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ChaosRaven

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  1. Like
    ChaosRaven reacted to Narcosis for a blog entry, VN's Forever: Regarding ChuableSoft's bankruptcy or the sad state of modern, japanese vn industry   
    As you may (or may not, at least yet) know, ChuableSoft has filed for bankruptcy on 7th of July. In his Twitter, Ishida P - ChuableSoft's director - stated they had no other choice than to close, simply because it was not possible for them to continue with the company in it's current state. This may come of as slightly surprising, considering their previous game - Watashi ga Suki nara "Suki" tte Itte! (SukiSuki for short) won the 2015's Moege Awards and was met with warm praise - both from the fans, as well as community. The rights to the game were also acquired by MG and it's slated for an english release in late 2017/early 2018. How was it possible, that a rather well known japanese studio known for it's high quality charages went bust like that?
    As a fan and avid reader myself, I've been keeping an eye on the japanese vn industry for the past 15 years; More than a decade, with all it's ups and downs and various events, that shaped and changed it's face overtime. It's not hard to summarize, that even if the start of the new millenium had proven to be a highly productive period for japanese developers, things don't look as bright when you start to look past 2010. To put things short - it's golden age is already long over and creators are currently facing numerous issues, which had been slowly but steadily piling up within the last years.
    Market oversaturation is often being considered as one of the biggest culprits behind the increasingly difficult task for japanese developers to stay afloat as working businesses. The competition is fierce and industry itself is partially at fault for that; The ammount of new game makers rose expotentially after 2000's, while majority of them stemmed from the same exact community of fans. People, whom - as they grew up - changed from consumers into creators themselves. The otaku market is incredibly closed off and as such, consumes almost everything it produces by itself. It's a self-regulating social wonder of sorts that slowly grew for as long as 80's. Sadly, things finally came to a halt where it produces far more it's capable to consume. As such, to keep up with market's rising competition and social changes, creators had to start minimizing risks, often by lowering standards or switching entirely to budget works; if successful, such couple shorter games could support their more important, high quality productions, at worst make them stay afloat. This system worked for a couple of past years, but the more aware fans often kept pointing at the detoriating quality of games and nonsensical stories, which more than often subdued to popular tropes and cliches. Certain companies found delicate safety within particular niches, protected by circles of avid fans and doujinshi works. It's really difficult to presume, how long will they manage to keep up with the rising requirements, especially when trends change and people swap their interests. "A lot" does not necesarilly equate "good", neither will the fans remain forever loyal. The constantly lowering standards also caused a response within the market itself - people slowly got used to cheaper, lower quality games and as such, their needs grew smaller as well. This came to a turning point, where a lot of people began to feel content with low quality works and won't bother with better releases, mainly because they are a lot more expensive, far longer and usually harder to approach.
    Instead producing high quality games, companies turned to churning out budget-type games, often serialized or episodic in nature, but how are you supposed to keep up with a market, that literally has thousands of competing companies, each producing exactly the same type of games? Formulas that used to be highly succesful in the past are now often a nail to the coffin for many starting studios. This is especially prevalent for moeges and charages, often built around slice of life genre; the "coming of age" stories, that used to be so popular are now considered completely cliched and overused to the point, where multiple games released often feel alike; there's little to no distinction between them at first glance and this causes the fans to feel resigned and makes them lose their motivation to get involved with anything further. At the same time, thousands of games are being sold to thousands of consumers; each company has to make a living and that wouldn't be a problem, when the population of fans would be kept at a steady number. Unfortunately, the japanese demographics are clear on that - the population is aging very quickly, with losses greatly superseeding gains. The same can be said about the market itself - the ex-fans, who are currently producing their own games have less and less potential customers, as their generation became incapable to supply the population with a steady birthrate. It's a tale of an aging market, with people who slowly drift away from being fans, as the modern, day-to-day japanese life consumes them almost entirely. In the end, this means less and less total available revenue to creators. Less money available within the market means less available budget to create future games. This means everyone has to settle for less and cut costs, which further lowers the quality of the final product. It's a vicious cycle and one that is increasingly difficult to break from, once you get caught.
    In a world of merciless competition for disappearing population of consumers and aging fans, this means pretty much a single flop - especially an incredibly expensive, high quality game - can lead to a complete downfall. Growing risks prevent creators from retries and keep them pinned down to a life, where they barely scrape by from production cycle to another. As the costs grow, they finally find themselves in a difficult situation - often indebted and without funds, because their games didn't bring the expected revenue - where they simply have nothing else to do, than declare bankruptcy. This is more, or less what causes many studios - such as ChuableSoft - to finally close down. Sadly, I presume this is just the beginning and we'll see many more of our beloved companies closing down in the near future.
    The only hope now currently lies within the western market - a body of almost infinite possibilities, with a massive and constantly growing fanbase, always thirsty for new games. Perhaps it's time for the japanese developers to finally embrace that possibility and move on.
  2. Like
    ChaosRaven reacted to Clephas for a blog entry, The pitfalls of creating a unique setting   
    I'm currently playing Ai yori Aoi Umi no Hate, AXL's latest game by their 'unusual slice-of-life' team, and the setting is seriously bothering me.  It isn't that the concept is boring... there is nothing wrong with the concept of people living on a massive self-repairing ship hundreds of years after the demise of land-bound culture due to global warming.  No, the problem is the concept of the game and how it interacts with the setting. 
    Ok, I can live with the idea that advanced culture was lost - deliberately or otherwise, and I can also live with the characters centering about 80% of their attention on day-to-day affairs.  That is normal in a self-sufficient community.  However, the idea that recreational culture not existing at all - music being lost entirely, for instance - is ridiculous.  Wherever you get a community of humans, you have some kind of recreational culture, whether it is simple sports, drinking contests, tests of strength and stamina, or card games.  To put it simply, people might be willing to let go of high tech, but they'll never give up being able to hum a tune while working.
    It is such a huge hole in the concept that I just had to shake my head in exasperation. 
