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Jartse

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  1. Like
    Jartse 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.
  2. Like
    Jartse 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). 
     
     
  3. Like
    Jartse 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.
  4. Like
    Jartse reacted to Clephas for a blog entry, Realive   
    Realive is Purple Soft's latest game.  For those unfamiliar with Purple Soft, they are the makers of Hapymaher and Chrono clock, and their specialty lies in nakige with fantasy and/or sci-fi elements.  As an example, Chrono Clock has the time-manipulation watch, Amatsutsumi has 'kotodama' (the ability to control people and some phenomena with words), and Aoi Tori has divine and demonic powers.  In this case, the characters are drawn into playing an AR game called Alive, which grants them strange abilities based on how far they have progressed in the game.  Since these abilities actually bring about real life results, I call it a 'mystical app', lol.
    Anyway, this game was written by Nakahiro of Hoshimemo and AstralAir fame.  In combination with the sheer eroero nature of Purple Soft's artists' character designs (since his previous works that weren't nukige were mostly 'cute' games) it definitely presents a different picture from what you would expect from Nakahiro at first... but as you progress through the game, you will inevitably - if you have played his previous games - come to recognize similarities in how he handles the emotional and comedic elements to his previous works. 
    The common route of this game is mostly light-hearted, though it shows at times the deep worries the various heroines and protagonist have (on the surface level).  For those familiar with Hapymaher (which is translated), it becomes evident that Nakahiro is a fanboy of that particular work pretty early on, as he deliberately inserted many small easter eggs into the character personalities and settings that are drawn from the characters of Hapymaher.  Sadly, he doesn't seem to have been fond of Saki (how could anyone play that and not love Saki?!!) but the heroines seem to have carried on a lot of elements from Hapymaher characters for some reason... though I won't spoil it for you.  Have fun figuring out which characters inherited which Hapymaher elements, lol.
    Anyway, there are four heroine routes in this game and one Grand Route (just a different name for a true route, save that it usually has a bigger focus on resolving central elements of the main game's story as opposed to the heroines' individual ones).  I'll introduce the heroines as I go.
    Kaya
    Kaya is, on the surface, your classic arrogant/selfish ojousama.  She has distinct manipulative tendencies and a strong need to be on top, no matter what the situation.  However, that surface hides a crybaby who lived a sheltered but strictly-regulated existence that tried to squeeze all traces of personality out of her.  This is not that uncommon in ojousama heroines, but the way Kaya is presented is cute, generally speaking.  Her class is Alchemist, which oversees destruction and creation of objects.
    Like all the four initial heroine routes, this one focuses on resolving Kaya's issues as she tries to complete the game, which is often difficult, since the conditions of the missions given by the game are often vague and designed to help the characters grow and face their inner demons... and Kaya's demons are a doozy (those this can be said about all the heroines to one extent or another).  While some of her issues might seem minor to someone looking from the outside in, it is nonetheless made easy for the reader to empathize with her suffering.
    This path was my first experience with how the endings were going to be handled for this game... and the ending was something of an exercise in frustration for me, primarily because there is so much hinting at the background setting without giving me answers to match up with my suppositions.  In addition, since we have no way to see how things progressed between the events at the climax of the path to the epilogue (this is deliberately not spoken of), I found myself wishing that they'd left epilogues to after the game was done completely.
    Minato
    Minato is a loner by choice, living a hard life working part-time jobs to keep her in food and shelter while attending high school.  She actively hates the idea of trusting others, and she resents deeply the hypocrisy of those who try to help her out of pity.  Normally, she presents the picture of a 'koakuma' heroine (and that's what she is), but she is also a rather obvious tsundere, albeit one who only shows her true tsun when someone manages to embarrass her.  Her class is Trickster. 
    Minato's path is... much more viscerally emotional and at the same time amusing than Kaya's path.  I chose her second because she was the other 'outlier' heroine amongst the four initially available (I almost always pick heroines who aren't already close to or in love with the protagonist first, since osananajimi and deredere classmates are usually boring).  She resists both the idea and reality of her romantic feelings for Chihaya (the protagonist) for a long time, and her reactions to those feelings were just hilarious... up until the point she finally gets down to being deredere, then she is even more clingy than Kaya, and that takes work.
    Minato's theme is 'overcoming dependence and making peace with the past', and it was much more effectively executed than Kaya's path... that said, i do still have complaints with how the epilogue was handled.  However, that's the case with all of the four initial endings, so I'm just going to grin and bear it.
    Nemuru
    I'll go ahead and get this out in the open.  Nemuru and Satsuki are the heroines I had no interest in from the beginning.  Satsuki is an osananajimi in the classic 'cooks and cleans for him' style (albeit not tsundere for the most part) and Nemuru is your typical shy girl who has trouble speaking with men.  Nemuru's class is, ironically (at least on the surface) Idol, and her skills are all centered around gathering or controlling the attention of others. 
    My major problem with Nemuru's path came down to the fact that Nemuru was the heroine, in the end.  As a path, it is actually fairly good, even if it lacked a lot of the non-standard twists and turns seen in the previous two paths (incidentally why I picked those two heroines first).  However, Nemuru's character was irritating to me (shy heroines who remain shy for most of the game drive me crazy), and while she grows a great deal as she overcomes her trauma (much like the previous two), I was left unmoved due to my lack of interest in her. 
    Again, her path is technically good, and a less-jaded player would undoubtedly be able to empathize more with her (the me of two or three years ago probably could have), but I've grown used to not bothering to tolerate heroines I don't like of late, so my reaction was probably inevitable.
    Satsuki
    Satsuki is the osananajimi neighbor, living with her younger sister Yayoi.  She constantly wants to take care of people, especially the protagonist, and she intentionally matches her time leaving the house to his... do I have to enumerate anymore reasons why I left this path to last?  lol
    Anyway, Satsuki has a strongly self-sacrificing personality with an intense desire to help and protect others.  This is reflected in her class, which is Knight.  Her path is perhaps the second most emotional (for me) so far, right behind Minato's.  That said, her existence as an osananajimi and an essentially 'normal' person pretty much eliminated any possibility of me preferring her as a heroine, hahaha.  Her path is all about overcoming the loss of something precious, and as such, it is inevitably a tear-jerker. 
    Grand Route
    Early in the Grand Route, the reason for the links to Hapymaher become clear, and about a third way through, it becomes clear why all the events in the other path occurred.  I'll be blunt... you'll probably spend most of the first third of this path in tears, if you have a heart.  It is also an extremely familiar set of themes and setting ideas for someone who has read Hapymaher, so I can clearly state that this game is a Hapymaher derivative rather than just supposing it might be. 
    This path forces the protagonist and the heroines to face their largest trauma, the one not mentioned even slightly in the other paths.  This trauma... is bad enough that I'd honestly be tempted to rename this an utsuge.  However, typical to Purple Soft's nakige brand, the ending is a happy one, if somewhat bittersweet.  I know I cried.  I will say that the protagonist's solution to the problem was... novel and typically convenient of a Japanese nakige, lol.
  5. Like
    Jartse reacted to Clephas for a blog entry, The Schools of Charage/Moege harems   
    First, I'm going to state that all charage/moege are harem-ge (with the exception of kinetic novels with only a single heroine).  In all these cases, you have a bevy of heroines that are, at the very least, friendly with or somehow attached to the protagonist.  There are a three standard types of harem that I consider to be general umbrella types.  These harems do not include nukige sex-only harems or the type of harems that pop up in gameplay hybrid VNs, as these often have distinctive story-exclusive reasons for harem formation.
    The Disconnected Harem
    This is the standard-issue harem for modern charage/moege.  In this harem situation, the protagonist is independently connected to most of the heroines, with very little or no interaction between the members of his harem of latent deredere troopers.  The reason this has become the dominant harem in the charage genre in the last seven years or so is because it is the one that is the most 'tasteful' to monogamists and traditionalists.  In this case, the heroines either have no real connection with one another or only weak connections that become tenuous the second the heroine path begins.  Games that have these harems tend to have extremely weak casts of characters in general, and there is usually very little or no real conflict between the characters (low incidence of love triangles, few jealousy attacks, etc).  As a result, games with this type of harem tend to have weak or nonexistent plots, lackluster SOL outside of ichaicha dating, and 'convenient' drama that is resolved so quickly it might as well not even exist.  These harems generally disband at the end of the common route, as the protagonist seems to completely forget any attraction he had to the other girls and they fade into the background.
    The Dominant-Sharing Harem
    The Dominant-sharing Harem is defined by the members of the harem being at least somewhat familiar with each other (often friends, family, or members of a group or club) and able to be cooperative to an extent while competing for the protagonist's love and attention.  Girls in this kind of harem situation (Shuffle is a prime example of it) are ok with the idea of sharing the protagonist in the abstract, but in practice they want to be the 'first wife' or the 'wife' and relegate the other heroines to the mistress or concubine status (though it isn't always stated this bluntly).  This is perhaps the most realistic harem situation, as, historically, real harems - other than royal ones - have usually been structured with a head or first wife and a number of secondary wives, often married with the permission of or by the choice of the first wife, lol. 
    The Everybody's Equal Harem
    The Everybody's Equal Harem is, just as the name indicates, a harem where the protagonist essentially loves and treats all the heroines equally and the heroines accept this situation, albeit often with a tacit understanding between one another that they won't stop aiming for a Dominant-Sharing type situation.  As such, this can often be considered a prelude to a Dominant-Sharing Harem result in practical terms.  A classic example of this would be the end of the Grisaia series or the ending of Strawberry Feels, where the protagonist himself never forms a preference, even if the heroines do build a sort of pecking order based on dominance of personality or circumstance.  Tiny Dungeon's Endless Dungeon ending can also be considered this kind of ending, whereas the individual routes represented by the first three games would be considered Dominant-Sharing harems. 
    Why I bothered with this post
    Anyone who has been an otaku as long as I have been has to accept that harem-thinking is essential to SOL otaku-ism.  As early as Love Hina and Tenchi Muyo, rom-coms have been creating wacky harems and weird situations that result.   This is because romantic comedy is the easiest type of comedy for anyone to get into, and the easiest one to empathize with... and comedy used to be the dominant genre in otaku media (though romance always came a close second). 
