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Plk_Lesiak

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  1. Like
    Plk_Lesiak got a reaction from alpacaman for a blog entry, NaNoRenO 2019 Highlights, part 2   
    Welcome to the second and final part of EVN Chronicles’ NaNoRenO 2019 coverage (if you missed the first part, you can find it here), where I’m going through my highly subjective picks from this year’s submissions to the biggest annual visual novel game jam. While I don’t think any of the games listed this time could seriously threaten the position of Mnemonic Devices as my personal “winner” of the event, there are at least two worth giving closer attention to – Monochrome Blues, which is another excellent story tackling the topics of grief and depression (even though it adds a much more questionable sci-fi subplot to the mix) and Cooked With Love, which stood out with excellent sense of humour and compelling mix of comedy and smart SoL content. Of course, every VN featured here gets my genuine recommendation and I think they’re all worth the humble amounts of time they require to fully read through – especially considering that, once more, they’re all absolutely free and clicking the titles on the list will lead you straight to DRM-free downloads on itch.io. So, let’s find out what else NaNoRenO participants have prepared for us!
     
    RE:BURN

    OS-simulation games, where you interact with a story through an imitation of a computer interface, have a pretty rich history in NaNoRenO, with Christine Love’s Digital: A Love Story being probably the best-known example. While RE:BURN is not the most innovative or intricate iteration of this formula, it tells an intriguing, short story using UI of an e-mail client and an online communicator, and the mechanics of deleting or replying to messages instead of typical dialogue choices. The protagonist, a female student who took up a job as an editor in her college’s scientific journal, is tasked with clearing out old emails from the paper's official account. As the messages slowly synchronise, she starts uncovering more and more strange correspondence and even starts receiving popup messages from someone claiming to be her predecessor at the editorial job, giving her borderline-incomprehensible warnings – and whether she listens to them might have some serious and unpredictable consequences.
                    RE:BURN’s intrigue is not particularly deep or memorable, but where the game truly shines is in its inclusion of various writing styles, unique to every character in the story and creating a sense of danger and urgency despite the rather static manner in which you interact with it. I would love to see more interactivity or some Easter eggs hidden within its Windows-like interface, but even as it is now, it’s definitely worth your attention for its brief, 30-40 minute runtime.
    Rating: Recommended
    Read the full article at evnchronicles.blogspot.com
  2. Like
    Plk_Lesiak got a reaction from Templarseeker for a blog entry, DoraKone (Free Yuri VN Review)   
    While it’s easiest to find high-quality free EVNs during popular game development events such as NaNoRen0 and Yuri Game Jam, from time to time there are small gems that pop up more or less out of nowhere, created either by hobbyists or as side projects by veteran developers without any particular occasion. One of the most interesting (even if infrequently active) collectives that created this kind of games in the past few years is Apple Cider, a team co-founded by DejiNyucu, a Chilean artist known for her distinct and high-fidelity character art. Over the last 10 years, she was involved in numerous visual novel projects developed under various labels, including my all-time favourite erotic VN, Cute Demon Crashers. This personal fondness of her work made me that more excited when I randomly discovered Apple Cider’s latest release, free yuri VN called DoraKone.
                    Released on Steam in December 2018 despite its summer theme, DoraKone is an extremely cute, comedic GxG romance VN. It features four girls that meet and befriend each other over a dragon-themed, Pokemon GO-style augmented reality game Dragon Connection (DraCo for short), all of this in an unusual setting of an unnamed Chilean town. The energetic protagonist, Dulce, is a newbie that starts her adventure with DraCo after buying a new smartphone and quickly encounters three more experienced players: shy and kind Rayen, rash and competitive Brin, and spoiled rich girl Honorée. Depending on your choices and meeting events you pick, Dulce will get closer to one of the heroines, becoming a close friend with her, or even something more, while also either winning or losing the DraCo tournament held in her town. This creates over twelve possible endings, nearly all of them wholly pleasant and lighthearted.
    Read the full article at evnchronicles.blogspot.com
  3. Like
    Plk_Lesiak 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.
  4. Like
    Plk_Lesiak got a reaction from Templarseeker for a blog entry, NaNoRenO 2019 Highlights, part 1   
    For more than a decade now the NaNoRenO visual novel jam is the biggest cyclical event organized by the EVN community, every year prompting dozens of hobbyist and aspiring commercial developers to present their work created from scratch within a strict, one-month timetable. Despite being mostly a non-commercial affair, dominated by both complete freeware titles or various demos and prototypes, it delivered many memorable games in the past, many of which are well remembered till this day (Christine Love’s Digital: A Love Story and NomnomNami’s Her Tears Were My Light are among the best known and most-appreciated ones, but are only two among dozens of memorable entries worth checking out).
                    While with the gradual professionalization (and commercialisation) of the Western visual novel scene, it’s less common to find real gems among the jam’s entries, it’s still a unique opportunity to find interesting, free VNs within various genres and themes. At the same time, NaNoRenO is not a contest that would explicitly choose winners and allows VNs of all sizes and states of completion, so it’s not easy to navigate for an average reader – this year’s edition included the record number of 91 submissions and finding the truly interesting ones can be a challenge. For this reason, I’ve decided to prepare a short series of posts about my personal highlights of the 2019 event – games that I found most impressive and worth recommending. The lists will be obviously influenced by my personal taste and I’ll readily admit that I didn’t read all the entries, focusing on complete projects (i. e. no demos and prototypes) and avoiding some that I was convinced I won’t enjoy, or that were in genres I’m less interested in. I am, however, very much convinced about the merits of the games I’ve decided to feature and I hope you’ll join me on this short journey. Clicking the titles of every entry you’ll be transported straight to its itch.io page, where you’ll be able to download it for free. So, let’s get started!
     
    Mnemonic Devices

    My personal favourite of this year’s NaNoRenO is a tale of a person (you can choose the pronoun, although their looks are always rather feminine) who wakes up with amnesia after a car crash, greeted by a man claiming to be their husband. Soon after, they learn that the idyllic marriage with a wealthy lawyer is a sham, and they’re actually a sophisticated android send on a mission to assassinate him. Re-learning their identity and mission, the protagonist stands before a choice: to accept their role as a government-controlled killing machine, or try to rebel, while also possibly exploring their very-much-human emotions towards their husband, or maybe even their handler from the agency, with whom they previously shared a not-fully-professional relationship. 
    Read the full article at evnchronicles.blogspot.com
  5. Like
    Plk_Lesiak got a reaction from Mr Poltroon for a blog entry, Plk Lesiak’s Shovelware Adventures: Beach Bounce series   
    Beach Bounce was the second title introduced by AJ Tilley, the creator of Dharker Studio, just a few months after his debut with the infamous Sword of Asumi. It stood out from his other work in a slightly paradoxical way – while Tilley’s other projects dealt with different breeds of fantasy or experimented with unusual plot elements (ex. Highschool Romance’s gender-bending), Beach Bounce was meant to be a much more standard nukige, placing our average male protagonist in a summer resort with a substantial number of scantily-clad, horny women and no competition in sight (to the point one might think the rest of the male kind was wiped out by some global cataclysm, but the story at least doesn’t mention any such event taking place). The game initially followed an episodic formula, with the first part released in August 2015 and the second one two months later. However, with the termination of AJTilley.com label, under which it was originally published, it disappeared for a while and then re-emerged in a new form, as a full, “Remastered” release by Dharker Studio – this final version of the game went live in late February 2019.
                    That’s the simplified version at least, as the confusing network of Dharker’s sister companies created and terminated by AJ Tilley over the years, including Brightly Studios, BurstRay Games and StudioX, among others, is hardly worth deciphering at this point. Still, whatever label is attached to a Beach Bounce game, it’s always Dharker Studio hiding underneath and that’s pretty much the only part of the puzzle that is genuinely worth knowing. Going back to our main topic, while the “Remastered” label might’ve been quite a stretch for a game that never before saw a full release, it doesn’t mean things didn’t change – the overall plot, the characters and their relationships were rewritten in rather significant ways and the complete story now included seven different love interests, with multiple h-scenes for most of them. This meant quite a lot of anime smut in a time when porn VNs weren’t available in such as abundance as they are today, especially on Steam. Thanks to all this, while not necessarily a critically-acclaimed title, Beach Bounce proved successful enough to warrant two sequels, Beauty Bounce and Bunny Bounce, released literally two weeks apart from each other, in February and March 2017. Setting aside the question of what went wrong with those development cycles, I’ll focus today on taking the closer look at the Beach Bounce trilogy and find out whether they deserve the dubious honour of being some of the lowest-rated VNs on VNDB.
    Beach Bounce

    Beach Bounce starts with our unassuming protag-kun, Tomoyo, being summoned to a hospital by his ill grandmother, the owner of the titular summer resort. Not being able to perform her managerial duties, she asks Tomoyo to help her staff with handling the everyday affairs on the property – a dream come through for a guy who just dropped out from a law school and was thrown out for it by his apodictic father. To no one’s surprise, all the employees on the resort happened to be beautiful, young women and while at first some of them were rather apprehensive towards the protagonist, seeing him as a loser who only got involved with the company because of his family ties, they’re all soon enough ready to jump into his pants at his every word. And as we’re dealing with 4 primary heroines and three secondary, “wild card” love interests, after the short introduction sex scenes are hiding literally around every corner, and as most of them are tied to choices, there’s quite a lot of unique paths through the game’s minimalistic story.
    Read the full article at evnchronicles.blogspot.com
  6. Like
    Plk_Lesiak got a reaction from alpacaman for a blog entry, Plk Lesiak’s Shovelware Adventures: Beach Bounce series   
    Beach Bounce was the second title introduced by AJ Tilley, the creator of Dharker Studio, just a few months after his debut with the infamous Sword of Asumi. It stood out from his other work in a slightly paradoxical way – while Tilley’s other projects dealt with different breeds of fantasy or experimented with unusual plot elements (ex. Highschool Romance’s gender-bending), Beach Bounce was meant to be a much more standard nukige, placing our average male protagonist in a summer resort with a substantial number of scantily-clad, horny women and no competition in sight (to the point one might think the rest of the male kind was wiped out by some global cataclysm, but the story at least doesn’t mention any such event taking place). The game initially followed an episodic formula, with the first part released in August 2015 and the second one two months later. However, with the termination of AJTilley.com label, under which it was originally published, it disappeared for a while and then re-emerged in a new form, as a full, “Remastered” release by Dharker Studio – this final version of the game went live in late February 2019.
                    That’s the simplified version at least, as the confusing network of Dharker’s sister companies created and terminated by AJ Tilley over the years, including Brightly Studios, BurstRay Games and StudioX, among others, is hardly worth deciphering at this point. Still, whatever label is attached to a Beach Bounce game, it’s always Dharker Studio hiding underneath and that’s pretty much the only part of the puzzle that is genuinely worth knowing. Going back to our main topic, while the “Remastered” label might’ve been quite a stretch for a game that never before saw a full release, it doesn’t mean things didn’t change – the overall plot, the characters and their relationships were rewritten in rather significant ways and the complete story now included seven different love interests, with multiple h-scenes for most of them. This meant quite a lot of anime smut in a time when porn VNs weren’t available in such as abundance as they are today, especially on Steam. Thanks to all this, while not necessarily a critically-acclaimed title, Beach Bounce proved successful enough to warrant two sequels, Beauty Bounce and Bunny Bounce, released literally two weeks apart from each other, in February and March 2017. Setting aside the question of what went wrong with those development cycles, I’ll focus today on taking the closer look at the Beach Bounce trilogy and find out whether they deserve the dubious honour of being some of the lowest-rated VNs on VNDB.
    Beach Bounce

