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L^3

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  1. Like
    L^3 reacted to Clephas for a blog entry, Yuganda Uso to Koi no Letter   
    First, I should note that, despite how it begins, this VN turned out to not be a nukige.  However, it is definitely not a 'pure love' story from beginning to end.  A literal translation of the Japanese name would be 'The warped lie and love letter' with 'letter' being interchangeable with the word for a stereotyped reputation.
    Second, I should warn anyone who plays this to either do Saeko's path last or read only her path.  It is just too hard to pick another heroine after picking Saeko.  I did it, but I can honestly say that I felt like I was abandoning Saeko the whole time.
    This game's setting is like this:  The protagonist as a child was a little... mature for his age.  He and his girlfriend at the time (Saeko) even went so far as to have sex (without really understanding how society would see their actions), and eventually a rumor went around that he had raped her, even as she moved away.  This left him bitter and feeling betrayed, the rumors destroying his family life and isolating him.  The young man at the beginning of this story has basically accepted his false reptutation and chosen to act it out, forming relationships with multiple young women (who are the heroines of this story).  Then, Saeko returns, stating a desire for him to 'dirty' her again.
    A lot of this game is about the protagonist slowly overcoming his past and forming a more honest relationship with the girls despite the rather warped way it begins (thus the name of the game).  Saeko's path can be considered the 'main' path, because it deals most directly with the protagonist's past.  However, regardless of the path, the protagonist manages to get past his trauma and rise above it, if you pick the good ending, lol.
    Anyway, this game surprised me with its quality of storytelling.  I honestly enjoyed the interplay, and the protagonist's change of heart is portrayed with surprising subtlety for a Japanese writer (most Japanese VN writers tend to like the 'sudden overwhelming flood of emotion' way of doing things).  While there is plenty of h content in the game, it is not overwhelming, though it is definitely more than the average charage. 
    Overall, this game is not suited to someone looking for straightforward relationships and love with relatively pure beginnings.  The characters in this VN are all scarred or damaged in some way, which becomes obvious as you play.  Nonetheless, I found it an immensely enjoyable experience.
    Edit: Oh, and if you dislike sado-masochistic relationships, you should probably avoid this VN.  While it doesn't go to the real extremes like mutilation or electric shock, it does touch on more 'normal' SM activities. 
  2. Like
    L^3 reacted to Flutterz for a blog entry, Reading Ginharu Very Slowly #13   
    Bethly seems to be up to something...
    The next day
    The next day
    This blog is way overdue as it is because of RL so I'm just going to stop here for now
  3. Like
    L^3 reacted to Clephas for a blog entry, An explanation of the "Golden Age of VNs"   
    Some veterans of reading untranslated VNs refer to the period between 2004 and 2010 as 'The Golden Age of Visual Novels'.  However, you shouldn't really take that statement at face value, as the meaning is a bit more complex than you'd think.
    There are some significant differences between VNs today and VNs during that period that both made it the peak of the medium's sales in Japan and produced the greatest ratio of quality VNs to crap VNs. 
    One of the primary differences was that, other than moege, there were no strict genre boundaries and genre conventions had yet to slide into place in the minds of fans and writers both.  Companies were mostly experimenters during that time, sometimes basing their projects on previous works (Tsukihime and the Key games got a lot of knock-offs during this time, of varying levels of quality) and sometimes forging out on their own.  
    Since there were few genre boundaries, companies were more likely to give the creative staff free reign as to what kind of story they could write, and  - ironically - this actually helped define the various genres in the years to come, as people explored the boundaries of how they could stretch a concept or theme in a story.  Some of these attempts were abortive (ie- thematic moege where all the heroines are of the same type, such as tsundere or yandere, generally didn't catch on) but others were immensely successful (ie- the definition of the chuunige genre and its gradual escape from gakuen battle mania).  However, the point is that the writers, directors, and producers of the time were allowed to fiddle with the formula a lot  more than they are now.  Most major companies nowadays have a 'signature style', that was formed during that period, even if their greatest successes weren't during that period. 
    This period also killed the 'pure moege' as a genre, ending the majority genre of the previous half-decade (moege having dominated during that period due to the Da Capo series and Key's games).  The rise of the charage, a demi-moege genre that was much wider in scope and more adaptable, occurred during this period, mostly unrecognized until after the fact.  At the same time, nakige, which had previously been enslaved to the moege genre through Key and others like them, came to define itself as a new, standalone genre that wasn't necessarily dependent on moe stylization.  Even Key itself moved beyond pure moe, though it didn't entirely abandon some elements of it (as the existence of Kud testifies).
