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Formlose Gestalt

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    Formlose Gestalt reacted to Pallas_Raven for a blog entry, The Common Route – An Anatomy of Visual Novels   
    This is a condensed version of the full article which can be found on my Main Blog Here.
     
    In The Beginning 
     
    If there is one structural element which is used by most visual novels it is the Common Route. This linear opening section contains the choices which decide the route you will be sent on as well as providing world and character building setup so that the routes can focus on their specific hero/heroine. They are so ubiquitous with visual novels that even those who are not familiar with medium still associate them with the Common Route. 
     
    Why has such a distinctive structural ingredient become so ingrained into the mind of visual novel developers? Other games which emphasise choice do not share this aspect and instead opt to use different structures, such as the actions and consequences approach of Telltale games or the Mass Effect series. Visual novels alone champion the Common Route. This article will dive into the technical implementation of the Common Route and find out both why it is so widely used as well as its strengths and weaknesses.
     
    The Backbone of a Visual Novel - The Pros and Cons
     
    When it comes to implementing a common route into a visual novel there are many advantages but also trade offs to doing so. This section will cover some of the most prominent examples from each end of the argument and why you might consider having one in your game.
     
    The strengths of the Common Route revolve around its function as the foundational pillar from which all other routes and elements can build on. The most prominent strength is the fact that the Common Route often does the heavy lifting when it comes to establishing the world and characters of the story. This means that the main routes do not have to get bogged down with exposition and can focus purely on their specific characters, themes and plots. The Common Route ensures a level of understanding on the part of the player which the writer can rely upon as a basis for what they can subsequently create. This prevents pacing problems in the main routes where the majority of important and memorable events happen and makes sure that the player is left with a positive impression rather than becoming bored with in-universe explanations.
     

     
    In a similar vein, the Common Route allows for the establishing of a malleable status quo and sets the tone for the rest of the game. This is important as the routes which diverge off the Common Route are likely to have distinctly different themes and plots which might contradict one another if placed side by side. By building a flexible foundation in the Common Route a visual novel can avoid possible contradictions through allowing for a variety of outcomes to be reasonable extrapolations from that base situation. Working to complement this is how it establishes the tone of the game. While this might be subverted later on, it sets expectations which can be built off and provides a sense of consistency for the game as a whole.
     
    On a more practical level the Common Route is a useful tool to control the scope of a visual novel. There is obviously the contraction into a single section of the world building and character set up as mentioned before, but on top of that it is an easy area to insert in events from other routes which were cut for pacing reasons and need a new location to play out. In addition, it is a section which the player will repeatedly traverse through meaning it allows for a padding of the play time if you need to control how fast the player consumes the game.
     

     
    Broadly speaking the weaknesses of the Common Route come down to the bad writing habits it can cause in some writers if they are not careful with its implementation. We often see this in the poor pacing which can be found in many Common Routes. The desire to put all the exposition and character set up in the Common Route can lead to an over-saturation of this content leading to a bloated and slow feeling pace and as a result it can struggle to hold the players attention. The Common Route should never outstay its welcome, it is not the star of the show just the warm up act. As such knowing what length of Common Route is appropriate for your visual novel is a key skill for the game’s overall pacing.
     
    The Foundation of Many Faces - Types of Common Route 
     
    In order to accommodate the needs of the countless different visual novel in existence, the Common Route has been adapted to suit their differing purposes. In this section, some of the most common types of Common Route will be covered to see why each one is used.
     

     
    The most standard of all Common Routes is the straight line. However, even this simple structure has some important variations to it in the form of whether it has early or late branching routes. This decision changes the dynamic of the player's interaction with game. Common Routes which start branching earlier generally have a faster pacing and a shorter length as the routes rapidly take centre stage. This type is generally chosen when the visual novel either wants to quickly split the plot into distinct sections with heavily divergent events or wants to focus in on specific characters rather than there interactions with one another. Tsukihime is a strong example of the first category, it has an opening Common Route which introduces the characters in a basic fashion before splitting into the Near Side and Far Side routes which focus on different aspects of the plot and the world. The second category is best exemplified by Katawa Shoujo which does not dwell on its Common Route and instead diving into the routes quickly so that the focus in placed solely on the characters and their struggles. These examples of early branching Common Routes reveal the strength of using one, the ability to emphasise a particular aspect of the narrative by shifting the focus into it rather than dwelling on the Common Route itself. For visual novels with a focus on plot or characters as its core appeal having an early branching Common Route allows them to keep the momentum up while playing into their strengths.
     
    The last type of Common Route which will be covered here is the Ladder Structure. Of the Common Route types this is by far the least used by developers and this is due to the fact it requires them give up a lot of the non-linear aspect of visual novels in exchange for its strengths. In a game with a Ladder Structure the Common Route takes on the role of containing the main plot which would normally be contained in the routes and forms the majority of the play time. Character routes generally diverge off the Common Route at set intervals such as near the end of chapters (hence it forms a kind of ladder), though they are generally optional and only expand on the Common Route rather than containing key plot points. The only exception to this is the final route which comes straight off the end of the Common Route and is almost an extension of it to conclude the story. The most iconic example of the Ladder Structure is Steins Gate which follows the above formula to a fault with each heroine getting a small route but with the focus clearly being on the Common Route and its push towards a narrative conclusion. This works for Steins Gate because of its thriller writing style which keeps the pace up throughout its duration and the side routes act as a sort of breather from the main plot and it results in a more even experience than a standard route based game. The Ladder Structure works best for visual novels which want to emphasise their more linear stories but still want to have some routes to keep the reader engaged through choices. It trades the benefits of a more non-linear structure for a tighter narrative experience.
     

     
    Why are common routes so common?
     
    When looking at visual novels as a whole, this is a natural question to ask given the frequency of Common Routes. The obvious answer is to point to the benefits which have been listed above as the primary motivating factor for their inclusion and this is in part true since Common Routes provide what visual novels need in terms of structure. However, there is another factor at play, expectations. Common Routes have become such a ubiquitous part of the medium that the audience expects one in every visual novel, whether the game needs it or not. This is especially true for romance based visual novels where the player's choice of heroine/hero is so important that not having a Common Route might anger some players since it betrays their expectations. That is not to say that there are no visual novels without Common Routes, we can find plenty of examples from the simultaneous story sections of games like Wonderful Everyday and Zero Time Dilemma to the recent trend for episodic games like Phantom Trigger and 9 nine. Instead this perception of the necessity is just a limit on the creativity of visual novels and one which needs to be broken if we are to see more interesting and experimental games in the medium.
     

     
    The Best Fit For All? 
     
    Common Routes are at the heart of visual novel design as a pillar of support for the non-linear aspects brought about by the presence of routes and it provides these games a flexible anchor they can build around. The exact structure and use of a Common Route has mutated into different forms over time to fit the needs of each story, but at their heart they focus on marrying the linear and non-linear. Despite how useful they can be, you should never become too attached to them and instead ask if they are what best fits the story you want to tell. Be inventive with your Common Routes and maybe you will create a new type Common Route which revolutionise the world of visual novels. After all there is nothing common about a good Common Route.
     
  2. Love
    Formlose Gestalt reacted to Clephas for a blog entry, Random Translation: Gilbert vs Valzeride   
    The video below starts in the middle of a side-story where Valzeride (the antagonist and hero of Silverio Vendetta) confronts Gilbert over his ideals.  They begin to fight because their ideals, while both based on goodness and light, are inherently opposed.  Valzeride ultimately sees himself as inhuman garbage and strives to slay evil and bring happiness to the people of Adler, whereas Gilbert wishes to create a world where people like Valzeride are free of jealousy and judgment of the masses.  In Gilbert's words 'A proper reward for hard work and goodness, and a proper punishment for weakness and evil.'  In order to incentivize good and hard work, he wishes to create a social system where hard work and good behavior are instantly rewarded, and where there is no way to gain from doing evil or being lazy.  It sounds great... if it weren't for the fact that it is predicated on the elimination of all weakness in human society.
     
    "It is my victory.  Let us walk into the future together."  Having lost his weapon and any chance of escape, the zealot's powerful sword is thrust through Valzeride's body.  Torn, crushed organs, a blow that should instantly have ended his life.  However, he was absolutely sure that the miracle in man's form in front of him would definitely survive.  If he didn't strike with the intent to kill him one hundred times over, it wouldn't even be possible to make him take a knee.
    For that reason, Gilbert had no mercy.  He twisted the handle of the sword piercing Valzeride's body and gouged his body vertically with the blade's edge.  The wound was forced open, his organs, already pierced, further ripped apart.  His perfectly trained muscles were ripped open and blood flowed like a waterfall.  It was over.  Having most of his major organs destroyed and lost this much blood, even the hero should be unable to continue fighting.  Gilbert gained a certainty of his victory from the sensation of the sword in his hand.
    In truth, it was just as he thought.  The moment the challenger of light threw aside defense to strike, the duel's outcome was decided.  Gilbert had not failed in any respect.  Every move he made with his deep insight and brilliant brain created a brilliant outcome at this moment.  However...
    "No, I will absolutely stop you here.  I now know you to be the most dangerous man I've ever met.  For that reason, I will crush you, no matter what... I will not let go.  I will be the victor!"  So this was it, a retaliatory blow that should never have been released smashed into Gilbert's face.  It was an impact equal to a direct hit from a meteor.  An impact sufficient to make him think heaven and earth had been reversed resonated from Gilbert's jaw to his brain.
    "Guagh!"  The true form of the meteor was reflected in Gilbert's startled yes... a fist.  Yes, the hero continues to fight as if nothing had happened.  Undying, standing, his knees not even bending, ignoring the sword piercing his guts and the organs spilling out, as if to say it was not nearly enough.  And this was with him disarmed of his catalyst, his body back to basic standards... Valzeride retaliated with the force of his will and bare hands alone.  This was, of course, not a measure of last resort taken on the edge of absolute defeat.  From the very beginning, with the belief that where there is a will there is a way, he aimed for that moment when his enemy stepped within range to finish him off.
    The combo that came after was unbelievably fast, accurate, and perfectly calculated to shake and crack Gilbert's skull.  If the fists were unleashed just a little bit too fast or slow, Gilbert would have been able to avoid them.  This truth illustrated the fact that this retaliation was a part of pre-established harmony.  
    No matter how well Gilbert used his Elysium's Astral to control the fight, to deal the final blow, he would have to step within Valzeride's range.  At that moment, no matter how well-planned his chess moves were calculated, he had no choice but to take a risk.  For that reason, he had thought he took all precautions... or so he thought... but the King of Light easily and bravely trampled upon his preparations.  With burning, brilliant fighting spirit.
    "I fully understand your ideals.  You bewail the fact that the world makes it so that pursuing justice has too little reward.  In this current world, there simply aren't any benefits to walking the straight and narrow path.  That's what you wanted to say, wasn't it?"  To Gilbert as he wavered and was defenseless, Valzeride threw words instead of fists.  To use this opening to deal a fatal blow and bring things to an end would be easy.  However, as he was a hero who could not forgive evil, he explained his comrade's mistake to him.  With the sword still piercing his belly, he calmly, with hawklike eyes, looked down upon Gilbert.
    "I understand.  It is true that the world being full of evil at present is a matter of course.  This is because good is painful, hard, and has little benefit.  Even if someone puts their nose to the grindstone to walk the correct path, there is in truth no guarantee they will be rewarded.  People seek perfection from hard workers, after all."  The absolute victor acknowledged the words spoken by the warrior of the transient world.  It was easy for evil to prosper in the current world.  That the world's very structure, the nature of creation made it so.  "In this state, those with the ability to do so wouldn't even consider walking the correct path.  Lifeforms, without exception, try to take the most efficient actions to adapt to their environment.  This is no different for humans."
    Plants grow upward to take in more sunlight.  If there are multiple sources of sustenance, even slime mold will stretch itself out in the most efficient path to reach it.  It need not be said that animals - humans in particular - were the same.  Even in the world after the Casastrophe, they managed to adapt over the course of a thousand years.
    They adapted to their environment and recreate themselves to gain more food.  That is the true nature of life.  Then... "For that reason, humans staining their hands with evil and indulging in laziness is quite natural.  The reason is that one can merit more efficiently by doing so than walking the straight and narrow.  If one tries to balance good and evil, it is only natural they will slip toward evil.  This is just a grave reality, and it is incorrect to ask whether this is right or wrong."
    "For that reason, seeking to make hard work and justice equivalent to one another and create a society where, as long as you work hard, you will be saved, is a quite natural way of thinking."  It was a goal that lay on the other side of a labyrinth that would benefit the race as a whole more than the individual.  Simply place rewards on the correct path and punishment on the incorrect ones.  If he did that, then as a matter of course, all humans would walk the path of collective prosperity and evolve into a terrifyingly correct race... that was Gilbert's logic.
    "However..." At that instant, the pressure on Gilbert was multiplied.  A shudder made its way through Gilbert's body, even though he had yet to recover his sight.  He staggered as he tried to step back and evade, grasping at his fading consciousness.   To step back into the territory of Elysium, where his impact manipulation still functioned.
    However, at the moment he tried to take a step back, his body shuddered to a stop.  Rather than stepping away from him, he moved closer to the hero's side.  This was because Valzeride grasped the large sword piercing his body and thrust it deeper into his body.  The blade would not come out of Valzeride's terrifyingly powerful spinal muscles, and as a matter of course, Gilbert was pulled out of the paradise controlled by his star.
    The next blow of the fist shattered his cheekbone.  When he staggered, his head was grabbed in one hand, and in the next moment, a knee strike slammed into his face.  "Guagh...!"  "What you are lacking is self-awareness."  He desperately kept his brain, which was trying to shut down from the impact and pain, using the sound of Valzeride's austere voice as a guide.
    "Understand this, we are madmen.  For that reason, no matter how much we offer up correct logic, it isn't a madness the common people can follow.  We must first acknowledge that truth and strongly admonish and restrain ourselves."  From agove the collapsing Gilbert, his voice rained down.  To his messed up sense of hearing, that voice sounded many times bigger than it was, and it was as if it came down from a place far above.  In addition, he was kicked so hard in the belly that his organs liquified.  While he was still bent over, a combo of meteoric blows struck him, the destructive actions continuing.
    "Those that can bear true correctness are extreme fools like you and I.  This is no joke or metaphor... your ideals will ruin humanity."  Sure punishment and reward.  Karmic justice.  That beautiful order would drive humanity to extinction.
    "Urgh... Not... yet...!"  The words of judgment were accompanied by a rain of fists.  Even facing that baptism of fire, Gilbert refused to collapse.  Every bone in his body was broken, his organs pulverized, and his consciousness was cutting out moment to moment.  Still, the apostle of Light continued to stand through force of conviction...  However.
    "Understand this.  We are the true disciples of contradiction.  The sinners who should be punished beyond good and evil are none other than heroes who known not darkness."  However, at last, his broken hands fell from the grip of his sword, and his star of white night faded.  "That future is a hell masquerading as a paradise.  Ally of justice?  Howl all you want."
    Valzeride took hold of the grip of the sword piercing his body and ripped it out.  He threw the sword with overwhelming strength, causing the blade to pierce through Gilbert's body.  His body, thrown off its feet, was slammed into the opposite wall with the force of a meteor.  "Urgh... ga...!"  The seeker of ideals was crucified with his own sword, shards of metal flying from the point of impact.  From his lips came a groan of pain.  His voice refused to come out in the face of this absurdity.
    "What you desire is a universe composed only of stars... it not only denies darkness but all those stars that don't shine.  In paradise, there is no place for the common people." Yes, Gilbert's paradise denied those who fell outside the rewards of justice.  Of course, this included in that were those who weren't correct but were not truly evil.  There are those in this world, of course, who neither hold onto the past nor aim for the future, just trying to live peacefully in the present.  Those who stood between night and day, on the line of twilight were the same.
    Most people in the world were neither good nor evil but those who dwell in the between.  For that reason, this conflict was inevitable.  For the ally of justice's ambition was a future that the enemy of evil could not tolerate.
    "I will say it again, be aware of your flaw.  To create a society where correct logic is carried out absolutely is to cut off all those who are not correct."  Before the pathetic loser, the hero nonetheless walked forward without letting down his guard and picked up his twin katanas.  What moved him forward was invincible force of will.  His body should have been in critical condition, but he had yet to even stagger.
    "I will absolutely bring light to the people of this country.  For that very reason, I can't acknowledge an ideal that discards the majority of them.  I will give evil the appropriate punishment, but I have no intention of denying those who have yet to take a step forward.  I am willing to be enough of a hypocrite to watch over the late-blooming flowers."  Valzeride took a stance with his sword, as if to say 'if you still want a fight, come!'.
    "... if you seek to be the protector of a heaven that exists not on this earth, then call yourself Rhadamantis."  At that moment, the oracle was spoken, and the man's fighting spirit surged.  For he knew that to correct the man driven to madness by looking at the hero was his responsibility and atonement.
    "But, even so!"  Gilbert forcefully pulled the sword impaling him on the wall and once again activated his Astral.  Even in a hand whose bones were broken, his nerves were still connected, his muscles alive.  Then if he just ignored the agony and grasped the grip, then it was still possible to wield it.  As such, he fiercely defied reality.
    Without the plug keeping it inside his body, blood gushed forth.  From his severed major arteries and punctured major organs a massive spray of crimson spread through the air.  It was apparent that this was enough blood loss to endanger the life of even enhanced men like them.  Even without that, he was wounded all over and his arms and legs betrayed him.  However, he... no, he as well displayed unbelievable strength of will by forcibly keeping his consciousness awake and showed the stubbornness of the Light.
    "I want to see a world where those who shine are rewarded...!  Yes, I want those such as you to be rewarded!"   He cared nothing for the consequences as he enhanced his body.  He forcibly moved his broken arms and legs, running straight at the hero.
    That was the true feelings of the zealot of Light.  It was the fruit born of the roots of his ambition.  His insight showed him the future awaiting the iron hero.  He saw the end where the hero shaved away at his life, threw everything away, and without any thought of reward offered himself up as a sacrifice... for the sake of the unseen masses, a story of self-sacrifice and death.  Gilbert was enraged at that pre-determined future.
    The heroic story of a noble being must not be a tragedy under any circumstance.  At the end of the path followed by the Light, there must be paradise... At that moment, that was all Rhadamantis the Judge desired and offered up to the shining star he saw as the ultimate.  'I want you to find happiness', the cry of his soul screamed. "Don't make me laugh!" In response was the ferocity of the hero.
    Valzeride awaited the approaching swordsman with composure, a katana in either hand.  The destructive light of his star enveloped his sword blades.  "I need no salvation whatsoever.  I will go to hell of my own free will.  I will live and die for someone else.  Know that it is only for that reason that my heart beats."
    Stepping forth from the shattered steel of the floor, the hero swept toward his opponent like a tornado, his weapons glowing with the aurora of judgment.  "Come into being, oh starlight engraved upon the heavens, for we are a shining falling star."  He drew the divine blade.  Oh Rhadamantis, surrender to the fires of heaven!
     
