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Clephas

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Blog Entries posted by Clephas

  1. Clephas
    Just a bit of warning for those who are using really old versions of Translation Aggregator... to be blunt, they don't work with the current version of Windows 7 or 8. To be more specific, the way the old versions use the dictionaries causes a bug where the application no longer pastes the clipboard contents. I hadn't updated mine since the 2012 update, so I was really surprised when, after I updated my Windows (on both my work and personal computers) that TA stopped working. I figured out what was wrong and went ahead and got the newest version, which was made earlier this month, but it was still a bit of a shock when the reliable tool I'd been wielding for speed-reading VNs suddenly stopped working, lol.
  2. Clephas
    I’m going to be frank with you about this VN.  Maggot Baits is in no way, shape, or form a story with good guys.  Everyone in this VN is a monster or scum.  This VN has way too much guro, even for a VN focused on the grotesque, and it is actually made worse by the high-quality writing, lol.
    That said… story-wise, if you skip through 90% of the H-scenes, this VN is actually pretty good.  Unfortunately, if you don’t skip those h-scenes, it is very hard not to see this as one big snuff-film turned VN.  Horror… it is that.  It is definitely horror.  Unfortunately, it is pretty obvious that the writers were just being self-indulgent with the sheer number of such h-scenes (was it really necessary to have multiple mind-break scenes for every single Witch introduced, even the ones who weren’t really significant to the main story?)
    The writing in this VN, ironically, is first-class.  The problem is, there is so much torture – sexual and otherwise – that it was pretty hard to maintain my interest through large parts of the early VN, where they kept digressing to look at h-scenes of witches that the protagonist never encounters.  To be blunt, this is a failure of scenario design, despite the VN as a whole being very well-written. 
    Visually… the VN is about as high-quality as it gets.  Unfortunately, that high-quality just means that those with weak stomachs will spend a lot of time vomiting. 
    The audio in this VN (I’m ignoring the voices, since way too many of them are h-related) is fairly high-quality, with a focus on death metal tunes and dark techno. 
    What’s most ironic about this VN is Ending 2, which is the closest thing you can get to a ‘good’ ending.  Ending 1 isn’t a bad ending… but it is very much an Akiha from Tsukihime-style ‘normal’ ending.  Well, in the sense that there really isn’t any sweetness and a lot of loss.  There is a bad ending early on, but it is more like an ‘oops, you screwed up, time to die’ ending, and it feels kind of tacked on, considering you can only access Ending 2 after completing 1.  On the bright side, Ending 2 is actually pretty touching, leaving a definite impression and a sense of salvation Ending 1 didn't have.
    The protagonist... think of someone who has gone completely over the edge due to his desire for revenge and reduced himself to being a killing machine, willing to use anyone and anything for the sake of his goals, and you will have a decent picture of the guy.  In Ending 2, he shows off a softer side, but throughout the path leading to Ending 1, he is a cold-blooded bastard.
    Overall… what can I say about this VN?  It is a party for those who like extreme guro, but for anyone else, this is going to be a high-stress VN that they probably won’t even get halfway through before dropping.  This VN is tailor-made for a niche within a niche in the VN community that generally doesn’t see much high-quality work (that isn’t a remake of old stuff) anymore.  That said, it didn’t appeal to me, except once I basically excised the h-scenes and thought about it that way.  This VN is a major failure though, from a scenario design perspective, simply because too much effort was put into inserting extra gratuitous sexual violence scenes that just made the entire thing seem monotonous after a while.
  3. Clephas
    Hmm... I pretty much hit what I didn't like about the story and gameplay in the other posts, so I'll try to outline what is likeable about the game as a whole.

    1) The game uses a skit system similar to the Tales games, letting you have short silly conversations at certain points on the map.
    2) The variety of skills available - once you've filled them out a bit - is actually really good. By the end of the game, I had a way to deal effectively with just about any situation, without brute force tactics... though healing skills were still lacking in general.
    3) While HP growth slows after level 50, the growth of other stats - particularly Asta's - actually increases somewhat.
    4) There is an overworld map to explore, in traditional jrpg style.
    5) Most of the game has you laughing

    For those of you looking to play a gameplay-VN who don't really want a terribly deep story, this is actuall a good choice... but for those looking for an IMZ-style epic, this isn't a good choice. I'd say the story is actually slightly better than most of Alice Soft's other games, as is the humor.