    However, this age was already ending in 2009, as clearly-delineated genre norms began to form, and charage became the driver for the industry, taking us back, in spirit, to the age before that.  By 2011, the ratio of truly creative works to derivative works was overwhelmingly in favor of the latter, in comparison to the previous decade. 
    That isn't to say that the years since haven't produced some great works.  That is patently untrue in my experience... but the fact remains that fewer and fewer writers are able or willing to look outside the 'genre boxes' for answers as to what to write.  I sometimes refer to our current age as the Age of Stagnation, where there is an overwhelming industry pressure to stick to genre norms and those that break the mold are so exceptional they stand out more than they should.
    It is possible to create a charage kamige... but it is much easier to make a kamige out of a game that breaks genre boundaries, lol.
  4. Like
    L^3 reacted to Fiddle for a blog entry, MYANIMELIST.NET IS LITERALLY HITLER   
    LET THE PEOPLE WRITE SHORTER REVIEWS, YOU TYRANTS.
  5. Like
    L^3 reacted to Clephas for a blog entry, Random VN: Otome ga Tsumugu Koi no Canvas   
    Otome ga Tsumugu Koi no Canvas is the rarest of the rare... a charage that is also a kamige.  In fact, I've only encountered three charage that I consider to be kamige out of the hundreds I've played.  How did that happen?  Well, a large part of it is the writer.  For all that his first VN was a half-nukige with an absurd setting, his style is poetic, his settings deep, and his timing and pacing of events perfect. 
    Another part of it is the structure.  This VN has a very, very short common route... as in the prologue only.  After that, it immediately moves on to one of the five heroine paths based on the choices you made in the prologue.  The paths themselves are about one and a half times as long as the average heroine path in the average charage, with an extremely tight focus on the heroine and the protagonist's romance with her.  They are designed to make you fall in love with that particular heroine, to allow you to empathize with the course their love takes, and to let out the tears when the story demands it.  I cried numerous times the first and second times I played this VN, as the writer's rather poetic descriptions (inside Shin's head) of the heroines only make it easier to care about them and their relationships with Shin.
    The third element of this game that makes it great is the protagonist.  I honestly consider this protagonist - Miyami Mizuki (true name: Mizuki Shin) - to be the best trap protagonist in all of VNs.  First of all, he has been dressing up as a girl for so long that he does it quite naturally.  Second, he is fully voiced... every bit of his dialogue is voiced... and voiced in a manner that perfectly matches his character's personality as written.  Second, he is really, really good at whatever he puts his hand to.  He is a gourmet-level cook, a self-taught art-appraiser, a master of domestic chores (even the advanced ones that the head maid isn't familiar with, lol), and... a brilliant artist, though he has a trauma that prevents him from letting it out.  He is actually more girly than most of the girls in the VN, though he doesn't seem to be aware of it, hahaha...
    Chiharu
    Chiharu is Rena's bodyguard and a member of a family of bodyguards that has protected the Ootori family for centuries (Rena's family).  While she can sometimes take extreme actions, she is at heart a compassionate soul, with an intense desire to protect which led her to become a bodyguard despite certain physical disadvantages she possesses.  When alone with those few she is truly close to, she is rather straightforward in her affections, but she always puts others before her first, leading to trouble at times.  Her path is one of those few charage paths where I honestly felt that the romance was worth experiencing even on its own.  It helps that this writer is really, really good at portraying his characters' inner conflicts and emotions through narrating their thoughts. 
    One thing I absolutely love about this VN is Shin's (Mizuki's) poetic turn of phrase with internal narration.  I believe these lines are the best description of how Shin sees Chiharu.

    瑞希「……目が、きれいなんです」
    Mizuki "... Her eyes... are beautiful."
    怜奈「えっ……?」
    Rena "Eh...?"
    瑞希「お嬢様の隣にいるとき。千晴の目がきれいなんです」
    Mizuki "When she is at your side, Chiharu's eyes are beautiful."
    あんなにきれいなオレンジ、初めて見たんだ。――千晴の涙。
    I've never before seen such a beautiful orange.... Chiharu's tears.