     
    From here on, the results really don't need any words, now do they?
     
  3. Like
    Formlose Gestalt reacted to Clephas for a blog entry, Magatsu Barai: Story   
    First, I should note that this game suffers from what are likely budget constraints.  I say this because some of the VA choices are... questionable.  Ragou's VA in particular is something of a disaster, with a discordant mismatch between the voice and the characterization.  This stands out even more because other choices like Kaen and Diran's male VAs are actually really awesome matches.  
    I failed to properly articulate what the music in this game resembles at most sometimes... and that would be Persona 5.  Something about a number of the tracks resembles the ones seen in that game enough that, in combination with the horrible color choices, made me feel like something was off at a lot of points in the story.
    Common Route
    The common route of this game is not particularly long (the game as a whole is not nearly as long as any of Light's other games), but it does serve its purpose.  In introduces the primary antagonists, the heroines, the side-characters, and the protagonist while setting the stage for future conflicts.  It is functional, more than anything else, and if it weren't for the excellent characterization for Mizuri, Shion, Amane, and Tsubasa, it would be considered bland.  Ragou and Kaien, for pure chaotic evil characters, are pretty amusing to watch, despite the fact that they are doing horrible things to people.  
    My complaint is that there is too much time spent on SOL for a Light game.  Yes, there is a sense that you need to know what the characters are losing for it to be poignant when everyday life is disrupted, but the ratio is a bit skewed for this game, considered the golden ratio of SOL to plot and action in any good chuunige is 1:4:3.  
    Tsubasa
    Tsubasa is a weird heroine... not the least of which because she is a TS heroine who was once a guy.  However, in opposition to this, she tends to be the sexiest of the three heroines due to her characterization (it was intentional).  She is also the most 'classic' onmyouji of the two human heroines, using some familiar onmyouji techniques and preferring the bow as her weapon of choice.  
    Her story is, at least in part, a confrontation with her past, and the primary conflict - for her, at least - is internal rather than external.  While there is some buildup to a major confrontation toward the end, it needs to be said that the whimsical nature of the antagonists makes the shift to the final battle somewhat abrupt.  In addition, it felt like this path didn't really have the sheer drama I'm familiar with from the company's usual works.  It isn't a horrible path, but it does feel more like a Millie path than a Chitose path.
    Amane
    Amane is Hayato's adopted older sister who was raised by his grandfather with him.  She is a total brocon and constantly clinging to Hayato when she is with him.  However, the best way she can be described when she is away from him is 'cold and competent'.  She is a master of kenjutsu and a 'power type' onmyouji, using techniques that fall into the 'open path' style of direct combat rather than the more roundabout styles like Houjutsu (which is basically a preparation is everything), Fuujutsu (the art of binding and sealing), or Injutsu (the art of curses and turning ties against an opponent).  It makes sense, since the protagonist takes a lot of his inspiration from her.
    Her path is more involved with Kaien, as opposed to the way Ragou was the prime antagonist for Tsubasa's path.  You'll discover this during his first appearance, but Kaien is the kind of absolute evil that just deserves a good superhero punch to the face.  He likes to make people suffer above all other things, and he finds the hatred people direct his way to be pleasurable.  The irony is that, rather than the confrontation with him, Amane's inner conflict with her yandere nature is the bigger draw point of this path.  To be blunt, if you played the common route, you'll have noticed the signs of yandere in her actions, and this path brings them out in a big way midway through.  Uncharacteristic of Light's usual style, it isn't taken to its logical conclusion, instead being solved with the power of love *vomits*.  
    Shion
    Shion's path is far more typical of Light's style, in that it is long, highly-detailed, and has a lot of twists and turns.
    Now for some explanation.  Amongst the Magatsu, there are thirteen called the Thirteen Demonic Generals, who both possess a humanoid shape and intellect, as well as the ability to touch on one of the Seven Aspects of Creation and use them in a spell that matches their desires.  Shion, also known as Saikakou Nue, is one of these.  In the distant past, she was sealed away by the founding onmyouji of the Isurugi bloodline (Hayato and Amane's ancestor) during the Heian era.  Shion herself is one of the few of her kind that is capable of coexisting with the human race, for reasons that are only illuminated in her path.  She is a contrary individual, being something of a tsundere combined with someone who puts on arrogant airs and brags about her abilities to any and all that will listen.
    To be honest, I was a bit startled at the huge difference between Shion's path and the other two.  While the first third is mostly SOL, almost the entirety of the remaining two-thirds is pure plot and action.  There are plenty of good action scenes toward the end (the last two chapters of her path are almost entirely battle scenes), as well as background for Kaien (whose origin story is unbelievably sad) and Shion (whose origins are equally sad, which seems to be typical of most humanoid Magatsu).  The ending itself is a tear-jerker, and I was somewhat annoyed at the very last part, for reasons that will be self-evident to anyone who dislikes Ragou.
    Conclusion
    I'd say this one is on the lower end in terms of quality for a Light VN, even if you don't include the minus points for the character design and VAs.  It is ironic that even a low-quality Light game is still better than most of what the rest of the industry can produce, though, lol.  Typical of my habits, I have been a bit harsh on this game, as it is in my favorite genre.  It isn't going to become one of those chuunige I replay on a regular basis, either.  However, it is still fine if you are starved for the genre.
    Edit: If I have one thing I wish they would redo (other than some of the VAs and the artwork) it would be making the story somewhat less straightforward.  Too many of the conflicts in the story are resolved too easily for a Light game, and there is no foreshadowing or long sides that give life to the characters' hidden sides.  In particular, Ragou remains a two-dimensional character to the end, despite being the main antagonist.  It is ironic that the nihilistic sadistic demonic priest Kaien has a more filled out character than him.
  4. Like
    Formlose Gestalt reacted to Clephas for a blog entry, Magatsu Barai: Preliminary Thoughts   
    Before someone asks, I merely paused the other VN to start Magatsu Barai (and Xenoblade Chronicles 3).  I will finish it (eventually).
    Magatsu Barai is the first Light game to be made from beginning to end after the collapse of the company's original owners.  As such, it is only natural (and unfortunate, at least to an extent) that some things will have changed.
    To address the elephant in the room for anyone who has seen the cover or sample cgs... The coloring really is that awful.  I mean, how could any cg artist think those colors wouldn't be eye cancer?  
    On the other hand, the music is an interesting set of contrasts.  There are a lot of themes that have been slightly rearranged to seem like new ones but are actually just modified ones from the Silverio series.  The rest are actually quite high-quality, but then, Light has never had any problem on that side of things.
    For those unable to read the official website due to being Nihongo-disabled, I will explain the basic setting.  
    Essentially, it is a world where sorcery in Japan remained intertwined with politics and daily life right up to the modern day.  In that sense, the setting is somewhat reminiscent of Tokyo Ravens.  However, a vital difference is that there was no real magic left outside of Japan before WWII, when the atom bombs spread it over the world when they hit Nagasaki and Hiroshima.  This resulted in the Japanese having a valuable service to provide the rest of the world... exorcists and sorcerers to counter the new laws of reality that made some of the habits the rest of the world had developed disastrous.
    As an example of this, the 'magatsu' in this world setting essentially causes a magical reaction whenever enough harm is done to a feeling being (even an insect), and this effect magnifies the more this is done.  At the beginning of the story, a news story comes up on the TV where, as the result of a country overusing pesticide against a plague of locusts, the locusts' spirits became a cloud of demonic insects that were even worse than the locusts in question.
    Because this happens all over the place, it is a world where magic-users always have a role to play.
    As such, I find the setting interesting... at least so far.
    As for the heroines, I'd say the two magatsu heroines are the most interesting, with the protagonist's older sister entering one step behind and Tsubasa falling a few steps behind her.  This is my tastes though, so others might feel differently.  A huge positive is that there are no 'Victim A' heroines in this story.  All the heroines are capable of protecting themselves (sometimes better than the protagonist is... actually all of them), so there is no sense that any of them is helpless, one of the most annoying chuunige tropes.
    On the other hand, the protagonist is under the influence of one of the more annoying tropes of the genre... the talentless guy who nonetheless throws himself into things (think Emiya Shirou from Fate).  While he does gain a power that lets him keep up, this is a power given to him by the true heroine, not a power of his own (which is another trope).
    All in all, my opinion so far is that this is an interesting chuunige VN whose art is eye cancer.
  5. Like
    Formlose Gestalt reacted to Clephas for a blog entry, Random Translation: Silverio Trinity Countdown Video   
    "I have no regrets whatsoever about the fate I chose, bore, and walked to its end."
    "The reason is that I had only to but bear the burden alone.  It was a situation where the madman known as Valzeride was the only one that needed to suffer to the end."
    "If offering up the Monster of Light as a sacrifice would bring my homeland prosperity, then there need be no hesitation.  It truly was a perfect exchange.  As I desired, I ran through the infinite hells to their end."
    "Believing to the end that, beyond the holy war, a shining future where someone would be able to smile awaited..."
    "My vow to fight using my willpower is unchanged even now.  Even though I have fallen and become a Demon Star, I still feel that I must protect the goodness and peace of others."
    "For that reason, be at peace, Horizon.  Oh young man who is worthy of respect and the name of 'hero'"
    "Ruin will not come to you even in the final battle in two days.  As, if it is a matter where I alone must suffer, if the Lightning Emperor of Slaughter need only but suffer to the end..."
    "... if at the end, I am able to stop someone else's tears, then, as always, there is no need to hesitate."
    "The garbage known as 'the enemy of evil' is as foolishly invincible as ever."
    "I know.  That is why I wish to show you my answer."
    "I wish to prove it to my great predecessor."
    "I find that answer to be bright... no.  That's right."
    "I'll look forward to it."
  6. Like
    Formlose Gestalt reacted to Clephas for a blog entry, Waga Himegimi ni Eikan o   
    This is the newest game by Minato Soft, the makers of Majikoi.  As per usual, I'll be straight with yall and say that I thought this would end up essentially being a slice-of-life failure like a lot of Minato Soft's non-Majikoi VNs.  However, this game is actually much closer to a chuunige in nature than I anticipated.  In the end, I gave this one of the highest ratings I've given in a long while, but there are some issues, which I'll mention farther along.
    Wagahime's protagonist is a young lad from the frontier called Shaon, the adopted son of the Great Tenken Master Figaro.  Shaon is, personality wise, very much like the harem protagonists you see so often in charage.  However, he does have the will to fight when necessary and the ability to commit to a course of action when needed, so he definitely stands well above that crowd.  At the beginning, Shaon contracts with the Artificial God, Minjara, and gains the power to fight like, well... a god for three minutes every three days, in addition to his pre-existing Tenken, which lets him heal and strengthen others.  He then sets off on a journey to see the world and find a wife, along with his little sister Ebiita and his father's friend Peta (a sapient rabbit-type person).  
    One negative I have to put forth about this VN, though it makes sense considering that the Tenmazoku route is the true one, is that the route order is locked, forcing you to do the Empire and Federation before you can do the Tenmazoku (Krone).  There is no common route.  Instead, there is a storyline for each country, with a single heroine (and a bunch of fake endings with other girls that just consist of H-scenes).  In the case of the Empire, it is the Empress Noa.  In the case of the Federation, it is the proxy PM, Erin; and in the case of the Tenmazoku, it is the Tenmaou (Queen of the Tenma) Krone.  
    Empire
    The Empire route is the most SOL-friendly of the three routes, focusing on Shaon journeying across the empire, then his time in the capital, before the climax of the story.  Due to events early on, Shaon gets his foot in the door and meets Noa in a fashion that is relatively realistic, albeit only within the setting (it requires suspension of disbelief that a 700 year-old Empire would fail to insulate their royals better from the nobility and commoners).  Shaon, given his bond with Minjara, of course quickly manages to gain the interest of a number of players in the political game, making his stay there the most complicated of the three, in terms of personal relationships.  