    The evolution from that type of loose harem (though in later incarnations, the Tenchi universe threw off all pretense of not being harem-ist) to the current situation took decades, but it was a natural evolution in visual novels in particular, due to the fact that most visual novels are multi-route, heroine-focused affairs.  Charage in particular, with their focus on SOL, inevitably give off a sense that the protagonist is the center of a harem, even if it is only  in the common route.  Since this kind of situation appeals to the more primitive parts of the male psyche (males are genetically predisposed to seeking multiple mates, though socialization and emotional attachment overwhelm this in modern settings), eroge tend to abuse this flagrantly. 
    Oh yeah, if you haven't figured it out, I like harem endings that aren't sex-heavy... but that isn't so much because I have a thing for 'collecting' bishoujos.  Rather, I like the various situations that result in VNs, as they are often intellectually interesting, heart-warming, or hilarious (or all three).  Nukige-style harem endings are boring and make me roll my eyes, mostly because I question whether anyone has that kind of stamina, and because ignoring the emotional and practical aspects entirely like that makes it hard to suspend disbelief.  If a plotge can make me think a harem would work, I want to see it work, lol.
  6. Like
    Jartse reacted to Clephas for a blog entry, Some thoughts: A few Months later   
    It has been almost six months since I ceased VN of the Month.  I can say now that while I do, surprisingly, miss some aspects of that particular column, the freedom giving it up has granted me is far greater compensation. 
    When I was doing VN of the Month, I was literally the only person commenting on most of the non-nukige VNs in a given month.  I was driven by a sense of obligation to those who read my blog to continue regardless of what it was doing to me and my life, and I can say now that that wasn't a healthy situation for me. 
    I am still a VN addict.  I probably always will be, just as I am a heavy reader in general and a lover of role-playing games.  However, I still think the role I put it on myself to play was a necessary one.
    How many people who play untranslated VNs give honest opinions devoid of spoilers?  For that matter, how many of them are honest about their biases when they feel they can't give a particular VN a fair chance? 
    I made myself abide by a pretty strict set of rules when I was doing VN of the Month.
     One was that I would primarily evaluate VNs based on story, character development, and setting, while only mentioning visual and audio elements when they were obviously exceptional.  My reason for this is that I lack the background to properly evaluate the technical aspects of audio-visual materials, whereas I have extensive experience with all sorts of reading material in general and fiction in particular. 
    Another was that I would, on a regular basis, restate my particular biases, reminding people of the limitations of my objectivity.  This was because I was writing on all VNs I played for the first time, and it would have been unfair for me to fail to state my biases beforehand when playing something that was outside my tastes or something that hit them spot on.
    The third was a resolve to avoid excessive spoilers.  My standard was the Getchu page.  If information was released on the Getchu page or the official site, I didn't consider it to be a spoiler, but I was to avoid spoiling things beyond that, except when absolutely necessary.
    The fourth and final rule was to strive for objectivity inasmuch as possible and be honest with myself and my readers when it wasn't possible. 
    These rules were my guide posts for the years I did VN of the Month, and they served me well, generally... but I reached my limit.  To be blunt, VN of the Month was only made possible because of my high reading speed and my willingness to structure my life solely around playing VNs and making money to buy more.  Naturally, this way of doing things was doomed to failure eventually, but I got so caught up in actually doing it that I didn't notice it really at the time.
    Now, I play only what I want to play, and that makes me a much happier person, despite a few wistful moments where I wonder if I couldn't have done it a little while longer.
  7. Like
    Jartse reacted to Clephas for a blog entry, February 2019 Releases   
    Wow, there are a lot of VNs being released for February this year that aren't nukige... this happens occasionally, but usually it is four or five games.  A few major names got concentrated into this month, as well as a bunch of games by new companies or new subsidiaries.  To be honest, from my point of view, despite the fact that this is my birth month, there isn't much to look forward to.  There is a  new VN in the Shuffle universe here, but with Agobarrier, the universe's father, deceased, I can't say that I have a lot of interest in its continuance...
    https://vndb.org/v24748
    Spiral is the aforementioned new game in the Shuffle universe, focused on a young spy from the god race who is ordered by his boss to attend a human school the princess is thinking of going to as a spy (and a trap).  Given that this is the Shuffle universe, it is probably going to be standard rom-com fare, with some fantasy antics and drama.
    https://vndb.org/v23205
    To be honest, since this is made by a subsidiary of More, which is famous for its impressively mundane SOL romance games... I can't say it looks interesting.  Based on the summary, maybe some potential NTR/love triangle action...?
    https://vndb.org/v24717
    The fandisc for Kin'iro Loveriche.  Definitely going to play this, if only for the extra path for the snooty ojousama (who should have had a route anyway, since hse had more of a connection to the protagonist's group than Akane). 
    https://vndb.org/v24564
    This is made by the makers of Karenai Sekai to Owaru Hana, which is one of the few kamige made in the last four years.  As such, I'm going to play it... well, with a cat ear heroine, I'd play it anyway, lol.
    https://vndb.org/v23742
    Evenicle II... to be honest, do you really think I'd play this?  I barely got through the original, and Alice Soft's sequels tend to be iffy, in my experience.
    https://vndb.org/v23600
    What looks to be an SLG sex fest from Astronauts' gameplay hybrid division.  No interesting heroines (at least to me), so I probably won't play this.
    https://vndb.org/v24275
    Made by the new subsidiary of a company famous for anything from standard moege to harem-ge, I might try it eventually, but probably not in the next month.
    https://vndb.org/v16516
    To be honest, the premise of this game gives me a headache.  Feng tends to use any excuse to produce third-rate rom-com SOL games... so it is hard for me to take them seriously. 
     
  8. Like
    Jartse reacted to Clephas for a blog entry, Why I still haven't given up on VNs.   
    After ten years playing VNs, you would think I would have completely lost faith in them by now, especially considering just how many I've played (744 not counting most of the nukige, replays and incomplete/dropped ones).  Most VNs that aren't nukige are SOL-fests that exist solely to promote nostalgic fantasies about life in high school and getting into bishoujos' pants... not that that is an entirely horrible goal, but it isn't something I want to see five hundred times over.
    The romance is usually puerile and has no relation to reality, the characters have all their hard edges filed away by the needs of the archetype, and drama is used solely to add 'spice' (like one sprinkle of pumpkin spice, not cracked red pepper) to an otherwise endlessly sweet and bland recipe. 
    So how is it that someone who has experienced that much essentially boring and pointless repetition of the same scenarios able to continue to enjoy VNs, even if he can't stand meaningless SOL anymore?
    At one time, it was a sense of duty, a belief that I was doing the community good by digging gems out of the piles of crap that are the SOL genre.  I also had a sense of pride that I made an effort of objectivity that I have literally seen no one else attempt.  I played games no one else bothered with because they didn't have the time or patience, and I did it because I thought someone looking at the games would want to know what they were getting into.
    I paid a price in a growing sense of bitterness, of boredom, and of a sense that I was forgetting the reason why I began to read fiction in the first place.  I paid a price in people continually being trolls and trying to draw me into fights over my opinions on these games.  I had people start reddits and send me pms being sympathetic about the very conversations they'd started (yes that happens). 
    I also had people who respected what I was doing, and I knew there were people in the community who benefited from the fact that I was doing it.  I watched VNs I had pushed get localizations and fantls (usually to my surprise), and I saw others that I had labeled as mediocre get hyped to a ridiculous degree.   I tried to get other people to help with what I was doing, only to find that, without a reading speed similar to mine, it was too much of a burden on their lives and ate up the time to read the VNs they wanted to read. 
    The bad generally outweighed the good immensely while I was doing VN of the Month, and even after, I found that the after-effects of my years of playing games I wasn't interested in personally had left me with scars I was unable to feel while my sense of duty was keeping me going. 
    However, I can say that I still haven't given up on VNs.
    Why? 
    The reason is ridiculously simple and at the same time profound (at least to me).  I love the medium.  For someone who likes an experience that combines the reading, visual input, and music without the need for a lot of input from the one experiencing it, VNs provide a unique storytelling experience.  Books are great for the imagination and can send our souls exploring across landscapes that exist only in our own minds, but VNs provide a more filled-out framework for those who don't necessarily have the imagination to fill in all the gaps on their own, without rotting the imagination to the degree manga and anime do.  I've been able to get people who had trouble reading books into VNs, then led them straight back to books and opened the world of imagination to them.  I've seen people who had begun to feel the otaku community offered nothing more to them come alive again after playing a chuunige or a charage.  I've picked up a random moe-looking VN and found a deep and compelling story that remains within me dozens of times.
    In the end, it is moments, experiences like that that keep me coming back, believing in the possibilities of VNs even now.  It is the desire to find more such experiences that keeps me looking at new releases each month, and it is the belief that those experiences will never entirely vanish that keeps me from condemning the industry as a whole for the way it sabotages itself at times. 
  9. Like
    Jartse reacted to Clephas for a blog entry, My new relationship with SOL   
    If yall haven't guessed (or just read my previous posts) my primary reason for giving up VN of the Month was being buried in SOL... well, that and the fact that playing that many new VNs a month took up too much of my time and left me none for any pursuits beyond work. 
    My immediate realization afterwards was that I quite simply couldn't play SOL games at all for the first few months.   After years of constant overdosing on saccharine fake romance and meaningless conversations that exist only to make you go moe over the heroines, I had simply had enough.  Even now, I literally cannot play a pure SOL game without my body physically rejecting it by putting me to sleep or giving me a headache. 
    After a while, I got to where SOL didn't bother me, as long as I knew there was something beyond it (actual plot of some sort, maybe a little violence or a protagonist I could like).  Unfortunately, that means I can't bring myself to play anything where I see no hint of something beyond the SOL (seishun doesn't count, since that is default).  My most recent experiments (Clochette games) told me that I could still enjoy SOL as long as it was peppered with something interesting.  However, I quickly realized when I tried to play some of the newer games that came out this month... I wanted to vomit after starting several of them.  I literally couldn't stand the obviously standard-issue protagonist, the weak carbon copy heroines, and the dead copies of games that came out years ago. 