    理屈じゃない。
    It has nothing do with reason or logic.
    仮にお嬢様が大洋だとすれば、千晴はその水底に落ちている、一個の石だと思う。
    If milady (Note: trying out a possible translation for ojousama as a title, lol) were to be seen as the ocean, I think Chiharu would be a stone lying at the bottom of it.
    でも僕はその石が好きなんだ。
    However, I love that stone.
    深い深い海の底で、人知れず輝きを放っている。誰に褒められたいわけでもなく、認められたいわけでもなく。
    Deep deep beneath that ocean's surface, she shines brilliantly, unknown to men.  She doesn't shine so that she will be praised or acknowledged by others. [note: took some liberties here]
    きっと宝石として大衆に愛でられる価値を秘めながら、ショーウィンドウへ並ぶことを拒み続ける。
    Though she is probably worth being adored by the public as a gem, she continually rejects being lined up in the store window.
    千晴は最後まで、海の底で『無価値』の原石であることを選ぶ。
    Chiharu will choose to lie at the bottom of the sea as a 'worthless' raw stone to the very end.
    海に寄り添うために。
    In order to nestle up to the ocean.
    海が広く深いと僕らに分かるのは、あの小さな石が落ちているからだ。
    The reason we can tell the ocean is deep and wide is because that small stone is sinking into it.
    あの不器用な小石が光っているから海は寂しくないし、もし誰かが溺れて迷いこんでも、その明かりを頼りに浮上できる。
    With that clumsy stone shining within it, the ocean will never be lonely, and if someone were to become lost and drowning there, they could rise to the surface, relying on the stone's light.
     
    Anastasia
    In this game, there are technically three 'sides' to the story as a whole... there are the Ootori-focused paths (Rena and Chiharu), the Karasuma paths (Yuki and Shizuku), and the stand-alone Anastasia path.  Anastasia is... a seemingly soft and kind-hearted woman on the surface.  However, it becomes obvious in her path that she is actually a mischievous, somewhat devilish young woman.  She is the curator of the museum seen in the prologue and the overall curator for the art fair that is held in the city toward the end of each path.  She does have a rather... unexpected secret however...
    Anyway, her path greatly differs from the other four paths in focus and rhythm, so I recommend that it be played last, since it partially spoils Rena's path.  While it has a rocky start in comparison to the others, it is nonetheless an excellently-written, high-quality path that is definitely worth reading.  On the popularity rankings, she got the lowest score (probably because her path's tone is so different from the others), and as a result, she doesn't have an after-story in the FD, but don't let that stop you from playing it, lol. 
    Rena
    Rena is the game's main heroine.  She is Shizuku's rival, Chiharu's master, and the daughter of the man who owns most of the town they live in (a fictional part of Tokyo repurposed into an Art Town).  She is very big-hearted, forgiving, and compassionate.  By choice, she wears her emotions on her sleeve, choosing to show her anger, her sorrow, and her joy on her face, restricting the display of her emotions in no way or manner when she is with those she trusts.  She tends to act on instinct, and she has a highly-developed sense of aesthetics, born out of being raised by and as an art-dealer and due to her own passion for art.  While not an artist herself, she nonetheless has an absolute devotion to the art world, and her evaluations of people tend to be colored by how they act toward art.  As such, she doesn't get along with the auctioneer Shizuku and despises Wolfgang (an annoying side-character and occasional antagonist). 
    Her path is perhaps the most complete when it comes to dealing with Shin's issues.  Shin, by nature, shapes himself and his desires to fit his environment, and his primary motivation is always to act for the sake of those he cares about (the heroines, in each path).  This is the one and only path where Shin comes to the fore as himself and the only path that reveals in full certain aspects of his past and current motivations.  At the same time, this path tends to be the most poetic of the paths, as he and Rena's attraction for one another is very... intense. 
    Note: The h-scenes in this path are very emotional and vital to the experience... don't skip them.  Normally I advise the reverse, but I make an exception for this game.
    Yuki
    Yuki is the protagonist's kouhai and a genius of modern art contracted with the Karasuma Corporation.  Shy and more than a little eccentric, Yuki by far has the 'cutest' characterization (right down to the dog-head pajamas she uses for work clothes).  Despite her sweet and innocent appearance, she has long experience with the bitter edge of society's tongue, and she has an intense dislike of the mass media.  She is the only heroine who has almost no relationship with the protagonist outside of her own path (she briefly appears in the common route and as a side-character in the other routes), but, in exchange, in her route, the relationship she develops with Shin is intense and close.