    Beach Bounce starts with our unassuming protag-kun, Tomoyo, being summoned to a hospital by his ill grandmother, the owner of the titular summer resort. Not being able to perform her managerial duties, she asks Tomoyo to help her staff with handling the everyday affairs on the property – a dream come through for a guy who just dropped out from a law school and was thrown out for it by his apodictic father. To no one’s surprise, all the employees on the resort happened to be beautiful, young women and while at first some of them were rather apprehensive towards the protagonist, seeing him as a loser who only got involved with the company because of his family ties, they’re all soon enough ready to jump into his pants at his every word. And as we’re dealing with 4 primary heroines and three secondary, “wild card” love interests, after the short introduction sex scenes are hiding literally around every corner, and as most of them are tied to choices, there’s quite a lot of unique paths through the game’s minimalistic story.
    Read the full article at evnchronicles.blogspot.com
  7. Like
    Plk_Lesiak reacted to alpacaman for a blog entry, A Case for The Silver Case (I guess)   
    Let's talk a bit about Postmodernism. I don't have the time nor expertise to properly explain the term and its origins, so if you don't know the term, I'll just recommend reading the TVTropes article on it. The gist is that Postmodernism in fiction “question on the nature of narrative and plot and characterization.” This can take different forms, from deconstruction to meta-commentary, self-awareness, fourth-wall breaking, not resolving narratives, putting existing fictional elements into a new context, subverting tropes, mixing media, and many more. This sounds rather intellectual, but there are lots of examples in popular culture with varying degrees of artsy-ness, like remixing in music, more or less every Quentin Tarrantino movie, most superhero movies or comics these days (as they are either heavily self-aware or deconstructing the inherent archetypes), and even two of the most highly rated VNs on vndb are pretty postmodern: The Muv Luv trilogy deconstructs the Mecha genre by looking at how throwing a stereotypical harem protagonist into a post-apocalyptic world with giant robots would impact his psyche (you could argue that Steins;Gate does something quite similar, only using a different setting end set of archetypes), while Umineko takes a pretty basic whodunnit setup and then just keeps pouring on unending layers of meta, deconstructing the very genre it pretends to be at first in the process.
    For a postmodern element to work for the recipient, they have to understand the context of it to some degree, not necessarily intellectually, but in the form of certain expectations not being met or a reference putting something known into a new context and a feeling that the subversion or reference is happening with a purpose. For example, when the aliens attack for the first time in Muv Luv Alternative, you expect a fight scene, with some sort heroic moment towards the climax. Without spoiling too much, that's not what happens, and the reason why is to show that there are actual stakes that are too high for some random guy who thinks he's the hero. If the recipient can't see any indication of an apparent purpose to a subversion of expectations, it just feels random to them.

    Anyway, how is your sex life? I really didn't expect a The Room reference to appear in some Japanese art game.
    Which brings us to The Silver Case, the first game the notorious experimental game developer Suda Goichi (better known as Suda 51) wrote and directed for his own company Grasshopper Manufacture. Originally released in 1999 for the original Playstation, it was only localized and remastered for the West as a PC release as recently as 2016. It's an interactive adventure game consisting of two story threads that sometimes intertwine to some degree. In one (called “Transmitter”) the protagonist becomes part of a special police unit after his original unit becomes exterminated by a serial killer and walks around crime scenes and in the other (“Placebo”) you're a journalist investigating the same cases. As for visuals, you're constantly watching a background on which windows pop up that contain the 3D environments, painted CGs and character portraits, written and spoken text, and sometimes even full motion video. According to Suda 51 this system was implemented due to the newly founded studio not having enough manpower to animate the complete screens in 3D, but it looks pretty stylish and unique. There is gameplay that consists of you moving through grids in the aforementioned environments and occasionally interacting with someone or something and solving a few puzzles, but more on that later. There is an overarching plot about a serial killer, I guess, but the game is really vague about it and there already is a very good Eurogamer.net article on its themes, which makes the game sound way more accessible than it is though.
    It's a game that takes a postmodern approach to everything, not caring if it makes the experience less enjoyable in the process, be it gameplay, visuals, characterization or storytelling. The Silver Case constantly forces you to figure out of you're supposed to take what's on the screen for its face value or on some kind of meta or thematic layer, willingly breaking the rules of what makes games and stories good by traditional standards, making you connect the dots yourself and even question certain game and storytelling mechanics itself. Going by some of the reviews, not everyone who played it was aware they were supposed to do that*, and it's easy to see why: The game never explicitly tells you to read some deeper meaning into anything, not even implicitly. It just assumes you read it as art, something video games nearly never do.
    Take the protagonist of the Transmitter sections as an example. He is nameable and completely silent, so he basically is your run-of-the-mill self-insert MC. After the incident exterminating his unit, he just gets taken along by two detectives of a different unit investigating said incident without any explanation and is just assumed to be part of the team from then on. His colleagues treat him like he knows what is going on or don't care about leaving him out of the loop, but either way the player never gets any necessary exposition. The MC is only ever given footwork tasks instead of actual detective work, but still gets the nickname “Big Dick” and of course it turns out he is the Chosen One (spoilers, I guess, not that it matters in this case). Now you could either say that this is bad writing, or see it as a deconstruction of the silent protagonist trope, showcasing how nonsensical it would be for a troupe of badass cops to take someone like this along and turning a character like this into the hero of your story. I'm not advocating for reading deep meaning into every mundane thing or excusing every bad decision as “terrible on purpose”, but in this case I have more evidence. For example in one of the chapters about cyber crime your unit decides that you should infiltrate the crime ring. The rest of the chapter basically consists of you waking up in your apartment every morning, reading a new mail about how it's just going to take a little while longer until you become an official member, and then going to work, where you and your colleagues just sit around and do nothing. When you finally become a member of the internet group, you go to their quarters, where someone tells you you're late to the party and the leaders are already gone, and then there is a citywide power blackout and the chapter ends. I just can't imagine the writers just couldn't think of a better way to include the MC into the plot, so I assume they did this on purpose.

    Of course there is fourth-wall breaking in a throwaway line. Even though it may seem different going by my screenshots, The Silver Case is not a comedy. At least I think it isn't.
    The gameplay is basically the same. You often get interrupted while moving around by not really necessary dialogues (although these often imply that the other characters are actually doing something), you never actually see anything in the 3D environments which consist of samey looking rooms, and places you can interact with are even marked by symbols and if there is something of note, you just get a dialogue, a CG or a short FMV sequence. There are a few riddles, but they have nothing to do with the plot and are way to easy (in the remastered version the game there even is a button giving you the solution). Often you just have to look through several identical rooms until you find the place that advances the plot. Again, on its own, the gameplay sections are pretty tedious, especially as the controls are just incredibly counterintuitive. It's repetitive, wastes a lot of time, and does nothing to advance the plot. If you look at the MC's role in the story it becomes clear that this actually serves a narrative function in purposefully disconnecting the MC and thus the player from the actual action which you can also read as meta-commentary on how the gameplay in interactive adventure games often has little to do with their plots. In the Placebo chapters you even only walk between your sleeping couch and your working space, where can either read E-Mails (important ones even get opened automatically, so the game even robs you of the interactivity of clicking them, and the MC answers them without any input from you as well and occasionally writes Memos to himself), answer your phone whenever it happens to ring, or talk to your pet turtle, which you sometimes actually have to do to advance in the story. If you read the Eurogamer article you can probably figure out what function this serves on your own**.
    I mostly talked about game mechanics in this blog entry but you can dissect the plot, storytelling techniques, characters, pop culture references and the scene direction in the same way (I included two examples in the screenshots). For instance there is the fact that the Big Bad and the McGuffin don't get established until the short cliffhanger epilogue. Or that the short titlecard at the end of each episode shows a full moon and the title of a song by either Joy Division or New Order (maybe somehow playing into the whole “Kill the Past” theme Suda 51 has going on, with the band not only changing their name but also their musical style after their lead singer Ian Curtis' suicide). I could go on, but the whole experience is just to long and confusing to talk about everything.
    So is it worth reading? Probably, as long as you're not allergic to artsy-ness (at points even pretentiousness) or and okay with a game challenging your intellect as well as your patience. Is it actually good? The answer is the same as the one to the question of why I spent quite some time writing an essay on a game nobody actually played: No f*cking clue. Did I mention that there is a lot of swearing in TSC?