    For instance, Sora ni Kizanda Parallelogram was such a blatant attempt to use the nostalgia of both Aokana and Walkure Romanze fans (FD for the former and complete pack for the later came out recently) that it made me want to be sick.  The protagonist's situation and personality were carbon copies of the one from Walkure Romanze, and the situation and setting were partially stolen from Aokana.  Hell, one of the heroines is of the same type as the main heroine from Aokana.  That sent me over the edge, and I sold my copy to a local eroge addict so I wouldn't have to look at the filthy thing again. 
    Worse, a bad copy of Ninki Seiyuu no Tsukurikata came out this month, and I wanted to smash something (I hate games that focus on entertainment industries).  Ugh. 
    *coughs* ahem, now that I got that out of my system, I have to wonder... am I going to have just as violent a reaction next month and the next after?  There are things I used to like about SOL games that I just can't enjoy anymore, and that saddens me deeply...  and my tolerance for blatant and pathetic attempts at milking other companies' games' popularity has gone down to zero, apparently. 
  10. Like
    Jartse reacted to Clephas for a blog entry, Deatte 5-fun wa Ore no Mono! Jikan Teishi to Atropos   
    The first thing most of you are going to ask is why I didn't play Deep One first, given my tastes... but the answer is fairly simple.  An a-hole spoiled the entire story on the release day to me in a PM on another site, and I read it before I realized what he was doing.  As such, my enthusiasm was dampened to almost nothing, and I'm left feeling listless about everything in general.  The commentary about it all over the untranslated VN community only accelerated its trip to being sealed in my archives, lol.
    I picked up this game mostly because Hulotte games are generally good for cheap laughs and funny characters in slightly mystical settings.  This game is unusual for them, in the fact that there is a true path and heroine.  Sadly, my tolerance for happy SOL games has gone down greatly in recent years, and so don't be surprised if I'm a bit harsh at times while writing this commentary.
    First, the protagonist, Yuuma (how many Yuuma protagonists have I encountered now?  lol), obtains a watch that can stop time for five minutes from a clearly suspicious fortune teller named Hakua who promptly worms her way into his life, constantly encouraging him to use it for sexual reasons.  Sadly for her, he gets bored of the watch inside the prologue, and the watch itself only serves as a catalyst to move the heroine relationships forward outside of the climax of some of the paths, lol. 
    I'll be straight with you... I love Sakura, so when her path was over, I felt like I'd been cheated greatly.  Oh, there was some decent drama and incest love is always good for me, especially when her actions are so hilarious.  However, this path is the one that decided my impression of all the non-true paths. I felt that there could have been some more detailed drama included in this path, and the drama that was there was mostly her being an idiot.  The path took only about two hours for me to read, and I came out of it feeling cheated, somehow.  *sighs*
    Unfortunately, this greatly effected my feelings toward the other paths as I played them, and I became so bored by the end of Noa's path that I dropped the game outright for a week while I did other things (like work and playing random video games) before picking it up again yesterday.  I forced myself through Kanon's route, enjoying some of the moments but still fuming about Sakura... and in the end, I couldn't even fully enjoy Hakua's path.  Part of that is Hakua's path is nothing I haven't seen a few dozen times in games like this, but that was made worse by my lingering sourness on the game in general. 
    Objectively, Hakua's path is obviously better structured and written than the others... but it follows the pattern of self-sacrificing true heroines everywhere.  Moreover, the exact happenings in the story were rather predictable due events in the other paths which established just what state she was in before I even headed into it.  In the end, I came out of this game feeling cheated and wishing they'd just stuck with the harem formula from their previous games.
  11. Like
    Jartse reacted to Clephas for a blog entry, Fuukan no Grasesta: Story and final impressions   
    Now that I've completed the main game, it is time to post about the story... which is the most important part of any VN, hybrid or not.
    The story begins with Judar Schwarka, a Rovari (race of nomad/barbarians who are the source of prejudice due to their physical attributes) mercenary and his employer, Eutre Hyte, heading out to ambush the supply train of a Telphion Federation army besieging the Belgrad Empire forces in a fortress.  Judar, flat and uninterested in anything except the job, is forced to listen to his loquacious employer as he expounds on the battle below, and it is in that scene that you get your first impressions of two of the game's key characters. 
    Naturally, given that Judar is a general badass, the prologue is mostly about him being a badass and getting the job done, but the idiot general who was protecting the fortress surrenders about the time they get the job done.  This results in Judar and Eutre being sold to the Vanguard City of Grasesta as war slaves for the purpose of serving as cannon fodder against the constant incursions from the underground dungeon. 
    This should give you an idea of the atmosphere of the early game.  Judar, being razor-edge focused on survival and the keeping of his contractual obligations, takes being sold as a slave in stride.  Judar's personality is unique amongst the protagonists I've seen in Eushully's VNs.  Having clawed his way up from the worst slums of an Empire aligned with the Dark Forces, Judar is extremely straightforward and blunt.  He is a mercenary because it is all he knows, and, while he loves battle, he is nonetheless a survivor at heart, so he will avoid battles that don't benefit him or his employer.  He is an honorable individual to a fault, and he always keeps his word in all matters, large or small.   If I were to give him a D&D style alignment, it would be Lawful Neutral, albeit with the stipulation that his guide is his given word rather than the law as laid down by others.  Judar could probably be considered a fighter/barbarian hybrid.
    The early game is mostly about him fighting various forces in the underground and facing the oppression in the city itself, but he meets some interesting characters along the way, many of them party members.  I'll go ahead and give you a quick spoiler-free rundown of the recruitable characters and their personality/roles in battle.
    Eutre Hyte is a schemer by nature and a military man at heart.  He gathers information and uses people who aren't his allies ruthlessly, and he is not above spying or assassination as tools to fulfill his goals.  He does feel a strong sense of obligation to those in his care (Judar being one of those he considers to be such, though Judar just ignores him most of the time), but he is definitely from the Belgrad Empire, meaning his nature is more aligned with Darkness than Light.  If I were to give him an alignment, it would probably be True Neutral with one foot into Evil.  His role in the party is mostly as a battle-focused rogue, but he spends very little of the game in your party, so that is mostly irrelevant.
    Yuunagi is a gambling-addicted hedonist from a race that is a cross between oni and kitsune.  She is a freeman fighter (having willingly entered the city rather than coming as a slave).  She is very light-hearted and focused on pleasures of the moment, and she doesn't even really care that her personality is self-destructive.  Her alignment, quite naturally, would be Chaotic Neutral.  Her class would probably be barbarian with a bit of rogue, albeit with more of a focus on evasion.  I say this because all of her attacks are single-enemy, physically based, and she has the lockpick skill. 
    Ekthel is probably the second weirdest non-dark elf I've ever encountered in any game (the first weirdest being the child-killing schizo elf from Darkengard).  I say this, but i'm not going to tell you why.  On the surface, she seems kind and helpful... but appearances can be deceiving.  I'd consider her to be Neutral Evil.  Her class would probably be ranger, with no deity alignment.
    Aguna is the battle-addicted mage-warrior who would probably scare the shit out of any man irl.  She loves battle, money, and sex (in that order), and she absolutely loves life in Grasesta, despite having been enslaved (mostly because she couldn't stop picking fights and got dropped down there).  She would probably be considered a hybrid class of fighter and mage, as she can wield swords, staffs, and whips, and she has both a high attack and magic attack stat.  Unfortunately, she is also one of the two slowest characters in the game, with only Rosalind being slower.  Her alignment would probably be Chaotic Neutral.
    Rosalind is from a sub-race of dwarves known as the Nebel, who are less hairy and... round.  She is cheery and light-hearted on the surface, but she has a bad habit of making weapons that explode... on purpose.  Her alignment would probably be Neutral Good, and her class a combination between the engineer and fighter classes.  In battle, she wields a warhammer and has some nice area attacks, but she is so slow that most characters get multiple turns before she gets hers. 
    Mikuri is probably the only 'pure mage' character in the game.  Her personality is that of a studious sorcerer type... with the twist that she is cursed so that bad things happen to and around her whenever she goes to sleep (ranging from the silly to the seriously dangerous).  I'd probably call her True Neutral.  She is a pure wizard type, but until you finish her character quest, she has serious disadvantages due to her 'sleep deprived' 'skill'. 
    Yureeshya is an angel who has been asleep since before the worlds were fused together.  As such, she is extremely naive and uneducated about the current world, and she still acts as if she were in the service of the creator god of the original human world (most angels in this setting have either 'fallen' and turned dark or are in the service of one of the many deities on the side of Light).  If you manage to complete her events (which should be started as soon as you get her) she becomes one of your better healer characters, though she is only mediocre as a sacred magic user.  Unfortunately, you only have a very small window in which to complete her character events, and they require you to use her healing/support spells in battle and have them fail to activate them (this failure is a roughly 25% probability).  If you don't like her, you are given an opportunity to sell her to the brothel halfway through her events, but this means she isn't around to provide HP to your overall HP bar, lol.  Needless to say, she is Lawful Good.
    Dulphia is a Telphion noble and third in command of the Indigo Knighthood.  She is very much a believer in knightly virtues, but her personality has some... problems.  Primarily, she is a natural sadist and has a tendency toward tough love in her interactions with subordinates.  She also joined the Knights pretty much since she didn't want to get married to some random aristocratic scumbag and because going into battle lets her get the sadistic tendencies out of her system.    Her alignment would probably be Lawful Neutral, like Judar, but it should be noted that her fighting style is that of a fight-focused paladin (light element sword enchantments, power against monsters and undead).  She is only permanently recruited near to the endgame, and this makes it impossible to get full use out of her... but to be honest, this game has too many light-element mages and fighters already, so I only used her against regular monsters.
