉、使い切れないほどの大金、人目に付かざるを得ない大成功……そういったものはどうしても過剰摂取してしまった途端、逆に所有者を苦しめにかかる。
    Honors that leave capability in the dust, more money than one can spend, success that can't help but be noticed...  Those things can't help but cause the holder suffering the moment they overdose upon them.
      つまりは反作用。
    In other words, it is a reaction.
      分かりやすいところでは敗者からの妬みつらみに有名税、人物像の一人歩きに、あらぬ期待や噂話。過激なものでは殺害予告、崇拝脅迫などなどと……
    Amongst the more obvious would be jealousy from the defeated, the price of fame, the public's view differing from reality, and unfounded rumors and expectations.  The more extreme end can even go to death threats, worship, blackmail, etc...
     悪意か、あるいは逆に暴走した善意ゆえか。どちらにしても恐ろしいことには変わりなく。
    Whether it is malice or berserk good will, they are both terrifying.
      それは時として単純な敗北を上回る激痛と化し、更なる破滅の呼び水となる。
    At times, that even becomes a suffering far more terrible than simple defeat, and it can even become the cause of utter ruin.
      大きな事業が成功した代償に、愛する家族に累が及べば本末転倒。それと同じだ。
    It is the same as losing your family as the cost for succeeding in business.  It's counterproductive.
      時としてここは負けておくだとか、少し遠慮をしてみせるとか、そういった配慮が必要な瞬間は間違いなく存在している。勝てば官軍とは早々いかない
    It is an absolute truth that there are times when it is best to consider allowing defeat or showing humility. 
     無論、だからといって勝利するなと言っているわけでもないのだ。そんなことを真剣に語るやつは心底馬鹿だし、目が曇っていると言う他ない。
    Of course, I'm not saying 'don't win'.  Anyone who says that is a total idiot and is blind to reality.
      人ならば誰しも、いいやどんな生物であろうと例外なく勝利という結果を目指す。それが自然で、当たり前の行動原理だ。そもそも負けてばかりでは生きることさえ難しく、無制限に敗者を許してくれるほど世の中は甘い形に出来てはいない。
    Humans... no all living things regardless of origin seek a victorious result.  That way of being is perfectly natural and a matter of course.  It is truly rare that victory is unadulterated.  In the first place, if you are always on the losing side, it is hard to even live, and the world isn't so kind as to infinitely forgive the defeated. 
      だからそいつの器に見合った勝利と、妥協できる程度の敗北。その一線を見極めて行動するのが充実した人生を送るコツではなかろうかと、思わざるを得ないのだ。
    That's why the ideal is to seek victories one is capable of handling and defeats one is capable of accepting.  I can't help but believe that the key to living a full life is acting while keeping an eye on that thin line. 
    大きな夢を目指すことで惨めに敗れるくらいなら、最初から挑戦せずにそこそこの勝負で済ませておくのが最も賢く、傷も浅い……と。
    'Rather than suffering a terrible defeat as the result of pursuing a great dream, it is much smarter and less painful to avoid challenging your limits and be satisfied with minor victories and losses...'
    反吐の出そうな弱者の論理展開だがこれを口にしているやつは存外多く、かくいう俺もその一人。
    That's the nauseating thought process of the weak, but there are a lot of people out there who talk this way... and I am one of them.
    卑小? 凡人? そうだな、指摘されてもその通り。自分自身でよく分かっているよ。予め負けた時のために予防線を張っているだけだろうと誹られても、まったく、ぐうの音も出ない
    Pathetic?  Mediocre?  Yes, what you are saying is correct.  I know that very well.  Even if you say I'm just making excuses for the time I lose in advance, I can't refute you. 
    そうだとも、俺は小物だ。
    That's right, I'm a pathetic man.
    人としても男としても、小さな器しか持っていない。
    Whether as a person or a man, I am only capable of so much.
    大した理想や信念もなくその日暮らしの金銭さえ手に入れられれば満足という、翻弄される風見鶏。
    I live without any real ideals or convictions, an opportunist who is quite satisfied as long as he can make enough money to live day by day.
    受動的、かつ厭世的。ただ一言、情けない。
    I'm passive as well as pessimistic.  To sum me up in a single word... pathetic.
    けれど──
    However...
    それでもただ一つ、言い訳をさせてもらうなら悟ったまでの人生について具申したい。
    Still, if you'll let me make one excuse, I would like to report on the life I lived until I came to this realization.
    俺は何も負け続けたからこうなったわけではなく、求めてもいない勝利のせいでこうなってしまったのだから。
    I didn't end up this way because I kept losing but rather because of an unwanted set of victories.
    そう──勝てば碌なことにはならない。
    That's right... nothing good comes of winning.
    必ず、より強大な姿となって次の苦難が訪れる。
    Without fail, the next, much larger tribulation follows it up.
    それは冗談みたいな言葉だが俺にとっては紛うことなく真実だった。
    That might seem like some kind of joke... but it was an absolute truth for me.
    本当に、ああ本当に、いつもいつも、いつもいつもいつもいつも……
    Really, oh really... every time, always, always always...
    敵に、任務に、難問に、勝負に、勝ったところで状況が一向に改善されない。それどころか、難易度がアップした状態で似たような事態が連続するという始末。まったく訳が分からない。
    Whether an enemy, a mission, a difficult question, or a competition, achieving victory fails to improve the situation.  Moreover, I found myself facing similar situations at escalating levels of difficulty.  Seriously, what's with that?
    身をすり減らして勝った途端、より恐るべき難題が必ず目の前にふりかかる。
    The moment I won by running myself ragged, an even worse problem would always, without exception, pop up before me.
    血反吐をはいて生き抜いた途端、どこからか容易に超えざる大敵が次は俺の番だと出現してくる。
    The moment I came out victorious, puking blood, another great enemy would appear before me.
    まるで運命という宝箱をぶちまけでもしたかのように。際限なく湧き出てくる次の問題、次の敵、次の次の次の次の──勝者が負わねばならぬ義務。
    It was almost as if the contents of fate's treasure box were scattered before me.  Problems, enemies, and every tribulation you could possibly imagine welling forth endlessly... the duty a victor must bear.
    おまえは見事に勝ったのだから、栄光を手にしたのだから、次のステージに進むのは当然でより相応しい争いに身を投じなければならないとでも?
    Is the world saying that, since I won, since I achieved glory that proceeding to the next stage is a matter of course, and I have to throw myself into a more fitting conflict?
    それが勝者の宿命だから? ふざけろよ、こんな馬鹿げた話があるか
    Because that is the duty of a victor?  Screw that!  Can there be anything more idiotic than this?!
    誰しもみな現状をより良くしたいから勝利や栄光を願うのに、なぜか俺に限ってはそれが自らの首を絞めていくのだから、不条理という他ないだろう。
    Everyone seeks victory and glory to make their present better, but for some reason, in my case, that just strangles me.  You can't call that anything other than absurdity.
    そして当然、凡人なのだから負けもする。いいやむしろ、何も出来ずに地を這う方が多いくらいだ。
    And of course, since I'm just a normal person, I lose as well.  No, it was actually more common for me to be crawling the earth, helpless.
    それが嫌だから研鑽を積み、慣れない努力に手を伸ばしたこともある。
    There was a time when, because I didn't like that, I took the unfamiliar path of working hard.