    This isn't the first time I've run into this kind of thing...  for some reason, some writers, when they create a fantasy or sci-fi setting that justifies their story, gloss over elements like this that drive me nuts.   Moreover, they ignore human nature and history.  Even in a confined environment like the one in this setting, people still need recreation and will create it, regardless of the intervention of authority.  The first couple of generations might have successfully abandoned culture as they knew it, but the later generations would have inevitably birthed a new recreational culture of some sort.  So, the concept is just too ridiculous, at least in my eyes.
    Edit: In other words, 'If you are going to create a new setting with a purely human society, you have to justify every difference in a way that makes sense given human history and nature!'
  3. Like
    ChaosRaven reacted to Clephas for a blog entry, Haruru Minamo ni   
    I first encountered Clochette with Suzunone Seven, a game recommended to me by a friend who lives in Japan.  Suzunone Seven is one of the more memorable charage I've played, both for the depth of its story and the depth of its setting and characters.  Now, Clochette is frequently jokingly referred to as 'oppai central' or 'The Oppai Corporation'... or any number of other similar names, with good reason.  Their style has it so that all the heroines are either close to flat or... the opposite.  It is a source of ironic amusement to me that this company produces some of the best fantasy charage in existence on a completely consistent level.  In other words, I've yet to see a kusoge from this company, though Amatsu Misora ni wasn't memorable compared to its fellows.
    Speaking of Amatsu Misora ni, this game utilizes the same world setting as that game... a world where the kami of Japan exist and have a close relationship with the Shinto priests (guuji) that enshrine them.  If you want a crash course in Shinto concepts, this and Lovekami are two of the best non-dark VNs to turn to, in that way.  The protagonist is the descendant of a long line of such priests and is the older brother of an arahitogami, which is a kami that possesses the form of a living human being (in the legendary histories of Japan's Imperial family, the founding Emperor was also an Arahitogami).  His little sister is the 'kami of the mountains', the second generation to possess that title, and as a result both of them have been bound by her fate as a kami.  The protagonist, as a result, has become an overly serious, immensely capable youngster who is far too wise for his age when it comes to the doings of supernatural beings.
    At the beginning of this VN, a new 'Umigami' (kami of the sea) has been sent to take up the role in the town below the mountain, and it is Tatsuiki's (the protagonist) job to help her settle in.  Unfortunately, Kanau (her human name) is a bit... immature as a kami and is only barely able to use her powers and completely incapable of fulfilling the role demanded of an ubusukami/tochigami (a kami who protects a region and its people from harm).  As a result, he gets stuck helping her mature as a kami... a role he is surprisingly willing to take on. 
    The heroines of this VN are:
    Kanau- A girl who lost her parents in a traffic accident and was deified in the process.  She is kind-hearted, gentle, and extremely strong-willed.  However, she is also more than a little clumsy and slow on the uptake.  Nonetheless, her ability to keep going on in the face of suffering and misfortune is definitely a positive.  She is the game's true/main heroine, so I seriously suggest playing her path last, as it is the deepest of all the paths.
    Miori- The protagonist's little sister and the second-generation kami of the mountains.  Raised as an arahitogami and worshiped almost from birth, she carries out her role as a tochigami seriously but with the ease of long practice.  She is also immensely powerful, as she is also the overall tochigami for both the land and sea, though an ancient vow made by the first generation binds her to the mountain.  She is definitely a brocon imouto, but she is also very similar to her brother in her wisdom and perceptiveness, so she isn't one of those little sister heroines who does her best to seduce oniichan from beginning to end.  Her path is full of tribulations, though not the ones you would expect from an incest path.  In her path, the origins of the dual tochigami system in place in the region is revealed, as is the reason why the protagonist has such extreme effects on the various supernatural beings there.  I suggest reading this path after the other three heroines but before Kanau's path.
    Ema- Ema is Miori and Tatsuki's osananajimi.  Kind-hearted and intelligent, she almost instinctively does her best to help those around her.  The only downside is that she and Tatsuki have one of 'those' osananajimi relationships...
    Asumi- The daughter of a fisherman's family, she is an atheist by choice, despising all kami while doing her best to ignore their existence... kami of the sea in particular.  While she is apparently quiet and stand-offish, this is revealed to be a simple function of the fact that she is terrible at showing how she feels on her face.  She is very perceptive and instinctively grasps concepts that others take months or years to figure out in moments.  However, when she doesn't have any interest in something, she can be unnaturally ignorant about a subject.  Her path delves pretty deeply into the concepts of enshrining the dead and natural disasters to turn them into 'nigimitama' (the gentle side of a deity) from aramitama (the wild side of a deity). 
    Mei- Mei is a young raijin (kami of thunder) who comes to the city to help Kanau.  However, soon after arriving, she ends up wanting to be enshrined by Tatsuki (a phenomenon that is by no means unique to her).  She is a bit of a tsundere, with the typical extreme deredere mode that most tsundere obtain after they reach a certain point in a relationship.  She is also extremely innocent and naive when it comes to humans and interacting with them, as she was born from pure lightning.  Her path explores some of the pitfalls of the aramitama and the duality of the nature of a kami, and her personal growth is rather pleasing during the path.
    Now, let's discard the Shinto jargon for a moment and go back to what this game is all about... I'm going to be straight when I say that if you've played any of Clochette's games you probably have an idea of their style.  Their heroine paths have some of the best balance between ero, ichaicha, character development, and story that I've ever seen in the genre.  As a result, they are extremely easy to read, if you aren't made incredulous by breast size issues.  That said, the writer's fetishes definitely come out in the h-scenes (he definitely has a thing about impregnation), and I had to rofl at some of the sexual references during the heroine paths.
    The endings in this game are exactly what you'd want from a story-heavy charage.  They are reasonably detailed and extend far beyond the 'present' in which the main story is based, giving you a good idea of where the characters are headed and the happiness it has brought them.  As such, if you want to see what my idea of an ideal charage ending looks like, this is a good company to look at.
    Overall, this is a first class charage... one that reminds me of why I still dig through the rubbish for the gems. 
  4. Like
    ChaosRaven reacted to Clephas for a blog entry, Suisei Ginka   
    Suisei Ginka is the latest VN made by Akatsuki Works, the makers of such classic VNs as Ruitomo, Comyu, and Devils Devel Concept.  This was written by Morisaki Ryoto, the writer of multiple kamige including Hapymaher, Komorebi no Nostalgica (as an assistant writer), and Re:Birth Colony.  He is one of the most flexible and skilled writers out there, and I've yet to fail to enjoy a VN he's had a hand in.
    This VN is based in a port city half-owned by a company that caused a disastrous chemical spill there ten years ago.  It begins with the reunion of Izana, a young woman with a rather unusual attitude toward life, and Tetsuo, a straightforward young man with an utter disregard for his own safety and survival.  Naturally, this being an Akatsuki Works game, this is the beginning of numerous troubles and tribulations.
    Structurally, this VN is pretty 'to the point', in that the story uses the bare minimum of slice-of-life to give life to the characters and setting, while constantly keeping a laser focus on what is moving in the shadows... and the disastrous potential it holds. 