    Lilika is the main heroine of the story, a Grasestian noble who, due to exposure to dark miasma in the past, is forced to live most of her days with her soul attached to a flying mechanical doll whose technology is based off of the Madou Koukaku magitech concept.  She is a sweet-natured but determined girl who has a lot of the positive elements of aristocratic upbringing without the negatives.  She is also a skilled researcher of divine magic, magitech, and ancient languages.  She wields holy magic based off of the Blue Moon Goddess Luscion,  which is the most effective light magic in the game by far.  She can also cast healing and support spells, making her the closest thing you'll have to a true cleric.  She is Lawful Good by nature.
    After playing this game, my basic impression is that, while the story segments that exist are excellent, it is too sparsely spaced out through each chapter, due to the inevitable grinding of a dungeon crawler.  While I say 'inevitable grinding', it should be noted that it isn't grinding for levels... it is grinding for items to make money off of to upgrade skill levels, buy back weapons, or just in general for any of a number of purposes.  I found that the only item I used regularly after the first few chapters was the container item Gladiator's Bird, which can be used to store Gladiator's Wings, which restore skill uses.  One-use items are not something I found myself using on a regular basis.  Instead, I tended to rely on healing magic and just not getting seriously damaged by enemies.  Levels generally come to match the enemies around you or pass them slightly just by winning every symbol encounter and regular encounter on your way through each level of the Black Caverns. 
    Like a lot of Eushully's more recent titles, this game makes a number of major mistakes, the most annoying of which is the simple fact that gameplay has too strong of a grinding element without an accompanying 'reward' element.  Rewards from grinding are generally meager, outside of first trips through a given dungeon.  I only started seeing good drops in the final dungeon, where I was getting the ultimate female stat-boosting accessories on a rate of one for every other random encounter.  The story itself is not layered on heavily, and it is hard to find some of the heroines' events without a guide, which is a huge problem, since that meant I never did get rid of Yureeshya's negative skill (she has a very small window to see her events that lead to this occurring, and it requires you to do something counterintuitive).  Ekthel, for instance, needs you to occasionally sleep while she is not a member of the party to progress her events (because she shows other sides of herself away from you). 
    I'm also pretty sure I completely missed the extra events for the high-level courtesan, Atelyla, and she was a pretty intriguing character I never really got a full grasp of.  I'm also pretty sure I missed out on non-H events related to Lucilla, the brothel owner in the lower city. 
    One thing that seriously annoyed me about this game is that it is completely linear... there is no room for altering the ending or picking someone other than Lilika.  I would have appreciated a full-on Fleurety ending, just for the fun of it. 
    In conclusion, this was a reasonably fun game, and it is probably the best one from this particular writer.  However, it has a number of glaring flaws that keep it from reaching its full potential. 
     
  12. Like
    Jartse reacted to Clephas for a blog entry, Clephas' Translated VN recommendations   
    As you can imagine, I got a lot of requests for a similar list over the years, but the thing is, I don't play VNs in English that didn't start out in English.  As such, my recommendations are based entirely on my experience of the Japanese versions of these VNs, rather than the localization.  As such, don't hold me responsible for your personal experiences, lol.  I'm going to split these by genre so I don't have to answer questions along those lines.  For the purposes of fairness, I won't include anything with a machine translation (which means no Chuushingura).
    Chuunige
    I/O (yes, I did indeed play this, and it was good despite being dated horribly)
    FSN (you saw that coming, right?)
    Tsukihime (again, you saw that coming, right?)
    Comyu (fantasy)
    Ayakashibito (fantasy)
    Tokyo Babel (fantasy)
    Dies Irae (fantasy)
    Demonbane (fantasy)
    Sorcery Jokers (fantasy)
    Hello, Lady (upcoming fantasy)
    Hatsuru Koto naki Mirai Yori (upcoming eventually, fantasy)
    Baldr Sky (whenever it comes out (*crosses fingers for your sake* sci-fi)
    Phantom of Inferno (despite all the problems with the localized version it is a great read)
    Muv-Luv Alternative (this one is borderline, because it makes you read two mediocre games prior just to understand it)
    Charage/Moege
    Noble Works
    Majikoi (classified this way as long as you don't include the true/last route)
    Da Capo (the original only, and only because it is wrong not to have the archetypical moege experience at least one time in your VN lifespan)
    Shuffle (truth be told, I'm basing this assessment off of the expanded version, not the version originally released over here)
    Sanoba Witch (Yuzu-soft and thus predictably overdone with the ichaicha since this is one of their less plotge-style ones)
    Dracu-riot (Wait until an official release comes out.  The patch currently floating around is a nonentity in comparison)
    Senren Banka (Sadly not out yet, but something to look forward to)
    Chrono Clock (I listed it in this one rather than plotge because the 'plot' was a bit too thin)
    Akatsuki no Goei (the original falls, barely, into this category, despite some seriously disturbing shit involving Kaito's origin story that was dropped here and there and the dystopian nature of the setting.  Fan patch will probably be released next year)
    Tsujidou-san no Jun'ai Road (yes, I put this here)
    Note: For those who wonder why my list is sparse on a lot of names beloved by those who play localized games obsessively... you do realize that a lot of the charage that get released over here are from the bottom of the pile, right?
    Nakige
    Hapymaher (probably my biggest recommendation for this genre)
    Haruka ni Aogi, Uruwashi no (for the distant future, something to look forward to)
    AstralAir no Shiroki Towa (whenever it releases)
    Hoshizora no Memoria (yes, I recommend it, lol)
    Irotoridori no Sekai (Eventually.  And again, more Favorite... despite the fact that its staff idolize mysterious lolis)
    Koi ga Saku Koro Sakura doki (I was insanely surprised that this got localized at the time, considering the normal sluggishness of localization at the time)
    Plotge
    Koisuru Otome to Shugo no Tate (partial with two routes done.  Definitely worth reading, if only to get an idea of what AXL is like)
    Cross Channel (weirdly, I've always had a fondness for this game and its clinically insane protagonist)
    Yume Miru Kusuri (yes, I played it.  Yes, I liked it)
    Boku ga Tenshi ni Natta Wake (no idea when this will come out... but definitely a recommendation, for all the screwy shit that happens in it)
    Nanairo Reincarnation (upcoming soon hopefully for you, since that would mean two kamige releases in two years, lol)
    Hello,Goodbye (this was a possible for chuunige, but I put it here.  This will supposedly release before the end of the year, but I'm guessing March)
    Gameplay Hybrid
    Eien no Aselia
    Seinarukana
    Ar Tonelico
    Ar Tonelico 2 (this and the one above can only be considered to be borderline VNs in an odd way, because they are mostly jrpgs with a few VN elements)
    Note: I don't include anything Eushully, because none of the good ones have a translation that isn't a machine one.
  13. Like
    Jartse reacted to Clephas for a blog entry, Random VN: Meguri, Hitohira part 1   
    Due to work and other stuff, I hadn't had time to really get into this until recently, and with friday signaling the release of October's list of VNs, at least one of which (Deep One) will play immediately, I felt that it would be fitting to go ahead and give you my initial impression  of the game. 
    My first impression, after playing through the prologue, was that, while this game is pretty old, it is also very... familiar in an odd way.  At first, I couldn't figure out where that impression was coming from... but then it struck me!
    I finally figured out where Favorite stole its basic style.  It always bugged the hell out of me that Favorite was able to produce such decent to great games despite essentially being a company full of lolicons and the writer basically being an unknown who produced two mediocre games before Irotoridori.  The atmosphere of Meguri, Hitohira is almost identical to Irotoridori and AstralAir... which made the game feel pretty familiar as I delved into it. 
    However, this familiarity wasn't a bad thing, because I always liked the atmosphere of those games, even if I felt nothing but contempt for the loliconism.  Say what you want about Favorite, but the atmosphere of their games is usually worth buying them for.
    That said, this is a Shumon Yuu work... and Shumon Yuu is easily the best non-genre-specific writer in VNs.  I was crying inside the prologue, empathizing deeply with the protagonist, his predicament, and his hangups, despite knowing that similar protagonists in other VNs have pissed me off in the past (understand, it takes a master's hand to make the suffering and self-hatred of a sensitive young man as sweet as honey, and when it goes wrong, it generally feels like I was eating aspartame in powder form afterwards).  The fact that the game is very, very dated didn't hurt the presentation nearly as much as it does with some other old games (Ikusa Megami comes to mind, as does Tsukihime, despite my love for it). 
    Since I haven't hit an ending, I don't have a conclusion for you... but even if this game were to flop on its face later (an impossibility, given the writer) it would still be worth playing.  You probably won't see my final impressions for a while, because, even though this game is engrossing and emotional, it takes actual courage get into it, since I know Shumon Yuu's habits well enough to figure out in a vague sense where he plans to go with the story (Hint: Most of Shumon Yuu's games almost border on utsuge at times, with the exception of Tenshi no Hane o Fumanaide).
  14. Like
    Jartse reacted to Clephas for a blog entry, Mirai Radio no Jinkou-Bato   
    First, apologies to those who actually want to read about some of August's releases.  I went on vacation (vacation being a word open to interpretation when it comes to sleeping in unfamiliar beds and helping with my brother's kids), and when I got back, I found I had absolutely no urge whatsoever to pick up a VN.  I guess that taking a true break from VNs for the first time in almost a decade (no VNs for five days straight) was enough to free me from the spell of my obsession.
    That said, Jinkou Bato was pretty amusing, so I had every intention of getting back to it, eventually.
    This game is based fifty years in the future, fifteen years after a disaster caused by technology (deliberately) gone wrong wiped out the global internet and reduced people to using wires and letters to communicate.  This disaster was caused by artificial lifeforms based on the pigeon that originally served as self-replicating flying antennas.  The maker of these 'artificial pigeons' made them begin to 'eat' radio and electromagnetic waves, literally stopping all signals not passed through a wire.  This resulted in innumerable deaths, and it was such a huge economic and technological blow that the characters of the story are quite aware of how they live in a much-reduced world.
    Sora, the protagonist, is an orphan who hates the artificial pigeons more than anyone, as he lost his parents the day of the disaster.  Living with this adopted family, he succeeds in building a set of radios that can communicate with one another without being stopped by the pigeons, and from there the story begins.