    けれど勝てば、決まって訪れる次の困難。永遠に脱出不能の蟻地獄。頭がどうにかなりそうだった。
    However, if I won, I was doomed to face the next tribulation.  It was a hellish existence I was incapable of escaping.  I felt like I was going to go mad.
    そんな状態に置かれて尚不屈の意志を保てるほど、人の心は強くない。
    Placed into that kind of situation, the human heart isn't so strong as to be able to maintain an indomitable will.
    だから、俺はもう十分だと疲れ果てて。
    And so, I decided I had enough, exhausted.
    このまま、ただ流されて生きることを選択し。
    I chose to live going with the flow.
    自分が塵だということを、嫌になるほど受け入れたのに。
    Though I hated it, I even accepted the fact that I was worthless trash.
    けれど──
    However...
    それでも、守らなければならない子が出来たから。
    Yest still, I found a girl I had to protect.
    彼女を救うために、このちっぽけな命を懸けると誓った。ゆえに後もう一度だけと奮い立たせて、再起する。
    I vowed to use this pathetic life to save her.  For that reason, I forced myself to stand and go forth once again.
    一世一代、最後の博打。そして俺は何の因果か勝ってしまい……
    It was a once in a lifetime, final gamble... and for some reason I won...
    どうしようもなく“勝利”を手にしてしまったのだ。
    And I achieved yet another terrible victory.
    それがすなわち、地獄への片道切符に変貌するということをついぞ甘くみたままに……
    I foolishly failed to realize that that was doomed to transform into a one-way trip to hell...
    (at this point, it changes narrators from Zephyr to another)
    死神が呼び寄せられる。手に負えない艱難辛苦が訪れる。
    The grim reaper is called forth.  Trials and tribulations beyond my ability to handle arrive.
    守り抜くなど絶対不可能。勝者へは永遠に至れない。
    Protecting her to the end is absolutely impossible.  He will never become a true victor.
    訪れる次の大敵──次の不幸。次の苦難。次の破滅。
    What comes is another enemy, another misfortune, another tribulation, another ruin.
    掴み取ったはずの未来は暗黒に蝕まれたまま続行していく。
    The future he thought he'd reached continues to move forward, eaten away by darkness.
    むしろ手にした奇跡を呼び水に、よりおぞましい新たな試練を組み込んで運命を駆動させるのだ。
    Rather, the miracle he managed to create becomes fuel for another challenge, turning the wheels of fate.
    それが“逆襲”と呼ばれるものの本質。
    That is the nature of a 'counterattack'.
    弱者が強者を滅ぼすからこそ成立する概念は、ゆえ逆説的に、勝利の栄華を手にしてしまえば執行資格を失ってしまう。
    As it is a concept that exists through the weak destroying the strong, if the glory of victory is achieved, the right to use it is lost.
    ……彼は永遠の負け犬、呪われた銀の人狼。
    ... He is an eternal loser, the cursed silver werewolf.
    常に敗亡の淵で嘆きながらあらゆる敵を巨大な咢門で噛み砕く、痩せさらばえた負の害獣。
    The gaunt evil beast who crushes all enemies in its great jaws while howling its despair from the depths of defeat.
    次にやって来る狩人が更に凶悪な存在になると分かっていても、自分自身の宿命から逃れられずに足掻いている。
    He continues to struggle, even though he knows that the next hunter will be even more terrible than the last, unable to escape his destiny.
    “勝利”からは逃げられない。
    It is impossible to escape from victory.
    “勝利”からは逃げられない。
    It is impossible to escape from victory.
    “勝利”からは逃げられない。
    It is impossible to escape from victory.
    「ならば────」
    "Then..."
    ──さあ、どうするか?
    ... now, what will you do?
     
  16. Like
    fun2novel reacted to kivandopulus for a blog entry, Steel [Graviton]   
    Foreword: I never expected a 80 hour long race out of this "episodic" story. How much time should pass till opening? What about length of the epilogue? Should there be some lines after the final credits? Believe me, Steel will surprise you with each answer. I knew that scenario from Kadokura Keisuke would be enjoyable. But it took me a full week to be able to digest it.
    VNDB: https://vndb.org/v6416
    Youtube:https://www.youtube.com/watch?v=N5Nc368AlSs&list=PLs4Gp5VU4Fv9jHMWwIIkzFPiTpLJ-eMP7

    Synopsis: The protagonist, Tomoya, was abandoned by his mother at a tender age. He was taken in by Honjou Arisa after a chance meeting. Four girl adoptees who had joined the Honjou family home for similar reasons also lived there.
    Though they were not related by blood, Tomoya treated the girls as if they were his siblings. They lived peaceful lives at the Honjou residence... but one day, he encountered a strange woman in town. She was wreathed in something that looked like iron – and upon seeing her figure, he remembered that he, too, had once harbored such a metallic augment.
    "Is that... your Anima?"
    A right arm turned to metal... A peculiar corpse discovered at school... A transfer student exuding dark mist... And a foreign warrior wreathed in thick steel armor... Tomoya's peaceful life would soon begin to crumble as disaster came to visit him and his sisters. To protect them, he shall have to once again wreathe his right arm in Anima.
    Game type: Supernatural abilities chuuni story
    Character Design rating: 8/10
    Protagonist rating: 7/10
    Story rating: 9/10
    Game quality: 4/10
    Overall rating: 7/10

    Basics first. This is a story of a big and powerful Honjo clan. Main character Tomoya is an adopted child who lives in the family for the last five years. Only few families possess the anima ability to turn their body into weapons. They have rivals, but don't show their powers to the outsiders. Tomoya only starts to master his anima. That brings us to structure.
    There are four chapters. Three first chapters have similar shape. Each of them is devoted to Honjo sisters and their anima - first Misaki, then Ayano, finally Iori. These three chapters have two endings each - initially the true one when the heroine comes off the stage in some way and then the side happy ending with each heroine. After each of four chapters there's a short explanatory chapter which is devoted mostly to past events and Honjo Alice heroine. The fourth chapter has only one ending and is devoted to the most mysterious heroine Nishinomiya Akizuki. It also covers most of the loose ends of the game. Epilogue chapter (with a small Final chapter which finalizes Explanatory Chapters) is very different from the other chapters and presents after-story for the different characters that remain on the stage up to the point. 

    Phew, with that covered - almost - without spoilers it's possible to go on. Story is thrilling, and text is really rich. Characters are quite developed despite having no voicing thanks to whole 15-hour long chapter devoted to each of them. What I liked the most is that there are very few SOL scenes. Protagonist Tomoya starts off pretty well with all his powers awakening gradually and evolving with more emotional experiences. But game really lacks a good conflict. There are some goons (including elite ones) from the rival family, but that's it. So in result Tomoya just does not have opportunity to actually fight since we constantly need to show battle prowess of our chapter heroines. Thus he gets from cool to passive losing charm. Due to the lack of conflict some fights happen even between heroines out of trifles. But on the other hand, some antagonists jump to the stage out of the blue. Momentum never gets lost.