     
    *Which isn't to say that everyone not liking The Silver Case “just didn't get it”, just that some of the negative criticism in these reviews was about aspects that were most probably deliberately "bad" without acknowledging the not that hard-to-spot meta aspect. A lot of the criticism is still valid as The Silver Case definitely has its major flaws.
    **The most interactive scene in the entire game funnily enough is also the most pointless one. At one point during the third case in the Transmitter section, the chief of your police unit and one of its members decide to test if you're qualified for the job by making you take a 100 question pop quiz, including questions about everything from Japanese geography to jazz music (and even implying the cop testing you already cracked the case you're currently working on, but he still sends you do more footwork later on). You pass no matter how well you perform and you don't even get to know your score because "there are no points to be gained in policework", as the chief says. At some points I just can't help but admire how much The Silver Case hates its readers.
  8. Like
    Plk_Lesiak got a reaction from Templarseeker for a blog entry, Plk Lesiak’s Shovelware Adventures: AJTilley.com   
    Before Dharker Studio became the semi-competent producer of smut we know and (occasionally) love today, its founder, AJ Tilley, made a name for himself through his personal VN publishing brand, AJTilley.com. Throughout 2015 there has been an impressive number of decently-sized games released under that label, the whole endeavour fuelled by a never-ending stream of crowdfunding campaigns, making Tilley one of the most notable creators on the fledgeling EVN scene. At the same time, his activities were spawning increasing controversies, mostly over the appalling quality of some of the games in question and overuse of Kickstarter. In April 2016, after just a year and a half of presence within the EVN scene, the infamy around the label became intense enough that Tilley himself decided to terminate it, removing all of its online presence and transferring all the rights to his company’s “development arm”, Dharker Studio. The "restructured" company then both continued working on the franchises introduced by AJTilley.com and created new ones, including highly successful ecchi VNs such as Negligee or Army Gals, while its creator’s name was conveniently hidden from the public’s eye.
                    Despite the horror stories circulating around these “dark beginnings” of Dharker Studio, the games from that period always interested me quite a lot, both because of my usual, morbid curiosity and the significant role they played in the history of EVNs. While it’s easy to argue that titles like Sword of Asumi or Divine Slice of Life did a lot to reinforce the general impression of EVNs being cheap, awkward imitations of their Japanese predecessors, I wanted to find out whether they’re really as bad as people make them out to be. In today’s episode, I’ll cover four of those pre-Dharker projects – outside of the two mentioned above, I’ll be including Highschool Romance and Highschool Possession, which, amusingly enough, have exactly nothing to do with each other, utilizing drastically different artstyles and telling stories that could hardly be further away from each other, at least apart from the obligatory high school setting. The one game I’ll skip, for the time being, is Beach Bounce, initial episodes of which were published during this time, but which was later heavily reworked and fully released as a “proper” Dharker Studio title, Beach Bounce Remastered. After that, it even spawned its own little franchise – this series, with three VNs in total, deserves a separate look and will be the next topic for Shovelware Adventures.
                    So, going back to our main issue, are the AJTilley.com VNs really that bad? The answer is: no. Because in reality, if you treat them seriously to any extent, they’re even worse than I've expected – at least outside of one, notable exception.
     
    Sword of Asumi

    Imagine a game featuring a female assassin in an alternative-history Japan, where shogunate won the late XIX-century civil war and what in our world was the Meiji restoration followed a different path. The samurai class never lost its dominance, preserving its ethos and prestige till the modern day, while the militaristic government relies on secret police and agents such as our lead, Asumi, to keep people in check. At the same time, a new terrorist group rises, aiming to violently oppose the established order. Sounds pretty cool, right? Only in theory, as the reality of Sword of Asumi is one of the most amazing trainwrecks I’ve seen during my involvement with EVNs, rivalling Winged Cloud’s Legends of Talia with how absurdly stupid and tone-deaf it is.
                    The first thing you might notice after launching the game is that Asumi is possibly the dumbest assassin in the world, spewing edgy one-liners and engaging in small talk with her victims instead of focusing on getting the job done. A moment later, when a member of the Edo's (this universe’s Japan) secret police, a Justicar, shows in the house of Asumi’s latest hit and start discussing extremely delicate details of her next assignment in the middle of the murder scene, you know you’re up for a ride. And be sure, the stream of utter stupidity and inexplicable writing fu**ups never truly ends (like Asumi causally approaching other characters in her assassin’s clothes, while being undercover – I can understand that kind of mistake in writing, but when you can literally see it happening on the screen???). The somewhat-decent romance options, both male and female, help things a tiny bit, but can’t change the overall dreadful quality of the experience.
    The absurd fanservice (it seems assassins have a strong taste for overly-elaborate, sexy lingerie, especially when preparing for a mission) and the fact how seriously the game treats itself are pretty much the final nails to its coffin. While the likes of Sakura games are after dumb and trashy, they’re self-aware and try to have fun with the formula. In Sword of Asumi, the only fun you can have is the kind fully unintended by its authors: the high from how astonishingly bad and absurd it is. And unless that’s what you’re looking for, there’s really no reason to read it. Sorry Kaori, even you couldn’t save this one...
    Final Rating: Smelly Poo
    Read the full article at evnchronicles.blogspot.com
  9. Like
    Plk_Lesiak got a reaction from solidbatman for a blog entry, Plk Lesiak’s Shovelware Adventures: AJTilley.com   
    Before Dharker Studio became the semi-competent producer of smut we know and (occasionally) love today, its founder, AJ Tilley, made a name for himself through his personal VN publishing brand, AJTilley.com. Throughout 2015 there has been an impressive number of decently-sized games released under that label, the whole endeavour fuelled by a never-ending stream of crowdfunding campaigns, making Tilley one of the most notable creators on the fledgeling EVN scene. At the same time, his activities were spawning increasing controversies, mostly over the appalling quality of some of the games in question and overuse of Kickstarter. In April 2016, after just a year and a half of presence within the EVN scene, the infamy around the label became intense enough that Tilley himself decided to terminate it, removing all of its online presence and transferring all the rights to his company’s “development arm”, Dharker Studio. The "restructured" company then both continued working on the franchises introduced by AJTilley.com and created new ones, including highly successful ecchi VNs such as Negligee or Army Gals, while its creator’s name was conveniently hidden from the public’s eye.
                    Despite the horror stories circulating around these “dark beginnings” of Dharker Studio, the games from that period always interested me quite a lot, both because of my usual, morbid curiosity and the significant role they played in the history of EVNs. While it’s easy to argue that titles like Sword of Asumi or Divine Slice of Life did a lot to reinforce the general impression of EVNs being cheap, awkward imitations of their Japanese predecessors, I wanted to find out whether they’re really as bad as people make them out to be. In today’s episode, I’ll cover four of those pre-Dharker projects – outside of the two mentioned above, I’ll be including Highschool Romance and Highschool Possession, which, amusingly enough, have exactly nothing to do with each other, utilizing drastically different artstyles and telling stories that could hardly be further away from each other, at least apart from the obligatory high school setting. The one game I’ll skip, for the time being, is Beach Bounce, initial episodes of which were published during this time, but which was later heavily reworked and fully released as a “proper” Dharker Studio title, Beach Bounce Remastered. After that, it even spawned its own little franchise – this series, with three VNs in total, deserves a separate look and will be the next topic for Shovelware Adventures.
                    So, going back to our main issue, are the AJTilley.com VNs really that bad? The answer is: no. Because in reality, if you treat them seriously to any extent, they’re even worse than I've expected – at least outside of one, notable exception.
     
    Sword of Asumi

    Imagine a game featuring a female assassin in an alternative-history Japan, where shogunate won the late XIX-century civil war and what in our world was the Meiji restoration followed a different path. The samurai class never lost its dominance, preserving its ethos and prestige till the modern day, while the militaristic government relies on secret police and agents such as our lead, Asumi, to keep people in check. At the same time, a new terrorist group rises, aiming to violently oppose the established order. Sounds pretty cool, right? Only in theory, as the reality of Sword of Asumi is one of the most amazing trainwrecks I’ve seen during my involvement with EVNs, rivalling Winged Cloud’s Legends of Talia with how absurdly stupid and tone-deaf it is.
                    The first thing you might notice after launching the game is that Asumi is possibly the dumbest assassin in the world, spewing edgy one-liners and engaging in small talk with her victims instead of focusing on getting the job done. A moment later, when a member of the Edo's (this universe’s Japan) secret police, a Justicar, shows in the house of Asumi’s latest hit and start discussing extremely delicate details of her next assignment in the middle of the murder scene, you know you’re up for a ride. And be sure, the stream of utter stupidity and inexplicable writing fu**ups never truly ends (like Asumi causally approaching other characters in her assassin’s clothes, while being undercover – I can understand that kind of mistake in writing, but when you can literally see it happening on the screen???). The somewhat-decent romance options, both male and female, help things a tiny bit, but can’t change the overall dreadful quality of the experience.
    The absurd fanservice (it seems assassins have a strong taste for overly-elaborate, sexy lingerie, especially when preparing for a mission) and the fact how seriously the game treats itself are pretty much the final nails to its coffin. While the likes of Sakura games are after dumb and trashy, they’re self-aware and try to have fun with the formula. In Sword of Asumi, the only fun you can have is the kind fully unintended by its authors: the high from how astonishingly bad and absurd it is. And unless that’s what you’re looking for, there’s really no reason to read it. Sorry Kaori, even you couldn’t save this one...
    Final Rating: Smelly Poo
    Read the full article at evnchronicles.blogspot.com
  10. Like
    Plk_Lesiak got a reaction from Mr Poltroon for a blog entry, Plk Lesiak’s Shovelware Adventures: AJTilley.com   
    Before Dharker Studio became the semi-competent producer of smut we know and (occasionally) love today, its founder, AJ Tilley, made a name for himself through his personal VN publishing brand, AJTilley.com. Throughout 2015 there has been an impressive number of decently-sized games released under that label, the whole endeavour fuelled by a never-ending stream of crowdfunding campaigns, making Tilley one of the most notable creators on the fledgeling EVN scene. At the same time, his activities were spawning increasing controversies, mostly over the appalling quality of some of the games in question and overuse of Kickstarter. In April 2016, after just a year and a half of presence within the EVN scene, the infamy around the label became intense enough that Tilley himself decided to terminate it, removing all of its online presence and transferring all the rights to his company’s “development arm”, Dharker Studio. The "restructured" company then both continued working on the franchises introduced by AJTilley.com and created new ones, including highly successful ecchi VNs such as Negligee or Army Gals, while its creator’s name was conveniently hidden from the public’s eye.
                    Despite the horror stories circulating around these “dark beginnings” of Dharker Studio, the games from that period always interested me quite a lot, both because of my usual, morbid curiosity and the significant role they played in the history of EVNs. While it’s easy to argue that titles like Sword of Asumi or Divine Slice of Life did a lot to reinforce the general impression of EVNs being cheap, awkward imitations of their Japanese predecessors, I wanted to find out whether they’re really as bad as people make them out to be. In today’s episode, I’ll cover four of those pre-Dharker projects – outside of the two mentioned above, I’ll be including Highschool Romance and Highschool Possession, which, amusingly enough, have exactly nothing to do with each other, utilizing drastically different artstyles and telling stories that could hardly be further away from each other, at least apart from the obligatory high school setting. The one game I’ll skip, for the time being, is Beach Bounce, initial episodes of which were published during this time, but which was later heavily reworked and fully released as a “proper” Dharker Studio title, Beach Bounce Remastered. After that, it even spawned its own little franchise – this series, with three VNs in total, deserves a separate look and will be the next topic for Shovelware Adventures.
                    So, going back to our main issue, are the AJTilley.com VNs really that bad? The answer is: no. Because in reality, if you treat them seriously to any extent, they’re even worse than I've expected – at least outside of one, notable exception.
     