    Maria
    Looking at it in retrospect, I probably should have done this path second or third.  However, I followed my instincts on the game's first major story choice, and as a result I got into this path.  Maria's path is focused on the company that caused everything to go so horribly wrong, so it reveals details of some factors that spoil the other paths a little bit.
    Maria herself is a classic 'expressionless loli' of the type that is common to a lot of chuunige that have loli heroines.  Normally expressionless and nearly emotionless, she is very much like a cat, acting sweet to those few people she cares about and disregarding just about everyone else based on their use or lack of to her.  Edit: That isn't to say she's completely devoid of emotion... but with the guy who acts as her guardian being the kind of guy he is... she's naturally a little warped.
    This path has a lot of violence to it, primarily because of what the characters face in it.  It is a solid path though... it is just one that I really should have waited on.

    Seika
    Seika is Izana's best female friend and more than a little bit prickly toward anyone who approaches her with ulterior motives (and because of Izana's easy manner and physical beauty, that is pretty common).  She was raised by a strict asshole father who sees her only as a convenient object to augment his own ambitions for the family line, which is a lot of the reason why she is so prickly in general.  Her sole point of softness is Izana, whom she would probably do anything for. 
    Seika's path is wrapped up in dealing with the plot element that drives most of the protagonist-side characters, in a very intimate manner.  It's a fairly standard path for a game like this, serving as a fitting intro to the ins and outs of the story while setting the stage for elaborations in future paths.  I liked how it turned out, though a lot of people might find it an odd ending.  It is more solid than say... Benio's path in Comyu, which was fundamentally unsatisfying (for some reason, Hino Wataru sometimes chooses to drop a single weak heroine path in some of his games). 

    Momo
    Momo is Tetsuo's guardian/oneesan/coworker.  She is a heavy-drinker and a heavy-smoker and she is actually thirty, though she looks twenty.  She is also a brilliant (genius-level) individual as well as being highly perceptive when it comes to people in general.  She and Tetsuo have lived most of the last ten years around one another, and they know each other about as well as it is possible to know another person without being them. 
    After playing this path, I definitely realized there was a play order... Seika>Momo>Maria>Izana.  The reason is fairly simple... Maria's path reveals too much about the 'causes' of all this, removing a great deal of the mystery about what the protagonist is trying to do at the end of Momo's path and the 'why' of certain elements of Seika's path.  Seika's path, on the other hand, paves the way for things that are elaborated on in Momo's path.  Izana's path is, of course, the true one.
    Momo's path focuses on one of the more obvious, if mid-boss type antagonists.  This antagonist is a 'rationally insane' type who has no morals whatsoever outside of their personal ruleset.  In addition, this path has more death than the other two paths combined, lol.  I will say I liked the ending of this one, as well.

    Izana
     
    Izana is the true heroine of this VN.  She is also one of those 'always involved with the protagonist's life' heroines in the style of Kagome from Comyu or Suzu from Ayakashibito (meaning that even if they aren't lovers, they never really separate).  Izana is a very odd young girl... she seems at first to be something of a tomboy, but when you get to know her, she also shows a kind of quiet wisdom that the average tomboy heroine just doesn't possess.  Rather than being intelligent, she really is just 'wise'.
    Her relationship with Tetsuo is so strong that it is unchanged by the ten years of parting between them.  They both care deeply about one another and trust each other absolutely, without reservations. 
    Her path, true to the form of true paths in chuunige, is the most exciting of the paths, bringing together all the elements of the other paths with a focus on the central conflict that isn't resolved in the others.  Tetsuo shows off his manliness quite nicely in this path, as well as his own bit of wisdom (If he was a D&D character, he'd be a true neutral barbarian with an intelligence stat of 9 and a wisdom stat of 16), though it is born of him having such a solid sense of who he is, where he stands, and how he intends to live and die. 
    Neither Tetsuo nor Izana is the type to hesitate or stand around worrying about consequences, as they both have very distinct senses of priorities. 
    I honestly wept at the climax of this VN.  I couldn't help but cry for a certain character who got the sharp end of the stick from beginning to end throughout this story (even mentioning her name is a spoiler).  A toast to those who suffer so that others can be saved! *Clephas smiles sadly and clings his glass of rum against an empty one*
     
    A few extra comments
    One thing you should keep in mind when reading this VN is that neither this writer nor Hino Wataru produces 'standard' romances.  Their romantic elements are generally good, but they are almost universally 'romance born out of a stressful situation', so don't expect a charage-style romantic element in here.  What romance is in there is good, at least from my point of view, and Tetsuo is straight-out one of the manliest protagonists I've seen in a chuunige (since most chuunige protagonists tend to have issues that make them fall a bit short of that standard). 
    I'm glad that this VN kept up the four year tradition of good VNs coming out on or near my birthday, hahaha...
  5. Like
    ChaosRaven reacted to Deep Blue for a blog entry, Another tutorial to play VNs.   
    Boring introduction to understand why I'm making this tutorial. (You can skip this if you want)
    So this tutorial is to create that so called "mechanical immersion" when you play a VN, kinda (?)
    Personally I read old VNs with the help of chiitrans for parsing the text, to being able to immerse myself into the story I need to read it in full-screen mode (I just can't read it otherwise) and this is not a problem when I read new novels that allow me to kinda cheat and use chiitrans even in full-screen mode but what about old VNs? With VNs that have resolutions of 640x480 or 800x600 you can't go full-screen and use chiitrans at the same time, the parser will either look really bad or it simply won't show.
    Now, to fix this issue I used to use a virtual machine called Oracle VM VirtualBox, that program allowed me to scale the screen at any size I wanted so I could play the VNs in "full-screen" mode and it kinda worked... but the problem is... using a virtual machine was a pain in the ass in general  so I searched for an easier solution and here it is:
    (End of the boring introduction)
     
    What you will need:

    http://www.mediafire.com/file/ss3izesipa8ecca/res.rar
    (OnTopReplica, ResizeEnableRunner and maybe Windows on top)
    All the softwares are free and ad-free too but you can scan them if you want.
    Tutorial:
    1) Download, unpack and install everything (some of them don't require any installation).
    2) See if you can take a shortcut by using ResizeEnableRunner, this wont work most of the time and it will make some VNs look bad, but you can try if you want.
    Just resize the screen of the VN by clicking on the borders of the VN itself and while holding the left click drag it and expand it, just like you do with any other program.
     
     3) If that method doesn't work (80% of the time) or you just don't like how it looks, then use OnTopReplica.
    a) Open the program and you will see this:
    Left click on it...trust me on this one.

    b) Select your VN and click in "-whole-"
    c) Once your VN is selected you will know because the program will duplicate the screen, now you can resize it but that's not what we want to do, we want to go full-screen mode.
    So go to: Resize > Full-screen. (you can also double click on the duplicated screen and it will do the same thing)
    d) Now this is the important part, you will need to advance the text of the VN with your keyboard but you can also use your mouse.
    Position the VN behind the duplicated window, then right click on the duplicated screen and click on "enable click-through", the duplicated screen will now be "transparent" so you can click through it.

    Here is how it looks and a comparison using the stretching mode (with ResizeEnableRunner) and using the duplicated screen.
    NOTE: The "resize enable runner" program uses the same method that Visual Novel Reader to stretch the visual novels.
    Problems you may encounter while using the software:

    *Some VNs will love to stay on top of the screen or they won't let you use, in my case chiitrans or the parser you normally use, for those cases use WindowsOnTop. 
    Open it > assign a hotkey to it > and when have that issue just force the program to stay on top, this is how I solved it with some VNs, for example setsunai, or just old VNs.
     
    *Why I'm seeing black borders? It's annoying!