    Time to get back to story since it's the main flavor of the game. Each chapter is actually very different, so we can't stop being surprised. Misaki chapter is our straightforward nakige with personal drama and focus on the heroine alone. Ayano chapter suddenly changes focus from heroine to her anima. Iori chapter is totally different again since Iori actually can't fight. Maid Noriko has to fulfill that function, so Noriko actually gets her own ending as well. Third chapter also marks the main conflict of the game and uncovers Honjo clan secrets. Fourth chapter has the most straightforward conflict between main heroines Alice and Akizuki against their own antagonists. As for epilogue, it gives off too much of Clannad scent which is a great minus for such Clannad hater as me. Each chapter is named after anima name and explanatory chapters are called Shizoid because of the very different perspective presented.

    The saddest part is graphical presentation and absence of voicing. That gives a huge penalty to the quality evaluation. I can't really imagine many persons to be able to read such a huge story with such poor presentation. But - on the other hand - how many real modern masterpieces are there without voicing? Can't really remember even one out of the blue. That's an enormous feat by itself.

  17. Like
    fun2novel reacted to Clephas for a blog entry, Kimagure Temptation   
    Kazuki Fumi and Silky's Plus Wasabi's newest game has arrived.  This is the third game in the series that began with Nanairo Reincarnation.  I will say this outright from the beginning... this game isn't as good as either Akeiro or Nanairo.  It does have its high points, but it needs to be noted that this is not on the same level as the previous two games.
    This game uses the Emote system heavily, with the sole heroine (Annelise) being extremely 'animated' (think constantly swaying boobs) to a degree I haven't even seen in other games that utilize this system.  Similar to the other games in the series, this game has excellent artwork that differs from most other Japanese VNs. 
    The music in this game isn't as good as Akeiro's or Nanairo Reincarnation's was.  To be blunt, in both the previous games, the music played a strong role in making the game what it was, and the music direction (when to use what BGM) was on the highest levels I've seen in the VN industry.  Unfortunately, this game falls far short of either of those two in this area, with a much weaker set of BGMs.
    The game focuses around the protagonist's efforts to solve the mystery behind the mass suicide of the denizens of an apartment in the same town Nanairo Reincarnation was based in.  Based on what is said in-game, the canon path that reaches to this game is Kotori's path in Nanairo and Youko's path (the Tsukihime-style normal ending) in Akeiro.  Also, based on certain 'events', it is apparent that around two decades have passed since the events in Nanairo, for reasons that will become rather obvious early in the game (in other words, play Nanairo and Akeiro first if you don't want to be spoiled). 
    To be blunt, this game has a much tighter focus on the mystery element than either of the previous games, with less immediate sentimentality and more confrontation with the dead people 'living' in the apartments.  In addition, Anne's constant advances help it retain the goofiness that was present in both the previous games. 
    This game has multiple endings, but I chose to only play the true one, as I figured (and I was right) that it would have the best possible result for everyone involved.  Of course, when everyone besides the protagonist is dead or inhuman, that can be somewhat bittersweet.
    If you were to ask me whether it was worth crying over what happened in this game, I would say yes... in particular, I cried for Kanon and Akira (two of the victims), as their lives and final deaths were the most tragic and their natures (surprising in the case of Akira) were the least inimical to others. 
    The true ending is definitely a tear-jerker...though it doesn't pull the tears out of me to the degree that either of the previous games did.  Part of this is that both Akeiro and Nanairo are long games with extensive, detailed, and deep character development and superb presentation. 
    The other part is that, while I predicted the truth behind what happened about two-thirds of the way through, I found that the mystery 'investigation' system crippled the game's ability to draw me in and keep me in.  To be blunt, if a game only has a single heroine, I only want minimal choices to be present, and I certainly don't want to have to deal with this kind of gameplay.  The gameplay is too perfunctory to be enjoyable, and it is too intrusive and intrinsic to the game as a whole for the reader to be able to stay fully engrossed in the experience.
    In conclusion, this is a game where the concept was good and the staff was first class, but where the attempts to be clever (such as with the gameplay system) fell flat.  It is still a reasonably high-level game, but, considering what Kazuki Fumi has managed to do in the past with this universe, I can't help but feel it could have been handled better.
  18. Like
    fun2novel reacted to Clephas for a blog entry, Ren'ai, Karichaimashita   
    To be honest, I wasn't intending to read this game... then I happened to catch a Japanese review and immediately purchased a copy (that arrived two days ago).  This game has surprised me by being the first comedy SOL VN to make me laugh this year (comedy VNs being small in number in the first place making this worse), so just starting this game up was enough to satisfy me that I hadn't wasted my money.  ASa Project is a company that has long produced standard charage of various levels of quality, but their last few games have been only just barely reaching levels I consider acceptable. 
    Like their last game, Karigurashi Ren'ai, this game picks a somewhat eccentric approach to SOL comedy.  In this case, the protagonist essentially takes on a part-time job that is on the border between legitimate work and enjoukousai, where he gets hired to play a role (boyfriend, boytoy, big brother, friend, etc) for his clients.  This causes a lot of weird antics that are generally amusing (at least to me), and it is helped along by a cast of sub-heroines that are several levels above the two main ones in quality (yes, i'm bashing Emi and Hasumi) or general amusement factor.  Tsubaki, the teacher heroine, is easily my favorite of them all, with an adorable gap between her gamer self, her teacher self, and her lonely homebody self that was very pleasing on many levels.  The twins, Chinatsu and Konatsu (both total perverts, if with slightly differences in degree and vector) had a path that was full of shimoneta and didn't really have anything but humor and H (which was fine, since I never thought to see anything deep out of that relationship). 
    After the split-off point for Tsubaki and the KonoChina twins' paths, a second arc begins, following the love triangle that forms between Hasumi, the protagonist, and Emi.  It also has two short (think fifteen minutes of reading) paths for their friends, Momoko and Saki. 
    Saki's path... is not so much a path as a bad/normal ending (with two fairly hot h-scenes).  It's worth laughing about, but there is none of the intimacy of Tsubaki's path or the absolute perverted hilarity of the twins' path.   Momoko's path is almost the opposite... it is more of a 'comfort sex' ending, which is good in and of itself, because it steps outside of what is normal for the SOL genre.  Too bad that Momoko wasn't a main heroine, since she would be an interesting main heroine.
    Now I get to Hasumi... I don't care if she is one of the two main heroines.  I disliked her from the beginning.  I hated everything about her characterization, save for the hints of loneliness they drop here and there throughout the common path.  The unnatural-feeling characterization for her just made me want to break something... and while she could be amusing at times, her interjections into the  early sub-heroine paths often fell flat, at least in my estimation.  Her personality comes out more after the break between the first and second arcs of the common route (first arc includes the split for the twins and Tsubaki's routes), and she makes a bit more sense... but her characterization still grates on my nerves.  What really gets to me is that if it weren't for the aesthetics of her characterization, I probably would have liked her character background... that laugh just drove me nuts.  I did like her half-yandere qualities, but the fact that I have to plow through that weird laugh and annoying mannerisms to get through it kind of ruins things...  Her path itself is as amusing as the rest of the VN... except that her annoying mannerisms become a constant rather than an occasional annoyance.
    Emi makes a much better best friend than a lover.  To be honest, I just found it hard to take her seriously as a heroine (fake lovers to real lovers always does this to me).  The way the relationship (the business/acquaintance level relationship, not lovers) with the protagonist begins (fake boyfriend bought with money) is an amusing variation on one of my most hated VN tropes, and her personality makes for great comedy relief.  However, her as a lover... sorry, I couldn't see it.  It was much more amusing when she was getting verbally abused by the protagonist for her bad habits.  As the butt of a joke, she is a great character, but as a heroine?  Not so much, in my estimation.  That said, she does a much better job as a heroine than Hasumi, at least to my mind... though the nature of the relationship between the three (the love triangle doesn't break up regardless of which one he chooses, which means the antics continue right up to the end) meant that I had to deal with Hasumi's personality even throughout this path.