    Sword of Asumi

    Imagine a game featuring a female assassin in an alternative-history Japan, where shogunate won the late XIX-century civil war and what in our world was the Meiji restoration followed a different path. The samurai class never lost its dominance, preserving its ethos and prestige till the modern day, while the militaristic government relies on secret police and agents such as our lead, Asumi, to keep people in check. At the same time, a new terrorist group rises, aiming to violently oppose the established order. Sounds pretty cool, right? Only in theory, as the reality of Sword of Asumi is one of the most amazing trainwrecks I’ve seen during my involvement with EVNs, rivalling Winged Cloud’s Legends of Talia with how absurdly stupid and tone-deaf it is.
                    The first thing you might notice after launching the game is that Asumi is possibly the dumbest assassin in the world, spewing edgy one-liners and engaging in small talk with her victims instead of focusing on getting the job done. A moment later, when a member of the Edo's (this universe’s Japan) secret police, a Justicar, shows in the house of Asumi’s latest hit and start discussing extremely delicate details of her next assignment in the middle of the murder scene, you know you’re up for a ride. And be sure, the stream of utter stupidity and inexplicable writing fu**ups never truly ends (like Asumi causally approaching other characters in her assassin’s clothes, while being undercover – I can understand that kind of mistake in writing, but when you can literally see it happening on the screen???). The somewhat-decent romance options, both male and female, help things a tiny bit, but can’t change the overall dreadful quality of the experience.
    The absurd fanservice (it seems assassins have a strong taste for overly-elaborate, sexy lingerie, especially when preparing for a mission) and the fact how seriously the game treats itself are pretty much the final nails to its coffin. While the likes of Sakura games are after dumb and trashy, they’re self-aware and try to have fun with the formula. In Sword of Asumi, the only fun you can have is the kind fully unintended by its authors: the high from how astonishingly bad and absurd it is. And unless that’s what you’re looking for, there’s really no reason to read it. Sorry Kaori, even you couldn’t save this one...
    Final Rating: Smelly Poo
    Read the full article at evnchronicles.blogspot.com
  11. Sad
    Plk_Lesiak reacted to Zakamutt for a blog entry, 幼馴染の居ないヴァルパージス炎   
    I’m not writing this for you. I’m writing it for myself.
    今年もとある滑稽な癖に従い、伝統ありのヴァルパージス炎を観に行った。別にその滑稽な想いだけが理由でもなくが、正直な所、その想い未だ持っているだけは情けないと思う。
    I met my soulmate about a week before I started the first, transitional year of elementary school. I guess that means we were like, six or seven years old? She was sitting on the swing in the playground next to an apartment complex, and for whatever reason I was drawn to her instantly – I broke off from my parents and greeted her, and we got along like a house ablaze.
    The next time I saw her was at school. She was in my class, and it was only natural that we’d be inseparable from that point on. Or was it? There was another boy who by now I barely remember who used to be in the picture, but he moved away. I think at one point she – I guess I’ll call her M – told me I was actually her second choice, but that other boy had left, so she’d picked me. Looking back I find myself analyzing this interaction as heckin’ weird, but at the time I accepted this without feeling bad about it. I guess I used to be even more obviously autistic than I am now.
    Soulmates, for those reading who have had the misfortune of never having had one, are a real thing. It’s hard to describe the feeling of absolute, utter 乗り, of flow, I felt in her presence. Sometimes I doubt myself – did she feel the same? – and I guess by now I’ll probably never know. But there was something there I have never felt interacting with anyone else in my life.
    She and I were best friends for I think five years. For most of them, as far as I know, I was essentially a donkan eroge protagonist, going as far as openly telling other people ‘she loves me, but I don’t love her’. We were officially boyfriend and girlfriend to each other for a little while at the end, but the most intimate thing that ever happened was a hug. Technically we got best couple at a dance or something, but frankly what I did there was a performance, not *real*. So I’m left with the curious feeling that while I may have unlocked the achievement ‘kissed a girl’, though we never did do it in the French fashion, I have never done it when it truly meant something to me. I think it’s fair to say I was a late bloomer when it comes to emotional maturity, if I ever hit it.
    Eventually we slid apart, gradually, seemingly as naturally as we were first joined. Different classes and different friend circles meant we rarely met. We actually did happen to join up once again after having slid apart, however, and it felt just like to old times to me as we took a walk together. But that was it; we went to different high schools, and I don’t think I’ve ever seen her since then.
    今でも彼女を会いたいなぁっと想い、毎年あの炎に行く。 Mum told me she went to IT-Gymnasiet. 毎年「やっぱり居ないなぁ」って感じで炎の原始的な美しさを楽しみながらちょっとした悔しい思いも含む状態でいる。 She talks to M’s mum sometimes, I guess. 必死染みた所もあり彼女を探して失敗して、毎度悔いの有る想いを持ちながら火を観るのも飽き、家を向いて戻り始める。
    今も会いたい。それだけだ。

    View the full article
  12. Like
    Plk_Lesiak reacted to kivandopulus for a blog entry, Hello, world [Nitroplus]   
    Foreword: With script size of around 4.5Mb Hello, World is one of the largest visual novels ever created. Cyberpunk, Nitroplus and positive reviews (1 2 3 4) all promised a great time. However...
    Title: Hello, world
    Developer: Nitroplus
    Date: 2002-09-27
    VNDB link:https://vndb.org/v431
    Youtube walkthrough:https://www.youtube.com/watch?v=CsNedut_3eE&list=PLs4Gp5VU4Fv-KYrXbyAGXRCg720guyMwo

    Synopsis: Set in Akihabara in the near future, "Hello, world." is a hearty, feature-length, cyber battle-action/campus-life story about a robot boy and the girls that surround him.
    Tremendous progress has been made in technical advances. Various networks have taken strongholds with each new generation. Though not nearly advanced as humans, two-legged robots are utilized in many practical areas throughout the world. Amid worldwide peace, the human race remains unchanged.
    Kazuki Tomonaga is a robot made by an entity called "HIKARI" for the purpose of "GLOBAL ILLUMINATION". He's created with ingenuity as precise as that of a human being. Kazuki is commanded to research the concepts of "human emotion". Along the way he meets various girls and has exchanges with them. In their "exchanges" his "curiosity" gradually turns into "affection" and his mission becomes more intense. He gradually starts to build his own philosophy, not knowing he will be forced to make crucially important decisions in the near future.
    Structure: Days from October 1st to October 30th
    Length: 100+ hours
    Game type: Cyberpunk android adventure
    Difficulty: Relatively easy, most of choices are just about picking the same girl all the time
    Character Design rating: 3/10
    Protagonist rating: 6/10
    Story rating: 6/10
    Game quality: 6/10
    Overall rating: 5/10

    What? How can "Hello, world" not be a masterpiece - are you even sane? That would be my initial reaction as well, but I have my argumentation. All in its due time.
    First of all, I was shocked by trash rating of the game in the most notable Japanese reviewer blog of old games ADVGAMER (1). The reasons for that are quite vague: overextendent, confusing in the second part and as a result a really boring game. But of course I just considered reviewer a weakling who could not understand the gist of the game - and bravely dived into the action.
    The first half of the game is surprisingly orthodox despite the fact that protagonist as an android. He explores the world and the girls close to him. There are over 10 events with each girl to pursue with its romantic resolution. Pace is really bad, but curious side-characters and unfamiliar futuristic setting make it tolerable.

    But then happens second part which is a set of action episodes with a bit of romance in-between. And it all comes to very simplistic story. There are five girls who have relatives suffered from a certain "evil" corporation. Hacker incidents start to happen breaking out into a full-scale machine rebellion. That's it! There's no sophistication in the plot at all. Of course, there are much more side-characters, every girl has her own circumstances, and there is a series of incidents leading to the culmination, but it does not change the fact that it's all done just to show action scenes, not to really move the plot. But the greatest tragedy of the game is that it lasts for 30 hours on initial playthrough, and subsequent routes need to go through absolutely the same plot, just with different romance events and the very ending. As ADVGAMER puts it, game either must have an unusual setting and take time to describe its details or have a common setting and then adhere to compact structure. But Hello, world tries to present a common setting like something new, and then prolongs it to insane lengths putting reader in the state of the ultimate boredom. 
    One of the flaws of the game is tasteless character design. Who said that green hair girl should have green eyes, violet hair girl - violet eyes, blue hair - blue eyes and red hair girl - red eyes?! That looks absolutely stupid. Character designs are trashy, and artist work manages to catch such poor angles at times that result looks super-ugly. There is just one girl with the design I like - that's Junko. Cool white long hair with really nice haircut, great black and red suit, mini-skirt and always carrying a gun. Just perfect! But she's not one of the heroines! She's just a side-character to help fight baddies in action scenes! Why-y-y???

    The second disappointing feature is "partial voicing", but don't be misguided here, it's actually NO VOICING. We barely manage to hear how each heroine should sound during the first hour of play, then there are 30 hours of NO VOICING. Not in action scenes, not in culmination romantic scenes - just never. That's something really disappointing.
    Game really makes the best of 3D rendering from Phantom of Inferno (close-ups on weapons) and Vjedogonia (moving vehicles), but action scenes remain confusing. The air battle between three aircrafts on one side and one modified air fighter on the other side left me really disappointed. Action scenes end with some sudden development rather than being one logical performance.

    Routes are composed in one of the worst possible ways. Story is absolutely the same with just romance events changing from heroine to heroine. Then each heroine has her individual end where only she and hero survive as well as the true end where everyone survives. There is just a bit of fresh air in the individual endings of each heroine, but True ending of each heroine is absolutely the same... save for the last 5 minutes that describe heroine 6 years after the main events of the story. That's a real crime to make people try to grasp something new in 30-hour long route and not even giving anything really new. It's the same story, but we hope you have 150 hours to read them all - a horrible move.
    The biggest problem with "Hello, world" is the aftertaste and lack of satisfaction. It's not that bad while it lasts for the first time even though pace is terrible, but each new "route" only brings anger and despair. I look back and only see dozens of hours of wasted time. What did I get in return? Nothing. Not a good story, not a good romance. Some flashy action scenes and some nice side-characters are the only things that I look back to without irritation. Game does not respect its readers. Readers should not respect such a disintegrated game.