     
    Easy peasy Japanesey, now you can read your VNs full of runes and 象形文字 in full-screen mode for a perfect immersion.
    Btw, if you are wondering about the delay between the duplicated screen and the original, well there isn't any. (I'm sure there is probably some but it's imperceptible)
  6. Like
    ChaosRaven reacted to Clephas for a blog entry, Sora no Tsukurikata Part one: First Arc, Kazuha route   
    As I began this VN, I decided to change my approach to how I would handle it.  My dislike of ladder-style story structures will probably cause me to go berserk when I finish the final (Haru's) route, but for now, I'm going to evaluate the story based on each arc and its associated heroine route, ignoring the VN as a whole until I've gone through the final route.
    Now, the protagonist of this story is a pretty archetypical character... a PI who has been scarred and run down by life living in a town ruled by a vampire, controlled by two mafia organizations, and dominated by something approaching a capitalist caste system, where the financial circumstances of the individuals involved determine their social status completely and it is almost impossible to climb up the ladder, though it is relatively easy to fall down.
    Technology in this world hovers about the level of the 1980's, with the biggest differences being the existence of real-life magic and magical beings, as well as beast-people (cat-people, bunny-people, dog-people, etc).  The protagonist isn't a wielder of magic, if you are wondering.  His role is something close to a neutral party in the realpolitik landscape, due to his role as the vampire Rizal's representative, as well as his personal relationships with high ranking members of both mafia groups. 
    This VN has a lot of situational comedy in it, ranging from Haru 'fixing' machines by hitting them and using magic to Chiroro's (a chibi homonculus that is something like a servant to both the protag and Haru) foul mouth toward the protagonist and fawning on Haru.  I honestly enjoyed the back and forth between the characters through most of the first arc, and I doubt that will change through the rest of the VN.
    The first arc covers the introductions to the characters and the city of Naoka, and it ranges from non-school slice-of-life events (protagonist and Haru going out to solve problems as part of their work) to moments of tension in the shadowy underworld of Naoka.  The first route that branches off is Kazuha's...
    Kazuha is the VN's resident genkikko+doggirl.  I honestly fell in love with her from the first (I mean, she is working to support her twelve siblings and is endlessly cheerful and generous by nature... what could you not like about her? Not to mention that she is a mimikko, which automatically skyrockets my impression of a given heroine based on my fetishes, lol), so, while I'm sad she isn't the true heroine, I was happy to get a chance to see her route early on.
    And it is a surprisingly detailed route... in fact, it is roughly equivalent to 1.2 times the length of the average charage heroine route, in my experience.  It doesn't mindlessly focus on the heroine and protagonist's love affair, instead involving all the characters (a bad habit with many VNs of this type is to sideline the massive cast of characters during the side-heroine routes, weakening the setting in general) in a dramatic mess whose impact is equal to that of the story arc previous to the heroine route. 
    So, my initial impressions of this VN based on what I've played so far are positive... let's hope they stay that way.
  7. Like
    ChaosRaven reacted to Aizen-Sama for a blog entry, Dear Translation Requesters   
    Disclaimer: At the end of this post I get pretty salty, so be aware of that. This post endorses MY and MY OPINION ONLY. The numbers about the costs of a translation team were researched before putting them here.
    Hello guys. Aizen-Sama here with another spicy rant. Although I haven’t been around the forums as long as other users who have spent their time here several years (I have spent around 7 months more or less at the present time being) I have seen that there’s a huge problem that I’ve mostly seen here, in Fuwanovel, more than any other site that congregates VN fans. In fact, I think that this doesn’t happen anywhere but here, but again, what do I know? I don’t really visit Reddit nor 4chan that much, let alone interact there.

    Anyways, what I want to address is a problem that has been going on since the beginning stages of this site, and that problem is the Translation Requests, or what I like to call “e-beggars” (yes, I know this term has been invented already).

    First and foremost, the majority of people that make these Translation Request posts are usually new users and I’m fully aware of that. But this has been blowing up lately. I know that 4 posts in the last month and a half doesn’t sound like that much, but the proposals are getting so ridiculous that it’s hard to believe sometimes if the guys asking these things are for real or if they’re straight out trolling.

    Let’s take this post as a quick example. You’re scrolling through the forums and see this post, and then the thought comes to mind “Another typical Request Post. Sigh. Let’s see what this guy’s asking for…” and then you see this:

    These posts show nothing more than ignorance and arrogance, as well as no interest towards these groups they are begging to translate something for them. Do these people even understand what it takes to translate a medium length VN? A medium length, around the 35-40k line mark in my opinion, could easily take a year. And the guy in this post begged for 5 medium and long length VN’s to be translated, one of them being >50 hours long.

    But don’t be mistaken, the worst part about that post wasn’t the amount of VN’s he was begging for nor their length. It was the last statement: “Thanks in advance”. Although it sounds stupid, that’s what triggered me the most. A shitty “thanks in advance” is not something that motivates people to do these things. People have to put themselves in a translators’ shoes sometimes. Not only him, but also the people who aren’t translating, but the ones who edit the text, proofread it, the image editors, the quality checkers, etc… Do they think that the task can be easily done if the guy in question knows Japanese? Not even close.

    The secret of a translation project.

    I know this is hard to believe for the e-beggars, but the translation of a game requires an enormous amount of time, and one year to finish the TRANSLATION, not editing, of a medium length VN is a very decent deadline. And I’m talking about a medium length game, not a long one. Majo Koi has around 47k lines. Supposing it had one sole translator and the translator in question did 100 lines a day, the game would be finished in around 470 days approximately, this taking into account he diligently does 100 lines a day, no skipping, no nothing. Let’s convert that into hours spent in total, since that tends to shock people more; 470 days doing 100 lines a day, if the translator is an experienced one, meaning that he has done this before or is a professional in the field, he could get rid of that task in about an hour. But an amateur translator, basically the bulk of the community in itself when it comes to fan translations, could take around 1,5 or 2 hours to do the exact same number of lines. That could mean than in total, just translating could take from 470 hours for the experienced translator, which means around 20 full days translating something, to 705-940 hours for the amateur translator, which is around 30-40 days translating nonstop. And this would be just translation, I’m purposely taking out the other processes such as editing and QC’ing. Do you e-beggars understand the amount of work is being put in these projects? This is why Translation Request posts should be completely banned off this site and instantly deleted. Then again, where would I put my insulting memes towards the op’s to gain likes for no reason?

    Let’s throw in another question now that we’re shifting towards that matter: Is fan-translating Visual Novels even worth it in the first place?

    Before I answer (although it’s probably known what I’m going to say, given my tone) let me address this: I by no means think that fan-translation is bad, in fact, it has been the reason why we’re getting official localizations now and I think that no amount of praise of thanks can equate the amount of work the translators of these projects did in order for this genre to be known better in the Western community.

    But, as sad as it sounds, fan translating at this moment is not worth it. Why? I’ll put in some of the reasons:

    -          Although some members of the vocal community throw in the occasional thanks once the patch is out that’s all the team who translated the game gets. Nothing more, nothing less. Some people might say that recognition counts as some sort of reward as well, but personally I don’t think that’s the case.
    -          No reviews of the translated VN’s are usually made (this is what in my opinion spreads the awareness of these games), only discussion threads are made, which is pretty sad in my opinion.
    -          I’m going to quote something that Clephas said in one of my posts, that sums up this next point:  “Another thing is that most people in the community will never even try to experience fantl from the other side of things... they don't realize how much time it eats up, that emptiness you feel when you realize you've used dozens of hours of your personal time only to put out a patch that people bash left and right for 'errors' and other shit.”
    -          The work put in to translate the game itself is not worth, meaning that the compensation that the translator/team worked for it is not even close enough to what they should be getting.
    Lastly, I want to address the problem that comes with donations, awareness of localization costs/translation costs, and ignorance.