    Conclusion
    One of ASa Project's better games, though it suffers from a poor choice of main heroines.  Tsubaki is by far my favorite heroine in this VN, and I would have liked to see a more detailed version of her path (meeting her family, general antics, lol).  This VN's standout element is its comedy, as it uses slapstick, sit-com, and manzai as needed to amuse the reader.  As far as romance goes... the comedy element is far stronger than the romance element, so it is hard/impossible to take seriously, but that was this VN's salvation when it came down to it.
  19. Like
    fun2novel reacted to Clephas for a blog entry, Ryuusei World Actor   
    Ryuusei World Actor is the latest VN by the up-and-coming plotge and chuunige specialist company, Digination, under its subsidiary Heliodor.  This company's games so far have been somewhat unpredictable and unbalanced in my experience, with a great deal of ambition and not quite enough talent to pull things through completely.  I say this from the point of view of a long-time chuunige/plotge addict, and from the perspective of a person that has played two of their games to the end and sampled two others. 
    Moreover, this is a Kinugasa Shougo game... his first since the second Reminiscence game (which is probably why Tonari no Shoujo never got released, the whimsical jackass that he is).  The bits and pieces of Kaito's worst qualities seen in Ruka (the protagonist of this game) make it pretty obvious who wrote this game, as do the way the endings are handled.
    This game is based in a world where dozens (literally) of sapient species coexist (in the sense that they are alive, though their countries war against one another constantly) in the only nation that accepts all races, as well as the only nation that has achieved a high-tech civilization, The Seventh Federation.  The protagonist, Ruka, is a low-ranking detective with a lot of bad habits who gets on just about everyone's nerves (including the readers' at times).  He rarely admits when he is wrong, complains when things don't go perfectly his way, uses numerous illegal sources, and generally makes every other cop look good in comparison (even the ones who take bribes).  That said, when he wants to be, he is quite capable... even ingenious.  Unfortunately, that is coupled with a lack of motivation except when cornered, a tendency to get involved with incidents his superiors don't want investigated, and a fundamentally amoral ethos to getting things done.
    In other words, except during a few moments when he shows his true colors, he can be a constant irritant to vicariously experience, simply because the reactions of those around him are almost entirely negative and his attitude is bad enough that you can't blame them.
    This game is not ladder-style, unlike many of the previous games by this company.  Rather, it utilizes a classic (though I don't necessarily consider classic a compliment) structure where you must experience the three sub-heroine routes before you can see the true route (Claris's route). 
    The heroines in this game include Claris, the protagonist's naive rookie elven partner; Chiffon, a Seguit (think inhumanly strong barbarian race) with a strong sense of honor who is living on a shoestring budget because of her easy-to-fool goody-goody personality; Mel, the princess of a primitive human nation of powerful warrior-mages who is in hiding; and Komachi, a female traffic cop who is constantly going to mixers in hope of finding the perfect guy.
    Common
    The common route, as is common in most VNs, serves as an intro to the characters, their personalities, and their circumstances.  It is often humorous (well, I found it so), though there are just as many serious moments due to the nature of Ruka's job... and his bad habits.  To be honest, I found the common route serviceable, but it also shares a complaint I had throughout the VN, from beginning to end... despite the fact that the protagonist is actually very capable, he almost never shows it. 
    While Ruka can be depended on to bring cases to a conclusion, his lack of an interest in credit for his work (mostly because he knows he won't benefit even if he does get credit), his need to hide his true abilities (he has good reasons, but I honestly felt that this aspect was perhaps something they should have cut out), and his tendency to bring things to a conclusion in the worst way possible while solving the case (for him) is often frustrating.  Worse is the lack of lateral connections between the heroines, with most of their connection being through the protagonist and momentary, rather than being a near-constant. 
    The combat scenes in the common route are decent... even good.  However, they are frustratingly short considering the sheer number of abilities and powers apparently present throughout the Seventh Republic and its races.
    The common route also fails to really bring the Seventh Republic's peoples to life, which i found irritating, since the setting has such potential.
    Chiffon
    Chiffon's path is the earliest branch (the only early branch) and is really a sub-heroine path in structure.  Chiffon is perhaps the most pure-hearted person in the VN (mostly competing with Mel, though I give Chiffon the pure-pure prize due to Mel's surprising familiarity with things that made me wince).  Her innocence, naivete, and strong code of honor also make me tentatively name her as one of only two people in the VN I consider to be 'true good' alignment characters (the other is Melissa, the fairy the protagonist rescues fairly early on). 
    Chiffon's path is the weakest and (oddly considering she is probably the strongest fighter amongst the heroines) the most SOL-centric.  I liked the relationship, but that was despite how it developed rather than because of how it developed.  This path showed off one of the major reasons I am so wary of this company's games... the inconsistent pacing.  This path is also the one that is most completely disconnected from the others, and that is more than a little irritating. 
    The epilogue in this path is good in the sense that it is based more than 'next week' and it reflects the results  of the events that occurred in the more dramatic ending parts.  However, I felt it could have been more extensive, to compensate for the shortness of the main path...
    Komachi
    Komachi is my least favorite heroine.  She is also a Victim A type heroine (the nosy investigative type with no ability to protect herself), which I constantly scream at whenever they get included in an action story game.  This is in comparison to Mel, who is a Victim B type heroine (the virtually  helpless sheltered girl who is caught up in circumstances beyond her control), and the choice to plop a heroine like this into the story is questionable at best.  I honestly think she should have been position as an occasional sex-friend who dies partway through (hence the Victim A label) or a side-character rather than a heroine, considering the type of story this game is.
    Her path's value lies in what it reveals about certain members of the Cult, rather than in Komachi's circumstances themselves.  This path is a rather obvious 'revelation preparation for the true path' path, and it seems to exist solely for providing the information that comes out in it.  The romance feels a bit forced and the way the two get together just doesn't sit right with me, after reading it.
    Mel
    I'll say this straight out... Mel's path needed a 'five years later' after story.  For better or worse, the core conflict is left only partially resolved (Mel's issues), and, in classic Kinugasa Shougo faction, nothing is concluded.  This is the thing I hate most about Kinugasa Shougo... and the part that he seems to insist on unless the company he works for forces him to act otherwise.
    Mel's path itself has some excellent action scenes (several levels above either Chiffon's or Komachi's), but it feels like they only scratched the surface of the potential for this path.  As such, I felt more than a little irritated about how it was handled.  Unlike Komachi's and Chiffon's paths, where the romantic elements felt forced, it is rather obvious that Mel had a crush on Ruka from early on, so I wasn't bothered by the romantic shift. 
    True/Claris
    Aaah... I'm going to be clear about this.  This path reveals the truth of Ruka's past, which is hinted at repeatedly throughout the VN, but is mostly shoved to the side in the other paths.  It also clarifies his relationship to Claris, who turns out to be a halfway decent heroine...