    VN of the Month Announcement
    Winner: Chrono Clock

    The details of my reasoning are on the forum thread, though I think most of you would be able to guess from the posts.
  4. Clephas
    First, as a fantasy anime/VN fan, one thing you'll inevitably run into are these two words... 'yuusha' (勇者) and 'eiyuu' (英雄).  The problem with these two words is that they inevitably end up translated as the same thing... 'hero'.  However, the nuance of each word is dramatically different, at least for those of us who actually care about nuance.
    Now, 'yuusha' is a word you hear mostly in certain types of fantasy VN or anime... these include 'sent to another world' and 'classic swords and sorcery fantasy', but can include things similar to Power Rangers and games like Venus Blood.  The usage of yuusha generally refers to a 'chosen' individual who is stuck with the duty/obligation to confront a force that is beyond the capacity of normal people.  Demon Lords, kaijin, insane gods... you name it, it probably has a swirly target sign that only a yuusha-type hero can see on it.  There are 'evil' yuusha (mostly in dark VNs), but for the  most part, they are pictured as being on the side of 'good' pictured as a near-absolute concept.
    'Eiyuu' is a bit different.  The concept of 'yuusha' can't really be applied to a real person, because the real world is almost never unambiguous enough to allow for the term to be usable, but the concept of an 'eiyuu' can be applied to real people.  War heroes, great military leaders, rulers that lead their people to victory against an impossible foe, men who turn the tide of a war, etc. fall under this term's aegis.  As an example, Valzeride from Silverio Vendetta falls under the aegis of this word, as does the insane loli in Youjo Senki.  It is much easier for an eiyuu to be evil, because all an eiyuu needs to be is glorious to a group of people.  They don't need to be moral or upright...  or even seem so. 
    Really, this is just a commentary on how confusing Japanese words that translate the same can be...  and it might give you all a hint as to why some of us say that 'Japanese translation is an oxymoron.'
  5. Clephas
    Common

    First, I should say this VN isn't like Purple Soft's last few works. The common route is straight comedy and heart-warming antics combined with some minor drama and with a bit of personal growth for the protagonist on the side. It is good comedy and the personal growth is actually quite nice, since the protagonist as he started out would have driven me insane inside two hours. It is also relatively short, as are the heroine routes so far. I managed to finish the common route and one heroine route in around seven and a half hours...


    Makoto

    Makoto is a very straightforward girl, the daughter of a local yakuza group who has been ordered to live as a normal girl by her family. The funny thing is, she isn't one of those template heroines who dislikes her criminal family, but rather respects and loves them. This results in a rather hilarious personality that comes out a great deal in her route. This VN's route structure is really unusual, in that there is literally no H in the routes themselves, though there are a few nude scenes. As a result, this route passes by with relatively little ichaicha and most of its focus on the drama, which is one of the reasons why it is so short... there is no time wasted whatsoever.



    Michiru

    Aaah... Michiru is probably the most blatant example of the 'adoring little sister' I've seen recently... and combined with her being a total yamato nadeshiko and blind, this makes her the standout amongst the four heroines available at the beginning of the VN. One of her most hilarious aspects is how she sounds like a 'niisama-cultist' when talking to others, and how aggressive she is in her pursuit of her older brother... so naturally you'd expect a 'oh, I'm not sure if I can cross the line!' kind of route, right? Fortunately, my expectations were betrayed quite nicely on this, and the route itself is highly emotional, following a track I can guarantee you won't guess without spoilers. That said, it is mostly heart-warming and tear-jerking stuff, and that is one of its biggest draws.

    Because of the policy they are using for this VN - no H in the actual routes - it is really easy to focus on the plot flow, and there is none of that sense of 'you interrupted the story for a pink-colored scene?!' that comes so frequently with many VNs of the type. To be honest, I'm really surprised that no one has done this before, as having the choice as to whether to pursue the H in the extras section rather than go through it in the main game makes it a lot easier to enjoy the character interactions and story in general.

    Edit: Adding Misaki


    Misaki
    Ummm... I'll be frank, I was disappointed with Misaki's route... but that's because I went for the two most unique heroines - and least annoying - amongst the four starter heroines first. It isn't that it is a bad route. Indeed, if you go by the standards of your average VN (cutting the low and high ends off the curve) I'd say that it was in the upper ranks as individual heroine routes go... but after Michiru it just lacked impact. Misaki is one of those heroines who is a lot better as comic relief than as a heroine... or at least, that is how it felt to me. A big issue is that they reused Alice's face and voice (from Hapymaher) for her, and I was always a bit frustrated that Alice was the true/main for that one (I liked her the least, though I still liked her). Cutting out those emotions, her struggles are actually interesting, if a bit overly familiar for those who have seen (this really is a spoiler, though indirectly)

    That said, the theme for this particular one has been touched on so often in VNs lately that it seems overly dull...