    In many ways, this path justifies the locking of the paths the most.  The drama here would lose most of its impact if you were aware of the events of the Tenmazoku path, and the drama is pretty good.  Action scenes here are very similar to those of Majikoi, albeit often longer-lasting (Momoyo not being there to end things in an instant and most people being on more even terms when it comes to power).  The romance portions are pretty innocent as these things go, though the issue of social status does come up (and is promptly squished).
    The Federation
    The Federation path starts a bit more abruptly than that of the Empire.  The Federation is a nation formed on the old frontiers of the Empire by escaped slaves and dissidents from one of the darker eras of that nation.  It is a nation of numerous races with a system whereby each province selects a governor, who then votes for the PM.  The PM is more of a 'first amongst equals' than a true federalist leader, and the elections are often... lively beforehand.  
    This path is more action-packed from beginning to end than either of the other two paths, for reasons that make perfect sense as part of the story.  Erin, the heroine of this path, is an elf and a politician, through and through.  That is not to say she is black-hearted.  Rather, she is perfectly willing to use every opportunity to gain positive publicity in the course of pursuing the good of her nation.  The protagonist's role here is a bit more specialized (outside of the romance).
    As I said before, this path is more action packed than the other two paths, mostly because Erin is so desperately moving around to get elected as the next PM, which results in her personal subordinates having to deal with a lot more in the way of tribulations on a daily basis.  Romantically, the issues here are predictable to anyone who has read enough high fantasy with relationships between races with different lifespans.  
    Tenmazoku
    The Tenmazoku path's heroine, Krone is a lot like Momoyo (except about five times as powerful) if she didn't have her grandfather to rein her in and everybody around her encouraged her bad habits instead of restraining them.  At the same time, she has the same intensity to everything she does, her affection bringing back memories of Majikoi for me.   Honestly, this was my favorite path (obviously), and it was apparent from the beginning that this was intended to be the true path, at least to me.
    This path is very revealing about a lot of the setting's peculiarities, certain characters' motivations, and a number of other issues.  There are a lot of good action scenes, a lot of familiar comedy routines (to those who played Majikoi), and I honestly liked the parts on Rancage (the Tenmazoku continent) for the sheer contrast to the mainland countries.  That said, I believe this path could have been greatly enhanced if more detail went into the early parts of this path after the arrival at Rancage, because it felt like there was an excessive focus on Krone's obsession with Shaon, lol.
    The last stretch of the story (the romance is pretty much just an evolution from the main part of the path) is pretty much solid drama and action, and while it lacks the sheer impact of something written by Nitroplus or Light, it was still an enjoyable experience.  
    The Negative
    I'm going to be straight here... they set this game up for a Majikoi-style fandisc or discs.  The other 'endings' are simply brief event and h-scenes that cut off abruptly once they've done the deed, which is less than pleasing for me, since I was looking forward to the possibility of actual heroine routes for some of the sub-characters, like Youksha.
    Conclusion
    Overall, if you liked Majikoi and Minato Soft's style, you'll like this game.  If you didn't, there is a good chance you'll have the same issues here.  This game has first-class production values and characters, but if you don't like the style, it might be hard to enjoy.  The issue with the sub-heroines is a seriously annoying one, albeit one that is likely to be solved in a year or four with a fandisc or two.  I gave this game a pretty high rating, and I don't regret it.  I also don't doubt that some people will hate on this game, hard.
  7. Like
    Formlose Gestalt reacted to Clephas for a blog entry, Getting back into VNs after time away   
    For most people who play VNs, taking a break is a normal thing.  Even taking a hiatus of a few months or a year seems to be standard for many in our little community.
    For ten years, for me, it wasn't.
    My new addiction to litrpgs succeeded in breaking me of my compulsive VN-reading for the first time in a decade.  While some might consider this a bad thing (and have told me so), others have said that it was a good one.  Personally, as I've started playing Purple Soft's latest game, Seishun Fragile, I'm leaning more towards good than bad.  Many things that had ceased to be joyful in recent years have regained their luster, such as cheap manzai humor, obvious moe, and general donkan harem protagonist antics.
    I won't say I love that last part (ha, like that would happen), but I can say that my viewpoint on it is less... bitter and jaded than it was before.  I've had a refresh, and 
    I don't regret it, despite how much it built up my backlog with those few games I bought anyway despite not starting any.  One thing I find interesting is that I find it easier to find good stopping points than before, instead of just forging on ahead for a straight twelve hours and then flopping into bed.  I no longer stare at the screen for entire days while downing endless snacks and bottled water.  
    I also didn't want to get rusty on my Japanese, which is why I started up a new VN today.  It was then that I realized that I no longer felt the pressure that still remained, even after I tossed aside VN of the Month.  To me, this was an amazing sensation, harking back to my third year playing VNs, when my love of the medium was at its most fanatical.  
    I've advised many people to take a step back and rest from VNs when they have started to lose their way, but this was the first time I took my own advice... and it worked (even if it was by accident).
  8. Like
    Formlose Gestalt reacted to Clephas for a blog entry, Kami-sama no You na Kimi e   
    Kami-sama no You na Kimi e is the latest game by Cube, and it is based in a near-future setting where AIs run just about every aspect of society.  In this society, people have gotten past that raw terror of AI horror stories and have pretty much accepted the the ease and luxury of having AI run most of the important things that make civilization possible.  
    At the beginning of the story, the protagonist, Kaito, is hacking into Central AI, the AI based on the Moon that runs most of the world's infrastructure.  Triumphantly, he succeeds, essentially gaining control over the AI that rules the world... and the one thing he asks for before getting out of the system is for it to find his ideal girlfriend, which the system then says doesn't exist.  Kaito, quite naturally, is a bit down after this, but he goes to sleep more or less normally... only to answer the door in the morning to find his ideal girl standing outside.
    Quite naturally, this ideal girl is Tsukuyomi, the game's flagship heroine and the embodiment of Central AI in girl form.  As requested, she is already completely deredere over him, and a great deal of the common route has him running from her excessively sexual approaches.  In the days after this, like dominoes falling in a row, he meets a number of attractive heroines, and he shows off the usual donkan protagonist routine almost constantly when it matters.
    Now, just from this, you'd think this was your standard charage... but in actuality, it is a lot closer to a plotge in structure.  The heroines have real issues, the protagonist doesn't flake out or become less interesting as you proceed, and the paths actually have solid stories that involve most of the game's cast of characters.  For someone who wants an SOL plotge with some decent drama in a futuristic setting, this game is pure crack.
    Tsukuyomi
    I probably should have left her for last, but I played Tsukuyomi's path first.  Tsukuyomi is the game's obvious main heroine, the girl who is most prominent on the package and in the advertising, and in general is the one most central in the common route.  In most cases, I don't like 'no common sense' heroines, but Tsukuyomi manages to pull it off without it feeling excessively contrived, which is actually a feat, considering she is a robot heroine.  It is helped along by the fact that Kaito generally accepts that Tsukuyomi is what she is, has no illusions about her nature, and is perfectly fine with her being a different existence from himself.  
    Her story is your usual deredere heroine romance at first, but it quickly goes dramatic about midway through, for reasons that should be fairly obvious.  While the templated turn of events in this path is not revolutionary, it is well-executed and interesting.  There is even a truly surprising and emotional moment near the end that had me crying.  That, in itself, makes this path a success.  My only real complaint is that this path lacked an epilogue to tie off the story.
    Rein
    Rein is the cold-hearted student council president, an honor student with a black heart and an overabundance of pride.  Her path branches off from Tsukuyomi's path and is a great deal weaker, at least in my opinion.  To be honest, this path was kind of 'meh' for me, since it never revealed anything important about the details of what was going on with Rein beyond the basics that were revealed in Tsukuyomi's path, which is a huge weakness in a plotge or a charage.  While the protagonist remains a cool and interesting character, the failures of this path are really glaring.
    Worse, the same as Tsukuyomi's path, there is no real epilogue, meaning you don't get to find out what happened after.
    Rana
    Rana... Rana is the heroine on the cover dressed like Sherlock Holmes, a cosplay uniform she wears nearly constantly.  As it indicates, she is a private detective and extremely intelligent... but also fairly perverted (she has a thing for Kaito's butt).  Her path... let's just say it is surprising and diverges widely from the events in Tsukuyomi's path (I didn't really like how Tsukuyomi almost became a non-entity in her path, but meh...).  This path... is a bit depressing, to be honest.  Oh, if you choose the Rana-only good ending, it is actually pretty good and heart-warming at the end, but the process you go through to reach that point is pretty hard if you came to like Rana.
    Sophia/Sophia & Rana
    At first glance, Sophia seems like your standard 'yurufuwa oneesan', but she is actually a fairly intelligent adult (yes, she is the adult heroine in this game).  She is Rana's older sister and one of those involved in developing the S-CHIP, an AI chip designed to be implanted into the human brain as an aid to those who have brain diseases.  Sophia's 'path' diverges from Rana's during the darkest period of Rana's path, and... to be honest, while it is easy to understand why it happens, this path is fairly unusual/stand out for a modern VN for reasons I'm not going to spell out here.  
    Anyway, toward the end of Sophia's path, you have to decide whether you want the protagonist to be with just Sophia or with both Sophia and Rana... of course, after a seriously awkward set of events.  Generally, I recommend the Sophia and Rana choice... the guilt-trip you get from choosing just Sophia is pretty awful.
    Kirika
    Kirika is the protagonist's fellow loner, a girl who accuses him of stalking her because they keep meeting whenever they are trying to find places to be alone.  Her secret comes out relatively early in the common route, but I'll keep it quiet since it is funnier if you don't know in advance.  Her path actually begins very much like a charage path.  It is only toward the end where it becomes as deadly serious as the other paths above.  Indeed, in some ways it is the grimmest and most shocking of the paths, even compared to the depressing aspects of Rana's path.  It is also the path where the other heroines showed the least amount of relevance, a fact that I have mixed feelings about, considering how powerful the characters are.
    Similar to most of the paths above, this path's greatest weakness is the fact that while it does have a conclusion, it doesn't have an epilogue or after-story to tie off the last few loose ends.  For that reason, I'm pretty sure they are planning a fandisc, as I can't see them leaving things as is.
    Airi
    Airi has the dubious honor of having the single weakest path in the game.  She is a net idol that the protagonist meets in the course of interacting with Kirika, and her main focus in life is on her work, despite being the youngest heroine.  Unfortunately, she is also the least unusual personality in the group, meaning that her character is by far the weakest... and her path follows suit.  Where the other paths had somewhat grandiose episodes that showed off the darkest aspects of an over-connected society, Airi's path's drama feels like an extension of internet trolling, so I had trouble getting into it.  
    Conclusion
    A good game with a solid setting and characters, this is probably a good choice for those who want a decent near-future sci-fi plotge who have already played Komorebi no Nostalgica and Missing X-Link.  Tsukuyomi is an above-average AI heroine, though she falls short of the genius of Cinema and Fluorite from Komorebi or the raw emotions experienced with the AIs in Missing X-Link.  It's greatest flaw is how it handles the endings, a common flaw in modern VNs that seems to be born of the bad habits of the fandisc-loving charage companies.  It's greatest strength lies in the way it manages to keep the protagonist, the heroines, and the story interesting while balancing it with enough SOL to make them feel real in the first place.  
     