    ... unfortunately, this suffers from what I'm tempted to call 'Kinugasa Syndrome'... in other words, Kinugasa Shougo's absolute hatred of concluding his own stories (extrapolated from his writing habits).  For better or worse, Claris's path suffers from this disease.  Actually, in some ways it is worse, since it cuts off just when things were getting interesting, probably to let them set up a sequel.  Claris's path occurs chronologically after a non-romantic version of the other heroines' paths (predictably so, since that is one of Kinugasa's standard storytelling techniques, as was seen by how he handled the transition to Akagoei 3).  It is actually written quite well, and its paced about as good or better than Mel's path... but somehow, there is even less action (disappointing, considering the case they are chasing). 
    I honestly was frustrated with how this path ended... especially since it really doesn't go anywhere beyond handling the protagonist's past and a number of h-scenes.  I was deeply disappointed by how this was handled, and I'm more than a little angry about the way it cut off...
    It is hard to describe just how sharply this story gets cut short... literally nothing gets concluded, obviously setting things up for a sequel... but without even the minimal effort to throw the readers a bone that Shougo usually makes.
    Epilogue
    This game concludes with an epilogue that becomes available after finishing the four heroine paths.  It is mostly a short get-together of the four formerly-young detectives that joined at the same time as Ruka, and it rather blatantly sets things up for a sequel... which made me want to pull out the few strands of hair still remaining on the top of my head.  I hate it when no attempt is made to at least tie off a few strands of the storyline.  Even in the original Akagoei, at least some of the conflicts were resolved (though he deliberately overturned most of them in Akagoei 3, with Kaoru's path being the storyline that heads into Akagoei 3). 
    Conclusion
    A game whose setting possesses enormous potential, ruined by Kinugasa Shougo being allowed to indulge all of his worst habits without restraint... and with none of his good ones really surfacing at any point of the VN.
    Edit: When writing the above review, I tended to focus on what was wrong with the VN... and that was perhaps inevitable since I wrote each part after the conclusion of a path, and the conclusions to each path are singularly unsatisfying, even for something by this writer. 
    What was good about this VN?  First is the setting... the Seventh Federation is an interesting country, a nation enveloped in permanent darkness with numerous races coexisting within.  Second?  The characters.  The characters are all well-defined and stand out well (except the heroines, who oddly are some of the weakest characters... well, other than Claris), and I smiled frequently at the kind of BS Ruka spewed whenever things weren't going to his advantage.  The detective action is sometimes hit and miss... but Ruka really is intelligent and experienced as a detective... he is just apathetic when he doesn't have something or someone prodding him to do his job. 
    Honestly, the only thing I can say to anyone considering reading this VN is wait for  a potential sequel to come out.  Until one does, this game will be nothing but frustrating to most people.
  20. Like
    fun2novel reacted to Clephas for a blog entry, Kokorone Pendulum   
    This is the latest game by Clochette, a company known mostly for four things:  It's decent stories, it's excellent characters, a tendency toward fantasy and sci-fi settings, and the forest of oppai heroines that spring up in its wake.  lol
    Clochette is straight out my favorite plotge/charage hybrid company, mostly because they understand what they do well and don't try to do anything but develop from that perspective.  The result is that I can depend on their games being enjoyable.  Some people will probably go 'eh?  Isn't that a matter of course?', but most companies that always produce the same genre never manage Clochette's level of consistency in quality and type.  To be straight, this is the only charage company whose games I can still enjoy without reservation, even after my burnout. 
    Kokorone is based in a setting where mysterious out of place objects, in the form of underground black pyramids surrounded by unnatural foliage, began granting people mysterious powers about thirty years before.  The protagonist, Komachiya Soushirou, has one such ability that he defines as an affliction.  His ability is indiscriminate telepathic reception (under the theory that people 'project' their emotions and thoughts constantly if they don't try to shut it off).  He suffers from headaches and having to hear people spill their thoughts and emotions into his mind wherever he goes, and he can't shut it off.
    That said, seeing as this is a Clochette game, this 'constant suffering' stage only lasts about five minutes (Clochette games have dark moments, but none of them have an overbearing atmosphere).  It is soon relieved by his experience of the mind of Kamishiro Sumika, one of the game's heroines, and he finds himself drawn into helping out with her club, which tries to build bridges between Magia Saucers (yes, that is the name for them, lol) and normal people.  They are joined by the iai mistress and Sumika's best friend, Tatewaki Chihaya; the genius Magia researcher Tsumuri; her cat-like best friend Leeruxu; and (eventually) the protagonist's senpai-imouto Nazuna (yes, she is both his little sister and his senpai).
    The common route is pretty straightforward Clochette, with ecchi happenings that never cross the line, mild humor, and a few serious story/plot points that serve to properly introduce you to the setting and characters (and give you an idea of what the heroines will be like).  The protagonist does deal with his personal issues in the common route just well enough to provide a baseline for them possibly becoming less important in the heroine routes (or become important again, depending on the path), which was definitely intentional and typical of heroine routes... but I never really thought Clochette would pursue the production of a game with a constantly gloomy protagonist, anyway.
    Chii-chan (Chihaya)
    Because of this route, Chihaya will forever be Chii-chan to me.  I mean, Chii-chan is so adorable that you can totally see why Sumika adores her... and the route is extremely lovey-dovey, even at its darkest moments.  Part of that is helped by Chihaya being a complete open book to the protagonist for much of the path, resulting in an endless cycle of ichaicha that is oddly non-annoying (probably because the ability to see into her head makes it less fake-seeming). 
    Anyway, Chihaya's route focuses, unsurprisingly, on the personal issues for her that surround her Magia and her relationship with her father... as well as the problems Magia can cause for athletes and competitive martial artists (by law, they can't participate).  This route gets highly emotional at times, especially toward the end, but it stays light and cute for the most part.
    Leeruxu
    The obligatory catgirl of this VN, a young woman who possesses a Magia that grants her incredible physical abilities and the visual traits of a cat-person.  She is a friendly and whimsical heroine, closing in suddenly and vanishing on a whim.  She eats a lot (think food-fighter levels), and she can generally be trusted to be smiling or encourage a warm atmosphere wherever she goes.
    Her path circles around her abandonment issues and the protagonist's reaction to them, and as a result, it has less focus on the characters' powers than in Chii-chan's path.  There are some strong emotional moments in this path, as Leeruxu's issues have a very strong basis in her past that isn't easy go leave behind.  That said, it mostly comes off as a moe-focused sort-of nakige route... especially since everything about Leeruxu is built to be moe or ero, right down to her voice.
    Nazuna
    Nazuna is the protagonist's imouto (little sister for the uninitiated) and she is pretty typical of Clochette imouto characters.  How so?  Every single Clochette imouto shares two major qualities... they are a total brocon and they are extremely erotically designed (all Clochette heroines manage to be ero in a good way, despite being oppai monsters).  Nazuna shares this quality with standard-issue tsundere piled on top, in the way of old-style tsundere (right down to the classic tone of voice when denying her affection).  Also typical of routes for these heroines, the incest issue is mostly minor to the heroine and protagonist, though there is a short period of thinking over the difficulties involved.  (incidentally, Nazuna is only #4 on my Clochette imouto list, with Konoka from Prism Recollection being the top so far, mostly because they did so good a job combining her quirks, her high intelligence, and fundamentally tragic innocence... oh yeah, and her perversion)
    As a clarification, one reason why most Clochette sister heroine routes go more smoothly than most is because there is usually at least one other person who is supportive of the relationship, if not the entire group of heroines and sub-characters.  While drama often pops up later on in the path, the initial transition is usually fast and easy, in comparison to blood-related imouto characters in other companies' games.