    Mmm... I'm going to be straight about my feelings on this game.  First, I like the character dynamics.  There is a lot to laugh about early on, and the intensity of Sora and friends when they make a certain discovery is pleasing to me, as I'm a bit tired of characters living without a sense of purpose in my VNs, lol.  That Sora and the others are college students at a vocational university rather than high schoolers is nice as well... and an adult heroine who is bisexual is also nice, hahaha.
    That said, both Mizuki's and Akina's paths are weaker than the Tsubaki and Kaguya paths due to the fact that only Tsubaki's and Kaguya's paths actually confront the central issues head on.  Mizuki's and Akina's paths both stink of escapism, and while that is fine on its own... it left me feeling a sense of distaste for the characters involved (yes, I want my characters to be better or stronger people than me). 
    Tsubaki and Kaguya's paths are the true path.  No, I'm not saying that they are separately the true path... rather, together they form a single path, in a really weird (if familiar from other otaku media) way.  The path is... extremely emotional, and I honestly felt that Sora, from beginning to end, fulfilled his potential as a character... something that is pretty unusual for VN protagonists in general. 
    Lets be clear, this isn't a kamige or even VN of the Year material.  This is a nakige with a great main path and two so-so side paths.  I say 'great', but the game's pace is really fast after the initial, lighter stages of the story.  That said, there is no sense of choppiness to the pacing, and it feels like the events actually occur in the time you see them happen in the game (less than two months), as there are no excess SOL scenes whatsoever.
    If you want a relatively quick nakige with some amusement early on, this is a good choice.  I honestly can't recommend it for someone who wants a grand and sweeping opera, though.
  15. Like
    Jartse reacted to Clephas for a blog entry, CharaBration! ~Otome wa Koi shite Charabureru~   
    Let's be clear... I have no reason to try to be fair to charage anymore.  This might sound like a terrible statement to make, but the fact is, I've been a lot nicer than I wanted to be for years when it came to charage.  I went out of my way to look for positive aspects, and when I found one, I deliberately put it in as positive a light I could without overdoing it.  This was because the sensation I got coming out of most charage was fatigue.  SOL, in small doses, is enjoyable and even relaxing... in the kind of doses I experienced over the last five years, it is downright toxic.
    Now, down to the game... CharaBration is what is termed a 'thematic charage'.  This is a type of VN with a preset theme that all the heroines and possibly the protagonist all adhere to to one degree or another.  In this case, it is the duality of the heroines/protagonist's character types.  Each of the characters presents one face to the world and another in private... and in the case of this game, the gap between them is massive.  
    The heroine who starts as the initial focus is Hai, the protagonist's cousin whom he thought was a sickly ojousama that he had to take care of... and is really the kind of tomboy who dominates all the males around her, with a coarse manner and foul language.  Yukia, who is pretending to be her sister Mirei, presents herself normally as an arrogant leader who always dominates the room, but in private, she is shy and has trouble talking at all.  Himeme is normally acts in a false male role, but she really prefers to act like the girl she really is.  All the heroines are like this to one degree or another, and Rikka (the protagonist) ends up splitting his life between pretending to be a maid and attending school in his male form.
    Now... this is a game with a lot of potentially fun elements, and it would have been great if the 'hidden' character traits for Hai, who was presented as the main heroine at first, weren't so grating.  Starting out with a positive hatred for Hai that never really faded even after I got into the heroine routes (her ojousama act just made me more irritated, due to that fake cough) was a huge drag on the experience for me, and it is the reason why I took so long to finish even the paths I did.  Hai is annoying, to be straight about it.  While her presence is necessary to create the situation going in, her persona (both of them) drove me up the wall. 
    The fact that I actually liked the other heroines only made it worse, because whenever she came onto the scene, I just wanted to delete her character.  I'm sure some will love her (there is someone for everyone, supposedly), but she isn't for me.
    Common Route
    Tbh, the common route spent so much time on Hai and stuff related to her that I'm tempted to erase it from my brain.  However, it needs to be said that it does a good job of introducing the heroines and creating their relationships with Yuki/Rikka.  Rikka is a standard 'I protest dressing up like a girl but I subconsciously am coming to love it' trap protagonist, and that creates a few moderately amusing scenes... However, I can't really said this did a good job of anything but introducing the heroines and creating those basic relationships.  It is a pretty short common route, and the heroine routes afterward aren't long either, so it feels like more time and effort could have been spent deepening the relationships before they headed off into the romantic wilds. 
    Yukia
    Yukia is easy to like, at least for me.  Her helpful, kind nature is prevalent throughout much of the VN, and her other persona is mostly amusing (some of the ways she strings together lines to hold a conversation together make me laugh).  Her relationship with her sister, Mirei, which comes out in her path, is amusing on several levels, and I like the way she grows as a character during the course of her path.  That said, her ending is somewhat disappointing, as I would have liked to see what she and Rikka were like after graduation.
    Corona
    I chose Corona as the second heroine mostly because she is Yukia's opposite in so many ways...  and because I rolled a pair of dice to decide which would be the second and final heroine I would play (I can't bring myself to play all the heroines in this type of game anymore).   Umm... I really like her character, if only because it makes me laugh (an easily-embarrassed prime personality and a secondary personality that strips without a hint of hesitation and is obsessed with other women's breasts... definitely worth a laugh).   In fact, this path is nicely weird, especially because of how those twin personalities interact with the romance.  If Yukia's path was par for the course (predictable and staid as trap protagonist and ojousama heroines go), Corona's went pretty far out there.  The epilogue and after story was also too close to the ending in chronology though, *sighs*.
     
    Conclusions
    Despite some high points, this game is pretty average as charage go.  Like a lot of thematic charage, it makes the mistake of assuming that the theme is all-powerful, and, as a result, it falls short on a lot of minor points.  I was particularly irritated at the way they handled the endings/epilogues, and I felt that the writer didn't really do Corona or Yukia justice, when it came down to it.  Given more detail and time spent deepening character relationships in a believable fashion, it would have been much easier to engross myself in the setting.  Unfortunately, that never happened here (the good parts of Yukia's and Corona's paths stand out so much precisely because they are the best parts of the VN by far).  It felt like the writer wrote his favorite scenes first then sort of created a bare-bones framework to support it using the theme.
  16. Like
    Jartse reacted to Clephas for a blog entry, Kemono Musume no Sodatekata   
    This is the newest game by Sweet & Tea, the makers of the near-kamige (kamige in my heart) Karenai Sekai to Owaru Hana.  This has a different set of writers, with Ban'ya of Kuroinu and Mugen Renkan handling the sweaty H-scenes and NYAON, the writer of Moshimo Ashita ga Harenaraba (and a few charage and nakige besides that) as the main writer. 
    Now, this is a kinetic 3P lovey-dovey nakige about a girl named Iroha who, after spending ten years trapped in a divine realm by accident with a wolf god, is returned to that realm... with wolf-ears!  (lol)  I say it is about Iroha mostly because of my fetish, but it is really about her, the protagonist Shuuji, his girlfriend Kana, and the people around them. 
    Now, a few things to get out of the way before I put down my own feelings and impressions... for those who don't like cheater protagonists, I'm going to come out with it straight up.  He cheats on Kana with Iroha.  The fact that this is mostly a comedic element is because of Iroha's animalistic/innocent manner (she's actually just aggressive about what she wants and more knowledgeable than her speech patterns indicate), and the fact that Kana has pretty much been the seducer/brainwasher side of the relationship with Shuuji, who tends to be the type to give in to the girls he cares about in just about everything.
    Now, this game never goes really dark.  It has some bad moments for the characters emotionally (the protagonist has his own issues and ten years is a LONG time), but that is all properly resolved in a cathartic way, as is the way with nakige.  Unlike Karenai Hana, there is no aura of terrible suffering and despair, and the protagonist is mostly about compassion and love rather than self-sacrificing love and guilt. 
    While this game is pretty short (think about four hours for me, six to seven hours for the average reader), it doesn't feel unsatisfying for what it is.  I did want a more extensive epilogue, but the one I got was hilariously H, so I came out of this feeling mostly satisfied. 
    Perhaps my sole real reservation is the fact that this didn't become a 4P with Chihiro, who is obviously interested in Shuuji (even moreso by the end). I'm thinking that they will eventually make a followup, sequel, or fandisc to advance the whole story more.  However, with the immediate issues all resolved, the game doesn't feel as truncated as I usually feel with games setting up for sequels or fandiscs from the beginning.
     
  17. Like
    Jartse reacted to Clephas for a blog entry, Haru to Yuki   
    This is the latest game released by Akabeisoft3, the bastard company made by Akabeisoft2 to take in all the subsidiaries of its parent company other than itself, Applique, and Akatsuki Works.  The game was written by Nakajima Taiga, who first made his name as the writer of Dekinai Watashi ga, Kurikaesu and gained yet more fame with the utsuge Inochi no Spare. 
    This game is a nakige, though it is one that leaves a lot more bitter in with the sweet than is normal.  It is based in a Japanese inn called Yuki, where ghosts can interact with the physical world in order to complete the desire that keeps them in the world.  In order to hide the fact that they are ghosts from the normal customers, the employees wear cosplay to make the unusual or out of season clothing the ghosts are often wearing not stand out.
    The protagonist, Haruto is the bantou, the male in charge of greeting customers arriving and taking reservations.  He has been there for ten years and is seen as a reliable employee by the younger staff.  He is very much a workaholic, performing his duties with absolute devotion and no real hesitation... it is just that those duties involve arranging the things that 'non-reservation customers' (the ghosts) need to fulfill their last desires.  These desires are often simple things like wanting to say something or leave a message for a loved one, but can also be somewhat crazy things like wanting to get into a swordfight to the death.  Haruto takes on all these requests without hesitation or any real emotional disturbance.  Nonetheless, he does care.
    The partings in this game are probably the most vivid aspect... naturally, you come to know the ghosts' stories, and when the time for parting comes, it is always sad, even if you know they are going away happy and satisfied.  I cried repeatedly during these scenes.