  13. Like
    Plk_Lesiak got a reaction from Templarseeker for a blog entry, Cursed Lands (RPG/VN Hybrid Game Review)   
    Note: To learn more about this series of games, check out my reviews of Loren: The Amazon Princess and Tales of Aravorn: Season of the Wolf
    Winter Wolves’ series of RPGs set in the fantasy world of Aravorn, starting with the highly-appreciated Loren: The Amazon Princess, have a long and rich history, with three “mainline” games released over six years and many visual novel and dating sim spin-offs, and a direct sequel to The Amazon Princess, Reigns of War currently in development. Combining expansive, turn-based RPG adventure with compelling VN-style storytelling and multiple romance options (including sex-same ones), they were a particularly ambitious and notable additions to the EVN market – especially in 2012, where the first title appeared and the Western visual novels were still at their infancy, they had few serious competitors within the niche and gathered enough attention to establish Winter Wolves as a major brand within the niche.
                  Still, while many VN fans have been charmed by the epic story of Loren, a lot of them also expressed their disappointment towards the different tone and smaller cast of its immediate successor, Season of the Wolf. While I personally found that game much more competent when it goes to RPG mechanics and having a different, but very interesting appeal story-wise – rather than a grand adventure, it was a very personal story of two elves twins living on the fringes of the world of Aravorn and overcoming hardships with a small band of companions – it undeniably underperformed both when it goes to sales and reception by the players. The third game in the series, Cursed Lands, was released in may 2018 and quite visibly aimed to return the series closer to its roots, at least when it goes to scale and climate of the story. With a main intrigue that can decide the fate of whole kingdoms, a set of locales already well-known from Loren and the player leading a team of up to 9 companion (5 of them romanceable), it looked like a project that could recapture the magic of the first game and convince the previously-disappointed fans to give the Aravorn RPGs another try. And considering the developer’s claims about its sales and my impressions, they might’ve actually pulled it off.
    Read the full article at evnchronicles.blogspot.com
  14. Like
    Plk_Lesiak got a reaction from Mr Poltroon for a blog entry, Cursed Lands (RPG/VN Hybrid Game Review)   
    Note: To learn more about this series of games, check out my reviews of Loren: The Amazon Princess and Tales of Aravorn: Season of the Wolf
    Winter Wolves’ series of RPGs set in the fantasy world of Aravorn, starting with the highly-appreciated Loren: The Amazon Princess, have a long and rich history, with three “mainline” games released over six years and many visual novel and dating sim spin-offs, and a direct sequel to The Amazon Princess, Reigns of War currently in development. Combining expansive, turn-based RPG adventure with compelling VN-style storytelling and multiple romance options (including sex-same ones), they were a particularly ambitious and notable additions to the EVN market – especially in 2012, where the first title appeared and the Western visual novels were still at their infancy, they had few serious competitors within the niche and gathered enough attention to establish Winter Wolves as a major brand within the niche.
                  Still, while many VN fans have been charmed by the epic story of Loren, a lot of them also expressed their disappointment towards the different tone and smaller cast of its immediate successor, Season of the Wolf. While I personally found that game much more competent when it goes to RPG mechanics and having a different, but very interesting appeal story-wise – rather than a grand adventure, it was a very personal story of two elves twins living on the fringes of the world of Aravorn and overcoming hardships with a small band of companions – it undeniably underperformed both when it goes to sales and reception by the players. The third game in the series, Cursed Lands, was released in may 2018 and quite visibly aimed to return the series closer to its roots, at least when it goes to scale and climate of the story. With a main intrigue that can decide the fate of whole kingdoms, a set of locales already well-known from Loren and the player leading a team of up to 9 companion (5 of them romanceable), it looked like a project that could recapture the magic of the first game and convince the previously-disappointed fans to give the Aravorn RPGs another try. And considering the developer’s claims about its sales and my impressions, they might’ve actually pulled it off.
    Read the full article at evnchronicles.blogspot.com
  15. Like
    Plk_Lesiak reacted to Clephas for a blog entry, My experience with Fate/Grand Order   
    Ok, anyone who has read some of my rants about microtransactions will wonder why I decided to play this f2p smartphone game... until you remember I'm also a Nasuverse fanboy.
    I made the questionable decision of picking this game up about two and a half months ago, and since then I've been left with a lot to ponder.  First, I'll list what I like about this game.
    1.  Relatively easy to play for free, in the sense that simply doing free quests and story quests can get you the in-game Saint Crystals necessary to roll for higher-rarity servants with only a bit of patience. 
    2.  Charity Servants, the ones that you can get from completing event quests, are often really good (there are exceptions, even so far, but meh), so if you just do the events, you can still build a decent party before going for the higher-difficulty story quests.
    3.  Leveling up Servants can be fast if you have the items ready.
    4.  Battle system is decent, if sometimes deliberately frustrating (to encourage you to spend money, probably).
    5.  Support Servants borrowed from friends can let you clear hard quests easier.
    6.  The story of the main game is extremely well-written (though the translators made a lot of obvious stumbles by not fixing the language into English grammar at some points).
    7.  Manages to recreate the often ambiguous emotions drawn out when you played FSN or watched anime like Fate/Apocrypha that gave the series such grandiosity, along with the usual Nasu humor.
    Negatives
    1.  Too many obvious ways in which they try to get you to spend money, with the constant summoning campaigns and sudden difficulty spikes during and post Camelot.
    2.  Blatant Japanese-style gacha-addiction builder.
    3.  Missions can be extremely long irl time, and AP regeneration speeds make it possible to play seven hours a day on story missions during half-AP campaigns... which eats at rl a bit too much.
     
    My Experience
    My rule when playing standard video games that I already know I want is 'I'll spend $60 and no more', and I kept to that rule, with a lot of headaches from temptation and obsession with cute or awesome Servants (Evil Artoria is just sexy in her portrait at final Ascension, lol).  I've managed to enjoy the story of the main game and laugh through the events so far (the GudaGuda events were hilariously designed and written).  However, the lack of breathing space between events and summoning campaigns leaves me feeling exhausted even if I only play a few hours here and there.  Every time I wanted to sit back and enjoy the story, there was that time limit to get all the great skill-up and ascension items I didn't want to have to farm from the game nodes, and now there is an event coming up that requires you have completed the main story through Solomon... which is annoying as hell, since BB really looks cute, so I want her in my roster to stare at with drool dripping from the corners of my mouth, like with Medusa Rider and Evil Artoria...
    Yes, that is the level of obsession this game can create for Fate fans.  The fact that several familiar faces are available in the beginning-of-the-game gacha (including Archer from FSN and Heracles) is tailor-made to draw a Fate fan in and trap him with his own lust.  I don't recommend anyone with a collector's tendencies or addictive tendencies in general play this game, as it is a potential money sink for any such individual, sadly.  Since I am such an individual, my words should have weight, lol.  It takes real effort for me not to look at the summoning campaigns when I don't have Saint Crystals or summoning tickets.
    On the other hand, this game manages to actually tell a good story, and, having just finished Camelot (which is a difficulty spike on par with suddenly dipping into a Souls game when you thought you were playing Ar Tonelico level), I can tell you it is worth at least going this far.  While it lacks the huge emotionality of Fate/Apocrypha or the original FSN, it makes up for it with the sheer number of personal stories and glorious ends the various Servants manage to meet.  The fact that this definitely feels like a Fate story in both depth and detail makes it even better for a Fate fanboy. 
    However, where things fall short is that we have yet another silent protagonist, similar to Fate/Extra.  While this makes, justifiably, the Servants the stars of the story, it can be a bit frustrating that your only inputs are frequently humorous interjections. 
    Personally, one thing that has had me laughing on numerous occasions is how gloriously weird some of the Berserker characters are... since they are all psycho to one degree or the other, this can lead to some... interesting results.  While our friend Lancelot from Fate/Zero makes an appearance, most of the Berserkers can and do speak, even if their manner is downright crazy or obsessive.
  16. Like
    Plk_Lesiak got a reaction from Mr Poltroon for a blog entry, Sable Grimoire – Tix’s Route (VN DLC Review)   
    Sable’s Grimoire was, in my opinion, one of the most interesting and enjoyable OELVN releases of 2018 – the expansive, story-driven VN with a very unusual approach to the theme of monster girls impressed me both with the sheer amount of content and the stories it told. Featuring various mature themes but essentially devoid of sexual fanservice (if you didn’t read my original review, check it out here – it also includes a lengthy interview with the game’s developer, Zetsubou), it was a rare kind of uncompromising project, which didn’t really cater to the reader’s expectations or insert elements that would help it become commercially successful, but rather followed its creator’s particular vision, to a very compelling and fresh-feeling effect. Even with the basic premise – a human student entering a magic academy dominated by demi-humans – sounding relatively standard, the VN itself was, in many ways, unlike anything I’ve read within the EVN scene.
                Another significant detail about the Sable’s Grimoire, signifying its relatively non-commercial nature, was the promise of free updates from the developer, which would expand significantly on what was already an impressively-sized VN (over 20 hours of content) with additional story routes. First of these was meant to be the story of Tix, a short-tempered, but cheerful pixie, who because of an administrative mistake becomes the protagonist’s roommate – a route originally planned for the main game, but cut out because of the already-prolonged development cycle. In January 2019, 8 months after the game’s initial release, the promised update was finally made available, adding around 4 hours of new content and full heroine arc for Tix. So, how does it compare to the rest of the game and how much does it add to the already awesome value-proposition of Sable’s Grimoire?
     