    In exchange for not being overly focused on incest drama, this path tends to focus on the issues with their deceased parents and their relationship to the school they are attending... and the dreams they left behind for the relationship between Magia Saucers and normies (lol). 
    Note:  I'm doing this VN really slowly, doing a path whenever I feel like it, but one thing I'm noticing is that there is a great reduction in drama from previous games by this company.  While the issues of the prejudice between Magia Saucers and normal people are present in each path, in the ones I've done so far, it has been mostly mild.
    Sumika
    Unusually for Clochette, Sumika is the main/true heroine of this game, though you can play her path from the beginning.  Sumika is a kind-hearted, innocent young woman who desires nothing more than to see others happy.  Her goal is to see Magia Saucers and normal people get along, and she works hard as the club leader to make it happen (while baking cakes and other snacks for her friends).  She is an 'open book', as her spoken words and inner 'voice' don't vary from one another very often, and she is the 'voice' that heals the protagonist of his growing misanthropy early  on in the story.
    Her path, atypically for Clochette, is by far the most extensive in terms of dealing with Magia-related issues, the protagonist's past, and his problems with his ability.  As a result, this path feels the most like a normal Clochette path, though it is also the only path that doesn't have an epilogue.  It is an excellent path, but, having read it, I have absolutely no desire to be disappointed by Tsumuri's path, so I'll stop my play here.
    Conclusion
    As a charage, this is a top-class game, with all the best elements of a charage (ichaicha romance, SOL, mild comedy, etc) involved without most of the flaws (average/weak protagonist, lack of origin for romantic feelings, excessive dating).  As a Clochette game, however, it falls somewhere below the midline, being just a bit better than Amatsu Misora Ni while falling below all their other works.  That said, even a below-average Clochette game is still much better than the common ruck of charage, so I can honestly recommend it to those who love oppai and charage, lol. 
     
     
  21. Like
    fun2novel reacted to Clephas for a blog entry, Book Series: The House War   
    The House War series is one of three co-existing (to some extent, each of the series co-exists in time, often with the same characters) series written in the same universe by Michelle West, a half-Japanese, half-Canadian writer who first came to my attention when I was stunned by the first book of the Sun Sword series.
    The universe created in the three series (the Sacred Hunt duology, the Sun Sword series, and the House War series) extend across over thirty years of time in-series and involve as many varied perspectives, people, and desires as the more infamous large-scale high fantasy book series out there (the Wheel of Time, the Game of Thrones, The Malazan Book of the Fallen, etc).  However, it is distinct in every way from them in style.
    While the world West puts together is often as harsh or more so than the Game of Thrones series, it manages a degree of mystique that Martin never achieves, at least partly because the focus is more on the people and setting then making as many dirty deeds as possible occur in the shortest time possible (incidentally, that is my assessment of Martin's works).  A typically Japanese flavor exists in the writing, mixed with flavors of Celtic and even Middle Eastern tones at times.  Depending on which characters form the core of an individual book, the atmosphere differs dramatically. 
    The House War series is centered around Jewel Markess ATerafin and the people that surround her.  Jewel is a key character in all three series, though in different ways.  In the Sacred Hunt, she is the desperate leader of a den (think street gang) of orphans whose existences are only considered relevant relative to her.  As such, little focus or spotlight is put on the den, except to give them some minimal color and give you a vague idea of how they matter to Jewel.  Jewel is seer-born, a rare form of 'talent' that causes her to see potential futures in dreams and instinctively (knee-jerk, gut-level) know when her own life is in danger and avoid it reflexively.  Other talents, such as mage-born, healer-born, god-born, bard-born, and maker-born are all present in the series, but explanations for each are generally only presented as aspects of their existence become relevant to the story at large. 
    She lives in Averaalan, the capital city of an Empire ruled by the Kings, two god-born children born of the gods of Wisdom and Justice.  The complex society of the Empire nonetheless has only a very limited privileged class, made up of a wealthy but not feudal 'patrician' nobility, the commons, and the Ten.  The Ten are one of the constructs I like most, besides the Kings, in this particular setting.  They are a group of ten aristocratic clans that are granted almost complete internal autonomy and are not hereditary.  Instead, the Ten increase their numbers by merit-based adoption, wherein individuals that have talents and skills desired or needed by the clan as a whole are 'adopted' regardless of origin. 
    The House War series follows Jewel's life from early childhood, details the creation of her den, and further writes in details of the events around the duology solely from the point of view of the den and Jewel herself in the first book.  The rest of the books detail her rise after the events of the Sun Sword series to the rank of the Terafin (the ruler of the Terefin, the greatest of the Ten) and the results of her choices until she meets her destiny.  Of the three series, the House War series most deeply details the aspects that are left oblique and unexplained in the previous books, regarding the nature of human talent-born, the nature of power in that universe, and the nature of the immortals and gods. 
    Jewel is, other than her power, merely a fiercely compassionate woman who cares far too deeply for someone who rules.  Her immortal companions are frequently frustrated by her (mostly because they only understand the power she wields and what it will become), and her mortal companions fear for her as her power grows and she struggles against the necessity to change in order to master it. 
    The over-arching antagonist of all three series is Allasakar, the Lord of the Hells, a being that is deliberately demonized (lol) in the Sacred Hunt, given some perspective through the eyes of Kiriel, his half-human daughter, in the Sun Sword, and given a third and more complete relative perspective based on the truths revealed in the House War series.  I won't go into detail about this, but Allasakar is presented as being inimical to all mortal life... and this is true in every way.  However, one thing that gets revealed in a rather stark manner in the House War is just how inimical ALL immortals in this series are to mortals.
    The world Jewel and the other characters live in is one that is asleep, the gods having withdrawn to another realm for reasons of their own, the Firstborn (their 'children) confined to the mystic wilds, and many of the other immortal existences in a thousands of years long sleep.  Because of this, a marked difference between the early books and the later ones is the stripping away of the gentle human 'myths' that gloss over just how terrible the immortals, regardless of alignment, were. 
    If the Duology was a simple good vs evil play and the Sun Sword was an interwoven tapestry of demons an politics, the House War is the mortal coming into contact with and struggling against the immortal.  Michelle West's concepts of the immortal are very Japanese, for someone familiar with Japanese Buddhism and Shinto.  Indeed, I can say that while there is a strong Celtic influence on the aesthetic, the essence is almost entirely Japanese when it comes to immortals in the story (it becomes even more so later on). 
    For those with an interest on why I said there is a strong Middle-eastern influence, I recommend you read the Sun Sword series.  Following the events in the lands of the Dominion, in particular the first book of the series which almost exclusively centers around that region with few outside influences, brings that influence out in full.  Serra Diora, one of my favorite characters in the series, is someone I can honestly describe as one of the most admirable characters in the series as a whole, while being one of the weakest relatively (Edit: In terms of power, not personality).  It gave me a much better perspective on Middle Eastern culture, and it is one of the reasons I actually began reading some literature from that part of the world.
     
  22. Like
    fun2novel reacted to Clephas for a blog entry, Dead Days   
    On request and because I am a Kurashiki fan, I decided to play this, despite worries about the concept and the characters... and I came out finding my worries perfectly justified.