  9. Like
    Formlose Gestalt reacted to Clephas for a blog entry, The nature of an infodump   
    In plotge of all types, whether they are chuunige, kinetic novels, horror suspense, or mysteries, infodumps are ubiquitous throughout the VN world.  Infodumping in and of itself isn't a horrible thing to do to the reader (as some people claim), but it is a tool that is often abused by writers who want to expound on their beloved world and its characters.  
    First, the definition of an infodump is a scene with little or no dialogue where background information is provided without directly proceeding with the story.  Infodumps can vary in size from as small as forty lines of narration to up to a thousand, depending on the writer and the subject matter involved.  There are even multiple types, which I will describe here.
    The Lump of Infodump
    The Lump of Infodump (as I put it) is the most common type of infodump in VNs.  In the 'Lump, a great amount of information, sometimes with brief bits and pieces of dialogue or character stream of thought, is provided in a single scene, interrupting the story.  The 'Lump is the type of infodump most likely to drive people crazy, due to its tendency to create walls of uninterrupted text.  When abused, it tends to interrupt and/or destroy the flow of the story, and I've encountered a number of games where a more measured approach to presenting the setting or explanations of the particulars of an event or the 'why' of an action would have been less monotonous.  In fact, that is the big flaw of this type of infodump.  It is almost impossible to avoid monotony with this kind of infodump, because all it is doing is literally dropping information on you.  That said, infodumps often have a reason for existing that becomes clear in coming scenes, so it is not necessarily always a bad thing.
    The Scattered Infodump
    'Scattered Infodumps' are a technique where the writer provides the information in smaller, more digestible asides throughout the story, as it becomes relevant.  This technique tends to be received with less irritation and often goes almost unnoticed by the reader, because it doesn't go on long enough to disrupt the flow of the story.  Unlike the 'Lump, it is less likely to be abused, though many writers who use it get into the habit of always using it, which can be problematic for those with an allergy to non-dialogue text, lol.  
    The Flashback Infodump
    The Flashback Infodump is just that, an infodump provided in the form of a flashback instead of an aside.  These often fill in the gaps in the motivations of characters or their upbringing, and their purpose is, 90% of the time, to reveal something that would have made things less interesting if it were revealed earlier.  Flashbacks are often abused, though.  They are common throughout VNs, with roughly 90% of plotge having at least one and 30% of all charage (in my experience) having one.  They are a convenient method of revealing a character's past, so many games also use them for character development, particularly in heroine paths.
    The Prologue Infodump
    This is probably the least annoying of the 'obvious' infodumping and is a sub-category of the 'Lump.  Some games, rather than dumping setting and character information on you mid-story, will instead infodump immediately after you start.  This has the advantage of getting around the disruption of the game's flow that is inevitable with mid-game 'Lumps and providing background information without the writer having to remember to include it strategically throughout the story.  This technique is, however, rarely used.  Games that use it are rare mostly because if the first thing you see when starting a VN is a wall of text, most people will drop the game right then and there.  Because of this, most games that use this are directed to a very specific fanbase or niche of the VN community that already has an established interest in the game in question.  
    A few thoughts
    The reason I decided to make this post was because of a conversation I had with @fun2novel  regarding infodumping in Bradyon Veda.  In Bradyon Veda, infodumping is integral to the game's battle scenes (incidentally the discussion began with me giving examples of good battle scenes to him).  Because the science-fantasy techniques being used by the characters manipulate matter and physical laws, there are infodumps built into the battle scenes, explaining what they are doing.  Because of this, I noted that Bradyon Veda's battle scenes were an example of positive infodumping, because it was done in such a way that it enhanced rather than disrupted the telling of the story.
    Conclusion
    What am I trying to get at?  Nothing, really.  I just thought that people give infodumps a bad rap, when they have probably been infodumped without even noticing it.  
  10. Like
    Formlose Gestalt reacted to MayoeruHitori for a blog entry, Notes on the past and hope of Japanese visual novels.   
    Welcome to my blog.
    Where have we been? Where are we going?
    TIMELINE
    1980s:
    - Early eroge largely consist of still art (what we call pixel art now), very short dialogue/narrative elements, and some primitive interactive elements, while spanning many genres.
    1990s:
    - The point-and-click adventure game, which has its roots in 1980s video games, establishes itself as one of the most popular genres of eroge. Many games emerge which have interfaces that are visually similar to those of most point-and-click adventure games, but with gradually differing gameplay. These games are all collectively called "adventure games" or "ADV" in Japanese. The general style of having an interface which consists of a rectangular text box at the bottom of the screen, and a collage of visual elements meant to serve as a guide for what the main character sees, is also called "ADV". In other words, ADV becomes a genre that embodies a style of presentation.
    - The non-adult game company Chunsoft puts out Otogirisou, a kind of illustrated story in which pictures are placed in the background as visual aids while the full narrative is conveyed as overlaid text. This style of presentation is called a "novel game" or "NVL" in Japanese. The gameplay of Otogirisou purely consists of the player making choices on where to take the story, similar to "Choose Your Own Adventure" books, a simple yet powerful narrative tool which would prove influential to ADV as a whole.
    - Two major eroge brands that specialize in ADV, elf and Leaf, create popular games like Doukyuusei and To Heart. These games stand out from their competitors by the way they utilize talented artists and writers to focus on the personalities of charming heroines, rather than treating pixel porn as what matters and the characterization as an afterthought. This character-centric evolution is called a charage (character game) and encompasses both NVL (like Kizuato) and ADV. And with the release of YU-NO and Kamaitachi no Yoru, two ADV/NVL games that have well-written stories, the term scenarioge (scenario game) becomes more popular.
    1999:
    - Kanon is released by Key. It's the first time a large number of players became very emotionally moved by the story of an eroge, or any ADV at that. Even someone like Baba from Visual Arts, who was just a businessman without much personal interest in ADV, became interested after Kanon. Aside from inventing the nakige (naki game, which means "crying game") genre, it awakened in players a desire for longer scenarios as necessary to deepen their attachment to the heroines. But its most significant role is being the first major moege (moe game) at a time when the term "moe" wasn't even very well known.
    2000:
    - The doujin NVL Tsukihime comes out, and its quality lets it rank among the very top, if not at the very top, of both scenarioge and charage. See Popular Views on What Defines the Chuuni Genre for more info on the influence of Type-Moon's works.
    2000-2006:
    - Now that Kanon and Tsukihime have come out, it seems like a dam bursts and a flood of popular and influential ADV/NVL are released. There are comparatively fewer in 2001, with the most notable ones in my mind being Kiminozo and Kazokei. But in 2002 you have Ever17, Higurashi, Kusarihime, Baldr Force, Hello world, Da Capo, and others. And every year after that just has more and more top quality ADV/NVL. The biggest year is 2004, which sees the release of both Clannad and Fate/stay night (successors to Kanon and Tsukihime, respectively).
    - Around the middle of the decade, the term "visual novel" is invented among English speaking fans of these games, and basically refers to any game which has an ADV/NVL-style interface and a strong and constant narrative. Since the rest of the world directly bypassed the early history of Japanese eroge and ADV/NVL, they didn't bother with the origins of these styles of games, and just chose a term which seemed to more naturally describe the most famous and representative ADV/NVL. Since then, the term "visual novel" has been recognized by the Japanese too, although the broader Japanese playerbase still commonly thinks that VN is synonymous with "adventure game". In any case, the term is excellent and I like it.
    - Over the course of this decade, the major tropes and popular genres of VNs, which were mostly foreshadowed in the late 1990s, are firmly established and standardized. They include TIPs, unlockable routes/end, true ends, bad ends, hidden heroines, time loops/leaps, moe, chuuni, nakige, utsuge, imouto games, and many more. The diverse and awkward gameplay of the 1980s and 1990s more or less disappears.
    - Meanwhile, many of the most successful eroge companies like Key, Type-Moon, and Leaf/Aqua-Plus successfully rebrand themselves and reduce their focus on adult content for the sake of marketing their works to the rest of the Japanese "otaku" industries. They adopt the label of "bishoujo game maker". Many of their most popular IPs (intellectual properties) receive anime adaptations or evolve into multimedia franchises, with "Fate" being the most famous example. On the other hand, as these industries embrace VNs, they also learn from them and try to emulate that same appeal within their own IPs; Fate/stay night is especially influential as a progenitor of the "chuuni" genre.
    2006:
    - Statistically, eroge sales begin to decline. The industry itself doesn't immediately begin to decline, though, because investors take time to notice and react to such trends, companies are still in the midst of developing games, and they will try to shift strategies to fight the trend. The decline in sales won't slow down until 2012.
    WHY
    Causes of the trend? This was fiercely debated for years and still hasn't been completely settled. But it's more or less clear.
    VNs served as a creative outlet without rivals for several years.
    At first, in the early 1990s, nobody expect much from eroge. But as we entered the later part of the decade, that changed. Eroge was always a venue for weird and exciting scenarios that wouldn't be accepted elsewhere, and it was easier than ever to make quality audiovisual experiences, with multiple free or cheap VN engines available. Writers like Maeda Jun and Nasu took advantage of the medium's ease of entry, along with the freedom of expression it afforded. It was a fresh, mature alternative to the LN industry. However, that didn't last forever. Major publishers in other mediums distilled the parts of eroge that appealed most to players: the nakige components, the moe components, the fanservice and unapologetic harems, the handy sci-fi tropes, the balloon breasts. Everything except the deep emotional and mental investment that's only possible with literature. And of course, the mature themes and content.
    Above all, what VNs brought to the table was no longer as fresh to people. Without a sense of excitement, the fact that VNs require people to sit down and actually read continuously for hours became... problematic. The era of smartphones and social media also heralded the era of low attention spans. People came to think that "adventure games" = "boring". This was coupled with the fact that more and more people play bishoujo games on their smartphones, and who wants to play eroge in public?
    Waifu/husbando social games like Fate/Grand Order and Granblue Fantasy dealt especially heavy blows to players' interest in VNs. They let players pick between countless more waifus and husbandos than VNs, have more exciting plots to engage casual players (not some ordinary school life drama), have the slutty outfits and exaggerated figures of nukige heroines, continually put out new content for the most popular characters, let you put your waifu/husbando in your home screen so you can constantly look at her, and tap on the portrait of her/him to hear some flirty line voiced by a popular anime seiyuu. They even copied the feature of some VNs where you can give your favorite hero or heroine chocolates on Valentine's Day or White Day. The proof is in the recent anime Chuubyou Gekihatsu Boy where the "guy who's only interested in 2D girls" stereotype no longer involves VNs on a PSP, but rather depicts a social game on a phone. To be frank, even the latest Fire Emblem game probably makes VNs less appealing by comparison. The main draw of VNs was always the cute and flirty heroines and romance, but these elements have been thoroughly exported.
    The exact same situation arose with Japanese web novels on the site Shousetsuka ni Narou. An initial wave of authors pioneered new genres with certain distinctive tropes, most of them related to isekai, and started a trend which has dominated the Japanese web novel scene. But the mainstream LN industry quickly learned and started to put out its own isekai LNs, as well as aggressively recruit these authors (who naturally didn't object to being paid for what they'd initially put out for free online). A few years later, Narou's talents have more or less moved out, and the stories at the top of the popularity charts haven't been supplanted by any new talents. In any case, the major difference between Narou and the VN industry is that Narou authors are overall much better off with editors, whereas the transition from VNs to LNs/anime is absolutely a creative downgrade.
    WHAT DO
    1. Copy FGO.
    Social games are a natural evolution of the appeal of many VNs. Unfortunately, they're also largely vapid experiences with have less voice acting, silent protagonists, a massive cast of heroines who receive little character development, a disjointed narrative, a story that's mostly dialogue and constantly interrupted by battles, and many other flaws that prevent them from achieving literary excellence.
    These games have invariably underestimated how popular they'll become and worked with cheap art assets and flimsy storytelling, only to fix this by hiring better artists and writers for the more recent arcs of their ongoing main storylines. However, even those recent arcs are still shallow experiences compared to VNs. The best they can do is have good comedy--no one will ever feel as empathetic toward the characters as they do in VNs.
    But of course, despite the problems with social games' storytelling, they are still... inevitable. They will still successfully rake in cash from people with personalities prone to gambling addiction. So one VN company after another has tried to become the next FGO. Eushully, light, August, Key, Lilith, Frontwing, Nitroplus and many others have pursued social games, virtually all of which failed to really take off like FGO--in part because they weren't very well-made, and in part because the Fate franchise is more popular with more devoted fans.
    Frankly, this solution has been thoroughly pursued by all sorts of VN companies, and we know exactly what happens: it fails unless they're very lucky.
    2. Give up.
    This is a wise and fine choice. The river of life flows ever onward. Sometimes it's best to accept defeat.
    3. Make NOT a visual novel.
    Be Kodaka Kazutaka. Start from the idea that you want to make an adventure game. Then to appease your producer, call it a detective game instead, and add a 3D world with gameplay that takes place within it while occupying a lot of the player's time, so it in no way feels like a pure ADV. Make the narrative largely dialogue-driven. Write in a way that wastes less time on subtlety and imagery and takes more advantage of humor, twists, and action. Then call it Danganronpa and be successful, while feeling that you tricked the world by making an adventure game with the quality storytelling of an adventure game that doesn't feel like an adventure game.
    Too Kyo Games plans to water down a full-fledged ADV-quality scenario with meaningful realtime gameplay, by partnering with studios that actually know how to make fun games. It's a long-term experiment on tricking people into playing adventure games.
    4. Make a visual novel, but be better.
    Find a slightly new angle. Gather the A-Team. Target non-traditional markets. Cultivate one's prestige. In short, reorganize and rebrand. But still make a visual novel, with ordinary 2D art and probably little to no gameplay.
    The only problem is that people don't like VNs anymore because smartphones shrunk their brains until they had flea-sized attention spans. So at best, such "better" VNs will simply exist in the top tier of modern VNs, able to survive and maybe make a little profit. These are VNs for the sake of creators who want to stay in the VN industry despite how comparatively little it pays.
    Aniplex.exe, a new VN brand started under Aniplex that Makura staff like Sca-ji are involved with, seems to fall under this category. They're identifying as makers of "novel games" probably because that sounds more respectable these days than bishoujo game. I'm frankly more interested in Sca-ji's other still unannounced projects (but that's just because I'm not personally a fan of Konno Asta or Umihara Nozomu).
    5. Copy FGO, but EVOLVE.
    Before Light's "Pantheon" mobile game died mid-development, Masada planned for it to have a substantial scenario. That kind of story would fatally clash, like matter and dark matter, with social games as they exist today. Unless they rethought the entire premise from scratch, I assume they'd have to at the very least dilute such a lengthy narrative into segments with constant breaks, rewards, and mini-games. And they'd have to make a tough choice about whether they seriously want to market it for smartphones, or stick to PC like Granblue Fantasy.
    It's easier to not evolve or just give up. But moreover, I think industry veterans are just pissed off and unable to accept that something as amazing as VNs can't find its consumers anymore. So they will struggle. Visual Arts will struggle, for sure. Key pretended to be half-dead in their 20th anniversary message, but they were actually hard at work. They've let Maeda take on the scenario of a high budget smartphone game called "Heaven Burns Red". Will he be able to do for social games with "Heaven Burns Red" what he did for VNs with "Kanon"? I'm not too optimistic, since I haven't seen any indication that the overall story concept was Maeda's.
    6. ???
    To quote Sca-ji, a writer who's qualified to talk about the unique worth of eroge, from late October: "People across various otaku industries have said, 'I want the wonderful culture of eroge to stay alive.' They're going out of their way and doing many things to make that happen. If I'm pessimistic, this might be our last chance to revive this industry, so I'm cheering them on. Do your best. ... People around their late twenties to thirty years old have started to take positions of power in society, praising eroge and doing many things for us."
    ZZZ
    「Kanon」や「CLANNAD」「Angel Beats!」など…「泣きゲー」からアニメ原作まで、美少女IPを仕掛け続けた28年! ビジュアルアーツのユニークなブランド戦略と経営思想を馬場隆博社長に聞いてみた
    『ダンガンロンパ』、『東京クロノス』、『グノーシア』の開発者が語る。「アドベンチャーゲームは滅ぶのか?」緊急座談会
    「なぜエロゲ業界は衰退してるのか」 それをまとめた画像が話題にwwwww
    https://twitter.com/gannbattemasenn/status/1015644154271973376
    https://enty.jp/avestan
    https://twitter.com/sca_di
    https://vndb.org/
    EPILOGUE
    A new decade is upon is, and we're in the midst of a wave of 20th anniversaries that inevitably prompt retrospection.
    What I'm keeping an eye on, out of concern for the industry, as we enter it:
    - Too Kyo Games
    - Heaven Burns Red (unveiling on February 28) and Visual Arts as a whole
    - Sca-ji's Twitter account
    - Aniplex.exe as a whole
    - Any news from Masada about new publishers for Pantheon
    - Major non-adult scenarioge companies like Spike-Chunsoft and Mages (they may absorb some talent or try to carry on eroge culture)
    - Any actual new VNs from Nasu, like the Tsukihime remake
    ADDENDUM I: A Note on Death VS Decline (added 1/28)
     