    There are four heroines in this game:  Neko, the ghost of a girl who wanted to live freely but was unable to when alive; San, a cheery girl who gets along with everyone and enjoys her work; Kohane, a nervous otaku girl whose dream is to become a professional cook; and Sakine, a somewhat gloomy woman in her mid to late twenties who decided to work at the inn on impulse. 
    Neko
    Neko was the first heroine I pursued, mostly because I have a thing for girls who say ~nyaa.  Neko is a seemingly whimsical girl who loves to hang around the protagonist and constantly makes false attempts to play hooky from her work... but never really does so.  Her path starts out as a soft romance between two souls with a lot in common...
    ... but the fact is that Neko is a ghost, and there was no way it was going to have a purely happy ending.  Neko's path is full of small happiness and frequent sorrow, and the desire that binds her to the world is heartbreaking in and of itself.  I honestly found myself crying for the entirety of the last hour of the path, to the point where I developed a sinus headache.
    Kohane
    Kohane is the assistant to Makoto, the fake homosexual cook (the story behind how that happened is hilarious in retrospect but it is part of a sad scene).  She is shy and is very negative about herself, but there is enough iron in her core that she has managed to stay for one year under Makoto's extremely harsh tutelage.  Kohane is a living heroine (as opposed to Neko, who was a ghost), and her path differs accordingly.
    Kohane's personal issues were actually fairly interesting... enough so that I was honestly able to empathize with the last scene and cry my eyes out (again).  The last scenes in this path are all highly emotional, but there is a lot less bitter in with the sweet than Neko's ending, which feels more bitter.  One issue that is common to both this one and Neko's path is that the protagonist's own issues aren't addressed, sadly for him, though it doesn't seem to bother him much (which is understandable once you know about him).  It isn't a negative issue, since it makes sense within the context of the story.
    Sakina
    Sakina is the only full adult heroine in this VN (by the story, I'm guessing 27 or 28).  Having quit her job previous to coming to stay at the inn, she decides to work there soon after the game begins.  She is quiet, shy, and a bit gloomy at times.  However, she is also kind and thoughtful.  Unlike the other heroines, you will only rarely see her smile, but those few smiles are the ones that get you.
    Sakina's path is... tied up with the protagonist's past.  The way this route turns out is different from the previous two (though I can't tell you why without spoiling), but it was interesting in and of itself.  I didn't end up crying my way through the whole later part of the game, but the ending was uplifting and bright. 
    San
    San is the game's central heroine.  Her personality is bright and sunny, generous and giving by nature with a strong spirit.   San is a student as well as one of the inn's hostesses (a job shared by Neko and Sakina), and her favored cosplay are a dog-girl, a maid, and a new wafuu (Japanese style) idol. 
    Her path, like many central heroine paths, is the only one where all the major character issues are resolved (though only speculatively based on the epilogue in a few cases), and it is also the only one where the protagonist's own major issue is resolved.  Like Neko's path, this one is very bittersweet, and like many cases in this VN, the partings here had me in tears for long periods of time, leading to sinus headaches (this game took me longer than it would have otherwise because I kept having to stop playing after I cried myself into a headache).  I will say that I consider the ending to be a happy one, but, thinking of how San had to feel in the time between the ending and the epilogue breaks my heart even now...
    Overall
    Overall, this is an excellent nakige by a writer who seems to be able to write across all the genres and involving characters of all types and ages.  For those who want a lot of catharsis, this is a great choice, but be prepared for a bit more 'bitter' in with the 'sweet' than is normal with a nakige (though it is still a nakige, rather than an utsuge).  Despite my remarks on how bittersweet this game is as a whole, it should be noted that the atmosphere at Yuki, the ryokan (Japanese-style inn) that serves the setting, is very warm, welcoming, and downright familial to the point that I found myself wanting to jump into the game and stay a night there.   I liked all the characters, including the side-ones, like Sentarou (the night security guard and exorcist that bears a passing resemblance to Archer from FSN), Toki (the century and a half hold ghost owner of the inn), and Makoto (the macho fake homosexual head cook).   This isn't a kamige, though I'm tempted to call it one based on my general level of satisfaction, but it comes pretty damned close.
  18. Like
    Jartse reacted to Clephas for a blog entry, VN Special: Reader's Choice of the Month   
    I've decided to start a new column called Reader's Choice of the Month.  The concept is simple.  I will post a poll of end of the month releases I don't intend to play, and the readers of my blog will have a chance to pick which one I will play and review.  This column will take the place of VN of the Month in the sense that I will still be playing something for the sake of the readers, but this time I won't be going out of my way to play every obscure charage/moege I find. 
    This is about picking out the VN in the poll you most want to know about before playing yourself, so keep that in mind while voting. 
    July Release choices:
    Erewhon
    Shukusei no Girlfriend
    Minikui Mojika no Ko
    Games I will play:
    Shin Koihime Musou Kakumei
    Haru to Yuki
  19. Like
    Jartse reacted to Clephas for a blog entry, Curio Dealer   
    This is the latest VN by AXL, and it is also the latest in its 'swords fantasy' (there is very little magic in these games) series (I say series, but they are just a line of similarly-designed games).  The previous games in this series include Princess Frontier, Hyakka Ryouran Elixir, Racial Merge, and Ou no Mimi ni wa Todokanai.  This is also AXL's fifteenth game, making it one of the most prolific companies (ignoring subsidiaries) still active. 
    Like all the games in this series, it is based in a world whose tech level is medieval with bits and pieces of higher levels of technological development here and there.  This one falls in an area similar to Ou no Mimi, rather than Princess Frontier or Hyakka Ryouran, meaning it has a somewhat more violent turn almost from the beginning.  The protagonist is an antique dealer (thus the game's name) named Rowan who, due to the loss of his parents during an adventure at the highest levels of the tower, has had to deal with an aversion to the tower that is at the center of the town that serves as the center of the game's story.  This changes when a young girl bearing a greatsword named Linaria comes into the picture, and he finds himself guiding a young group of adventurers through the lower levels of the tower.
    Rowan is not only an antique dealer but an exceptionally talented dagger-user and toolmaker.  He is also the only individual in the town that can repair the various machines that come down from the tower.  If I were to pick his class, I'd consider him to be a cross between an engineer and a rogue, with excellent crowd-control techniques and stuns.  Like a lot of mature protagonists, there is a disconnect between his emotions and rational behavior, and as a result, he will often take the logical path, even when it conflicts with what his heart wants, thus leading to him being a bit dense about emotions in general. 
    The tower is much like a lot of roguelike rpg towers (though this game isn't an rpg) where people climb the tower to gather treasure, fighting monsters and robot-like Guardians as they do so.  The power gems taken from the Guardians can be used in various devices made from parts taken from the tower, and this is the source of most of the setting's higher technology.  The tower itself is self-repairing and self-defending, deploying seemingly endless numbers of Guardians and monsters.  No one knows how high it goes.
    The three heroines are the young princess Karin, the protagonist's adoptive sister Mira, and the newbie adventurer girl Linaria.  Karin is a sort-of tsundere who very obviously is in love with Rowan from the beginning.  Her father is the second King of the country (that consists of the tower, the town, and the land around it), but she only realized she was a princess at a relatively late age due to the closeness of the royal family to the people.  Mira is a responsible girl who takes care of most of the chores and the account books at Rowan's shop... and has an unnatural attachment to the spiky ball and chain she uses as a weapon (the first time you see her flushing after squashing an enemy says everything).  Linaria is the daughter of a deceased adventurer who came to find out why her father abandoned his family in order to seek fame and wealth in the tower.  Though she resents adventurers as a profession, she is too kind-hearted to actually take it out on anyone.
    Common Route
    The common route mostly accounts the trials and tribulations of Rowan and company as they rise through the lower levels of the tower to be acknowledged as full-fledged adventurers (novices are called 'virgins' until they reach town on the Twentieth Floor).  If you like AXL games' style of character interaction, you'll like the slice-of-life elements, and the battles are actually tactically interesting (something that is unusual for AXL).  There are a few emotional moments dealing with Rowan's past, but the common route mostly serves to familiarize you with the characters. 
    Normal Ending
    This is an ending you get if you fail to pick one of the three main heroines.  It is basically a joke ending where the results of his actions in the common route come home to roost, lol.
    Karin
    Karin's path starts out with a lot of light ichaicha and a somewhat annoying get-together sequence.  However, at roughly the halfway point, it suddenly turns dark and violent... and outright bloody.  The violence in this path startled me a bit, as it is out of character for AXL (AXL generally restricts violence to one or two scenes in a given path, and never on this kind of scale).  However, the story was interesting, and I left the path feeling satisfied.  The actual progression from lighter atmosphere to darker one is common on AXL's games, and anyone who has played one will probably recognize the pattern...  That didn't bother me, though, since it was interesting in and of itself.
    Linaria
    I recommend that anyone that plays this game play this path last.  The reason is is that this is the only path that deals with the tower itself and climbing to the top as its subject matter.  It is also the only path where certain major issues involving the protagonist are completely and finally resolved in a direct manner.  This is perhaps not surprising, seeing as Linaria was being presented as the 'main heroine' almost from the beginning.  However, it is a situation where anyone who plays this path will be a bit displeased with the other two if they played it first.  The path itself is a lot less bloody than Karin's (to be blunt, Karin's path is the only one that gets bloody and serious to that degree), but it is still a good path, with a more emotional focus than Karin's.
    Mira
    Mira is my favorite of the three heroines, so I left her for last this time.  She is the protagonist's adoptive little sister, and she falls under the archetype of the 'imouto who scolds her beloved oniichan but adores him'.  Mira is a serious girl who cares deeply about the antique shop they are running, and as a result, most of her path deals with the economic issues of the city and the tower.  It was when I finished this path that I came to the conclusion that Mira's path is the 'merchant' path, Karin's is the 'nation' path, and Linaria's is the 'adventurer' path. 
    Mira's path is full of secrets and conspiracies, and it has some really good moments for Verbena (who is incidentally my favorite character in this game).  It is also frequently humorous in ways the other two paths didn't manage, which was a plus for me.