    That said, if you weren't me, you'd probably be able to enjoy this route just fine - actually, you'd probably enjoy it a great deal - as long as you made sure to play it first or second (I'm not really interested in the annoying foreign girl heroine, since her speech patterns make me want to punch her).
  6. Clephas
    Ok, for those who read my first post on this game, you probably have a good picture of how I see the gameplay in this game. There are hints of really excellent possibilities in the actual battle system... if you can ignore the fact that you have to equip skills (as medals) - even the personal ones - and the fact that many of the characters you get access too later are at one of two extremes... either way too weak or way too strong for the time in which you get them. As an example, the angel is way too strong when you get her, and Tsumugi is really weak when you get her... it generally goes that way throughout the entire game, as you get various characters. Making it worse is the fact that all the advantages of the game system go to the characters you got earliest, meaning that evolving your party past a core of characters you got relatively early on is fairly difficult... Another issue is that the orbs you get as you go along are way too slanted in how they appear (each map completion gets you a certain orb or two), and this means that characters whose own ability grids are slanted in a different direction - mages in particular - are pretty much screwed as far as growth goes. A final issue with the battle system is actual skill use... all magic skills have to be activated without movement and archer attacks are the same. Of course, considering the way some of the environments are put together, the ability to use high level magic or archery after moving would be a bit of overkill, but for large time-limited maps, this pretty much eliminates the usefulness of mages and archers entirely. This unbalance is a huge problem in making mages useful at all...

    As for the story... it takes a really, really long time to get going, you have to choose one of two heroines relatively early on (neither of which is all that attractive, in comparison to some of the non-human girls)... but things do start to pick up a bit about the seventh and eighth chapters. Unfortunately, considering that means there was nothing but hints of what might happen and repetitive fights with predictable 'oh Eld is such a mysteriously great guy despite being weak' events. To be honest, that gets old really quickly...

    Edit: Understand, I'm not hating this game. However, considering how good they did on the side-events (many are amusing, some are exciting), you would think they would have done a better job with the main story so far... There just isn't that much impact to it, and the atmosphere just isn't one conducive to emotional involvement as well as intellectual, which is a big downer with a high fantasy setting.
  7. Clephas
    I'm an obsessive VN player, and I doubt there are many here who could match my experience. However, there is one issue I've more or less deliberately closed my eyes to when it comes to VNs... and that is the sheer amount of anti-feminist propaganda inserted into untranslated Japanese VNs in general. There are a number of major, really obvious examples of this, and I'll go ahead and describe them for you.

    1. The 'female teacher who never gets married because she acts too much like a guy' archetype. This isn't even a heroine archetype. It is just a side-character archetype... but literally the most common non-heroine, non-protagonist one in existence other than the 'idiot friend' one. How is this anti-feminist? First, it assumes women with certain qualities - hard-working, focused on their jobs - aren't attractive. Second - and more insidious - it assumes that all such women should want to get married, so it is something of a double-whammy.

    2. The 'strong-willed heroine who becomes completely submissive the second she and the protagonist become lovers' archetype. This is perhaps the most insidious of the heroine archetypes when it comes to this issue. This is more or less a manifestation of the hidden widely-held Japanese male belief that even the strongest woman secretly wants to be dominated by a man. Yes, there are plenty of otherwise strong-willed women that use mild SM as stress relief, but the same can be said for men...

    3. Otome games. Yes, I know some would protest this, but it is really obvious, when you play them. First, almost all otome game protagonists are easily-dominated wilting lilies or women who become so the second they meet a strong, handsome man. Second, even those that aren't spend a ridiculous amount of time being 'rescued' by men (Damsel-in-Distress Syndrome). Third... exactly how many otome games do you see that appeal to women who prefer to be dominant, in general?