  11. Like
    Formlose Gestalt reacted to Clephas for a blog entry, A year or so later: My change in outlook   
    Since ceasing VN of the Month, I've been slowly recovering from my years of over-reading VNs, the vast majority of them ones I normally wouldn't have taken an interest in.  While I still play VNs regularly, I do so at a slower pace, reading more conventional literature and playing normal games as much as I do them.
    I recently began to regain some of my VN stamina (though I will never get back to where I was), and I've found that even the SOL VNs I choose to play are far less stressful than before.  It is nice to reconfirm that I truly love VNs, after so many years playing far too many charage threatened to make me hate them. 
    However, I've also noticed that I am far less tolerant of obvious blunders and poor choices on the part of writers, regardless of genre.  When something touches on my pet peeves, I immediately drop the VN, and I lose all urge to play it, often for months after.  This was the case with Sorceress Alive and it is also the case with Raillore to Ryakudatsusha (dameningen protagonists with no interesting or redeeming traits are one of my pet peeves). 
    On the other hand, my stamina for 'sweetness' and 'ichaicha' in a VN has recovered somewhat, and I can play a route in a charage with no troubles... However, I no longer desire to play any routes other than that of my favorite heroine.  I used to mechanically run through all the heroines in a VN without hesitation or slowing down, but now I only go for the one or two heroines that interest me, ignoring the others entirely.
    This change in my own behavior leaves me somewhat bemused, though I can see where it comes from rationally.  I simply got tired of plowing through huge numbers of boring heroines that almost buried the good ones, lol.
  12. Sad
    Formlose Gestalt reacted to Clephas for a blog entry, Venting sorrow: I lost my cat today   
    I love my cat.
    Let’s get that out of the way from the beginning. Even though she is gone, as of today, I have never, for one moment, believed that I would ever stop loving her. For seventeen years and eight months, this calico wonder has made her home in my heart, never failing to wrap me around her paw and jerk me around by my heart strings.
    As the undisputed mistress of all she surveyed (all eleven rooms and corridors of it), she has dominated the lives and conversation of our family for almost long enough for a child to have graduated from high school. In a very real sense, she was one of the most important pillars of our family, and her presence both lightened the atmosphere and gave us something to talk about even in the darkest of times.
    My cat loved people… primarily because she knew a few stares and quiet nuzzles could get any given person to pet her or give her what she believed she wanted at any given moment. She liked being with people, even if it was just in the same room, completely ignoring one another (incidentally, her favorite game).
    In her youth, distant as that is to me now, she was a rambunctious and hyperactive ball of calico fluff, her medium-length fur usually disheveled from one event or another until she chose to let us smooth it out. When we got saltillo tile on the first floor, she could be found with red dust on her belly constantly until it was sealed. When new carpet was put into the master bathroom, she was the first to roll on the floor, and when new furniture was brought into the house, she was always the first to ‘test’ it. Heck, I couldn’t keep her out of my computer chair when I wasn’t sitting in it.
    As she grew older, she retained many of her kitten-ish traits, being enthusiastic and affectionate to often extreme degrees, given our previous experiences with cats. She purred loudly, meowed insistently, ran at ridiculous speeds only to slam into walls, and generally made us laugh and smile.
    When we went out of town, she always made her displeasure known upon our return.
    She was an inside cat, mostly by our choice. While she enjoyed short periods outdoors, she could generally be trusted to want back in whenever her slaves decided to go back in, due to an incident with a coyote in her misspent (I can hear her indignant meow at the thought of her time ever being misspent in my head, even now) youth. If her life was a somewhat boring one by feline standards, she made up for it by being loved and lovable in general.
    When she first became ill, over a year ago, I had my first close encounter with absolute panic. The cat, as we always referred to her (subcontext: Empress) as being, was listless, had lost her appetite, and she had, for some reason, decided that my sink was her new home.
    We took her to the vet, where she was diagnosed as having thyroid problems, as is typical in elderly cats (as she was by this time). We began giving her medicine on a daily basis, and for some time, she was doing relatively better, even if she never quite regained the spunk and vigor of the now-lost past.
    However, a month ago, what vigor had returned to her was rapidly lost. She gradually ceased to eat, began to have bowel problems… and she began to starve to death. The only time she seemed happy was when she was sleeping on one of us, being lightly caressed, comforting herself with her own purrs.
    It was with a heavy heart that we listened to the vet start speaking of quality of life, a typical speech made whenever a loved one nears death… and, our hearts already broken, we eventually assented to euthanasia.
    Less than five hours later, I don’t know if it was the right choice. Was it a mercy, an act of love? Was it a betrayal of the absolute trust one can only gain from an animal when that pet is treated as family? Or was it something in between… I can never know. While I understood many things about my cat, I will never know what she thought on this, her last day, what she felt toward us as she went into the final sleep.
    I will never know. There are so many things about that last day that I will never know. I feel my heart breaking all over again as I write this. I feel the empty feeling of loss. The standard words are no comfort. The euphemisms and trite words of comfort that come out of people’s mouths at times like this feel like excuses and obfuscations. The bitter flavor of grief sours food in my mouth and makes the world a darker place.
    I can’t even make the excuse that she wouldn’t want me to grieve for her… because she is a cat, and no cat would ever miss out on a chance to be the center of attention.
  13. Like
    Formlose Gestalt reacted to Plk_Lesiak for a blog entry, Maggot Baits (JP VN Review)   
    Maggot Baits is something of a Holy Grail of dark eroge, highly anticipated guro fans within the Western VN community and often hyped as possibly the greatest achievement of the company that produced it, Clock Up. As one the most gruesome VNs ever produced, and quite likely the most brutal one ever brought to the West, it contains dozens upon dozens of violent sex scenes, all accompanied by intricate CGs, with small variations in them so numerable that they sum to nearly 2500 unique illustrations. All of that placed in a highly-unique, modern-fantasy setting populated by amazingly-crafted characters and tackling interesting philosophical and religious topics. While it’s pretty much the furthest possible thing from what I usually write about on this blog, few games intrigued me as much as this one, particularly after my inconsistent, but extremely interesting experience with Clock Up’s another famous title, euphoria. Everything I’ve heard about Maggot Baits suggested that it was both more extreme and overall better than studio’s other bestseller, and after reading it to completion, I felt the need to share my thoughts about it in detail. Both because it’s a pretty fascinating case of strengths and pitfalls of this breed of eroge, and to warn those interested in it as a piece of storytelling – while in many ways an incredible achievement, this game is extremely hard to recommend for a “normie” reader such as myself. Why is that exactly?
                    Before I go into story details, it’s most important to deal with Maggot Baits’ greatest issue – its structure and general storytelling formula. This game is, at its core, a guro nukige and it’s incredibly dedicated to this template. It throws h-scenes at you at very consistent intervals, disregarding whatever might be going on in the story and sacrificing any sense of pacing or tension so it can constantly offer a new piece of violent hentai. Quite often, the scenes are not important for, or even directly connected to what’s happening in the plot, pretty much pausing the whole narrative to insert a new piece of fanservice. In this, it goes even further than euphoria, which did a much better job intertwining its scenes with the story and had a bit more restraint in the most dramatic and meaningful parts of the plot. Maggot Baits even goes to the length of adding a major side-branch in the first chapter of the story, which is nothing but 3-4 hours of futanari porn leading to a bad ending. All of it narratively empty and pretty much derailing your experience if you expect any kind of interesting reveals or a meaningful conclusion within it. I still don’t understand why it was a part of the main story, and especially inserted so early in the game, before you build any connection to the characters involved or can understand the full implications of what is happening in those scenes. 
    Read the full article at evnchronicles.blogspot.com
  14. Like
    Formlose Gestalt reacted to Clephas for a blog entry, Thoughts on Tokyo Babel (a summary after my fifth playthrough)   
    First, as I state in the title, I'm coming off my fifth playthrough (all paths and endings) of Tokyo Babel.  As such, I am - very obviously - deeply fond of the game.  I'm also a fan of the writer Higashide Yuuichirou (for reference, he also wrote Ayakashibito and the scenario for Fate/Apocrypha). 
    However, in this post I wanted to address some of the complaints I get from those who play the game.  First, I will address the major complaints I've taken personally from those who read or have read it untranslated, then those who read it translated.
    Untranslated
    1.  'This doesn't feel like a Higashide game/isn't as good as his other games!'  For better or worse, Higashide went in a different direction, style, and approach in Tokyo Babel in comparison to his previous works.  Ayakashibito is the basis for most untranslated Higashide fanboys' love, but it needs to be said that anyone who has played the two games will barely see any resemblance beyond the writing style. 
    Ayakashibito was about a young man struggling against the world as he tried to carve out a life for himself with his adoptive sister.  His emotional struggles with unreasonable and unreasoning prejudice, as well as the active malice of powers both great and small, struck a chord in a lot of the people who read it.  Moreover, it is by far the most slice-of-life focused of all Higashide's titles, whereas a huge portion of Tokyo Babel is fighting, preparation for fighting, and dealing with conspiracies.
    2.  'I loved Dies Irae and this was recommended to me based on that, but it doesn't match up.'  This one makes me laugh.  Sorry, I'm not trying to be contemptuous, but, despite some surface resemblances, Tokyo Babel is wildly different from Dies Irae.  Higashide is not a poet.  Masada is.  Higashide is calculating where Masada is impulsive.  As such, I can honestly say the only resemblance between the two is that they both have a preference for fantasy and melodrama.  Dies Irae is an opera, whereas Tokyo Babel is more straightforward and to the point, in comparison.
    3.  'Why is there no ero?  All his other games had ero, so why not this one?'  I have to wonder if anyone but me was surprised at this one being the third most common complaint I got from those I recommended this game to.  Yes, his other games have a mix of good and horrid ero (Ayakashibito is particularly infamous for its side-character scenes), but Tokyo Babel was written from beginning to end as an all-ages novel.  Surprisingly, I agree with those who think the lack of ero in Tokyo Babel had a negative effect.  To be blunt, I can't see Lilith not finding a way to shove Setsuna into Raziel's futon or failing to trap him in a room alone with Sorami... and that's setting aside several moments in her path that would have made for some great 'desperate and somber H' scenes.  Higashide, for all that his ero scenes were sometimes awful (again, Ayakashibito), always made them relevant to the story and used them to enhance its flow... something many chuuni writers who utilize ero content fail to do.
    4. 'What the heck is it with this game's weird mix of styles?!'  I'm not an art bigot, so I'm not the best person to answer this question.  This game's art style differs from previous Propeller games to a significant degree at times.  Is that a good or bad thing?  Hard to answer... though I do think the decision to make the main characters look younger than in previous games (with some exceptions) was questionable, lol.
    Translated
    1.  'What is with the translation?!!!!'.  Aah... this is the idiot argument.  Sorry, but I've said this a thousand times before 'Japanese to English translation is an oxymoron'.  Conjueror was pretty much the only translator brave enough to jump into translating something like Dies Irae or Tokyo Babel precisely because fans of this type of game are such a-holes when it comes to translations.  Yes, it isn't perfect.  Yes, it doesn't somehow magically mirror Higashide's brilliance perfectly.  However, I would like to make a few major points for those who insist they could do better...
    Japanese has numerous concepts, sayings, and even casual phrasing that simply don't translate into English without a much larger number of words to fill in the gaps in the language.  One reason I always recommend anyone who can read a game in Japanese (even if they have to use a parser and text hooker) do so is because it is impossible to perfectly replicate everything in a localization to English.  It is possible to get across many concepts with creative language and a wide vocabulary in English, but that sometimes means spending minutes or even an hour on a single line, trying to create something that can somehow retain the best parts of the original.  Chuuni translations tend to be awkward (both anime and games) because the language used requires more of this, and it becomes too easy to fall into the habit of robotically spewing out the translation instead of actually writing it into prose (look at the FGO cell phone game and you'll see what I mean).
    2.  'This wasn't as dramatic as I thought it would be!'  This one puzzles me... but then, I never played the game all the way through in English (I went up through the Miyako fight in Raziel's route to get an idea of what it was like), so maybe more was lost in the localization toward the middle and end than I thought. 
    3.  'The subject matter made me uncomfortable'...  Ah yes, this one.  To be honest, even I felt the remnants of my upbringing pounding on the doors of my psyche at times when I played this game.  To be blunt, to anyone brought up in a devout Christian (or even Muslim) household, playing any of the routes can be enormously uncomfortable at times.  By the nature of the process of 'suspending disbelief' that occurs when you read something fantasy, your prejudices and upbringing inevitably play into how you see the game.  To be blunt, by Christian standards, this game is blasphemous, lol.  In Japan, due to the way the divine is seen (impossible to explain if you haven't studied it, so I won't go into this here), this game doesn't feel that way.  However, this game can cause some odd reactions in some Westerners.
    4.  'I don't get the humor.'  Sad to say, but a good portion of humor in Japanese VNs simply doesn't translate very well.  The funniest scene in the game (in my opinion) is the drunken party in Sorami's path... but there are several points in this scene that don't translate (think plays on Japanese wording, puns, and phone number styles) that had me cracking up every time.  Sad to say, but, for those playing translated JVNs, this is something you'll just have to live with.
     