    Some thoughts
    A few thoughts/complaints about this game.  I honestly liked this game a great deal... but it seriously needed a grand route to put the themes of the other paths into a single one.  The issues in each path weren't going to go away just because they weren't dealt with in those individual paths, and it bugs the hell out of me that there was no single path that brought them all to a resolution.
    I also think Verbena should have had a path other than the normal ending.  Sure, she is a slut, a heavy drinker, and takes pleasure in unleashing her spiky weapons (ranging from morning stars to kusarikama)... but her personality is just awesome.  Seeing that kind of character go all deredere is one of my favorite AXL events (AXL does really good 'haraguro' heroines).
    Conclusion
    If you liked any of the other 'swords fantasy' AXL games, you'll like this one.  It has all the elements that make those games great, such as the protagonist being equally or more important than the heroines, decent action without being focused on the action, and a mix of light humor and serious story that keeps slice of life from getting out of hand.  I'll be the first to admit that AXL doesn't change its art style or character archetypes, but that never seems to effect whether their games are good or not.
     
  20. Like
    Jartse reacted to Clephas for a blog entry, A VN of the Month Announcement   
    I've been considering this for some time, but it has suddenly become a reality.
    To be blunt, I've come to my limit when it comes to playing pure SOL games.  Oh, I can still enjoy many of them, but if you asked me whether I can look at them without my resentment of 'normal' SOL content blinding me, the answer is no.  If I have to read through one more template date scene or see another osananajimi climb through the window from next door, I'm going to start tearing out the last remaining hairs atop my head.
    *coughs* Ahem, now that I've got that out, it needs to be said that I've been doing this since September of 2012... a ridiculous amount of time to be playing roughly 80% of all non-nukige VNs that come out (I'm figuring those I dropped or just couldn't play because they were just that bad into the twenty percent). 
    Just to be clear, I will still continue to play VNs and comment on/review them in this blog.  However, I will no longer play as many outside my tastes, nor will I go out of my way to seek gems from companies I hate reading from. 
    I realized while I was playing Koisaku (Ensemble's latest game), that a few years ago, I would have read this game without any real problems, and I wouldn't even have blinked at the crap that now drives me up the wall.  Oh sure, Ensemble's base quality has fallen massively, but when I took a step back, this is actually one of the better amongst their more recent games, with plenty of indications of real stories for the heroines in the background.  However, I found I just couldn't tolerate it.
    It hit me in the date scene that occurs in the common route... I have no tolerance for date scenes at all anymore.  Scenes like that exist for every heroine in every SOL VN, and they all turn out in almost an identical fashion.  Reading it, even though it was basically a 'friend date', was like dragging my brain through mud.  I just couldn't do it.
    I promised myself that I wouldn't BS myself on this particular matter years ago... and I knew the limit was coming.  I just didn't realize that it would be this soon.
    So, I have to announce that this is the end of my VN of the Month column.  Now, all that remains is my Random VNs and whatever VNs I choose to play each month.
    I will continue to play what I'm interested in, and that will probably include slice-of-life at times.  However, I will no longer play SOL out of a sense of duty to my readers. 
    My original reasons for starting VN of the Month
    When I first started Clephas' VN of the Month, it was because vndb gives nothing to you for info on their games beyond poor tls of the game summary from Getchu, character profiles, and sometimes tags (that might or might not be accurate).  I felt that that didn't do most games justice, and I hated the way I had to go into a game blind on so many occasions.  As such, I started putting up commentaries on just what kind of VN I was playing, with few or no spoilers.  This was a need that, at the time, was not being fulfilled (and as far as I know, still isn't, since most reviewers include major spoilers because they are inconsiderate). 
    Over time, my routine each month started with figuring out which games weren't nukige and which I would play first...  and picking out which one was the best after I played them (the latter of course being entirely a matter of my opinion, informed as it might be). 
    However, it is time to set down my burden.  I tried handing off my work to others, and that worked for a while (thanks to @Dergonu@fun2novel@BookwormOtaku@Kiriririri for their help over the last year - yes, even you, Kiriririri).  In the end, though, I'm just one man... and one middle-aged man with increasingly bad health isn't going to be able to keep this up any longer.  Heck, I'm amazed i kept going this long.
    I do hope someone else takes up the torch of at least informing people of what to expect in newer games (and not just the ones from popular companies), but that isn't my job anymore. 
    Thanks for reading,
    Clephas
     
  21. Like
    Jartse reacted to Clephas for a blog entry, May 2018 VN of the Month and Maoten   
    VN of the Month, May 2018
    First, VN of the Month, May 2018 is Shunkyoku no Tyrhia.  While the game had some serious flaws, like all Liar Soft games, it was enjoyable enough that I felt it worth becoming a candidate for VN of the Month. 
    Maoten
    Maoten is the game I was looking forward to the most for June's releases... and I was not in any way disappointed.  The game is classic Candy Soft in some ways (the over the top characters, looser sexual mores than the norm in non-nukige, etc), but it also stands out as its own story. 
    This game focuses on a small town where a large number of demons settled after giving up rather quickly on conquering the world.  The protagonist, who is at first unaware of this, is forced to an awareness of their existence by the rather extreme occurrence of Carlen's emergence into the world.  Carlene, who is essentially a hedonistic free spirit with a child's attention span, becomes a catalyst for an interesting central story. 
    The protagonist of the story, Rentarou is a fishing addict with a kind heart and an inordinate fondness for women with large breasts (I know... *smiles wryly and shrugs*).  He can be be proactive when it is necessary, but, as is typical of many essentially introspective protagonists, he has a tendency to fail to ask for help when he needs it. 
    There are three heroines in this game (though there are several noteworthy side-characters with h-scenes as well).  The heroines are Rita (the protagonist's psychotic osananajimi), Yuuri (the protagonist's adoptive elder sister who happens to be a battle angel), and Carlene (the demon lord who devoured Shiva when he came down to obliterate the demon world). 
    In Maoten's world, demons who disrupt the human world seriously are subject to obliteration (usually along with any geographical features and lifeforms in the area) by the Angels, who are 'guardians of order' (supposedly).  As such, the demons who arrived twenty years before survived by making agreements with Earth's government to allow for their settlement there.
    Common Route
    The common route varies between comedic and serious moments, with those same moments (typical of Candy Soft and its subsidiaries) often being mixed heavily.  Generally speaking, most of it is comedic, with the more serious moments concentrated mostly in the beginning and at the end.  A lot of this is simply because of the need to form a solid picture of Carlene's character, since she is the only one of the three heroines not to be living in immediate proximity to the protagonist. 
    I enjoyed the (rather long) common route and it had good pacing.  However, it did leave a lot of things to your imagination int he worst way, so I felt myself wanting more even as I went into the heroine paths.
    Carlene
    Naturally, Carlene's path is the one I chose first.  The relationship formation in this path is... kind of weird.  Oh, there is definitely love there, but the resulting relationship can't really be called romantic.  Rather it ends up as a rather weird version of a Queen and consort relationship, mostly due to Carlene's beliefs and her own view of her feelings toward Rentarou.  There were a lot of rofl moments in this path, not the least during the h-scenes (you know that you are enjoying it when the h-scenes make you laugh).  The actual story was good...  and though I disliked how they dealt with the protagonist's own major issue, I just shrugged and lived with it in the end.  The ending is one that made me smile, and it was perhaps too convenient... but I've yet to encounter a good ending from this company or its subsidiary (Minato soft) that wasn't that way to one extent or another.
    Yuuri
    Yuuri is an adorable person.  While she seems both strict and friendly in public, in private with the protagonist, she is very much the 'wannabe oneechan', and she values her relationship with Rentarou greatly.  The relationship building in this path is ridiculously straightforward, but in exchange this path deals with the events of ten years before (which involve the protagonist). 
    Like Karin's path, this one starts mostly amusing but becomes more story-focused as the protagonist digs deeper into past events surrounding the decaying hospice and himself.  It was enjoyable, and the ending is worthy of a few happy tears in itself.
    Rita
    Rita's first path is something of a bad/normal ending.  The story itself is excellently-written (as should be expected, given my experience with the previous paths), and this story deals the most intimately with the protagonist's most dramatic past issue.  That said, this path has a much darker turn than the other two, at least for a time, and there is one scene that is borderline guro, so anyone coming into this one should be prepared.  The humor in this path is much like the humor in the rest of the VN (typical Minato-soft/Candy Soft style character typical humor). 
    To give you a better idea of Rita's personality, she is like Kagome from Comyu (if she wasn't killing people to survive) or Momoyo from Majikoi (if she wasn't a martial artist).  She is actively mischievous, strongly attached to her small circle of closest friends, and extremely hedonistic and self-absorbed much of the time.
    Rita 2 (Another Path)
    This path is referred to as Rita's second ending, but it is actually a non-romantic ending that serves as a general conclusion (it also wraps up the biggest loose end from the first Rita ending) to the story as a whole.  This path is equally dramatic to Rita's path, but it is also a lot more emotionally stressful for much of its length.  That said, I can honestly say there are no more secrets to this game's setting once this path is done, so it left me with a definite sense of satisfaction with the game as a whole.
    Omake
    The omake scenes in this game are basically a series of post-Another Path story and h-scenes focused on side characters (including one yaoi scene with Ramu).  They are mostly humorous and/or ecchi... and it was nice to get some h-scenes with the game's rather large set of interesting female side-characters. 
    Conclusion
    A first-class game that I've already put on my list of VN of the Year candidates.  If you like the Majikoi style, this is an excellent game for you, but if you don't like it, there is a good chance you'll hate it.  This game is apparently based in the same world as the Majikoi series, based on a cameo of certain characters, but I honestly question that, since I can't see Momoyo failing to sense Carlene and come to 'visit', lol.
  22. Like
    Jartse reacted to Clephas for a blog entry, Yakusoku no Natsu, Mahoroba no Yume   
    I'll say this first off... this game actually needed locked paths or a true ending.  Like most Windmill games, the character interactions are pretty heavily reliant on easygoing manzai humor and running character personality and behavior jokes (in fact, most VN humor is based on that).   This game has a cast of four writers (one amateur, one h-scene specialist, and two established names), including Imashina Rio (Gin'iro Haruka and Hoshi Ori Yume Mirai) and Kagami Yuu (ef, Eden*, and Mirai Nostalgia).  Unfortunately, the styles of the two main writers are extremely different, and it is rather blatant when things shift... sometimes in the middle of scenes (this can be jarring and disturbs the flow at times).