    There are any number of such themes, archetypes, and concepts that demonstrate this little reality, but it is something you should probably keep in mind when you think you are going a bit over the edge playing moege, thinking real women might be like those on the screen. Remember that while some women really do fill the archetypes, they are exceptions, not the rule. At the same time, assuming that they should fulfill those roles/archetypes is one habit we probably shouldn't import from Japanese otakus, despite our taste in games, lol.
  8. Clephas
    First, I should state that I'm avoiding the after stories for now, simply because I'll want to see them for the first time immediately after replaying the original game, rather than over a year after I originally played it, when my memory for details has faded as much as it has right now.  As such, this post will focus on the Ayaka and Mina paths that were added on for this fandisc release.
    Common Route
    The common route covers a summary of the events that happened in the first game and serves as a basis for just how much Ouro has 'remembered' about his own past with certain female personages and what he knows about certain figures vital to the story.  It also covers the basic (very basic) resolution of Ouro's personal issues (in a really off-hand manner) in such a way that it means the writers are just 'letting you know' they won't be important to the two new paths.  This ends once the summary passes the winter holidays and school is about to go back in session.
    Ayaka
    Shirogasaki Ayaka was the heroine who should have been instead of Akane.  I say this because it is the same thing every Saga Planets fanboy said immediately after finishing the game... Akane had no business having a path in the game when Ayaka didn't.  The tightly-knit nature of the group of heroines other than Akane and Ouro made the gap between Akane and the others as a heroine far too wide for a mere genkikko to really be considered a serious heroine in comparison.  Ayaka, however, makes a strong impression from the beginning and involves herself (albeit in a negative way) with them from the beginning.
    This path is hilarious.  Anyone who played Rena's path will probably have some idea of just how hilarious a character Ayaka can be when she isn't putting her mind to it, but in her own path, I found myself giggling constantly.  The way she and Ouro get together is so absurd, and the buildup to it is so... funny.  Even after they became lovers, I couldn't take the serious stuff seriously because they made me break out laughing ever few minutes.  I definitely rate this highly as an add-on path, and it is as long as the paths in the original game, so you can't say Ayaka was gypped.
    Ayaka also has a 'what-if' append story that appears in the extra section after you finish her path.  This what-if is just as hilarious in its own way, and it focuses on what she 'knows' pretty early on.  This what-if dramatically alters her attitude toward Ouro in a way that is as hilarious as she was in her path, if in a drastically different fashion... 
    This is a path without any emotional catharsis, but in exchange you'll probably spend a great deal of time laughing.
    Caminal
    As anyone could guess by the way she and Ouro interacted in the original game, Mina's path's theme is, in opposition to the ero-comedy of Ayaka's path, a straight out cute romance.  As such, there isn't a whole lot I can go over here without spoiling details, sadly.  I will say that the relationship formation is typical for this type of heroine, in particular because, unlike Sylvie, she is a lot less honest/familiar with her own emotions.  For Mina, who has a strong sense of herself as a princess first and an individual second, dealing with emotions like those born out of   young love is a bit awkward. 
    Unlike Ayaka's path, you probably won't find yourself laughing every few seconds, though Sylvie and the crew are as generally amusing as they were in the original game. 
    The append story for Mina is a straight-out after story, focusing on the aftermath of the two settling in as publicly (at the school) acknowledged lovers and dealing with Mina's homeland (which isn't as dramatic as you might think).  As usual, the focus is more on the cute romance, so you won't see any real drama here (there isn't really a ton of drama in the main path either). 
    Conclusion
    While the new paths aren't as straight-out powerful as the ones in the main game, I found myself more or less satisfied at Mina and Ayaka finally taking their rightful places as heroines.  The laughs I got out of Ayaka's path made it worth shelling out the money to get hold of this, and I'm sure I'll enjoy the append stories for the other characters once I get around to replaying the original, lol.
     
    Edit:  Ok, so I couldn't resist.  I broke down and played Ria's new path after all... I tried to stop myself, but my curiosity got the better of me... and I don't regret it.
    If Mina is cute romance and Ayaka is ero-comedy, Ria's new path is a pure catharsis.  For those who didn't like the ending of Ria's path (there will always be those who complain when the ending is bittersweet like that), this path is probably what you were looking for.  I enjoyed it and came out of it feeling good, which is nice... but I do think that this path is pandering a bit too much to fan pressure.  Well, since it is a fandisc, I suppose that was inevitable, in any case, lol.
  9. Clephas
    A Universal Issue

    Tentacle sex and rape are the two big downers to this series. For a series with such good writing, it is amazing how quickly it becomes repetitive once h-scenes get into the picture. On the bright side, corrupting the heroines in Empire, Frontier, and Hypno almost always has immensely hilarious results after the mindbreak. It is kind of irritating that you pretty much have to mindbreak them to get the really good strategic skills, though.

    Abyss

    To be honest, this is the game in the series I liked the least. First, it is the first one that introduces the tentacle impregnation=new troops system that was the recruitment system for this and Gaia. Second, it has the weakest set of heroines and protagonist in the entire series. Third - and last - it uses a dungeon-defense gameplay model, which I despise. To be honest, the Law route of this game is incredibly boring, story-wise, with a huge amount of cliched jrpg knock-off plot twists. While this isn't unexpected, the main heroine's personality is the worst part of it... her idealism wears on you after a while, and both the protagonist and the antagonist are both weak enough not to be able to make up for it. The Chaos route suffers from 'we just stuck an evil route on it for mad science self-indulgence' syndrome, and the ending is, if anything, even more pathetic than the Law ending (think a bad ending in a chuunige with the positions reversed). While the story is actually mildly enjoyable while it is going on, the aftermath is singularly disappointing and dissatisfying.