    One element of this game I've failed to speak about until now is the reason why I love the paths in this game... for better or worse, most charage paths involve the protagonist one-sidedly 'saving' the heroine from some trouble or helping her out with some issues.  However, perhaps the greatest attraction of this game's paths is that the relationships are so... mutual.  The protagonist doesn't just one-sidedly save the heroines, but rather he is saved by them in turn, rescued from the intense loneliness he feels even in the presence of others, as well as his bad habit of self-sacrifice.  The reciprocity in this game's paths makes for a far more 'equal' relationship than you usually see in a VN romance of any sort.
    Yuki's route is no exception... while the protagonist undoubtedly resolves the issues that plague her life, she also returns the favor by salving his spirit, saving him from himself in a way that can't help but bring tears to my eyes, even on a third playthrough.
    Shizuku
    Karasuma Shizuku is Rena's rival at school and in business.  Shizuku's family company is a second-line dealer, primarily auctioning off art pieces whose value has already been set by the art community, whereas Rena's Ootori family specializes in discovering and raising up new artists whose works have not yet been given a value by the art community.  In addition, the Karasuma corporation specializes in modern art, whereas the Ootori family specializes primarily in classical-style art like paintings, stone sculptures, and other such works.  Shizuku is extremely sharp-tongued and aggressive... with everyone except Shin.  She and Shin go way back... ten years back, to be specific, and when she sees him as a cross-dressing maid, she goes a bit berserk, jumping to all sorts of conclusions that make for some pretty hilarious events in the other paths.  In her own path... well, let's just say her path is a lot more comedic than the others at first. 
    By nature, Shizuku's first second and fourth priorities are Shin, even when it isn't her path.  She loves him, is aware of it, and she has little to no hesitation about using her immense fortune and personal influence for his sake.  She is also the only heroine that is willing to accept his decision without questioning when it comes to a certain issue... and probably the most passionately focused on him alone, as opposed to splitting their attention between art and him.   For better or worse, Rena is driven by a hunger for art, Chiharu by a desperate need to protect people and to find someone to accept her, and Yuki has numerous issues that are equal in importance to her when compared to the protagonist.  In that sense, it can be argued Shizuku is the most loving of the heroines, because she always acts for his sake, above all other things.
    It does, however, take a bit of effort to see beyond her cold mask in the other paths, lol.
     
    Conclusion
    Along with Haruka ni Aogi, Uruwashi no  this VN is one of my top two charage-type VNs (in Uruwashi no's case, a nakige).  After having played this game a third time, my belief that this is a kamige has, if anything, become stronger.   This game is actually far shorter than it seems when you read it, but due to the sheer 'density' of the events in the game, it feels like a far larger story.  Any one of these paths would be worthy of being a true path in another VN, and it is a VN that is very easy to invest emotionally in.  For those interested in the fandisc, it should be noted that it had a different writing and production staff, and as a result, it is little more than an excuse for extra h-scenes. 
  6. Like
    L^3 reacted to Clephas for a blog entry, Random VN: Golden Marriage (and Jewel Days)   
    Like many of the charage I choose to replay for this particular part of my blog, Golden Marriage is one of those VNs I thought I didn't quite give a fair chance to the first time I played them, looking back.  In retrospect, I realize I'd really come to expect great things out of Ensemble due to the examples of Koi no Canvas and Gokigen Naname.  The former is a kamige, beyond all doubt, and the latter was a deliciously dramatic look into the muddy world of money and old families.  While things turned out well in the end in Gokigen Naname, the story itself is full of dark elements and stomach-twisting moments (in particular the main heroine's path).  Because of this, I have always felt subconsciously that I didn't give this game a fair shake at the time.  I also felt a need to see if Ensemble's generalized drop in quality was my imagination or not...