    Understand, I started out liking this game... I like non-city settings (for some reason, city locales always end up being multi-date ichaicha fests even for heroines who wouldn't be interested in that kind of thing), and the interactions with the heroines and side-characters were amusing.  I even still liked how things were going early in my first heroine path (Serina), but after I headed into a second path, it became apparent they were abusing the 'osananajimi is scared of friend group falling apart' trope.  Oh, the way they abused it is different in each path, but the abuse is so rampant that I had to wince.
    Worse, the characters have these pretty much useless powers that only work on each other.  All the paths have the powers as part of the central conflict, but, considering how little the characters seemed to care about their powers in the common route (one way or the other) it felt unnatural how they became central in the actual heroine routes.
    Understand, I'm a fantasy freak, so characters having powers is (of course) fine with me... what bothered me was the artificial-feeling limitations and the way the characters so blithely accepted a revelation midway through the path that would have turned most games a bit gloomy.  Again, what's worse is that this was seemingly only utilized conveniently to explain why the other girls (all of whom are latently in love with the protagonist) stop pursuing him once you get on a particular heroine path.  I will say the way they did it was mildly funny (the pseudo-yuri in Himari's path was lol-worthy for instance), but it felt very, very forced to me.
    Another issue is that Rinka is rather blatantly the main heroine (the scene I mentioned above makes that very clear).  As a result, all the other paths proceed without resolving the issue of just why that certain event and the issues it brought to the surface came into being.  Of course, as a result, Rinka's path is a very obvious 'true path' and blows away all the others in terms of quality (and length), drawing on elements from the other paths that hinted around the edges about what is revealed in Rinka's path. 
    Anyone who plays this game should either only play Rinka's path or play the other paths first (like I did).  While the paths other than Rinka's have some serious issues (the biggest one being choppy pacing and poor use of the setting elements and plot devices), Rinka's path and the common route are definitely worth playing.  Sadly, I can't recommend this one for VN of the Month, but if you want a mildly funny plot-centric charage (yes, they coexist at times), this is a decent choice. 
     
     
  23. Like
    Jartse reacted to Clephas for a blog entry, A few Thoughts on VN Trends   
    Before I go visit my remaining grandparents this weekend (my grandmother on my father's side and grandfather on my mother's side are both in extremely frail condition right now, so we are taking time to show my sister's kid to them), I thought I would give my thoughts on modern VN trends.
    Charage aren't going anywhere
    Though I frequently bash the industry for over-saturating the market with moege/charage/SOL, the fact is that the demand for this type of VN is never going to go away as long as the Japanese eroge VN market exists.  Why?  Because it is the single easiest way to present the formation of relationships of young people into a sexual one.  While the genre isn't that attractive for people in their late teens or early to mid-twenties (incidentally the reason this market is declining), the majority of any older generation is always going to prefer this.  The lesser numbers of young people in Japan compared to my generation and the lower relative amounts of income are the main reasons for the current contraction of the genre.
    Good Writers don't go into VNs anymore
    This is a truth that few of the plotge addicts like me want to admit.  Most of the best writers in the VN industry are getting into middle age or later now (or have already left it), and the new and upcoming writers are mostly up and coming LN writers who have a far looser grasp on how to write/narrate and (more importantly) complete a story.  This doesn't mean they won't evolve their styles to match the new medium eventually, but whenever I've read a VN written by one of these newbies, the plot holes and poor handling of the endings of their games stand out painfully.
    Chuunige are in decline
    I absolutely hate to say this.  However, it needs to be said.  Trends in the last nine years in chuunige have tended to result in far too much side-story exploitation and sequelitis.  There is also a distinct lack of innovation, and when innovation does come, it tends to come with a huge drop in quality in the final product (Sora no Baroque).   Fans of the genre are getting older, and some companies (such as Light) have been putting their games in non-ero form on consoles to try to grasp the hearts of younger VN lovers (this has actually succeeded to an extent), but the fact is that it takes a much longer time for a chuunige company to  make back its investment after a release.  This is exacerbated by economic issues in Japan, and the fact that these companies mostly suck at advertising (like many niche genre companies, they only put it up in places where those already 'in the know' will find them).
    VN Trends are always years behind the rest of Otaku-dom
    VN communities in Japan are insular.  Even moreso than they are in the US.  When rom-com anime vanished for the most part at the end of the last decade, it was replaced with cheap action-fantasy (shallow, weaker stories for the most part, with more emphasis put on 'cool' elements) and moeblob.  The glut of such anime is reaching its peak right now... and that influence is starting to overflow (interpreted through the lens of the hyper-conservative VN community, of course) into our side of things.  That said, this is a trend that is unlikely to take hold, because it requires a modicum of writing skill that doesn't involve dialogue, and most VN writers just don't have that.  Instead, VN companies that have been around for a while have been 'testing the waters' by making games that step out of their usual niches, hoping to diversify to deal with the changing trends.  Light went with going down a much darker path than usual with its most recent game, and Navel actually put up a half-assed plotge last month.  These, along with many other incidences in the last two years, make me wonder just what the market will look like five years from now. 
  24. Like
    Jartse reacted to Clephas for a blog entry, Shunkyoku no Tyrhhia ~What a Beautiful Dawn   
    I'm going to be blunt... if it weren't for the urging of one of my online friends, I wouldn't have played this game.  For one thing, it is a direct prequel to Gakthun, which I didn't have much fun with (I don't really like Japanese versions of Liar Soft games, for some reason... though I loved the English version of Sekien).  It is based in a steampunk world version of one of the most-visited eras of Japanese history in otaku media, the Bakumatsu era. 
    In that era, Japan was opened by British air-fortresses, rather than by Perry's gunships, but the results were pretty much the same up until the beginning of the game (albeit with the usual liberties taken).  Since there was no walkthrough out for this game, as of yet, I ended up on a path whose history pretty much echoed rl history save for who died and when (oh and the individuals' motivations, of course).  Whether this was a good thing or not, I dunno... but the ending was decent, if bittersweet (not to mention that the last scene indicates that it is the one that heads into Gakthun). 
    The protagonist, Hachirou, is the child of a Shogunate vassal family famous for their real combat oriented sword style.  He himself is a bit obsessed with modern steam technology, and his habit of constantly referring to his pocket watch shows off his straight-as-a-yardstick personality. 
    Like a lot of steampunk-series games, this one jumps around between many different perspectives for about three-quarters of the game (relatively little time is spent with Hachirou, considering he is the protagonist), but this game escapes the rather... Steven Brust-style story narration (reference to the Phoenix Guard and its two sequels, which are written in a style that is excessively dramatic and roundabout) that poisoned me against Gakthun and some of the other games by this company.  In that sense, this was the easiest Liar-soft VN for me to read.
    This game has heavy Cthulhu Mythos influence throughout its latter parts, ranging from a rather blatant one in the final battle scene of the ending I got to numerous smaller indications throughout.
    Is this game good?  Yes, it is well-written and interesting to read.  Is it a kamige?  I can't really judge, since I have no idea how to get the other endings without a lot of trial and error (and I'm too lazy to do that with a liar soft game).  I'm giving it a decent rating because I liked a lot of it... but the way the game treated the Shinsengumi was a bit depressing at times (it really, really sucks to be Shinsengumi in this game). 
  25. Like
    Jartse reacted to Clephas for a blog entry, Kimi to Mezameru Ikutsuka no Houhou   
    First, I should apologize for taking so long (for me) to get around to finishing this game.  Despite the fact that Kazuki Fumi games are always high-priority for me, for some reason I stalled after finishing the first arc and two of the paths in the second arc.  The main reason is probably because the first arc pretty much satisfied me, and I didn't feel like the game needed much of a second arc or the third arc that comes after.
    As indicated above, this game has three arcs.  The first arc is a dark and emotional story that focuses on the protagonist, an android programmer and mechanic, the people around him, and a legless abuse victim named Hatsune that is left on his doorstep.  The whole thing is emotionally powerful, has a Sharin no Kuni/G-senjou no Maou style battle of wits, and it generally left me completely satisfied with how things turned out....
    Then came along the second arc (which will hereafter be named the romance arc).  The romance arc shows off the style Kazuki Fumi has put together in the last few years (to varied reactions from otakus, for whom his approach to romance tends to be hit and miss).  The romantic formation is abnormal, the romance is strange, and the end result is generally not what you would expect.  Is this a good thing?  If there hadn't been a third arc, it probably would have been. 
    Now, let's get down to the third arc.  First, the third arc is a dramatic conclusion to the aftermath of the events that occurred in the first arc.  This was actually the biggest mistake made in this game's structure and the reason I expelled it from the running for VN of the Month.  The first thing you are asked to do upon starting this arc is pick which of the heroines you romanced in the second arc, which essentially just changes one or two scenes and the ending scene.  The arc's story as a whole doesn't change at all, and it is short enough that I was able to finish it all in under an hour. 
    Now, why is this a problem?  The reason is fairly simple.  It completely screws up the pacing of the game.  For better or worse, the second arc's 'endings' feel like a conclusion, even though I knew from the walkthrough that they weren't.   They weren't a great conclusion, but if they'd been followed up with individual after-stories or completely customized versions of the third arc, this might have become a solid VN of the Year candidate.  Unfortunately, the third arc is what amounts to a 'one size fits all' affair that makes the whole romantic mess of the second arc feel mostly irrelevant.  Coming from someone who generally doesn't express a fondness for romance, I know this will sound strange... but this was a horrible way to handle things.  This game isn't a kusoge, but I honestly can't recommend it with the current conclusion (hope for a story FD to smooth things out, maybe). 
    In conclusion, this is a game that shows signs of greatness throughout the first arc, falls back on romance in the second arc, and stumbles in the third arc.  It has great characters, a good story and theme... and falls far short of what I've grown to expect from this writer after Nanairo Reincarnation.
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