    Conclusion
    I didn't really refute any of the complaints here... but I did try to address them.  Tokyo Babel is one of the few of my favorite games that have been translated (though more of them have been in recent years, including Hapymaher and Dies Irae), but it is also the one of my translated favorites that is most likely not to be mentioned when someone is asking about this type of game. 
  15. Like
    Formlose Gestalt reacted to Ramaladni for a blog entry, Master Magistrate - Early-Access Review   
    Master Magistrate is the murder mystery detective visual novel set in the late years of Japan's Edo Period. Developed by the indie studio Irodori and released in the year of 2017, it quickly attained popularity and became a hit amongst Japanese fans. They praised the great direction sense, well-crafted scenario, immersive atmosphere, and fascinating soundtrack, amongst other aspects.
    Hobibox have attained publishing rights for the Chinese and English versions of the game, wishing to bring this experience overseas. They have committed themselves to provide a high-quality product, hoping to turn a new leaf and redeem themselves for not so fruitful past endeavors.
    Read more at https://j-addicts.de/master-magistrate-early-access-review/ - we now have a comment box!
    (I was initially planning on cross-posting here but the screenshots looked strange, so yeah).
  16. Like
    Formlose Gestalt reacted to Clephas for a blog entry, Random translation: Silverio Vendetta's opening scene   
    This scene is the opening of Silverio Vendetta, and the two monologues (one from Zephyr, one from a spoiler character who isn't named in the scene) define the nature of the game's theme.
    “勝利”とは、何だ?
    What is victory?
    “栄光”とは、何だ?
    What is glory?
    それを得れば、何も失わずに済むのだろうか
    I choose that path, will I be able to live without losing anything?
    救えるのか。守れるのか。本当に、幸せになれるのだろうか
    Can I save what is mine?  Can I protect it?  Can I really find happiness?
     問いは切実。なぜなら、勝利というものはとても恐ろしいものだから。それが輝きの内に秘めている毒牙を、俺は誰より痛感している。
    I ask this earnestly.  For victory is by nature frightening to me.  I know the poisoned fangs hidden within its glorious light better than anyone.
      身の丈を超えた栄誉、使い切れないほどの大金、人目に付かざるを得ない大成功……そういったものはどうしても過剰摂取してしまった途端、逆に所有者を苦しめにかかる。
    Honors that leave capability in the dust, more money than one can spend, success that can't help but be noticed...  Those things can't help but cause the holder suffering the moment they overdose upon them.
      つまりは反作用。
    In other words, it is a reaction.
      分かりやすいところでは敗者からの妬みつらみに有名税、人物像の一人歩きに、あらぬ期待や噂話。過激なものでは殺害予告、崇拝脅迫などなどと……
    Amongst the more obvious would be jealousy from the defeated, the price of fame, the public's view differing from reality, and unfounded rumors and expectations.  The more extreme end can even go to death threats, worship, blackmail, etc...
     悪意か、あるいは逆に暴走した善意ゆえか。どちらにしても恐ろしいことには変わりなく。
    Whether it is malice or berserk good will, they are both terrifying.
      それは時として単純な敗北を上回る激痛と化し、更なる破滅の呼び水となる。
    At times, that even becomes a suffering far more terrible than simple defeat, and it can even become the cause of utter ruin.
      大きな事業が成功した代償に、愛する家族に累が及べば本末転倒。それと同じだ。
    It is the same as losing your family as the cost for succeeding in business.  It's counterproductive.
      時としてここは負けておくだとか、少し遠慮をしてみせるとか、そういった配慮が必要な瞬間は間違いなく存在している。勝てば官軍とは早々いかない
    It is an absolute truth that there are times when it is best to consider allowing defeat or showing humility. 
     無論、だからといって勝利するなと言っているわけでもないのだ。そんなことを真剣に語るやつは心底馬鹿だし、目が曇っていると言う他ない。
    Of course, I'm not saying 'don't win'.  Anyone who says that is a total idiot and is blind to reality.
      人ならば誰しも、いいやどんな生物であろうと例外なく勝利という結果を目指す。それが自然で、当たり前の行動原理だ。そもそも負けてばかりでは生きることさえ難しく、無制限に敗者を許してくれるほど世の中は甘い形に出来てはいない。
    Humans... no all living things regardless of origin seek a victorious result.  That way of being is perfectly natural and a matter of course.  It is truly rare that victory is unadulterated.  In the first place, if you are always on the losing side, it is hard to even live, and the world isn't so kind as to infinitely forgive the defeated. 
      だからそいつの器に見合った勝利と、妥協できる程度の敗北。その一線を見極めて行動するのが充実した人生を送るコツではなかろうかと、思わざるを得ないのだ。
    That's why the ideal is to seek victories one is capable of handling and defeats one is capable of accepting.  I can't help but believe that the key to living a full life is acting while keeping an eye on that thin line. 
    大きな夢を目指すことで惨めに敗れるくらいなら、最初から挑戦せずにそこそこの勝負で済ませておくのが最も賢く、傷も浅い……と。
    'Rather than suffering a terrible defeat as the result of pursuing a great dream, it is much smarter and less painful to avoid challenging your limits and be satisfied with minor victories and losses...'
    反吐の出そうな弱者の論理展開だがこれを口にしているやつは存外多く、かくいう俺もその一人。
    That's the nauseating thought process of the weak, but there are a lot of people out there who talk this way... and I am one of them.
    卑小? 凡人? そうだな、指摘されてもその通り。自分自身でよく分かっているよ。予め負けた時のために予防線を張っているだけだろうと誹られても、まったく、ぐうの音も出ない
    Pathetic?  Mediocre?  Yes, what you are saying is correct.  I know that very well.  Even if you say I'm just making excuses for the time I lose in advance, I can't refute you. 
    そうだとも、俺は小物だ。
    That's right, I'm a pathetic man.
    人としても男としても、小さな器しか持っていない。
    Whether as a person or a man, I am only capable of so much.
    大した理想や信念もなくその日暮らしの金銭さえ手に入れられれば満足という、翻弄される風見鶏。
    I live without any real ideals or convictions, an opportunist who is quite satisfied as long as he can make enough money to live day by day.
    受動的、かつ厭世的。ただ一言、情けない。
    I'm passive as well as pessimistic.  To sum me up in a single word... pathetic.
    けれど──
    However...
    それでもただ一つ、言い訳をさせてもらうなら悟ったまでの人生について具申したい。
    Still, if you'll let me make one excuse, I would like to report on the life I lived until I came to this realization.
    俺は何も負け続けたからこうなったわけではなく、求めてもいない勝利のせいでこうなってしまったのだから。
    I didn't end up this way because I kept losing but rather because of an unwanted set of victories.
    そう──勝てば碌なことにはならない。
    That's right... nothing good comes of winning.
    必ず、より強大な姿となって次の苦難が訪れる。
    Without fail, the next, much larger tribulation follows it up.
    それは冗談みたいな言葉だが俺にとっては紛うことなく真実だった。
    That might seem like some kind of joke... but it was an absolute truth for me.
    本当に、ああ本当に、いつもいつも、いつもいつもいつもいつも……
    Really, oh really... every time, always, always always...
    敵に、任務に、難問に、勝負に、勝ったところで状況が一向に改善されない。それどころか、難易度がアップした状態で似たような事態が連続するという始末。まったく訳が分からない。
    Whether an enemy, a mission, a difficult question, or a competition, achieving victory fails to improve the situation.  Moreover, I found myself facing similar situations at escalating levels of difficulty.  Seriously, what's with that?
    身をすり減らして勝った途端、より恐るべき難題が必ず目の前にふりかかる。
    The moment I won by running myself ragged, an even worse problem would always, without exception, pop up before me.
    血反吐をはいて生き抜いた途端、どこからか容易に超えざる大敵が次は俺の番だと出現してくる。
    The moment I came out victorious, puking blood, another great enemy would appear before me.
    まるで運命という宝箱をぶちまけでもしたかのように。際限なく湧き出てくる次の問題、次の敵、次の次の次の次の──勝者が負わねばならぬ義務。
    It was almost as if the contents of fate's treasure box were scattered before me.  Problems, enemies, and every tribulation you could possibly imagine welling forth endlessly... the duty a victor must bear.
    おまえは見事に勝ったのだから、栄光を手にしたのだから、次のステージに進むのは当然でより相応しい争いに身を投じなければならないとでも?
    Is the world saying that, since I won, since I achieved glory that proceeding to the next stage is a matter of course, and I have to throw myself into a more fitting conflict?
    それが勝者の宿命だから? ふざけろよ、こんな馬鹿げた話があるか
    Because that is the duty of a victor?  Screw that!  Can there be anything more idiotic than this?!
    誰しもみな現状をより良くしたいから勝利や栄光を願うのに、なぜか俺に限ってはそれが自らの首を絞めていくのだから、不条理という他ないだろう。
    Everyone seeks victory and glory to make their present better, but for some reason, in my case, that just strangles me.  You can't call that anything other than absurdity.
    そして当然、凡人なのだから負けもする。いいやむしろ、何も出来ずに地を這う方が多いくらいだ。
    And of course, since I'm just a normal person, I lose as well.  No, it was actually more common for me to be crawling the earth, helpless.
    それが嫌だから研鑽を積み、慣れない努力に手を伸ばしたこともある。
    There was a time when, because I didn't like that, I took the unfamiliar path of working hard.
    けれど勝てば、決まって訪れる次の困難。永遠に脱出不能の蟻地獄。頭がどうにかなりそうだった。
    However, if I won, I was doomed to face the next tribulation.  It was a hellish existence I was incapable of escaping.  I felt like I was going to go mad.
    そんな状態に置かれて尚不屈の意志を保てるほど、人の心は強くない。
    Placed into that kind of situation, the human heart isn't so strong as to be able to maintain an indomitable will.
    だから、俺はもう十分だと疲れ果てて。
    And so, I decided I had enough, exhausted.
    このまま、ただ流されて生きることを選択し。
    I chose to live going with the flow.
    自分が塵だということを、嫌になるほど受け入れたのに。
    Though I hated it, I even accepted the fact that I was worthless trash.
    けれど──
    However...
    それでも、守らなければならない子が出来たから。
    Yest still, I found a girl I had to protect.
    彼女を救うために、このちっぽけな命を懸けると誓った。ゆえに後もう一度だけと奮い立たせて、再起する。
    I vowed to use this pathetic life to save her.  For that reason, I forced myself to stand and go forth once again.
    一世一代、最後の博打。そして俺は何の因果か勝ってしまい……
    It was a once in a lifetime, final gamble... and for some reason I won...
    どうしようもなく“勝利”を手にしてしまったのだ。
    And I achieved yet another terrible victory.
    それがすなわち、地獄への片道切符に変貌するということをついぞ甘くみたままに……
    I foolishly failed to realize that that was doomed to transform into a one-way trip to hell...
    (at this point, it changes narrators from Zephyr to another)
    死神が呼び寄せられる。手に負えない艱難辛苦が訪れる。
    The grim reaper is called forth.  Trials and tribulations beyond my ability to handle arrive.
    守り抜くなど絶対不可能。勝者へは永遠に至れない。
    Protecting her to the end is absolutely impossible.  He will never become a true victor.
    訪れる次の大敵──次の不幸。次の苦難。次の破滅。
    What comes is another enemy, another misfortune, another tribulation, another ruin.
    掴み取ったはずの未来は暗黒に蝕まれたまま続行していく。
    The future he thought he'd reached continues to move forward, eaten away by darkness.
    むしろ手にした奇跡を呼び水に、よりおぞましい新たな試練を組み込んで運命を駆動させるのだ。
    Rather, the miracle he managed to create becomes fuel for another challenge, turning the wheels of fate.
    それが“逆襲”と呼ばれるものの本質。
    That is the nature of a 'counterattack'.
    弱者が強者を滅ぼすからこそ成立する概念は、ゆえ逆説的に、勝利の栄華を手にしてしまえば執行資格を失ってしまう。
    As it is a concept that exists through the weak destroying the strong, if the glory of victory is achieved, the right to use it is lost.
    ……彼は永遠の負け犬、呪われた銀の人狼。
    ... He is an eternal loser, the cursed silver werewolf.
    常に敗亡の淵で嘆きながらあらゆる敵を巨大な咢門で噛み砕く、痩せさらばえた負の害獣。
    The gaunt evil beast who crushes all enemies in its great jaws while howling its despair from the depths of defeat.
    次にやって来る狩人が更に凶悪な存在になると分かっていても、自分自身の宿命から逃れられずに足掻いている。
    He continues to struggle, even though he knows that the next hunter will be even more terrible than the last, unable to escape his destiny.
    “勝利”からは逃げられない。
    It is impossible to escape from victory.
    “勝利”からは逃げられない。
    It is impossible to escape from victory.
    “勝利”からは逃げられない。
    It is impossible to escape from victory.
    「ならば────」
    "Then..."
    ──さあ、どうするか?
    ... now, what will you do?
     