    Golden Marriage is seen by many fans of Gokigen Naname to be a watered-down attempt to 'recapture the magic' of that game in a slightly less... extreme situation.  There is good reason for seeing it that way, as you can see the influences rather obviously if you played the aforesaid game in the past.  Both games are based in situations where the protagonist is surrounded by wealth, both games have people with dark motives lurking in the background (or in the foreground), and both games are very conscious of the way people go insane for money.  However, there the similarities end.  Golden Marriage is a much, much lighter game in every sense than Gokigen Naname.  It lacks the poisonous acrimony and cutthroat nature of some of the relationships in that VN, and the protagonist is actually the obvious central character of the game (whereas the main heroine was the center in Gokigen Naname).  Another issue is that the protagonist, Nagisa, while having had some bitter experiences, has turned out to be an essentially good person with none of the excessive attachment to money that defined many of the characters in Gokigen Naname.  If Gokigen Naname was a picture of what happens to people when money twists their lives beyond recovery, Golden Marriage is a picture of characters who manage to avoid being poisoned by moneyed influences despite living close to them.
    I chose to do Touko's route first, because she is a type of character I didn't really have a taste for at the time I first played this but developed one for later... the intelligent but slightly cowardly otaku.  She attaches obsessively to those things and people she cares about, and she has a deep sense of compassion and curiosity, as well as a strong sense of obligation.  She and Nagisa are childhood friends, but her path manages to avoid the usual pitfalls of the osananajimi path (namely the shift from friends to lovers), instead focusing on romance and the drama of the financial world and its pressures (without taking it down the darker paths).    She is also probably the most privately affectionate of the heroines, and her lazy-dere is adorable.  Jewel Days' after story doesn't really add anything to the story.  What it does is provide you with an idea of what Touko intends to do with her life with Nagisa in the future, as well as dealing with the wedding ceremony itself.  As an after-story, I had to tilt my head to the side and wistfully wish they'd done something more with it.
    If you were to ask  me which heroine in this game makes the biggest initial impact, I would definitely reply that it is Rei, the game's resident 'artist'.  To be specific she is, of all things, a viola soloist.  Upon meeting the protagonist, she immediately proposes marriage and tells him in a rather forthright manner that she needs money to pursue her art, so she picked him as a potential mate.  However, only a short time later, after hearing about his parents, she bursts out in tears on the spot and proclaims that if he marries her she'll make sure he gains the greatest happiness of all.   To be blunt, if I were to pick which of these heroines was the most vital and 'alive', it would undoubtedly be her, by several leagues.  She is a shameless dreamer, a pursuer of her art for the sake of pursuing art, a highly emotional individual, and at the same time practical when it matters.  Her path lacks the sheer drama you see in Touko's path, but it was definitely one worth playing, despite that.  Her FD after-story shows off her personality (familiar at this point) and her more developed relationship with Nagisa quite nicely... but it is also based before the events in the epilogue of the main game, giving me reason to be dissatisfied (I would have preferred this kind of story to be in the original game and the after-story to be about something after the epilogue). 
    Marika is Nagisa's cousin, a young princess of a Germanic nation (fictional) who has been in love with him since early childhood.  Whimsical, highly intelligent, but more than a little careless of the trouble she causes others through her whims, she drives Kumi (the protagonist's bodyguard) up the wall.  Her 'path' in the main game basically involves a brief promise to consider marrying her in the future, before it cuts off.  On the other hand, Jewel Days gives her a full-length path, based a few years after the events in the main game (all the events in Touko's and Ruri's paths have occurred in this one, save for the romantic ones).  Her path is, like Ruri's and Touko's from the original, somewhat tinted with dark elements, mostly because she is a princess and a princess's life and choices are never entirely her own, even in the modern world.  The antagonist the pops up is the same string-puller as in all the paths from the original (I'm not going to spoil it), but this time his role is a bit less extreme than it was in those two paths.  Marika herself is a wonderful imouto character, lol.
    For those who are interested in Kasumi, I should mention that I deliberately ignored her path, because it was the path that made me score the game somewhat lower when I originally played the game.  Kasumi is the protagonist's co-worker at his part-time job and a kouhai at school.  She is a hard-working girl who is raising her younger siblings because her parents vanished after their company collapsed.  She is rather obviously infatuated with Nagisa from the beginning but far too shy to do anything about it.  I can honestly say that she would make a rather nice average-level heroine in the average charage... but she wasn't an interesting addition to this game. 