    Frontier

    I'll just come out and say it... this would have been the perfect story if the main antagonist wasn't such a straight-out 'Me Dark Lord, Destroy world because me bored!' Kefka knock-off. Oh, the details are mildly interesting, but the last chapter is almost unforgivable. If it wasn't for the overwhelmingly good cast on the protagonist's side of things, as well as the game's excellent story as a whole (if you cut out the ending sections) this would probably be an eminently forgettable game. The protagonist's motivations, his background, and his abilities as a general and a warrior make him a really attractive main character, and the fact that he isn't just a mass of endless ambition and sadism (unlike many VNs along the same lines) is a huge attraction for this game. The actual gameplay is somewhat improved from Empire (the previous strategy-conquest game in the series) but the game balance is kind of broken at points (think sharp spikes in difficulty, especially at the beginning and end).

    Gaia

    ... you almost have to be impressed about how completely they integrated the monster-birth recruitment system into this game. It isn't nearly as annoying as it was in Abyss, where it made the actual process of recruitment a matter of extreme annoyance (especially if you wanted to constantly alter the makeup of your forces). However, you do spend an inordinate amount of time staring at the little calendar part of the UI and checking to see how it will effect the power of the units you intend to birth. Again, like all the previous games in this series, it suffers from a lack of a good antagonist. There is nothing really sympathetic about the final antagonist (too faceless). The actual base story is much, much more interesting than Abyss... and the main heroine of the Law route is undeniably adorable, as well. lol (out of character for this company is that there are no h-scenes for this heroine, hahaha)

    They also added a dungeon-raid event battle system where you send your troops through an enemy's dungeon, in addition to the dungeon-defense and construction that makes up ninety percent of the game. This is a definite improvement, and the actual dungeon-construction and defense is a lot more refined (though I still thought it was inferior to Demonion's).

    Hypno

    This is undeniably the best game in the entire series, from all angles but one - heroine development. Individual heroine development - usually done through a combination of sex events and conversational events - is a lot less deep than it was in the previous games (yes, it is somewhat weird to say that there is character development when it comes to mindbreak and tentacle-H, but it happens to be true). It also departs from the previous games' style in that you pick your path early on and have to stick to it (basically, you either decide to break Sylvia or become her friend by either continuing with the sex-training or picking her regular conversational events after the required initial scene).

    This is perhaps the only game in the series where I actually found the chaos route worth playing, though the ending was perhaps less interesting than the actual antagonist and the process of going through the route. The Law route feels very much like a route to redemption from the hell his life has been for Leon and the world in general.

    However, as anyone who plays this game from the beginning will notice, the true flower of this game's story is the relationship between Leon and Anora. The mutual interdependence, absolute trust, and unstinting love they give one another from the very beginning is touching, even though Anora is pretty much a neutral evil character and Leon a true neutral one, lol.

    The Law route antagonist, as per the course in all the other games by this company, is a bit of a yawner, though the actual fight against him is pretty good.

    In terms of the gameplay... it is undeniably improved far and above all the previous games in the series. Being able to invest resources in increasing your income of the four resources (food, ether, magical energy, and coin) as well as war (experience gained every turn automatically by all recruits) and medical (automatic healing on every turn) allows you to do something other than conquer to build up your base of power. The conquest itself is done in stage format rather than in continental conquest format, which has its downsides in terms of gameplay flexibility but has the advantage of not kidding you about how much freedom you have (both Empire and Frontier basically did the same thing but gave you the illusion you were freely conquering the world). The actual recruitment system, which has been evolving since Empire, reaches its peak in this one, where character customization is the most advanced so far, without the unnecessary complications of heroine impregnation in Gaia.

    Overall

    Overall, as a series... it makes you hate tentacles after a while, if you didn't already. It also makes some great protagonists (Empire, Frontier, and Hypno in particular). It also has very flat antagonists and gameplay that tends to be somewhat disappointing. Nonetheless, if you can slog through the H scenes (or just ignore them) Hypno - at the very least - is worth trying. Unfortunately, this series will destroy anyone who hates rape or tentacle sex, so I can't recommend it for the uninitiated... or for those who prefer soft H. To be honest, I started turning off my emotions after the first tentacles appeared and if it weren't for the fact that the moment the heroines' broke in Hypno was so deliciously evil, I probably wouldn't have bothered to read any of them. I'll never replay any of the games in this series, but I'll probably at least try the new ones in the series, if only out of curiosity to see whether they've improved the storytelling to fit my standards completely.
  10. Clephas
    First, I should say that the last part of this game was actually worthy of Eushully in terms of dramatic flair. For those who probably think I was bashing this game out of hand, let me also say that there were lots of hints of what is best about Eushully. There are great characters/companions, some truly excellent character interactions, and even a few really stand-out scenes scattered throughout the first three fourths of the game... but the problem is that they are spaced out with a ridiculous amount of map-grinding for very small gain and a definite feeling that you are screwed by hitting maps too early (since you want to grab as many companions as you can before you hit the extra/optional ones, in most cases).