    I’ll cut to the chase; for the people that think that with donations alone you can “pay” a translator to do some kind of game, you’re WRONG. Let’s put an example of what could a medium VN translation cost: let’s suppose that the team consists of three persons, to translate a 1.5 million jp character VN (equating to a 45k line count approximately). The translator gets 1 cent per Japanese character, the editor gets 1 cent per English word and the QC gets a quarter of a cent for each English word. In total, the final price equates to 33k dollars JUST FOR THE TEAM TO TRANSLATE A SINGLE VN. And these prices are apparently pretty shitty for a translator, so yeah, there you go. Besides, why donating a random group of guys, who could easily run away with the money and machine translate the game, or not even translate the game at all, when you can just support the official localizers? Contrary to what some people think they are actually releasing more games than ever and the 18+ industry in the scene has never seen so many official releases ever.

    Summing up this 3 page-long essay of frustration:

    1.       Please for the love of god don’t e-beg or Request for translations. Just no, it triggers people off and it only shows how ignorant you are about what happens behind the scenes.
    2.       Fan Translating in this actual moment is NOT WORTH, only people who are very commited and have a strong resolution will be able to start one, and very few out of those will actually finish the project.
    3.       Donations are NOT a solution to encourage Fan Translation, it ruins the very concept of it and it’s also ILLEGAL. Don’t support an already illegal activity by paying it.
    4.       Before posting retarded shit on the forums please look for other posts similar to what you might want to post. Maybe looking at the responses could enlighten you and help the other users not waste their time by reading the same shit over and over again.
    5.       Before criticizing Translations and patches for “errors” and “typos” and being a little whining bitch how about you try to show interest on how much effort people put on the translation of these games behind the scenes? (This goes solely to the people that haven't experienced working on a fan translation and whine non-stop about "how bad the translation of this is" and blah blah blah.)
    Anyways, I think that’s all the rage out. For those of you who haven’t dozed off already have a nice day and all of that stuff.

    And if you smash that like button you will get your very own… DIES IRAE MACHINE TRANSLATED PATCH. Yes! This is not a scam at all, your own personal Dies Irae Machine Translated patch. If you leave a like you can choose between a Google, Bing, or a Skype translated patch. I’ve invested so many hours on them, it was totally worth though ( ͡° ͜ʖ ͡°).

  8. Like
    ChaosRaven reacted to Clephas for a blog entry, Baldr Heart   
    Now, for those who are wondering, the reason I chose to play Baldr Heart first is fairly simple... it is the VN most anticipated this month, at least by the people I talk to.   Baldr Heart is the fourth game (if you count the Skydive and Zero games as a single game each) in the 'primary series' started with Baldr Force.  This series follows the evolving interrelations between humans, the net, extreme VR, and AIs, storywise.  The gameplay in all the games is a relatively fast-paced battle mech action system that evolves a lot of explosions and bullets flying.  Except for Zero, the series retains a pixelated appearance that is reminscent of the ps2 or psx eras for its gameplay.  The series tends to be heavy on the dystopian elements, as well as transhumanism.  Zero's setting in particular is horrifyingly dystopian, with children selling reservations for their own body parts and dismemberment videos in advance to strangers on the streets.
    Baldr Heart doesn't go that far... though it definitely strays into the area of mad science.  I can't really say a whole lot about the setting without spoiling Skydive and Zero, sadly.  This game is based 200 years after those games and the events in them are the base upon which the entirety of the society in Baldr Heart is constructed. 
    Now, I feel a need to address the biggest complaint from those who were looking at this game.  The fact that most of the characters are students... a definite divergence, as the series has in the past had most of its main characters in their early to mid-twenties, save for a few rare exceptions.  That fact is one of the series' main attractions for many readers, as many VN fans go to the Baldr series specifically to escape the slice-of-life-in-a-school-setting that plagues  most VNs.  So, in the eyes of many fans of the Baldr series, this was a huge betrayal... or at least a turn-off.
    Typical of a Baldr game, this element, that would normally have been a simple way to dumb it down for the 'mainstream' (as so many readers name it contemptuously) is actually used to accentuate the sharp differences between the Baldr world and the modern Japanese settings of most normal VNs.  While it is true that Sou isn't as bitter and broken as a lot of Baldr protagonists either begin as or end up, he nonetheless has his own share of horrifying experiences in his past, and he has taken lives in combat before.  He is a mercenary who returns to his homeland after receiving a brain injury trying to save a young girl trapped in the net.
    There is a play order to this game... Tsukuyomi>Mao>Yuri>Nagi.  With each successive path, more of the game's mystery is revealed, until you reach the core of things in Nagi's path.  I'm going to be blunt... if you thought Yuri's path was a bit screwy, Nagi's is even twistier.  The Baldr series loves its mindfuck plot twists filled with pseudo-science and philosophy, and in that sense, this is the Baldr series at its best.  However, this story structure means that Tsukuyomi's path, in particular, is fairly unsatisfying since it reveals next to nothing about what happened in the past or what is going on during the story.  I also felt that the game fell back on emotionalism a bit too often for my tastes... while it almost always comes down to that in any given Japanese game, I honestly thought the 'Fay' were going a bit too far that way.  I know they were probably searching for a new theme after Zero, but I still found it a bit trite.
    That said, this is still a Baldr game, and thus a mix of filthy human desires and high ideals stain the world crimson with the blood of thousands along the way, leaving me satisfied that Giga didn't abandon the series core precepts.  They were just a bit too obvious when they designed the setting and theme, lol.
    Overall, this game will get mixed reactions from Baldr fans while being perhaps slightly more accessible for those who might have had trouble with the much darker atmosphere of the previous games... in that sense, I think Giga probably made a mistake, as that dark atmosphere is one of the series' attractions.  As a VN, it is very well written and smooth to play... showing off the skills of Giga's writing staff to their fullest.  It reminds me of why so many who read Giga games say 'Giga is great... if you just play the Baldr series.'
  9. Like
    ChaosRaven reacted to Clephas for a blog entry, Amatsutsumi   
    ... it's been a while since my feelings on a VN have been as complex as my feelings for this one are.  I say 'feelings' because this VN has massive emotional impact... not as much as Hapymaher, but nonetheless a lot of emotional impact. 
    To be blunt, Makoto is nothing like Hapymaher's protagonist, so if you were hoping for more of his 'consumed by sorrow and despair but still living my life' personality, sorry, no luck here.  Makoto is... a blank slate.  I don't say this in a bad way.  For better or worse, Makoto has lived his life in an isolated village where people literally don't talk any more than is absolutely necessary, lest they accidentally compel one another with their power, 'kotodama'.  Makoto has a fiance named Mana (and no, not that kind of lukewarm, 'distant fiance' sort of thing you see in some VNs, since they actually get down to business), and a rather nice, slow life in that village... However, he yearns for the outside world, where people can talk to people without restrictions.
    He escapes from the village and collapses from hunger in a small town four days later, where he is saved by the first of four heroines, Kokoro.  From there the story begins, as he makes the journey from an innocent 'kami' to a real human being with all the baggage that comes along with it. 
    A lot of the most interesting parts of this game come from the fact that he naturally doesn't understand much about the outside world.  Makoto's innocent, unstained viewpoint, combined with his natural kindness and willingness to embrace new experiences, feel surprisingly refreshing.  Things other 'normal' protagonists would worry over don't even occur to him, and he is so laid back he makes the drugged hippies of US in the sixties seem tense.  While he does change as part of the story, his personal 'lens', through which he sees the world, remains remarkably clean throughout... not to mention the guy has absolutely no sense of sexual morality (in other words, his idea of sexual morality is 'don't use his power to compel people to have sex with him').