    Yukariko is the Miss Perfect of this VN... elegant, intelligent, compassionate, wise, and graceful... and her path is the second worst in the VN.  To be straight about it, the main issue in her path at the beginning is so... stupid.  I can understand where it came from, but it really felt like the writer couldn't think up a really good conflict so made one up out of thin air.  This was the second element that led to me giving this game a poor rating... To be blunt, I hate the type of path where they basically say 'The problem with going out with the perfect woman is...'.  That kind of BS just makes me roll my eyes, and the way Nagisa suddenly becomes an idiot in that path at all the worst times made  me fall asleep. 
    Ruri is the active, straightforward girl in the mix.  She is the daughter of an old-style (nineteenth-century, lol) Yakuza boss, but she is in rebellion against her father's wishes that she succeed him.  Naturally, her path is a bit more dramatic than the other paths, and there is some minor action involved.  However, when it comes down to it, the Ruri portrayed in this game is just 'your average girl' who happens to be able to stare down punks and beat the crap out of them if they get above their station, lol.  I have to say that, amongst all the Jewel Days paths, this one added the least to the experience.  It is basically dating issues and sex, so I can straight-out say that you've seen everything of interest once you've finished the path in the main game. 
    Now, that ends my exhaustive overlook of Golden Marriage's heroine paths... and I have to say I'm glad it's over.  Most games don't have this much disparity between the paths in terms of quality, so I usually don't end up with as much in the way of mixed feelings as I have now.  As a charage, it is excellent... but that's just comparing it to the huge piles of steaming brown stuff I have to wade through to get to VNs like this one.  It still doesn't even get close to Koi no Canvas or Gokigen Naname for raw quality, but if you want a decent charage about a rich protagonist, this is a good choice.
  7. Like
    L^3 reacted to Clephas for a blog entry, My opinion: Pitfalls of a Fantranslator   
    This is a simple post putting forth my views on what the largest pitfalls are for a fantranslator, both in the immediate sense and the long-term.
    Immediate
    1. Making promises: Anyone who starts a translation is bound to do something stupid... such as setting a deadline or predicting how long it will take them to do something.  Even experienced translation groups trip and fall into this particular trap.  Nothing good comes of making promises, primarily because rl exists.
    2.  Agreeing to translate/edit/proofread something you aren't interested in: This links to motivation.  To be blunt, no fantl will be able to finish work on a VN if they don't enjoy the original or at least prefer the genre it is in.  Fantls are a labor of love not a workplace with a set salary and a boss telling you to get back to work or he'll dock your pay.  Passion about the subject matter is necessary to get anywhere on a fantl project.
    3.  Taking on a job you aren't qualified for: This mostly applies to beginner fantls... to be blunt, don't take on something you can't read easily.  If you can't read and fully comprehend the text of the VN you've agreed to translate, don't even make the attempt.
    4.  Machine translations: Don't work.
    5.  Looking up your name/reputation/etc: Some people get addicted to looking for positive reactions to their work.  Unfortunately, this also means that they stumble across the negative responses and can damage their confidence in ways that can destroy a project. 
    Long-term
    1. The choice to announce  a project or not: Many who translate VNs use community comments to help them build motivation.  However, choosing to involve the community in your project is a two-sided sword... it cuts both ways.  Negative comments, people asking you when it will come out, and complaints about the translation of any partial you put out can obliterate your motivation and cripple the project.
    2.  Internal group chemistry and mechanics:  No matter how you look at it, the translator is the origin and star of any given project.  Without the translator it goes nowhere... but translators can't be the ones going around motivating the group to keep working.  It's inefficient and emotionally draining for the person in question, and it is the number one cause of project failure I've seen related to group chemistry, when the translator finally falls apart.  An editor's role only seems minor to a translator.  It is actually a job that can be equally frustrating to that of the raw translation, and a decent translator's secondary job often becomes tlcing and explaining his own work to the editor.  Thus, my advice to any fantranslator is find an editor you can talk to and get along with, or you'll regret it later.  My advice to editors is: Be patient.  Many translators really don't like going back over their own work, so just keep an eye out for potential signs that they are at their limit. 
    3.  Burn-out: This can potentially happen to any fantl position.  It is also related to all the things above, since it is a state where all motivation is lost and the individual in question basically just drops out of the project.  Apathy toward the project and ignoring group members are fairly common signs of this.  Whether it is permanent or not depends on the individual, but it can take years to recover mentally and emotionally once you've reached this stage *speaking from personal experience*
     
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