  17. Like
    Formlose Gestalt reacted to Clephas for a blog entry, Random VNs: Nanairo Reincarnation   
    Below is the original mini-review I wrote of Nanairo Reincarnation in 2014, which I mostly pulled out because it is much harder to access than this blog because of how buried that thread is.  Also, I was feeling too lazy to completely rehash everything I said back then.
     
     
    Nanairo Reincarnation
     
    Kamige kita!!!  lol
     
    I've been waiting all this  year for a kamige to appear, and thankfully, I wasn't disappointed.  Every once in a while I come across a game that gets every last aspect of what it included right.  These games are rare... usually just one or two in a given year.  Last year had two, for example... and so far, this year has one. 
     
    The Game:  Most of this VN is the common route, with a few scene changes on the way based on which of the two (inhuman or human) sides of things you chose to go by.  Kotori (the main heroine) and Iyo (the zashiki warashi) are on the inhuman side of things, whereas the human side is Azusa (the policewoman) and Yumi (the protagonist's ex).  There are a lot of common text and scenes to all the routes, which is why I say the common route is about ninety percent of the VN... this is because the basic flow of events in the main story doesn't change.  What changes is who the protagonist ends up with and how they deal with certain issues (such as the protagonist's three oni servants), as well as the ending.  By 'ending', I really mean about an hour and a half of story followed by a relatively short prologue that is nonetheless quite satisfying.  The story itself is initially focused on the antics of the protagonist, his oni, Iyo, and Kotori as the protagonist accustoms himself to his duty of seeing the restless dead off. 
    However, about one third of the way through, things take on a much more serious tone, for reasons I won't give now, and the central mystery of the story comes into play.  To be honest, I want to avoid any hints here, because this is a game that definitely goes over best if you play it from the beginning.
    This VN is a combination of a lot of genres... it verges on an utsuge at times, a nakige at others, and at yet others it feels like a comedy or an occult mystery. 
    The Heroines:  First, let me state that you should not play the inhuman side first.  To be frank, there is this one scene that is just downright cool near the end of the inhuman side of the common route that just makes certain events pale in human side of things.  Play Yumi>Azusa>Iyo>Kotori (do Kotori's two endings in the order suggested by the walkthrough) to get the best experience.  Yumi is a sweet, devoted young woman who parted from the protagonist sort of by default as they grew apart during college.  Unlike the other heroines, she can't 'see' ghosts or oni, which causes problems.  Azusa is a policewoman assigned by Unit 13 of the local police to be the liaison with the protagonist, who takes on requests to 'deal with' ghosts from them.  She is light-hearted, serious about her job, somewhat easily frightened (the first scene with her is total rofl), and gets drunk easily.  She is really hot-blooded about her work as a policewoman, which causes problems because she thinks she was dumped on Unit 13 as some kind of punishment.  Iyo is the zashiki warashi that has protected and guided the protagonist's family for eight generations, teaching each new one how to manage the oni... while at the same time doing her level best to bankrupt them with her spending habits.  She is foul-mouthed, mischievous, and gluttonous... and also surprisingly wise, though she has trouble being serious for more than a few moments at a time.  Kotori is a young woman the protagonist meets who is looking for her dog.  She becomes attached to him as a result of the incident's conclusion and begins hanging around his house, working as his 'assistant'.  She can see ghosts and the oni, and she gets along with the protagonist's oni famously.  She's somewhat shy with strangers but otherwise cheerful and easygoing. 
    The Oni:  The four oni seen in the story are Kikyou, Aoi, Fuyou, and Iris.  Kikyou has the appearance of a beautiful and mature woman and she was inherited from his grandfather for the purpose of teaching the protagonist about oni.  She is soft in manner, though she 'changes' when she gets angry.  Aoi is the first of the oni born at the protagonist's command.  She has the form of a cat-girl and she acts just like it.  Her personality is very similar to Iyo's, though her personal devotion to her master is different from Iyo's role as protector and mentor.  She wants what she wants at any given moment, and she won't hesitate to go after it.  Her special ability is psychometry, the ability to read objects and people for memories.  Fuyou is the second oni born at the protagonist's order.  She is very similar to Kikyou in appearance and manner, and her special ability is that she can be seen by normal people (something none of the other oni can do), though in exchange she doesn't possess a more mystical ability.  Iris is the third of the oni made at the protagonist's orders.  She is, to be frank, a cute goth-loli who prefers to talk using her puppet or through her telepathic abilities (she can read minds, communicate mentally, and link other people's minds like a wi-fi hotspot, lol).  She is the quietest of the three, though she is just as devoted to the protagonist as his other servant oni.  She is a little shy and a bit of a crybaby... though it is understandable considering what her first duty upon creation ends up being.
    Overall:  This VN is a first-rate story-focused, suited for people who want a good cry, a good mystery, and a few laughs along the way.  If you can't stand some mild guro and some really tragic scenes... you should still play this, because it is an excellent VN, lol.
     
    Now that you've read what I thought then, here are some new thoughts I've had since, having put two years and Akeiro Kaikitan behind me. 
    Nanairo Reincarnation is one of those rare VNs that does not pale even a little bit on  a second playthrough.  I thought being spoiled to the mysteries and the small-scale mindfuck would ruin this for me, but it didn't, in the end.  In fact, I found myself enjoying certain aspects of the small-scale mindfuck that exists in this VN with real appreciation for the skill and subtlety of the writer... I don't think I've ever seen a writer so perfectly walk the line between spoiling the surprise and concealing it too deeply.   There are hints... but not really strong ones.  In fact, most of them only feel like hints in retrospect, which is really how it should be in this kind of story.
    Another issue, which I didn't mention above, is the effects of the music and artwork.  To be blunt, Silky's artist, Sumeragi Kohaku, is a straight-out muchi-type nukige artist.  This lends a somewhat stronger emphasis on erotic atmosphere to the oni that really fits well with the setting, and she is also surprisingly good at non-H CGs...  Most nukige artists are horrible at clothing details, non-H positioning, and other such issues that fall outside of their preferred emphasis, but this artist does an excellent job of using her nukige-influenced art style to help define the characters. 
    Music-wise... while there are some BGMs that feel generic, the more intense ones are both unique and well-used to emphasize the atmosphere of the story.  While the impression of this VN is primarily formed from the subtle narrative and the artwork, the music more than does its job at enhancing the work of the other two legs of the tripod.
    I cried in this VN... a lot.  I wept for each ghost in their own time (well, except for one in particular who was just a joke), and I honestly felt for the characters throughout this VN, to an extent which is rare even for someone like me, who tends to like getting emotionally wrapped up in his stories.  A lot of this comes from the situation... but as much comes from the fact that Makoto is one of those rare protagonists who is honestly empathetic without any of the density or merely surface-level kindness that you see in love-comedy types.  For those who like to live behind the eyes of a VN's protagonist, this VN really is a treat.
  18. Like
    Formlose Gestalt reacted to Clephas for a blog entry, Book Series: The House War   
    The House War series is one of three co-existing (to some extent, each of the series co-exists in time, often with the same characters) series written in the same universe by Michelle West, a half-Japanese, half-Canadian writer who first came to my attention when I was stunned by the first book of the Sun Sword series.
    The universe created in the three series (the Sacred Hunt duology, the Sun Sword series, and the House War series) extend across over thirty years of time in-series and involve as many varied perspectives, people, and desires as the more infamous large-scale high fantasy book series out there (the Wheel of Time, the Game of Thrones, The Malazan Book of the Fallen, etc).  However, it is distinct in every way from them in style.
    While the world West puts together is often as harsh or more so than the Game of Thrones series, it manages a degree of mystique that Martin never achieves, at least partly because the focus is more on the people and setting then making as many dirty deeds as possible occur in the shortest time possible (incidentally, that is my assessment of Martin's works).  A typically Japanese flavor exists in the writing, mixed with flavors of Celtic and even Middle Eastern tones at times.  Depending on which characters form the core of an individual book, the atmosphere differs dramatically. 
    The House War series is centered around Jewel Markess ATerafin and the people that surround her.  Jewel is a key character in all three series, though in different ways.  In the Sacred Hunt, she is the desperate leader of a den (think street gang) of orphans whose existences are only considered relevant relative to her.  As such, little focus or spotlight is put on the den, except to give them some minimal color and give you a vague idea of how they matter to Jewel.  Jewel is seer-born, a rare form of 'talent' that causes her to see potential futures in dreams and instinctively (knee-jerk, gut-level) know when her own life is in danger and avoid it reflexively.  Other talents, such as mage-born, healer-born, god-born, bard-born, and maker-born are all present in the series, but explanations for each are generally only presented as aspects of their existence become relevant to the story at large. 
    She lives in Averaalan, the capital city of an Empire ruled by the Kings, two god-born children born of the gods of Wisdom and Justice.  The complex society of the Empire nonetheless has only a very limited privileged class, made up of a wealthy but not feudal 'patrician' nobility, the commons, and the Ten.  The Ten are one of the constructs I like most, besides the Kings, in this particular setting.  They are a group of ten aristocratic clans that are granted almost complete internal autonomy and are not hereditary.  Instead, the Ten increase their numbers by merit-based adoption, wherein individuals that have talents and skills desired or needed by the clan as a whole are 'adopted' regardless of origin. 
    The House War series follows Jewel's life from early childhood, details the creation of her den, and further writes in details of the events around the duology solely from the point of view of the den and Jewel herself in the first book.  The rest of the books detail her rise after the events of the Sun Sword series to the rank of the Terafin (the ruler of the Terefin, the greatest of the Ten) and the results of her choices until she meets her destiny.  Of the three series, the House War series most deeply details the aspects that are left oblique and unexplained in the previous books, regarding the nature of human talent-born, the nature of power in that universe, and the nature of the immortals and gods. 
    Jewel is, other than her power, merely a fiercely compassionate woman who cares far too deeply for someone who rules.  Her immortal companions are frequently frustrated by her (mostly because they only understand the power she wields and what it will become), and her mortal companions fear for her as her power grows and she struggles against the necessity to change in order to master it. 
    The over-arching antagonist of all three series is Allasakar, the Lord of the Hells, a being that is deliberately demonized (lol) in the Sacred Hunt, given some perspective through the eyes of Kiriel, his half-human daughter, in the Sun Sword, and given a third and more complete relative perspective based on the truths revealed in the House War series.  I won't go into detail about this, but Allasakar is presented as being inimical to all mortal life... and this is true in every way.  However, one thing that gets revealed in a rather stark manner in the House War is just how inimical ALL immortals in this series are to mortals.
    The world Jewel and the other characters live in is one that is asleep, the gods having withdrawn to another realm for reasons of their own, the Firstborn (their 'children) confined to the mystic wilds, and many of the other immortal existences in a thousands of years long sleep.  Because of this, a marked difference between the early books and the later ones is the stripping away of the gentle human 'myths' that gloss over just how terrible the immortals, regardless of alignment, were. 
    If the Duology was a simple good vs evil play and the Sun Sword was an interwoven tapestry of demons an politics, the House War is the mortal coming into contact with and struggling against the immortal.  Michelle West's concepts of the immortal are very Japanese, for someone familiar with Japanese Buddhism and Shinto.  Indeed, I can say that while there is a strong Celtic influence on the aesthetic, the essence is almost entirely Japanese when it comes to immortals in the story (it becomes even more so later on). 
    For those with an interest on why I said there is a strong Middle-eastern influence, I recommend you read the Sun Sword series.  Following the events in the lands of the Dominion, in particular the first book of the series which almost exclusively centers around that region with few outside influences, brings that influence out in full.  Serra Diora, one of my favorite characters in the series, is someone I can honestly describe as one of the most admirable characters in the series as a whole, while being one of the weakest relatively (Edit: In terms of power, not personality).  It gave me a much better perspective on Middle Eastern culture, and it is one of the reasons I actually began reading some literature from that part of the world.
     
  19. Like
    Formlose Gestalt reacted to Clephas for a blog entry, Stubbornness and Burnout   
    For those familiar with me, you know I spent year after year doing VN of the Month and that I ritualistically complained about how tired I was of this or that trope or bad habit that plagued the industry or games.  I was asked repeatedly why I could still plow through so many VNs, despite the stress?  The simple answer is that I have always been stubborn as hell.  I've experienced 'burnout' numerous times in my life, mostly because I have a naturally obsessive personality.  Once I start obsessing over something, I literally am incapable of ceasing to do so without something jarring me completely away from it for a time, which usually results in me realizing I burned out long ago and have just been hanging out of stubbornness. 
    The same was the case for VNs.  When I first started playing VNs, all VNs were worth at least trying.  However, as time went on, I increasingly lost interest in most nukige and eventually my interest in 'everyday teenaged life SOL romance' (or 'the standard charage') began to fade.  It was probably about 2016 when this reached the critical point, but it took another year and a two-week bout of flu where I couldn't think well enough to play anything to bump me out of my years-long trance. 
    Part of it was that I rarely, if ever, took a break from VNs during those years.  I was always playing at least one, and I had a tendency to barrel through them consecutively without even a short pause to rest, week after week, month after month.  I used  most of my free time to play them, I structured my work schedule and habits around playing them, and I generally existed solely to do so.
    I dunno how many of you can even imagine what living like that is like... but it was the fact that I am no longer driven to play game after game that is letting me sit back and enjoy the few I actually want to play.  I go back and pull stuff out of my attic on a whim, I dig through my collection based on a desire to relive a single scene, and I generally just take pleasure in playing what I want to play.
    Would it be strange for you to hear that this all feels unnatural to me, after all these years?  I've been playing third-rate charage I didn't want to even see, much less play, for years... and now I only play stuff that takes my interest, dropping them if I don't see any hope for the game to break out of the shell of mediocrity.  I don't feel driven to blog about replays beyond when I feel like it or when I think I have something to add to a previous assessment, and I can actually sit back and enjoy the few charage I actually feel like I want to play.
    While I do have regrets, they aren't about the years spent obsessing and over-playing VNs, despite my previous words.  I set out to do VN of the Month because, at the time, there was no way for people to have an idea of what they were getting into with most VNs.  It was a bit startling how few people were seriously trying to let people know what kind of VNs were out there without spoiling everything from beginning to end.  Even today, most reviewers can't seem to keep heavy spoilers out of the text, which saddens me.  However, I no longer feel that it is my mission to 'fix' this.  I've been there, I've done that, and I won't be doing it again.
    I will still play VNs, and I will still review them (on occasion), but don't expect me to be as prolific as I used to be, lol.
  20. Like
    Formlose Gestalt 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.
  21. Thanks
    Formlose Gestalt reacted to MaggieROBOT for a blog entry, BL terms and their use in the west   
    Hi, ladies and gentlemen! Today, I bring you a bit of history and information about the origins of some BL related terms. Of course, I'm not the supreme autority in japanese BL culture, very far from that, in fact I did a lot of research for this post, so feel free to correct any mistakes, I would love to learn more about it!
     