    Read the full article at evnchronicles.blogspot.com
  17. Like
    Plk_Lesiak reacted to alpacaman for a blog entry, A halfhearted defense of weak protagonists in VNs   
    In my previous blog entry I talked about protagonists in fictional media by comparing their ability to advance a plot vs. how much they actually do in their respective stories. With the model I came up with I identified four archetypes (in the meantime I remembered a possible example for “useful idiot” characters, which I edited into that post, in case you missed it). This time I'm going to focus on visual novels and why they seem to produce mainly “weak protagonists” by my metric (which doesn't say anything about how interesting they might be as it doesn't really account for blandness). There certainly is a cultural and psychological component to this, but I think I'm not enough of an expert on Japanese society to talk about the former and the “self-insert”-aspect is kind of obvious and also something I already talked about in the last post in the paragraph about Harry Potter. So instead I'll try to focus on the unique way many visual novels are structured from a narrative standpoint and how this in my opinion often makes choosing a weak protagonist kind of the logical choice from the writer's point of view.
    I think there are two main aspects to this. The first one is pretty obvious solely from looking at game mechanics. Most VNs have a choice system, and the character the reader makes these choices for should be able to believably carry them out in-game. A writer either needs a lot of very good ideas about how to bring the protagonist into situations where they could go either way without breaking character, or let them have a personality that's just bendable enough to always do what the plot requires them to.
    The second aspect is a bit more complex and has to do with most VNs being multi-route. This poses a great challenge to a writer as it's not that easy to tell several stories from the same setup without them ending up too similar. And even if the plot of each route is completely different, chances are the protagonist's character arcs are still going to end up more or less similar. A route feels incomplete if the main character's central personal struggle isn't resolved to some degree. The most common workaround for this is centering the routes themselves around a supporting character, usually a hero(ine), and giving the protagonist just a minor character arc, often in the veins of something like "love gives me the determination to achieve every goal". This basically means creating subplots where the overall protagonist isn't the literal main character anymore as entering someone else's route means also entering their story and character arc most of the time. These characters' development would be diminished though if the protagonist just went along and solved the respective heroine's problems for them, as for the development to be believable the character going through it has to do the substantive part of the emotional work (this is why white-knighting isn't just problematic from the viewpoint of gender roles but it's bad writing as well). 
    In other media the protagonist most of the time either isn't present during most of the subplot or at least not involved too much. In visual novels both of these options in general aren't viable as from the point of entering a route the subplot becomes the narrative focus and it would be pretty weird if the protagonist just disappeared or at least decided not to interfere in the third act and climax of a playthrough, especially since the choices leading up to a route usually involve the MC trying to get closer to the character it revolves around. The fact that routes are often based around romance and the necessity to include a justification for H-scenes involving the MC further complicate this issue.
    As you can see, a capable protagonist is incredibly hard to employ under these circumstances. They have to fall in love with a hero(ine), yet shouldn't get so involved with them too such a degree that they decide to essentially rob said love-interest of their character arc. In many cases there is no proper solution to this dilemma. And this is where the weak protagonist comes in handy as them not becoming proactive once they have a reason to act can be justified by them simply not being able to. This setup also already has an inherent starting point for the aforementioned minor character arc for the protagonist.
    I don't want to imply that weak protagonists are always the best choice (or ever), but they often are the most viable compromise imo when a VN main character has to be so passive that they don't outshine the supporting cast but at the same time be a justifiable lead character. The most important feature in a VN protagonist in general simply isn't being proactive, as their main purpose is a structural one, namely to connect the game mechanic aspect of making choices to access new parts of the story with the way these new segments are set up from a narrative standpoint. This sounds kind of convoluted, but I hope by now you get what I'm trying to say. Of course the points I made don't apply to every visual novel or even every genre of VN, but I think they cover a reasonable share of weak protagonists out there. And of course this doesn't excuse bland MCs, but many of the things I pointed out don't exactly make it easier to give them colourful personalities.
  18. Like
    Plk_Lesiak reacted to alpacaman for a blog entry, An attempt at classifying protagonists   
    Protagonists perceived as weak seem to be something a lot of people reading VNs complain about, and as this is an interesting topic imo, I've been spending some time trying to organise my thoughts on it and write them up in a way that's not completely incoherent. In the process I started reflecting on main characters and their role in fiction on a more fundamental level and came up with a very basic way to categorise main characters, by comparing their personalities to how much it advances the plot in their respective stories. I even made a very professional looking diagram to explain my thinking:

    As you can see, the y-axis is supposed to be a measure for the MC's personality, while the x-axis shows how much they actively influence the plot. As each quadrant marks a certain general category of protagonist, I also named those in a way I found fitting (in italic) and added a few examples from VNs I read.
    The measure for personality I chose is a mixture of a protagonist's general determination to face problems head on and to which degree they are actually able to solve the ones the plot poses. I know this is kind of a soft category but this whole thing isn't supposed to be a scientific essay and I couldn't come up with anything better so it will have to do. On the top end of this scale you would have someone like Superman, on the bottom end probably Bella Swan.
    The question about how proactive a protagonist is at least in this metric boils down to if they mainly react to plot points happening or if they themselves make plot points happen. This category also isn't perfect though. For example almost any character arc involving a protagonist in the "weak" category is about them turning stronger. In my opinion this doesn't make a character more proactive though as this is usually driven by plot necessity.
    In this metric you can define four broader types of protagonists. The weak protagonist is someone who usually stumbled into his situation and mainly goes with the flow. The strong protagonist makes his own destiny. The observer is someone who isn't getting too actively involved in the things going on around him, either by their own choice or some external reason. As for the fourth category, I don't know if there actually are protagonists that combine being incapable or weak willed with being proactive. I used Phoenix Wright as an example as you could at least argue that he's only getting by through luck while he always keeps fighting till the end, but that should also move him further up on the personality scale.
    You will probably also disagree with other choices I made about where to put certain characters. So as you can see, this is more of an orientation to think about characters and their roles in fictional media than an objective measure. It also doesn't tell us anything about how well a character is written. There are bland action heroes as well as super well developed wimps. I still thought this self-made graphic might be an interesting thing to share. It might also turn out to be a good place for me to reference whenever I might think about writing something about an MC. At least until someone comes along and completely destroys all of my personal theories I based this on.
     
    edit: I thought I'd add and explain a few examples for each category (except the useful idiot as I can't confidently name any) from other media so people who don't know any of the guys in the chart or find my explanations too abstract or incomprehensible can get a grasp on what I mean. But first to give an example of what I mean by proactive vs. passive, because just doing a lot of things is not the same as being proactive: Imagine a story where someone dear to the protagonist gets murdered. If this turns into them killing everyone responsible, the MC is extremely proactive. they could just wait for the judicial system to prosecute the bad guys and testify as a witness, but his thirst for revenge drives everything happening from then on. A passive protagonist in such a scenario might be someone who struggles with the loss and is overwhelmed by everyone else not caring and instead fighting over the inheritance. But now for the protagonist types:
    Weak protagonist: Harry Potter - Although everyone in universe talks about how special he is Harry Potter doesn't have that much of a personality, does he? The Sorting Hat talking about how he would be a good fit for any house is true (except for Slytherin as that's basically the Hat telling you you're a bigot) as he shows reasonable degrees of bravery, intelligence and blandness. He doesn't have the magical skills to beat the most powerful wizards either and more often than not gets bailed out by his mother's love or whatever. His personal struggles are always pretty similar to what any kid his age goes through and rarely impact the plot in any major way. In most books he either ends up as a part of the main either through witnessing certain events by chance or because the bad guy plots to get him killed. And most times he gets a "becoming a stronger person and beating the bad guy" arc without him actually groing as a person that much. Harry Potter is also a good example of why a weak protagonist isn't necessarily a bad thing. When the world around the main character or the plot are the actual star of the story, a too strong protagonist could take away from that. The role the protagonist fills is basically to  go through the world with the same sense of wonder the audience would while providing an "everyday person becoming a hero" arc. Which is probably the reason why people who don't like the Harry Potter franchise in general are usually the ones complaining about its protagonist. Frodo would be another example for this kind of protagonist. As mentioned above I'm going to write another blog post about why I think weak protagonists are very common in certain types of VN and why they often seem more annoying than in other fictional media.
    Strong protagonist: James Bond - While his stories always start out with him getting a mission he certainly approaches them in a very unique fashion. I don't know if I have to write a lot more about him. Most iconic action heroes fall into this category.
    Observer: This type of protagonist seems to be more common in Japanese than in western media. Stories with this kind of protagonist usually have them coming in contact with the plot through either coincidence or their line of work and often involve them providing some kind of service while the narrative focus is on the ones the MC comes into contact with and these side characters tend to have the biggest arc. To name an example in western media Mad Max (at least from the second movie on) is pretty good at surviving in the post-apocalypse but he doesn't have some higher goal beyond that. In Fury Road he might be the main character, but the plot is driven by Furiosa's goals and he just happens to help out as it aligns with him trying to flee from the same people. He still helps out a lot, but technically it's just not his story. Which is why he just leaves at the end. As for Japanese Media Gingko in Mushi-Shi might be the prime example. The anime has more than 40 episodes and three specials, still we learn next to nothing about him. Every time he walks into someone else's story, helps them realise their respective arcs without ever getting too personally involved, and leaves again. Violet Evergarden also fits the description for the major part of the anime. She is a killing machine and apparently quickly becomes very good at her new job as well, yet, while there are episodes focusing on her, in most of them she just helps someone else come to terms with their emotions through providing them the service of writing a letter. Violet Evergarden also shows that it's possible to develop protagonists in episodes not focusing on them.
     
    edit 2: So I managed to come up with an example for  a"useful idiot" (although I don't really like that name, I couldn't think of a better one): many characters in movies by the Coen brothers fit this category. While the protagonists themselves usually are straight man characters, the plots (especially in Fargo and Burn after Reading) often revolve around how bad decisions by incompetent characters lead to catastrophies.
  19. Like
    Plk_Lesiak reacted to lunaterra for a blog entry, NaNoRenO 2019 Overview   
    Originally posted on Pixels, Polygons, Prose.
    Another year, another NaNo. For the uninitiated, NaNoRenO (short for...nothing at all; it's a reference to NaNoWriMo) is a month-long visual novel game jam which has occurred each March since 2005. I chose not to participate myself this year, but like each year since I've gotten into visual novels, I've been looking forward to the entrants—some pretty amazing games have come out of NaNos of the past.
    I couldn't go through every single entry, but I've provided an overview of several of the completed games (no demos, sorry! I couldn't go through all 90 entries in just two weeks!). There might be some minor spoilers ahead.

    Title: Contract Demon
    Developer: NomnomNami
    Original release date: March 30, 2019
    Platforms: Windows, Mac, Linux
    Availability: itch.io (free/PWYW)
    Approximate time for completion: 25 minutes
    Contract Demon is a kinetic novel set in the same universe as the Treat series, Syrup and the Ultimate Sweet, and First Kiss at a Spooky Soiree, featuring demon Kamilla having to deal with the affections of (and her affections towards) the angel who keeps summoning her. Nami's stuff is always a treat to enjoy (pun not intended), and this is no exception. Contract Demon is equal parts cute, funny, and romantic, and well worth the time it takes to read it.