    The first of the heroines, Kokoro, is a shojo manga addict who has fantasies about immoral relations with older brothers.  She is a natural at unconsciously grasping the hearts of others around her without trying, and she is pretty much the picture of a heroine who 'exists to be loved by everyone'.

    The second heroine, Kyouko, is a miko that can see dead people (yes, I went there).  She has huge self-esteem problems and is more than a little weird... for one thing, her reaction to Makoto is one of the more unique heroine reactions to a protagonist I've encountered over the years... for another, she is abnormally self-derogatory in both action and word.

    Mana... is the protagonist's fiance from the village.  She is pretty much apathetic about other people, unless they have the decency to provide her with food (from her point of view, people who give her food move up from 'stone in the road' to 'slightly adorable insect' in most cases).  She is a bit of an S, when it comes to Makoto, and Makoto is pretty much her reason for living.  Because of a careless use of kotodama by another member of the village, she is always cold and in her eyes, it is always snowing.

    Hotaru... is the true heroine of this story.  Cheerful and active, not to mention highly intelligent and perceptive... she is actually a fairly attractive heroine from the start.  However, she has less initial impact than Mana or Kokoro, for reasons that are fairly apparent.  Since that is by design, I actually am not complaining about this, though.
    Now, to get to the downside of this game... it uses the G-senjou 'ladder' story structure, wherein the story progresses arcs where you choose to either pursue the heroine associated with that arc to an ending or move on with the main story.  I can say that the path endings for the non-true heroines were actually pretty good, but having played the true path, they are comparatively low-impact.  A lot of this is the fact that the major events of their 'paths' are in the arcs they branched off from, so little is added by their endings save for more sex and some minor tying up of loose ends. 
    To get back to the main game... the true path is the impact I was talking about.  The main arcs were all emotional, so I guess you can say that the other heroines' 'paths' were also emotional, but, as I mentioned above, there is a definite sense that very little was added by choosing one of the other heroines.  Hotaru's path is easily the most powerful 'arc'.  In fact, it is so emotional and powerful that there are two ends for it.  The first one (which you are required to watch first) is... sad, to say the least.  It isn't a bad ending, but it is a sad one.  I know I cried.  For the second ending... well, let's just say it is a good one and leave it at that.
    Overall, my viewpoint on this game is... just as mixed as I said above.  My conclusions on the G-Senjou story structure are unchanged in the least.  I still believe that all VNs that use that story structure should be changed to kinetic novels, just so I don't have to deal with heroine endings that are neglected by the creators of the stories themselves.  While all stories with true heroines inevitably put a much larger emphasis on the true heroine, the way this story structure trivializes the other heroines is really irritating, especially when they are good heroines, like these were.  However, if you take the arcs, characters, and the true endings separate from that source of irritation, it is a great VN.  It just happens to use the single worst VN story structure in existence.  Indeed, that story structure and the inevitable realities it brings along with it are the only thing that kept me from naming this as a kamige. 
    PS: I will erase any and all comments that spoil anything in the last arc.  I say this because this is the type of VN that can only be enjoyed to the fullest once, not the type that merely changes flavor with each playthrough, like Devils Devil Concept.  Anyone who spoils this VN should have their skin sliced open, drawn back, then have salt rubbed into the exposed flesh. 
    ... *Clephas drools and goes off to make BBQ*
  10. Like
    ChaosRaven reacted to sanahtlig for a blog entry, [In-Depth Review] Sakura Dungeon   
    Winged Cloud's girls-love focused dungeon crawler Sakura Dungeon packs in solid gameplay, decent characterization, and ample ero into a 20+ hr experience.
    [In-Depth Review] Sakura Dungeon
  11. Like
    ChaosRaven reacted to Clephas for a blog entry, Sengoku Koihime X ~Otome Kenran Sengoku Emaki   
    This is a partial remake/rewrite of Sengoku Koihime, which was released back in 2013.  It is by Baseson, the makers of the Koihime Musou series, and the protagonist is the nephew of the protagonist from that series.  It is based on the Moeshouden fandisc ending (where the Shin Koihime Musou heroines are all together).  In addition to h-scenes, the text itself has been partially rewritten (it is more noticeable later in the game), and they added on the Houjou Chapters, a ten-hour after story.
    The story begins at the battle of Dengaku Hazama (the point where about ninety percent of all Sengoku Jidai-based historical fiction begin), where Oda Nobunaga, the lord of Owari, ambushes and kills the Imagawa Yoshimoto, who was considered to be one of the greatest lords of Japan at the time.  The protagonist is pulled from his own (modern) world and arrives there in a ball of light, where he is taken in by the female version of Nobunaga (Kuon). 
    Unlike the Koihime Musou series, there is no battle system involved here, which is great, considering that the story of this thing alone is about 1.5 times the size of Shin Koihime Musou, which was twice as long as the original Koihime Musou.  In other words, this is probably the longest kinetic VN in existence, right now, easily surpassing ChuSinGura and leaving works like Grisaia in the dust as far as sheer size goes.  This has its upsides and downsides... but it does manage to develop the heroines to a decent level, if at the cost of a certain degree of fatigue on my part.
    In terms of structure, this VN is actually a bit closer to the original Koihime Musou, in that there is only one path and all the heroines from the various clans end up with the protagonist.  There are five major arcs... first is the Owari and Mino chapters, where the protagonist earns the trust of the Oda clan and begins to build his own unit.  The second is the Kyouto/Oumi/Echizen chapters, whose ending is the midgame turning point.  The third one is the Echigo chapters, where the protagonist gets involved with Kagetora (Miku) and her clan.  The fourth is the Takeda arc, where the protagonist gets involved with the equivalent of Takeda Shingen (Hikari), who was considered one of the best strategists of the era.  The fifth and final arc of the main story is the violent conclusion to the battle with the oni.  The Houjou arc, which is an after-story, I count separately since the main conflict of the original story is over before it starts.
    In terms of raw narrative quality... this VN is top-level.  Baseson has a lot of talent available, and this VN shows it off to best advantage.  The writing is detailed and gripping, the dialog generally interesting and/or dramatic, and the VN as a whole is well-paces for something so long and drawn out.  
    If I have a complaint, it is that they didn't voice the protagonist... considering how completely central to the story he is, there really was no reason not to do so, considering the sheer amount of money they have to have spent on this thing in the first place, lol.  In terms of raw numbers, there are also a massive number of h-scenes, but they don't dominate things, for the most part (main heroines generally get two or three, with sub-heroines getting one for the most part).   This is inevitable, as there are something like thirty heroines in all, making for a rather massive cast, lol. 