    Let's start with the main one. What's Yaoi? In the west, is the most generic term to describe works that have romance and usually sex between two males. By now, you must have noticed that I never use this term, be it in this blog or around the forums. Why's that? Because it's a short for the expression "YAma nashi, Ochi nashi, Imi nashi" that roughly translates to "No climax, no ending, no meaning". Pretty much our classic "porn without plot". It was a term used by two manga artists in the '70s to dismiss poor quality doujinshis, and this was appropriated by early BL authors when the genre started to go beyond fanfiction of popular shounen series. Yeah, sure, the low quality and no plot parts are pretty much true for tons of male on male doujinshis I found around in the internet, but BL as a genre now is a lot more than just this! It's natural to distance itself of this old label now. Even if the fans accept it by learning how to laugh at themselves... I still prefer a serious label any day. Japanese sites that sells games and manga magazines all tag those works as BL now, so yaoi is way less used over there, except for refering to parody doujinshis and such. Here in the west, on the other hand, I see the term all the time used by either long time fans that didn't bother to switch out the term they got used to or by people outside the fanbase. Looking around here on Fuwanovel or VNDB, places where the bishoujoge fans far outnumbers the BL fans, like pretty much any other VN discussion place, I see the yaoi term being used quite a few times. Okay, in VNDB maybe it's because the tag is named like this and it could be too much unnecessary work to try to change it now, so they're forgiven for now.
     
    Now now. What if a work have romance between two guys but no sex? Yaoi was for porn without plot, but what should we call the works that don't have porn either? Are you guys familiar with the expression Shounen Ai? Here in the west, that's exactly how we call these kinds of work! Well, too bad it's not exactly right. You see, Shounen Ai was a term to describe manga that were inspired by tanbi literature. These stories (both Shounen Ai and tanbi) were about the pursuit of beauty in the form of romance between a older man and a pure and innocent younger one (read as: teens, late teens or young adults. Younger than this is shotacon), with flowery language and unusual kanji. Meaning, the term Shounen Ai in Japan actually refers to pederasty (and that means "love of boys" in greek). Sure, these manga didn't exactly have any porn in it either, but the association of "no porn" and this term was never a thing in Japan. And they don't even use this term anymore, since this is pretty much a dead type of manga style anyway, much like tanbi. They call everything BL and the rest of the tags that gives away if it have porn or not.
     
    But what about Bara? The even-more-niche gay romance works, usually created by gay men for a gay audience, full of very masculine guys? Are they also known by the name of BL in Japan, even if they are so different of their female oriented counterpart? No, they aren't called BL... and not Bara either. Bara probably comes from the name of a early popular gay magazine (that's not sold anymore) called Barazoku (translates to rose tribe). But that magazine didn't focus only in manga, it also contained news, short stories, interviews, pornographic pictures and even some space for personal advertisement to search for a romantic partner. It was the first gay magazine to be sold in popular bookshops of Japan, so that's maybe why the association was made. Hey, even BL was once called June, because that was the name of one of the earliest magazines for BL works! Well okay, that was some milestone, but guess japanese publishing industry don't use the association. So, what are more masculine guys romance games/manga called? Guess... ML, or Men's Love. Yep. Although, for manga, they also use Geikomi (as in gay comic). So yeah, if you ever want to look for this type of content in japanese sites, you know what you need to look for.
     
    Not BL, but still interesting to mention, maybe the origin of the Yuri term... was a column of Barazoku that tried to appeal for lesbian readers named Yurizoku no Heya (Lily tribe's room) back in the '70s. And yes, Shoujo Ai is used in a similar manner than Shounen Ai, to refer to works that deals with pedophilia (I never saw a yuri manga with a lolicon girl though... but I'm still a yuri noob, there's still much for me to see). Unlike all other BL terms though, Yuri is vastly used in Japan, but GL (or Girl's Love) sometimes pops up here and there.
     
    And now, to wrap things up, what's my opinion about all this terms mess? Frankly, I'm a bit torn... I really dislike the misuse of the terms, but how can little me do something to change such widespread terms in the west at this point? I'll also not even try to correct every single person that uses yaoi instead of BL, but now you know that it kinda annoys me a bit. The most important thing is that we can understand each other, even if we use different terms, but at least I tried to raise awareness so you don't embarrass yourself in your trip to Japan. Cheers!
  22. Thanks
    Formlose Gestalt 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.
  23. Like
    Formlose Gestalt reacted to Zakamutt for a blog entry, Saya no Uta’s Good Ending: A Glorious Transhumanist Love Story   
    This article contains major spoilers for Saya no Uta, gratuitous re-interpretation of canon, and probably a lot of words. Be warned.
     
     
     
     
     
    When Saya no Uta first started showing its true colors – when Urobuchi first decided to throw a spanner of Lovecraft into a work that had been entirely plausible as a sci-fi story – I was a bit disappointed. Sure, the old L-C is cool and all, but the whole going mad from the revelation kind of thing never felt right to me. And honestly, don’t you think the “true” ending is kind of unsatisfactory? The aftermath is certainly implied to be a horror by the tone of the novel, but we’re never really shown its effects in detail to let us judge by ourselves. Let me fix that, and give you one heaven of a take.
    But really though, scale back the layers and think of any magic you see as merely technology you cannot comprehend. How did Ougai contact Saya? Through some kind of communication unknown to current science, accessed by the occult artifacts and knowledge he gathers. The transport of Saya to Earth? Through that same network. Her home planet’s motivation? Efficient spreading of their superior culture throughout the universe – the ends very much justifying the means for the dull, foolish population of the planet we live on.
    Let us ponder the method: detecting an occult signal is a surefire sign of intelligence, which indicates habitability by an intelligent species; genetic modification of the host species ensures ability to keep unique environmental modifications (though terraforming also occurs). It is also possible that teleportation is only possible through occult conduits, and Transformer probes such as Saya can only be sent if the other side invites them.
    Modification is also significantly more humane than another viable choice: eradication and founding of a new colony.  While it can be argued that some of the humans transformed by the gene-modifying spores released by Saya in the good ending would consider themselves to have “died”, and the transformation process is likely to be distressing (though likely tempered by its relative rapidity in most locales as well as communal development), I cannot agree that the elimination of 7 billion humans through some means is preferable.
    As for any generations birthed after transformation, there should be no argument that them being of Sayan heritage is preferable to them being human by any sane measure. From Ougai’s notes as well as her own feats, Saya’s intelligence and ability to learn is markedly superhuman. Saya’s species is also sure to be able to create supertechnology far beyond the reach of our current civilization if they are able to precisely teleport anything.
    There’s only one conclusion: Saya no Uta has only one good ending, and it’s the one where humanity is turned into tentacle monsters from beyond the void. The two others are horrible losses of potential, and we can only hope that a world-conquering probe such as Saya will be summoned to Earth once more, this time to succeed.

    View the full article
  24. Like
    Formlose Gestalt 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
     
  25. Like
    Formlose Gestalt reacted to Clephas for a blog entry, Random VN: Vermilion Bind of Blood   
    This is my fourth time replaying the Light VN, Vermilion Bind of Blood, and to my startlement, I realized that my only commentary on this is is in my ancient VN of the Month Thread on the forums.  So... of course I cannot leave my beloved public ignorant of this game (though I've made a habit of recommending it to everyone, like Evolimit).
    Vermilion was the first chuunige made by Light's second team, and it was my first experience of the team's work.  It is also probably that team's single most balanced VN, and it is the only one I call a kamige, albeit with a few reservations. 
    The protagonist of this story is one Kashima Toshirou (who is referred to in the Western fashion as Toshirou Kashima throughout the whole game).  He is a former samurai from the era just before the opening up of Japan by Perry's black ships who became a vampire.  Now he is a gloomy man who serves as a watcher for the vampiric community of the fictional American city of Foggy Bottom.  Toshirou is something of an anomaly amongst vampires in general... and most seem to hate him instinctively (there is good reason for this, though few ever know it).  He considers all vampires merely to be an extension of humans, denying the vampire legend that most believe in, and he has nothing but contempt for those who allow themselves to drown in their power and the arrogance born from it.
    This game has four heroines.  They are:
    Anne Portman- The first heroine.  You are forced to play her route first (probably because nobody would want to go after her if given a choice).  Unlike the other heroines, who are more or less easy with their lives as vampires, Anne is a timid, kind-hearted girl who is fundamentally unsuited to being a vampire.  Her role in this game is quite similar to that of Kasumi in Dies Irae (more as a contrast in the form of a 'normal person' than as a real heroine).  While her character is less than inspiring (that she is a heroine is the only flaw I see in this game), her path is actually quite good, though less so than the others in this game.  I did and do find the ending worthy of mention, because it is... pleasant in a sad sort of way.  It is also surprisingly uplifting, coming back without being tainted by my dislike for the presence of a Victim A heroine in a chuunige VN.
    Sherryl McGregor- The victor of the heroine polls twice in a row, Sherryl is Toshirou's long-standing partner in both work and the home.  Their relationship is a 'don't ask, don't tell' one where they don't talk about their pasts.  It is an easygoing relationship, but it is fairly obvious that Sherryl fell for him decades ago.  If I were to compare Sherryl to a translated VN heroine, it would be the adult Cal Devens from Phantom of Inferno, albeit with a century and a half of experience under her belt.  Sherryl was born in Victorian England, and her experiences in the slums there shaped her base personality.  She bluffs, she fights, and she has a temper... but underneath it all, she is as soft as a fuzzy teddy bear when it comes to Toshirou.  She is also a talented singer, a skill she shows off at Casanova, the bar near the office.  Her path is the most revealing of Toshirou's past (in fact, that is its structural purpose, though that doesn't interfere with its quality), and it is a fun ride...  Her ending is actually pretty hilarious as well as touching, because it is probably the only path in the game where Toshirou manages to move on to some extent (Toshirou is very very stuck in his ways).  Sherryl also grows a great deal as a character in this path (as a matter of course) and it is a pleasure to watch.
    Nina Orlok- The Principal (political leader of a Diaspora, which is the name given to vampiric communities) of the Western US Diaspora, a young woman forced into a position far beyond her personal power by her powerful blood father's will after his death.  She sees her duty as the only way to repay her father's trust in her, and she constantly struggles with the gap between what she wants to be and who she actually is.  That said, she is actually a quite capable political leader (a given, since she isn't dead or imprisoned, despite being a youngling in a position that would normally only be allowed to an ancient vampire), with a core of strength hidden under the girl struggling desperately to fulfill her father's hopes.  I sincerely enjoy her path, each time, because her growth as a character is inspiring, especially once she gets past her father complex.  Toshirou in her path is probably the most samurai-like (in the classic sense), and the battle that closes out this path is the third-best in the VN (behind two of the fights in the Grand Route).
    Ariya Takajou- The Jaeger (vampire hunter) White Pile's successor, who has come to Foggy Bottom specifically to hunt Toshirou Kashima.  Driven by her desire to prove herself and a latent fear born from her experiences as a child (her family killed before her eyes by vampires), she endured training that would make a Marine recruit run away screaming to obtain the ability to almost match the physical abilities of a vampire (it is something close to inner qigong).   She despises all vampires and sees them as inhuman monsters, but her meeting with Toshirou fills her with a personal hatred, as his obvious (to her) difference from other vampires drives her to obsess over him.  Ariya's personality (on the surface) is very... twisted.  She is probably the single most sharp-tongued heroine I've ever encountered (she makes Kagome from Comyu seem pleasant), quite naturally using insults in a tactical fashion to get vampires to lose their heads and simply because she doesn't like people.  In her own path, she also develops a rather... twisted sort of love for Toshirou (and it is love, mixed with hate, gratitude, and intense sado-masochistic lust).  I always rofl at the way she changes in this path, and the ending... is actually really really cool. 
    Grand Route- The Grand Route of this game focuses on fighting the antagonist who was the root cause of the conflicts in the VN, as well as dealing with the origins of vampires in general.  In this path, Toshirou finds himself facing his past and looking into the future in a way he doesn't in the other paths.  This path also has two of the best fights in the game, including the final face-off between the antagonist and Toshirou himself.  This path also gives a really significant insight into the mind of a side-character whom I loved... Klaus, the previous White Pile.  The ending of this path is bittersweet and faintly sad (as is common in a lot of chuunige true endings), but it also gives you a sense of completeness, closing out the VN nicely.
    Side-characters worthy of mention
    Isaac- Isaac is the bartender at Casanova and plays a key role in all the paths.  He is Toshirou's one true friend, and his personality is a cross between a hedge philosopher and a boy who never gave up his dream (and never will).  His (oddly troubling) life advice frames a lot of the game's key internal conflicts, and his influence can be felt throughout every part of the game, to some degree.
    Klaus- The previous White Pile, an elderly Jaeger who fights with a gigantic stake (think a log from a log cabin with its edges carved into a spike-like tip and you get the picture).  He is a warrior to the core, a man who hates vampires absolutely and has made a living sacrifice of his life to cleanse as many of them from the world as possible.  In contrast, his unstinting love for humanity, including its flaws, is awe-inspiring in its strength, and he has an absolute faith in humanity's potential to rise above its own filth.  He saved and raised Ariya to be his successor, and she is perhaps the only chink in his armor other than his personal hate (he normally sees vampires not as individuals but as harmful insects to be crushed) for Toshirou.  He loves her deeply, in a fatherly fashion, and it is his love that is perhaps Ariya's greatest salvation, though it is also her second greatest weakness.
     
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