    Title: A HERO AND A GARDEN
    Developer: npckc
    Original release date: March 29, 2019
    Platforms: Windows, Mac, Linux
    Availability: itch.io (free/PWYW)
    Approximate time for completion: 2 hours (before an update which made the gameplay take less time, so it'll likely be less now)
    A HERO AND A GARDEN is a cute VN/clicker hybrid about a wannabe hero who destroyed a town of monsters while trying to rescue a princess who (unbeknownst to him) didn't want to be rescued. As penance, the "evil witch" who lives in the town has cursed him and forced him to harvest berries for the townspeople.
    The clicker mechanic is very simple, but the VN as a whole is a heartwarming experience, with the protagonist learning about the town and the monsters who live in it, and realizing that what he thought the world was like isn't really what the world is like at all.

    Title: After the END
    Developer: Stomach God
    Original release date: March 28, 2019
    Platforms: Windows, Mac
    Availability: itch.io (free)
    Approximate time for completion: 30 minutes
    After the END takes place a decade after the start of a zombie apocalypse which killed or turned nearly every person in the world; protagonist BB believes they are the only person left alive and spends their time exploring the wasteland. The current town they're in has 12 houses to explore, but there's only enough time to explore 8; you're all but guaranteed to die a few times before managing to get the good ending.
    I'm not a huge fan of zombie apocalypse stories, but After the END manages its setting fairly well despite some technical issues (the "skip read text" function also skips unread text) and a few text errors.

    Title: Cooked with Love
    Developer: STARDUST★SODA
    Original release date: March 31, 2019
    Platforms: Windows, Mac, Linux
    Availability: itch.io (free/PWYW)
    Approximate time for completion: 30 minutes
    College student Perry (nameable) finds themself in a dilemma after they finally ask their crush Lily out—their wallet goes missing the night they planned to take her out to a fancy restaurant! They come up with the idea of a home-cooked meal instead, but Perry has never cooked before, and there's not a whole lot for them to work with. Luckily, Perry's roommate Brooks is there to provide emotional support (not during the date. That would just be weird).
    A fun, short VN with a crafting minigame and a great sense of humor, Cooking with Love is extremely polished for a jam game, featuring animations and simple customization (name entry, short/long hair, pants/skirt, he/she/they pronouns). If it weren't for its short length, I wouldn't be surprised to see something like this as a commercial game.
    One of the highlights of the game is trying out different combinations of food to see what "dishes" you get; I didn't think you could turn all that into...those.
    Also, I think I have a crush on Lily too. Oops.

    Title: Seven Seasonings
    Developer: Sleepy Agents
    Original release date: March 30, 2019
    Platforms: Windows, Mac, Linux
    Availability: itch.io (free/PWYW)
    Approximate time for completion: 30 minutes
    A surreal VN with a unique aesthetic and an interesting soundtrack. The game makes use of an inventory system, randomized stats, map movement, and a simple trading mechanic; I'm not entirely sure how (or if) they affect the story. Seven Seasonings is one of those stories where I'm not quite certain what happened or what any of it meant, but it provides an interesting topic to think about.

    Title: One Last Salty Kiss
    Developer: fullmontis
    Original release date: March 31, 2019
    Platforms: Windows, Mac, Linux
    Availability: itch.io (free/PWYW)
    Approximate time for completion: 50 minutes
    A kinetic novel about a newly-single man who finds an unconscious woman on the beach one night; what results is an emotional vignette about life, death, and the roles our memories play in our well-being. I felt the whole thing moved too fast; I'm not a fan of stories where the couple goes from zero to True Love in the space of two days.

    Title: Charles 2.0
    Developer: Team Conwolf
    Original release date: March 31, 2019
    Platforms: Windows, Mac, Linux, Android
    Availability: itch.io (free/PWYW)
    Approximate time for completion: 40 minutes
    Charles 2.0 has what's probably the best logline of the jam:
    Short, sweet, and to the point. This isn't an amnesia story; you're playing as a clone of Charles Denton, President of the United States, and must gather enough information about "yourself" and the country to bluff your way through a press conference without arousing any suspicion. Nobody can know that you're a clone, not even Charles' husband Lorenzo or assistant/polyamorous boyfriend Jonas. The result is a story that kept me on the edge of my seat throughout and is one of my favorites of the jam.

    Title: Enc and the Flying Machine
    Developer: TangledVirus
    Original release date: March 30, 2019
    Platforms: Windows, Mac, Linux
    Availability: itch.io (free/PWYW)
    Approximate time for completion: 20 minutes
    Enc and the Flying Machine tells the story of a mushroom girl tasked to write about machines. While the setting is interesting, I found the story hard to follow at times, with the occasional confusing wording. Besides that, though, it's a lighthearted story about friendship and love, and hopefully some polish on the text can help bring that out more.

    Title: RE:BURN
    Developer: Jane Titor
    Original release date: April 1, 2019
    Platforms: Windows, Mac, Linux
    Availability: itch.io (free/PWYW)
    Approximate time for completion: 25 minutes
    Closer to interactive fiction than a traditional visual novel, RE:BURN finds you in the shoes of Charisse LaFlamme, newly-minted part-time editor for an academic journal. One of your jobs is to delete all the old emails that have been accumulated over the past few months. However, things soon start to get really weird. The game was written by one of the writers of DemiDato, one of the projects I'm working on—but trust me, they're two very different games. RE:BURN is something closer to horror; it does a good job at unsettling you just enough to make you wonder if you're really making the right decisions.

    Title: this was for you.
    Developer: Watercress
    Original release date: April 1, 2019
    Platforms: Windows, Mac
    Availability: itch.io (free/PWYW)
    Approximate time for completion: 50 minutes
    this was for you. is one of the more technically-advanced entries of the jam, featuring lots of animations, voice acting, and general polish. Our nameable protagonist is grieving the loss of their best friend, Ji-min, whom they only knew through a VR world. While it works for its duration, it ends abruptly, without a satisfying conclusion, leaving me in a weird limbo where I don't really know if I can recommend it or not.

    Title: Robot Daycare
    Developer: Kigyo
    Original release date: March 31, 2019
    Platforms: Windows, Mac, Linux
    Availability: itch.io (free)
    Approximate time for completion: 1 hour 40 minutes
    One of the longer non-gameplay entries in the jam, Robot Daycare follows a trio of college students as they create and raise a robot child for an assignment. How the story goes from there is based on a handful of choices—not exactly revolutionary for visual novels, but the two paths are very different, with the good path being a story about friendship and trust and the bad path being a straight-up horror story. (Some of the descriptions in the horror path are...eurgh. No wonder there's an option to disable gory text.) Both paths are good, but in different ways, obviously.

    Title: REDD War
    Developer: Good Tales
    Original release date: March 31, 2019
    Platforms: Windows, Mac, Linux, Android
    Availability: itch.io (free/PWYW)
    Approximate time for completion: 1 hour
    Hm, so this is a story about murder being legal for 12 hours...
    No, that doesn't remind me of anything at all.
    Parallels with famous movie series aside, I just couldn't get into this one. A high school student gets caught up in a REDD War, where Earth-occupying murderous aliens are legally allowed to murder any human they want for 12 hours (whereas humans are bound by normal laws and cannot kill REDD except in self-defense). Ultimately, the "killer aliens" trope doesn't do anything for me, and I spent most of the story being vaguely uncomfortable (in a bad way). Watching two of the bloodthirsty REDD call the timid REDD a pussy over and over is just annoying (and yes, I know that the other two REDD are supposed to be unlikable, but they're not the fun kind of unlikable that makes hating them enjoyable).
    I also thought it was strange that it includes a warning for violence after the cold open where some aliens murder a guy in cold blood.

    Title: Alice in Stardom
    Developer: Crystal Game Works
    Original release date: April 1, 2019
    Platforms: Windows, Mac, Linux, Android
    Availability: itch.io, Steam (free)
    Approximate time for completion: 1 hour 40 minutes
    The best part of Alice in Stardom is the writing during the performances themselves (aside from the pointless minigame); everything else is hit-or-miss. I had a hard time getting into the entire concept thanks to my distaste for idols, made stranger by the decision to set the story in what appears to be the USA in 2019, where the idol culture Alice in Stardom depicts really doesn't exist (source: I live in the USA in 2019).
    I'm a bit confused by the minigame. I failed it the first few times since the game doesn't explain what you're supposed to do (click on the lyrics in the order in which they appear). It doesn't really add anything except making going for your second/third route take a couple minutes longer.
    Additionally, the "romance" is limited to about three lines (total, across all three routes, although the end of Taylor's route can be interpreted as romantic subtext). There's nothing wrong with a story about friendship or friendship-that-could-lead-to-romance—but I think it makes the "lesbian" and "yuri" tags on itch more than a bit misleading.