    First, the protagonist Teru... in a standard chuunige, he would be the jackass that gets killed after begging for his life in the opening act after doing something totally scumbag-like.  Worse, rather than being merely a cold-blooded manipulator (which is how the Getchu page presented him), he is actually an irritable kid who thinks he is a lot smarter than he is. 
    Second, the heroines... first, the punk-like Aira who overdoes her makeup and generally speaks like an airhead but has definite anger issues.  Second is Asami, another man's wife who is generally weak-spirited and only clings to her second life out of a desire not to lose what she has left (her husband and child).  Third is Mao, the protagonist's osananajimi who has a strong sense of justice, is pretty naive in general, and tends to get on the protagonist's nerves constantly (this gets worse after he dies and gets resurrected).  Mao is the true heroine of the game... and also the single most annoying character in the game, even setting aside the protagonist's issues with her.  To be blunt, she is yet another Victim A heroine presented as the true heroine of a serious game with violence...
    Third, the writing... I wanted to cry at how low-quality the writing in this game is compared to Kurashiki's previous two Clock-up games.  Both Okami and Maggot showed off his skills in full, and as a result, they have a cult fanbase even amongst those who don't like the sexual themes involved in the latter or the social ones in the former.  The basic narrative quality is scaled down to the level of the protagonist, which is hugely disappointing. 
    Last, though this is more of a universal complaint for all Clock-up games... too much meaningless h-scenes.  I hate Clock-up's visual style for H-scenes (there aren't any torture rape scenes in this one, outside of the bad endings which I didn't watch), and the presence of loli content made me vomit... twice.  Seriously, was that really necessary? 
    The good points of this VN lie solely in the individual heroine paths, because the common route is just poorly handled and paced.  The heroine paths, on the other hand, are slightly stronger, though only Mao's has a decent epilogue (even by VN standards). 
    Overall, this game felt like a really inept attempt at psychological horror.  Considering how good a job Kurashiki has done previously at this kind of thing, it startled me how huge the gap in quality was between this and his previous works... both for Light and Clock-up.  Even Sora no Baroque was better, and that is saying a lot.
  23. Confused
    fun2novel reacted to Clephas for a blog entry, Tasogare no Folklore   
    I do not regret playing this game.
    I needed to say this first, because this game has a pretty high level of emotional impact.  The actual characters are quiet for the most part, but the relationships in this game are so twisted that even thinking about them being real would make a saint wince. 
    This story centers around a young personal servant, Kumagata Arima, and his young mistress, Otobe Supika.  It is the Taishou Era (pre-WWII, late teens to late twenties of the twentieth century), and Japan's first age of modern prosperity is at its height.  Supika is an apparently sickly ojousama who reluctantly goes to school at the urge of her personal servant Arima, who takes care of all her personal needs (up to and including dressing her and doing her hair).  Arima is an apparently devoted servant who can be relied on without reservation by his sickly mistress...
    Well, there is a lot more to it, but this is as far as I can go in terms of specifics without spoiling it for you.  Tasogare no Folklore is a game where not knowing too much is an important aspect of enjoying the story, so I really suggest you don't read the official site or the Getchu page.  Instead, I will explain what kind of game it is.
    Tasogare no Folklore's primary attractions are the disparity between the darkness hidden in the depths of the characters' home and the apparent strength of their relationships, particularly the one between Supika and Arima.  Their relationship is not as simple and straighforward as it seems on the surface, and the way it twists is the source of a lot of the sick fascination I felt watching the train head for the broken tracks. 
    To be straight, this is a dark game with no miraculous salvation.  Oh, there are a few times when a 'convenient' outcome occurs, but those are the exceptions rather than the rule.  The characters' feelings for one another are real, but they are also muddied by circumstance and events in the past.  As a result, their relationships are twisted to an extreme degree (though Supika and Arima's relationship is so twisted even the other characters can't understand it). 
    However, the presentation of this game is top tier.  I'm almost tempted to cry 'kamige', but that is going too far, lol.  This game is a dark fantasy, but it is also a quietly intense love-romance.  It also has elements of a number of genres, but in the end, what stuck with me was that I felt it was a romance from the beginning.
    There are two endings (and one extra story based off the 'good' ending) in this game... a 'good' ending and a 'normal' ending (in Tsukihime style).  The good ending is a happy one... but I say that with the caveat that it is still bittersweet.  The environment Supika and Arima are forced into is not one that goes for charage-style 'purely happy' endings, after all.
  24. Like
    fun2novel reacted to Clephas for a blog entry, Tamayura Mirai   
    Tamayura Mirai is the latest game by Azurite, the company behind Shinsou Noise and Akumade Kore wa.  Unlike the previous two, it is not a guro mystery.  Instead, it is a fantasy with an extremely similar setting to Monobeno (which had a great setting, even if the lolicon elements were outright disgusting).  It also shares a writer (Touta) with such excellent games as Kin'iro Loveriche, Floral Flowlove, Gin'iro Haruka, and Ojousama wa Gokigen Naname.  
    Before I go any further, I want to speak as to why I compared the setting to Monobeno.  Fukano, the town/valley in which the story is set, is a backwater where youkai, humans, and deities coexist.  Folk traditions, such as deities within the home, are still alive and well, if not entirely understood (the death of the last folk shaman in the area ensured that, from what is said).  The protagonist's role is very similar to the role of the miko in Monobeno (keeping harmony and balance between the supernatural and mortal), and, though the younger generation isn't, a certain level of superstition remains in the older generation.  In addition, the protagonist's choice to live isolated in the mountains in a run-down and modified old Japanese school (think the school from Higurashi no Naku Koro ni) also echoes the isolation of the protagonist's home in Monobeno.  That said, the atmosphere in the game isn't as severe as Monobeno's, though the protagonist's 'duty' is harrowing at times.
    All that said, this is definitely its own game.  The general atmosphere is a bit somber, and the characters all have some kind of serious problem that leaves them a lot less at peace than they seem on the surface (the protagonist included).  The protagonist is a mage who wields runic magic (Norse shamanic style), and he has the role of keeping peace the mixed-origin supernatural community of Fukano, the setting.  He lives in an abandoned school in the mountains with a succubus named Midari, who has the dual problems of being afraid of men and deeply fearing her own nature (though her upbringing shows through at the oddest times).  At the school he attends, he frequently meets with a water spirit information broker named Hanako (one of the heroines).  Occasionally, he meets up with his oppai-loli 'oneechan' (who is very childish and has a really poorly-executed accent that just comes off all wrong in the VA...). 
    The story begins with his encounter with Yukina, a girl with naturally high levels of spiritual energy who is completely untrained (and is thus a danger to herself and everyone around her, since youkai and monsters can gain power by eating such people, and others make assumptions about what she can do based on her spiritual power).  I won't go into details about their meeting, because this is a game best experienced the first time without too many preconceptions.
    This is essentially a nakige, and it does a pretty good job of bringing out the tears.  The protagonist's duty often brings him into contact with situations where he must deal with various tragedies, sometimes from the present, sometimes from the past.  His own previous life isn't exactly bright and flowery either, lol.  The protagonist has a tendency to see himself as weak and selfish, but he has a seemingly endless capacity for getting obsessed with solving other people's problems... which actually makes him perfect for his work (considering the nature of the mountain deity and certain hints given during the common route, it is pretty clear that he was given his role specifically because of that tendency). 