    I can't help but praise the way they do their best to immerse you in the previously only hinted at animalistic demi-human races and hints of their culture, and there are also plenty of references to the ongoing themes of this particular world (such as the unending conflict between the Living Gods of Light and Darkness and the results of it amongst the mortals and not-so-mortal denizens of the world). At the same time, there is so much more that could have been done with this. Rather than wasting all those maps as story-free, they should have made an effort to add side-events specifically for those maps, filling in the gaps of why we should care about this region and what happens to it, rather than assuming that we do. This speaks to a laziness that is characteristic of many of their games outside the main IM series, in that they have a tendency to only really go into depth in games like Zero, Genrin, and Verita. I absolutely loathe place-holders for when a company just wants to milk the setting rather than really going through the effort to birth a new saga in the same world. The sheer lack of ambition that is represented by this game is a bit ridiculous, considering the amount of development cash that had to have gone into that battle system. Another three months with this, adding in more story events and expanding the cultural and religious elements, would have gone a long way to making this game feel like a worthy companion to the IM series.

    Needless to say, I found this game to be a disappointment, especially considering this was put out in place of the IM2 remake I was hoping for this year. So much wasted potential in a single game... it reminds me of what I felt about Kamidori after playing Zero.

    I probably won't go through a second playthrough of this anytime soon. That is primarily because of overplay-related exhaustion, though there is also a definite feeling that I'd be wasting my time if I bothered to continue, at this point.
  11. Clephas
    Before I go into this VN, I should probably bring up a few facts I’ve noticed about Yuzusoft VNs in general.   First, while most Yuzusoft VNs have a central story that is vital to the heroine paths as well as the common route, the degree to which that central plot effects the heroine paths varies pretty wildly.  In some cases – such as with Nicola in Dracu-riot – the effects of the main plot are almost nonexistent, and in others – such as Miu’s from the same VN – the effects are dramatic and integral to the progression of the heroine’s own story.  Another aspect is consistency… or rather, the degree to which heroine paths are consistent with one another.  Generally speaking, Yuzusoft games don’t strive for absolute consistency.  One reason is because most charage writers (and Yuzusoft writers are mostly charage writers) are not nearly as good at managing the numerous ‘threads’ of their stories as a chuunige writer has to be.  To be blunt, Yuzusoft games tend to eliminate the need for consistency as much as possible, limiting ‘contact points’ between the heroine routes wherever they can.  Unfortunately, there are always minor details that slip through the net, so you can’t really expect perfect consistency in any charage. 
    Another aspect of Yuzusoft VNs is that they still utilize the concept of ‘heroine salvation’.  The idea that a heroine needs to be ‘saved’ by the protagonist on some level used to be integral to virtually all VNs that tried to charge the emotions of the reader, but it fell out of use over time as the emphasis shifted from story to characterization in most cases.  Yuzusoft is somewhat ‘old-fashioned’ this way, as they focus strongly both on the actual ‘stories’ of the heroine paths as well as the characterization aspects.  As a result, for those of us who get emotionally invested in the characters, the inability to ‘save’ the heroines you didn’t choose is always a bit… troubling, lol. 
    I know that sounds weird coming from a self-proclaimed pragmatist like me, but that is one of the few areas in which VNs are still mostly games, rather than just reading material.  The act of ‘choosing’ a heroine inevitably invests you just a little bit emotionally in the heroines, barring a kusoge experience, lol.
    Yet another thing to keep in mind about Yuzusoft games is that the company, even after all these years, is still experimenting with the ratio of ichaicha (lovey-dovey flirtation in the girlfriend/boyfriend part, such as dating, visiting one another’s houses, h-scenes, etc) to the actual story and character development.  Most of their games tend to have long (in terms of text) dating/lovey-dovey/sex periods, which can be unbelievably annoying in a VN with a good story, lol. 
    Last of all, Yuzusoft games tend to have longer heroine routes on average than most moe-VNs.  I’d say by about one and a half to two times, depending on the other developer.
    Now, having gotten that over with, enjoy my comments on this VN, as I plan to go into more detail than usual.
    PS: I don’t intend to bother with the two sub-heroines, Ruka and Koharu.
    Common Route
     