    Title: Mnemonic Devices
    Developer: Minyan
    Original release date: April 2, 2019
    Platforms: Windows, Mac, Linux
    Availability: itch.io (free)
    Approximate time for completion: 1 hour 30 minutes
    I'm generally not a huge fan of the amnesia trope, but Mnemonic Devices has one of the more interesting takes on it that I've seen: the (customizable) protagonist (default name Quinn) eventually finds out that they are actually an extremely advanced android assassin, whose current mission is to kill corrupt hot-shot lawyer Caesar Rivera—who also happens to be Quinn's husband. (They had to get close to him to gather information on him, you see.) The person who breaks the news to you is Quinn's partner Alto, who does a really bad job of hiding how madly in love with them he is.
    The game itself, however, does a really good job at balancing both routes to make them equally satisfying, although I personally preferred Alto's route. There's a lot of moral ambiguity regarding whether or not to kill Caesar; the game doesn't really say that either is more or less right than the other, though they lead to different endings depending on which route you're on.
  20. Like
    Plk_Lesiak got a reaction from MirāNoHebi for a blog entry, Heart of the Woods (Yuri VN Review)   
    Studio Élan, a company founded by Josh Kaplan, one of the authors of the highly-appreciated yuri VN Highway Blossoms (check out my review of it here), gathered an unusually large and enthusiastic following since its formation in early 2018. Engaging high-profile artists for their projects, utilizing Kaplan’s renown within the VN community and brilliantly spreading its message through social media, the relatively small team managed to become of the most high-profile actors on the EVN scene before releasing even a single title (not counting demos and prologues, which, of course, also had a large role of building the studio’s profile). With follower counts and Patreon support that could make many veterans of the scene jealous, the company spent the last year working on two interesting and well-marketed projects, both of them gorgeously-looking yuri VNs, while seemingly only getting more and more attention.
                    Considering the hype building up at insane rates, it was that much more crucial for Studio Élan’s debut title, Heart of the Woods, to deliver a compelling and memorable experience. While few people could doubt its stunning aesthetic – the demo and plenty of promotional material made that part perfectly clear – it was still a question whether it could create characters and story able to at least rival those of Highway Blossoms, to which the new game would be inevitably compared. Thankfully, I can quite confidently say that the full release, which showed up on Steam mid-February 2019, was pretty much everything fans could hope for – and maybe even more than that.
    Read the full article at evnchronicles.blogspot.com
  21. Like
    Plk_Lesiak reacted to Clephas for a blog entry, March 2019: What I'm going to play   
    It appears that March is going to be my first death march of this year (as compared to me doing it every month for the five years previous).  The simple reason is that, for some insane reason, a bunch of companies released a bunch of interesting games all at once this month (it is technically still March).
    First, we have Alpha Nighthawk, a game by Liar Soft that just looked too interesting for me to ignore (which I normally would have).  My initial impression from the first scene is... that this is definitely a Liar Soft game.  The first scene has the spoken dialogue being completely different from the lines on the screen, so you have to pay attention to both simultaneously to pick up on all the nuances of what is going on, apparently, lol.
    Second, we have Purple Soft's newest game, Realive.  Now, as a game about a mystical virtual app, I had to sight and go 'now Purple Soft is jumping on that wagon', since it is, on the surface, a departure from what Purple Soft usually does, which is nakige fantasy plotge.
    Third is Love Commu by Marshmallow Soft, a subsidiary of Candy Soft (like Minato Soft is).  Now, ninety percent of those familiar with me will go 'What?!  you are going to play a charage?!'  However, it needs to be said that I've always played charage that looked interesting... and this is the first one in a while where the protagonist is a teacher and it isn't a nukige, lol.
    Fourth is Sakura Iro, Mau Koro ni.  This one is Pulltop's latest release... and to be honest, if it isn't a nakige or plotge, I'll drop it like a hot potato.  The only things Pulltop does right are nakige and plotge, and when they try to stray into regular moege/charage they always end up giving me a headache.
    Fifth is pieces / Wataridori no Somnium, another questionable title despite being released by Whirlpool, which has been on a streak of fetish games that seemed to have been made specifically with me in mind (World Election and Nekonin both being full of nonhuman heroines and World Election being just an overall great game).  I say it is questionable because Whirlpool's bad games are REALLY bad.  For some reason, Whirlpool sometimes strays from what works for them and tries to do something completely brainless (well, Nekonin was brainless, but catgirls and sex are always positives, lol), and I always end up wanting to go to sleep after the prologue.
  22. Like
    Plk_Lesiak got a reaction from Templarseeker for a blog entry, Serment – Contract with a Devil (Dungeon Crawler Review)   
    EVN releases often come apparently out of nowhere, with games either flying under the radar during their entire development process or simply being forgotten due to delays and inconsistent promotional efforts on the part of their authors. This lack of proper buildup can easily spell a commercial disaster for such titles, especially considering today’s overcrowded indie market and the Steam storefront so full of shovelware that browsing recent releases stopped having any functional meaning. Thankfully, at least some of these games can still break out of total obscurity thanks to their particular merits, or even having the help of someone with a particularly big megaphone (which, in the realities of the VN market, means one of the very few established publishers interested in Japanese-styled games).
                 One of the recent titles that apparently got away with its extremely-prolonged development and a long period of obscurity is Serment – Contract with a Devil. This lighthearted, yuri themed dungeon crawler by Nkt Studio was released on Steam by Sekai Project in early February 2019, nearly three years since the reveal of the first demo and after significant changes to the game, including a drastic visual makeover. Thanks to its beautiful promotional art, appealing premise and the developers quickly responding to players’ feedback, it managed to gather a decent amount of attention and positive response. But what exactly this “dungeon crawler/visual novel hybrid” has to offer?
    Read the full article at evnchronicles.blogspot.com
  23. Like
    Plk_Lesiak got a reaction from Mr Poltroon for a blog entry, Serment – Contract with a Devil (Dungeon Crawler Review)   
    EVN releases often come apparently out of nowhere, with games either flying under the radar during their entire development process or simply being forgotten due to delays and inconsistent promotional efforts on the part of their authors. This lack of proper buildup can easily spell a commercial disaster for such titles, especially considering today’s overcrowded indie market and the Steam storefront so full of shovelware that browsing recent releases stopped having any functional meaning. Thankfully, at least some of these games can still break out of total obscurity thanks to their particular merits, or even having the help of someone with a particularly big megaphone (which, in the realities of the VN market, means one of the very few established publishers interested in Japanese-styled games).
                 One of the recent titles that apparently got away with its extremely-prolonged development and a long period of obscurity is Serment – Contract with a Devil. This lighthearted, yuri themed dungeon crawler by Nkt Studio was released on Steam by Sekai Project in early February 2019, nearly three years since the reveal of the first demo and after significant changes to the game, including a drastic visual makeover. Thanks to its beautiful promotional art, appealing premise and the developers quickly responding to players’ feedback, it managed to gather a decent amount of attention and positive response. But what exactly this “dungeon crawler/visual novel hybrid” has to offer?
    Read the full article at evnchronicles.blogspot.com
  24. Like
    Plk_Lesiak reacted to lunaterra for a blog entry, Exploring Reflections ~Dreams and Reality~   
    Disclaimer: I received this game for free from the publisher for a Steam curator page I run. For privacy reasons, I can’t say what that page is.
    I’ve been cautiously optimistic about this game since the demo was released. On the one hand, the premise seems interesting, the demo was enjoyable enough, and it has some nice art.
    On the other hand, I’ve disliked just about everything else I’ve played by Reine Works so far. Blossoms Bloom Brightest bored me. I hated all but one of the characters in The Seven Districts of Sin‘s demo. I generally don’t like stories that have homophobia in fantasy settings, even if the story is itself anti-homophobia, so that made the demo for The Wilting Amaranth leave a bad taste in my mouth. The demo for Our Lovely Escape was okay, but didn’t really inspire excitement in me for the full game.
    But I’m not sure I’d call any of the stuff I played bad. There’s clearly been effort put into them. Maybe they’re just not to my taste. So, despite my previous experiences, I was willing to give Reflections ~Dreams and Reality~ a chance.
    There’s some very good art; the backgrounds in particular (by DarkChibiShadow, who’s also a visual novel dev in their own right; I highly recommend Tomai) are stunning.
    Case in point: Reina’s bedroom.
    In a rarity, there are two different sets of sprites in the game, and it’s possible to switch between them at any time; Set A (the default) matches the main CGs, while Set B matches the chibi CGs. I personally find Set B to be much more expressive and fit better with the backgrounds, despite the CG incongruity. (Also, everyone’s taller in Set B for some reason.)
    The game makes use of partial voice acting in the form of “grunts,” short phrases, and the like. I can’t say I’m a huge fan; I’d prefer either full voice acting or none at all. But I don’t dislike it enough to turn off the VA completely, which is good, because there’s no way to turn off the VA without also turning off the other sound effects (which are disproportionately loud compared to the voices; watch out if you’re wearing headphones).
    Main characters (in order of introduction):
    Reina: The protagonist. She is known as the “Magic Mirror” because of her magical power to show people their true selves. However, said power takes an extreme physical and mental toll on her, and after having her power continually exploited in her childhood, she ran away to escape it. Solmaris: The protagonist’s best (and only) friend, a werecat whom Reina nursed to health after she found him injured as a child. Leo: An unfailingly-polite giant-slayer (as opposed to a giant slayer; he’s pretty much average for a human). Wynn: The son of the chief of a werewolf tribe. He’s the only LI to have three endings (good, bad, special) instead of two (good and bad). Ronah: The flirty, haughty queen of the frozen kingdom of Eisheim. Cara: A princess of an undersea kingdom. She’s an optimist who wants to abolish the concept of royalty in favor of democracy. She’s a little bit naïve (okay, a lot naïve). Thiria: A half-human dragonkin who’s self-conscious of how small her dragon form is and wants nothing more than to be able to live in human society. Sho: A mage with the power of exchange; he can grant people’s wishes for a price. He’s kind of a massive jerk. Blanc: The only son and heir of the Descartes family who owned Reina when she was a child, he is determined to protect her from his family. He doesn’t appear until the second common route. Peony: An extremely eccentric woman who’s convinced that Reina is a fortune teller. She also doesn’t appear until the second common route. Whew, that’s a lot of characters. A problem games with lots of love interests can have is that they sacrifice content for variety; rather than taking a few LIs and fleshing them out a lot, they take a lot of LIs and only flesh them out a little, making the whole experience less satisfying. Does Reflections suffer from this problem too?
    Read the full post on Pixels, Polygons, Prose! [Major Spoiler Alert]
  25. Like
    Plk_Lesiak got a reaction from Templarseeker for a blog entry, Heart of the Woods (Yuri VN Review)   
    Studio Élan, a company founded by Josh Kaplan, one of the authors of the highly-appreciated yuri VN Highway Blossoms (check out my review of it here), gathered an unusually large and enthusiastic following since its formation in early 2018. Engaging high-profile artists for their projects, utilizing Kaplan’s renown within the VN community and brilliantly spreading its message through social media, the relatively small team managed to become of the most high-profile actors on the EVN scene before releasing even a single title (not counting demos and prologues, which, of course, also had a large role of building the studio’s profile). With follower counts and Patreon support that could make many veterans of the scene jealous, the company spent the last year working on two interesting and well-marketed projects, both of them gorgeously-looking yuri VNs, while seemingly only getting more and more attention.
                    Considering the hype building up at insane rates, it was that much more crucial for Studio Élan’s debut title, Heart of the Woods, to deliver a compelling and memorable experience. While few people could doubt its stunning aesthetic – the demo and plenty of promotional material made that part perfectly clear – it was still a question whether it could create characters and story able to at least rival those of Highway Blossoms, to which the new game would be inevitably compared. Thankfully, I can quite confidently say that the full release, which showed up on Steam mid-February 2019, was pretty much everything fans could hope for – and maybe even more than that.
    Read the full article at evnchronicles.blogspot.com
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