    One huge difficulty at least some readers will experience is the sheer amount of historical background knowledge this VN demands of the reader.  For someone born in Japan, it is all learned as a matter of course by the end of middle school, but for those of us on this side of the puddle, it takes research to really grasp a lot of what is going on.  In particular, things like the Southern Court and the Onin War aren't generally given much attention in most anime or VNs based in the era, so even if you've played other games or read other stories based in the same era, you might not be able to grasp what is going on fully. 
    Another issue is that the traditional roles of the Imperial Court and the Bakufu (whichever Bakufu that is) are things non-Japanese will have trouble grasping.  The role of the Imperial Court after the Heian era ended is very much  symbolic, cultural, and religious rather than political, though it is used as a political tool by each incarnation of the Bakufu (Shogunate).  The duality of the reverence held for the Imperial line and the disregard (though it isn't presented as such) for them in political matters is a bit hard for Westerners to grasp... it took me a while, too. 
    The second huge difficulty is... the sheer amount of archaic language involved.  A lot of terms that went out of use in common Japanese decades ago are common throughout this VN, and I can guarantee that even people who are able to follow Dies Irae might have trouble with this VN at times due to this.  In particular, the political terms of the era can be difficult to grasp and actually require some research to fully understand, as their translation doesn't really get across their actual nature without a lot of context.
    My conclusion? If you liked Shin Koihime Musou, you'll probably love this VN, though it is quite a bit darker and more visceral at times.  The sheer length of this VN means you'll probably suffer from fatigue long before you finish it, so I recommend taking it in smaller doses (finish one of the major arcs, then take a day off, for example), as it takes a while to process all the information involved at times.  The addition of the Houjou arc, which is about equal in length to the Echigo arc, is a huge plus for the VN, but finishing this thing has left me pretty exhausted, hahaha.
  12. Like
    ChaosRaven reacted to Clephas for a blog entry, My experience with Gameplay VNs   
    These are just a few thoughts that I've had after experiencing various gameplay VNs over the years. 
    First, understand that I see VNs as reading material (in the same vein as manga but with the addition of voice, some animation, and detailed narration) first and games second.  Second, the type of gameplay most likely to be fused to a VN (strategy or turn-based rpg) are ones I played for well over a decade before I first encountered VNs, so I have at least some qualifications to evaluate them.
    First, for the gameplay...  no matter how you express it, the average VN gameplay is several levels below the average console strategy game, srpg, or jrpg in terms of quality and design.  Some of the best of the type - such as the Ikusa Megami series - just barely reach the same level as stuff released before the turn of the century as far as those two aspects go. 
    Second, balance... in a VN hybrid, having a good balance between the story and gameplay is vital.  In other words, the grinding needs to be minimalized and difficulty should be adjustable.  VN hybrids without adjustable difficulty levels (with an easy version that really is easy) tend to result in a VN where the story is told in snippets between long stretches of grindy gameplay (Softhouse Chara's games tend to have this flaw in excess).
    Third is feature creep... a lot of hybrids have weird gameplay features that make the game confusing without really adding anything enjoyable to the game.  An example of this is the recruitment system from the 'breeder' Venus Blood games.  To be blunt, this game mechanic, while fitting in with the atmosphere in the story, made the games unnecessarily complicated, and not in a good way.
    Fourth... story pacing.  A lot of hybrids have horrible pacing.  In particular, many of them start out really well, grasping the reader/player with a dramatic prologue or first few chapters... then suddenly become a complete slog or grind in the mid-game.  To be honest, the most egregious offender in this case are strategy-conquest VNs, where the story won't progress significantly until you've achieved an artificial goal, like conquest of a certain region.  Generally speaking, most strategy-conquest VNs (such as Sengoku Rance or Madou Koukaku) start out really well, with an interesting beginning to the story... and suddenly become devoid of story for about thirty hours if you don't act in exactly the right way.  The Sengoku Hime and Sangoku Hime series are classic examples of this.  Both series tend to have first-rate beginnings, but the story gets put to the wayside pretty early in the game.  As a result, you essentially get stuck playing a sub-par strategy game for ten to fifteen hours before you manage to restart the plot.  This is tiring and boring, to say the least.
    My conclusion?  Generally speaking, VN hybrids can be good, but that is only if the VN aspects don't become an adjunct for the third-rate gameplay that tends to be tacked onto them.
  13. Like
    ChaosRaven reacted to Ariurotl for a blog entry, 10 Times I Despaired in Grisaia [SPOILERS]   
    1. Those multiple times Yuuji considered ignorance to be a perfectly valid excuse for gross generalization in his godawful internal monologues.
    "All "big" women are shopping in a certain way. But I'm not an expert in this sort of thing." "Students at this age have got nothing but homework and masturbation to fill up their free time. But I'm not an expert in this sort of thing." Well, if you're such a non-expert-at-this-sort-of-thing, then kindly shut the fuck up. I mean... um... stop this train of thought the fuck up. Whatever.
    2. That one time Yuuji (and the writer) couldn't figure out whether his superiors value him.
    At different points in the story, he describes himself as an extremely valuable asset and a worthless disposable dog. Alright then!
    3. That one sequence with EEEEEVUL cannibal orgies and the notion that tasting human flesh (even unwittingly) somehow makes one beyond help and/or salvation.
    They're all GHOUUUULS now, Amane. So, you know, don't feel bad about abandoning all of them. And try not to think too much about all the stashed food Kazuki hogged.
    4. That one time Yuuji couldn't make up his mind about conventional medical treatment.
    When it comes to Sachi, medical science is obviously worthless... but sure, let's send Michiru off to a hospital, I'm pretty sure it wouldn't hurt.
    5. The whole thing with Yumiko's dad, wherein barely legal teens play the stock market (or something).
    Gawd, that part was so awful, I've done a pretty good job at erasing it from my memory. That entire sequence after Yumiko's dad arrives at the school? That's what I am referring to.
    6. That one time they blew up the fucking school.
    Really? REALLY?
    7. Michiru's "GOOD" ending.
    Ugh.
    8. Sachi's final decision point and its completely random consequences.
    Huh. I guess thought really is material. Who knew?
    9. Those several times I nearly dropped the whole thing even before the first decision point.
    The common route eventually turned into the most excruciating piece of slice-of-life I've ever read. I couldn't wait for the repetitive and pointless torture that stopped providing any new insight into characters' personalities and motivations after the first hour or so to be over.
    10. Those seven and a half million times Yuuji was being a reprehensible douche.
    Worst protag ever? Worst protag ever.
  14. Like
    ChaosRaven reacted to Dergonu for a blog entry, Shuffle! Review   
    Before I begin, I just wanted to say that I've gotten some feedback lately that my "reviews" have been fairly ... Laid back and not too serious. This is completely true, and I've written this with that feedback in mind. This is a much more objective, serious review of a game that I've wanted to review for a while. Hope you enjoy reading it, and please keep giving me feedback that can help me improve, I do appriciate it.
     