    The beginning of the VN is somewhat fantastical, and with a little effort, they could have easily turned this into a light chuunige (I’m actually wondering why they didn’t, considering how suited many members of the cast are for that type of VN).  One of the most fortunate aspects of this game is the fact that very little time is spent dwelling on school life… in fact, it is probably the least relevant portion of the game, outside of the character setting of ‘gakusei’.  In my experience, the more reliant a VN is on school life for character development and story progression, the less likely it is to be interesting from beginning to end.
    The basic story is that the protagonist, having drawn the sword from the stone (lol) by breaking it off at the hilt (viva, self-repairing holy weapons!  Haha), ends up engaged to and living with the himemiko, one Tomotake Yoshino.  He’s also together with a bodiless loli who presents herself as the guardian of the sword calling him her master, and a ninja who does all the cooking and cleaning around the shrine. Apparently, in order to cleanse the taint left by an ancient curse on Yoshino’s family and prevent disaster, he has to help them fight dog-monsters in the mountains around the town, so that their taint doesn’t build up enough to cause natural disasters and other tragedies.  The common route is consumed by the quest to free the Tomotake bloodline from the ancient curse and the characters’ travails in the process.
    For better or worse, the central story of the VN is nearly completely resolved in the common route, leaving the heroine routes for those heroines’ personal issues.  This does mean that the tie-in to the central background story in the heroine routes is weaker than in some of Yuzusoft’s other games, such as Dracu-riot.  However, the common route itself is actually one of the better ones I’ve seen from this company, and I enjoyed the process immensely.  The downside is that the transition feels a bit awkward, sadly.
    Murasame
     
    Murasame is the overseer of the holy sword Murasamemaru, and Senren Banka’s resident loli.  In a lot of ways, she embodies the archetype of the ‘outsider/exile from life as we know it’ heroine archetype that has popped up occasionally in VNs like this one.  Favorite, in particular, is a company that loves this heroine archetype, utilizing it for the true heroine of every one of their games, and a disproportionate number of the heroines of this archetype are lolis (somewhere around two-thirds, starting with Ilyasviel from FSN).  This is probably because a childlike heroine who suffers from that kind of isolation is more likely to strike at our hearts.  She started out as a common village girl, and when a sacrifice was needed to become the guardian of the sword, she gave up her humanity to stay with the blade (this isn’t really a spoiler, since they tell you this early on and it is in the character profile, lol). 
    Murasame comes across as your typical ‘loli who hates being treated like a child’ most of the time, but her speech and manner in more serious scenes shows at least some of her experience… and her path rakes her over the hot coals of her own personal darkness and insecurity.  Hers is a path that is all about salvation through love, and it is one that can’t help but resonate with romantics in general.  I should know… I cried several times in the course of this path.
    I honestly felt that this path represents Yuzusoft at its best, and for this path alone I would have been willing to play the game… and I’m not even a lolicon. 
    Mako
     
    Mako… is the descendent of a ninja family that serves Yoshino’s family (Yoshino being the white-haired hime+miko heroine).  While she is deadly serious about her duty to protect and serve Yoshino, her personality is generally friendly, cheerful, and easygoing.  She is also more than a little… motherly in the sense that she loves to take care of people.  This tends to express itself in the common route through her devotion to never letting Yoshino or her father do anything around the house outside of their duties as a priest and miko at a Shinto shrine (and Yoshino’s duties as the sole descendent of her mother’s family line).
    To be honest, her path is significantly more boring than Murasame’s, in that her personal worries are ‘classic’ worries from the archetypical ‘raised to serve’ heroine who is suddenly free to do what she wants, along with the fantasy worries unique to her path.  It is still a good path, even touching at times.  However, since they fell back on what amounts to a ‘normal’ love story with a half-humorous twist, things were significantly less interesting from my point of view.
     That isn’t to say that it doesn’t have its high points… but most of those are toward the end or involve the fantasy elements.  I’m sure the people who adore the junai (pure romance) that is the staple of most VNs will lap it up like their favorite flavor of ice cream, but for someone like me who has been fed that stuff until he feels like a foie gras goose…
    Yoshino
     
    The structure of Yoshino’s path is something of an exception, looking at charage with a serious element in general.  Most of the time, the serious element is focused at the end of the path, with the ichaicha part making up the early parts of the path, during and immediately after the formation of the relationship.  In this case, the dramatic part happens immediately after the formation of the relationship… and the rest is essentially endless ichaicha and sex.  The path has impact, but I honestly thought that the latter part of the path dragged on.  However, the ending is pretty touching, and I was honestly happy for them afterwards.
    Overall
     