    The heroine routes, quite naturally, focus on the issues with the heroines... to be specific, dealing with the issues that bother them the most deeply.  Equally quite naturally, the first heroine I picked was Midari, the succubus.
    Midari
    Midari is a member of the succubus nobility who was exiled from her homeland because of her fear of men and inability to feed properly (essentially have sex with men...and lots of them, preferably).   Worse (from her perspective), she fell in love with the protagonist on their first meeting, thus dooming her in the eyes of her people and filling her with a constant conflict between her impulses and her love for the protagonist.
    Midari has a very gentle and refined manner, and she has the grace that one would expect from a noblewoman...  However, on occasion, she makes remarks (usual casual references to sex acts or her sisters and mother's sluttiness) that reveal rather blatantly that she isn't human and her basic upbringing wasn't either.  Her path is all about dealing with her internal conflict and its real-world consequences... and this leads to a lot of nice emotional drama and a decent catharsis... though, to be honest, the cathartic scenes two-thirds of the way through the common route were better.
    Hanako
    For those who understand the reference, yes Hanako does hang around in the girls' toilet.  Hanako is a water youkai that came over from China six hundred years before the story began and eventually rose to become one of the top figures of all the water youkai in Fukano.  She is actually pretty powerful, and she serves as an information broker for Mutsuki (the protagonist) as he performs his duty as the Mage of Fukano. 
    Hanako's route is a weird one and it isn't as emotional as Midari's route was.  To be honest, a large part of the reason why is that the relationship part starts really quickly and feels somewhat forced...  Hanako has a reason to like Mutsuki, but Mutsuki doesn't really have a good reason to fall in love with her, so it feels weird.  This is in opposition to Midari, who has been at his side for some time when the story began and is insanely devoted to his well-being (not to mention sexy and graceful at the same time, lol).  This route could have been handled much better by using a tactic similar to the Midari route, where they become closer during the course of him carrying out his duties... unfortunately, the way the route was handled was sadly inept for such a potentially interesting heroine.
    Yukina
    Yukina is a young woman with a natural gift for the use of spiritual power (so much so that she can attack youkai with her bare hands and blasts of raw energy).  Her characterization is a straight out tsundere, so anyone who reads this VN with some experience with the character type will probably be able to predict her reactions in most situations.  I started laughing at a few points when she said something so typically tsundere that I couldn't believe any writer would still use the lines...lol
    Yukina's route is all about her personal issues, both her past and her present ones.  I do feel that this route's romance was far too hurried (like Hanako's) in the sense that their relationship should have had more time to develop into something deeper before things began to accelerate.  
    That said, the actual events after the romance solidifies are well-written and described, and you gain a lot more insight into Mutsuki's motivations and the depth of his personality than you do in the other paths.  I recommend this path be read after the other two heroines available at the beginning, simply because the revelations made here are too overarching to allow you to truly enjoy the other paths without reservation.
    Shiro
    Shiro is the protagonist's loli-oppai oneechan, who speaks with a weird houben (regional accent) that is poorly used by the VA to the point of being wince-worthy (yes, this is worth mentioning again).  
    Shiro and Mutsuki's issues are the core of everything that has shaped Mutsuki to be the person he is.  As such, it was only natural that Shiro would end up as the true path heroine... indeed, her path begins after the end of a non-romantic Yukina path.  I'm not going to spoil what those issues are, but I should note that Shiro was the motivation that drove Mutsuki to become a magus. 
    In the setting, magi are seekers of forbidden truths, similar in some ways to the magi of the Nasuverse save that they don't seem to have a large-scale organization or influence on the mundane world.  As such, they frequently take actions that are amoral in the pursuit of their path of research, and many naturally think in ways that are out of sync with humanity.   The Mage of Fukano is a rare exception, in that the deities of Fukano have made a role for the holder of the position in the natural existence of the valley and mountains.
    Mutsuki's path of research is about as immoral as it gets, even if he still has a conscience and his motivations come from a very human place.  As such, it takes a central role in the major dilemma of the path, as anyone who has read Yukina's path would guess anyway. 
    In the end, this was the path (other than the common route) which drew out the most tears from me.  Shiro and Mutsuki's story is full of sorrow but ends with joy, so I can honestly say this falls into the classic 'nakige' style. 
    Conclusions
    I have a few things left I want to say before bowing out on this game.  First, I wanted a Feles (Mephistopheles) route, since Feles is ridiculously deredere (in a yandere way) over the protagonist.  Another issue is that I thought that leaving the protagonist's deeper issues out of Midari's and Hanako's paths was something of a poor choice.  Yukina is presented as a mirror to the protagonist as well as a heroine, so it is understandable that she would play such a vital role for setting up the true path.  However, I felt that failing to properly deal with his personal issues in either of those two paths was a mistake.  Mutsuki does have VERY serious issues that can't really be glossed over... not to mention that I seriously doubt Midari's issues would end just with what we saw in the path (living with a succubus in a state of perpetual near-starvation will inevitably have its ups and downs). 
     
     
  25. Like
    fun2novel reacted to Clephas for a blog entry, Heroine wa Tomodachi Desu ka? Koibito Desu ka? Soretomo Tomefure Desu ka?   
    First, for those who are familiar with me... Yes, I did play this.  Why?  Something about the way it was presented in the Getchu page said that there was more hidden beneath the surface than a standard oppai-nukige.  Thankfully, my instinct was correct, in this case.
    Now, for those who are curious, this game is a straight-out harem, from beginning to end.  This game's primary attractions are the comedic reactions of the heroines and the way they and the protagonist slowly 'fall'.  It is like watching a train wreck in slow motion... it is too fascinating to look away from, yet you know it is going to end badly, lol.
    The protagonist, Yuki, is a somewhat hetare-ish guy who does his best to disappear in the classroom and has trouble speaking to others.  One day, out of loneliness, he opens up the Tomefure app, where young guys offer young girls a place to stay for free without strings attached and signs up.  The girl who appears at his door is the class idol, Sakurako, who immediately crushes his hopes (sexual fantasies) and basically does her best to leech off of him, dragging a bunch of other girls into the mix.
    This story is all about a bunch of young people too afraid to create real relationships or who have huge problems in their normal lives essentially huddling together and gradually becoming contaminated with this weird 'small community' Stockholm Syndrome thing.  I spent most of the game laughing or in a state of 'frustration' (yes, that kind of frustration), because the process of Yuki and the girls' morals collapsing takes a long time (despite being a kinetic novel, this game took me almost 20 hours to complete) and actual H and near-romance (there is no true romance in this game) doesn't get going until you are about 7/8 of the way through the game. 
    In terms of writing, the basic quality of the main writer is pretty low.  I'd say he is somewhere below the baseline for charage writers, which is generally bad in any case.  That said, because of the way the 'story' is presented, his lack of writing skills doesn't create as much of a negative effect as it might otherwise, even in a charage. 
    If you want a comedy ecchi harem VN to read, this is probably the best option you can find for the last three years.  The whole thing is so absurd that I couldn't help but laugh out loud (a real lol) on dozens of occasions.  Don't expect 'healthy' romance, since the whole story is based on the characters' gradually losing their common sense morality about relationships as they sleep in the same room (there is more to it, but I won't spoil you).  However, if you don't mind that kind of thing (or if you love it) this game is a fun read.
    PS: Yes, I surprised myself with how much I got into this one.
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