    Shuffle! Review,
    By Dergonu, fuwanovel
     
    Shuffle is a romance / fantasy visual novel originally released by Navel in 2003/2004. The game was later licensed and translated by Mangagamer, along with its two sequels Tick! Tack! and Really? Really! (You can buy the games here: (nsfw content on the game's page.)
    In the game you play as Tsuchimi Rin, a fairly normal high school student. When Rin was younger he met two beautiful young girls by chance, and spent the day playing with them. It turns out though, that these fate encounters would later change Rin's life forever.

    Shuffle offers 5 romantic routes as well as a common route, the story featuring elements of romance, drama, fantasy and comedy. (Note that a newer version of the game called Essence+ offers a whole roster of new characters and heroine routes not found in the original release, but this version is un-translated, and is not the version covered in this review.)
    The main story takes place in a fantasy universe where two portals have opened in the human world. These portals connects our world to the world of the Gods and the Devils. Contrary to popular belief, Devils and Gods are not omnipotent almighty beings which hate one another, but instead they are fairly similar to us, and the two races live alongside each other in peace. The Devils and Gods do have magical powers, and certain features does make them look slightly different, the primary attribute being their long ears. In the game, we follow Tsuchimi Rin in his everyday life. It has been 10 years since the portals opened, and Gods, Devils and humans live alongside each other peacefully.
     
    The overall look of the game is very nice for such an old novel. The art is pretty to look at, with nice sprites and colorful, well drawn backgrounds.  The menu is detailed and easy to navigate, offering a great variety of settings to improve your experience. There is a date display in game, and choices will affect which heroine's route you enter. The choices are very plain and easy to understand, often literally containing the name of the characters to make it easy to choose the heroine route. In addition, the game has no bad endings, so playing it blindly with no walkthrough is risk free.
    Once you enter a heroine route, a sprite of the heroine will be displayed during scene changes, so you know when you have entered a route. All these things taken into consideration, Shuffle is a very laid back and casual visual novel experience, but that in itself isn't necessarily a bad thing.

     
    The music in shuffle goes hand in hand with the other elements we have discussed so far. It's very light and very simple. Each one of the normal tracks played throughout the primary part of the common route and the start of the heroine routes are simple, light and cute. They offer simple instrumental music with slight variation that glide smoothly into the background.
    The tracks unlocked later on during the final dramatic parts of the routes, feel like they are on a different level from the earlier ones. They do a better job of making the player feel engaged in the game, as they feature more detailed instrumental music which fits the setting very well.
    The music tracks in the game are all enjoyable of course, and fit nicely with the feel of the game, but if more effort was put into making all the tracks like the last few ones, then it would allow for even greater immersion in the game, something that could possibly make the game better than it already is.  
    Still, every track is very comfortable to listen to and none of them are disruptive in any way.
     

     
    Among the five heroine's routes, each story offers a fairly similar structure. It starts of very light, introducing one small piece of information casually that will later turn into a dramatic twist to the route. This small catalyst is easy enough to spot early on, and figuring out vaguely what is going to happen is fairly easy. That being said, the game still does a decent job at hiding exactly what it is that is going on. The primary part of the heroine's route will be about Rin and the girl falling in love, and developing their relationship. The game offers 2 H-Scenes for each character, with CG variations based off your choice in the route, and an epilogue which takes place after the events of the main route. As the story progresses, the catalyst which was introduced earlier will start to become more present in the story, and a big climax towards the end filled with drama will occur. This can remind you of a normal nakige build up, but the last dramatic part is so short and gets overpowered by the lightheartedness of the previous part of the game so strongly, that it can't be called a nakige at all.   
     

     
    The game re-uses a fair share of the same situations and conversations during the early part of the heroine routes. These only have certain new lines of dialogue, making the scene itself the same. This comes off as lazy, and gets old after the second route. At the very least, short new events should have occurred during these parts to make these scenes slightly more entertaining. This is luckily only the case for the beginning of the route, and the later parts are all completely unique to each heroine.
    Sia's route is supposed to have two variations, but similar to the previous problem mentioned above, they simply re-use the scenes with tiny changes in the dialogue. The final experience is the same, and so it feels almost pointless to have these two variants, as they simply don't do anything majorly different from one another. It is not a good / bad end type of deal, but instead two sides of the same ending, with all the scenes identical, except for certain variations in dialogue and the character's behavior. This is a little bit of a shame, as Sia's route is very good. Had the two sides of the route been pulled off in a better way, this route would have been even better.
     

    Primula, Asa and Sia's routes are the only ones that has "believable drama".  The other two routes doesn't make you feel like what is happening is really a big deal at all. It is trivial drama that doesn't have any real impact compared to what happens in the routes mentioned above. This is not to say that the routes are bad because of this, but it does make the game feel a little inconsistent, as if the two routes which feel less impactful are played after the other three, then you won't really be that pleased with the end result. Actually, one of these routes has to be played before Primula's route is unlocked, so only one of the routes actually have that problem.
    The endings in the routes also feel a little bit rushed. Once the drama is introduced, the player has almost no time to let it sink in and feel the effects of it, before it is resolved. This makes the novel lose some potential, as it doesn't feel like there is any "risk" to it at all. It's almost as if the game is saying that something bad could happen, but then it instantly corrects itself, saying don't worry, we wouldn't actually do this!
    Still, with those factors in mind, the story in the game is still enjoyable. The actual core of the heroine routes does a good job of making the player care for the heroine and about what happens to her, and seeing as the game instantaneously lets you know that it is a very laid back, plain and casual experience, the slightly rushed endings and not overly dramatic parts are to be expected.  
     

     
    To sum up, Shuffle! is a very light and simple, yet effective visual novel. It does a good job of making the player care for its characters, as long as the player is willing to accept the game's light hearted and simple atmosphere.
    The music and art in the game is well made, especially the art and backgrounds. Considering the age of the game, it is in fact quite pleasantly surprising to see such nice artwork in the game. The music could have had even more effort put into it though, as there is a clear difference in quality between a few of the tracks.
    The routes are a little inconsistent, and offer parts which are essentially just copy pasted with slightly altered dialogue. This alongside the predictability of certain events, the game loses a bit of its potential.
     
    + Nice art, music and well made menu makes for an enjoyable experience.
    + The story is enjoyable overall, and does a good job of making the reader care for the heroines
     
    - The drama in the later parts of the game ends far too fast, and are essentially pointless
    - The game loses potential with the lack of variation in its re-used scenes, especially in Sia's route
     
    Rating: These things taken into account, shuffle! gets a 7.8/10 rating
     
     
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