    Yes, I have no plans to play Rena’s path immediately.  To be honest, just two paths in this game takes up ten hours, and with the common route, this game could easily hit thirty hours if I played all the paths… and I don’t have the energy for dealing with an airhead heroine right now.
    Overall, this VN is one of the better Yuzusoft games I’ve played (considering that I’ve yet to encounter a Yuzusoft game that wasn’t at least worth consideration for a VN of the Month, this is a definite compliment).  It definitely beats out Sanoba Witch, both in terms of raw quality overall and in terms of the design of the setting in particular.  While the game itself doesn’t escape a lot of the clichés of the fantasy charage with story sub-genre, it carries them out well enough that I didn’t find that irritating.  The biggest downside of  the game is the downside to just about all of Yuzusoft’s games… the ichaicha is far too extended and there is usually a lot of runaround before they get to the point. 
    PS: By far, Murasame's path is the best... which probably means I should have played it last.  For better or worse, after seeing Murasame's path, it felt like a betrayal not to choose her over the others, simply because of her situation, lol.
  12. Clephas
    This is the latest release by Saga Planets, the makers of Hatsuyuki Sakura and Natsuyume Nagisa.  This, like many of the games by this company, is an emotional game that sort of edges around being a straight-out charage, though it can't really be called a story-focused or a true nakige.  This kind of genre ambiguity is common to this company's better works, so in that sense, it probably wasn't a bad choice, overall.
    First, I should say I skipped Akane's path.  I played the first three heroine paths and enjoyed them, but Akane's path was so... cliched that I had to skip it after the midpoint.  I was also impatient to get to Ria's path, lol.
    Anyway, this game begins with Ichimatsu Ouro, the protagonist, encountering the princess of a fictional north-European superpower, and her dragging him to a school for elites as a result.  I'll be straight with you about this... disregard the getchu page info entirely.  Even the best of the info there is misleading, probably deliberately. 
    Anyway, Ouro, who was looking to get away from his life anyway, takes advantage of entering the new school, getting along with Sylvia, Elle (Sylvia's bodyguard), Rena (a friendly fashionista who is also Sylvia's friend), and Ria (a smoker and delinquent girl he meets on the rooftop) while managing to gradually make his own niche at a school mostly full of rich people. 
    Now, it needs to be said... there should have been an Ayaka path in this game.  Ayaka is a snarky little ass at the beginning, but she would have made a great heroine.  Moreover, it was rather obvious that the writer wanted her to be one (there are lots of elements that could turn her deredere at a moment's notice), so I'm expecting an FD with an Ayaka route, later, lol. 
    Getting back to the rest of the game (I'm writing this at nine in the morning, after not sleeping to finish it), Sylvia's path is easily the strongest of the three heroines that are available from the beginning.  Part of this is because of her generally affectionate nature, part of it is because of her position in life (Princess with insanely loyal followers), and part of it is because she is just that great of a character in general.  Her path actually has two different endings, depending on whether you've seen Ria's ending or not.  The second ending is basically an additional epilogue based several years after the end of the story, and it is obvious to see why you needed to see it only after seeing Ria's ending.
    Elle... is the classic straight-laced heroine that goes insanely deredere once she falls in love.  I honestly enjoyed her path immensely, even as I felt they were stretching credulity a bit with some of the twists and turns (based on Elle's personality, I honestly couldn't see her making some of the choices she did, even with Sylvia's encouragement).  Nonetheless, if you want to see a seemingly hard-edged woman go all soft and mushy, this is a great path.
    Rena... is the classic 'close friends suddenly become lovers' path.  The beginning of their romantic relationship is hilarious and the lead up into the ending is excellent, with a perfect epilogue, given the path they chose in life.  I will say that this is the only path where the protagonist stands up to his recent past in its entirety, so in that sense, it is perhaps the most complete of the paths up to this point. 
    Ria's path... is the game's main path.  Ria herself is not much of a delinquent... for all that she is foul-mouthed and a smoker, she is at the same time kind-hearted and very much at ease with the protagonist after a few initial bumps.  However, for her path... this is the path that threatens to define this game as a nakige... with good reason.  If you paid attention to the extensive foreshadowing in the other heroine paths, you will probably be able to figure out what the core crisis of this path is, but this is also the path where Ouro shows himself at his best, right to the very end. 
    Now, I need to go into Ouro, which I normally would have done first.  Ouro is mostly your average guy... save for the fact that he is insanely thoughtful and good in a crisis.  However, what is stronger about him is that he generally knows when he is at his limit and finds someone to lean on at the right times, without going all dependent and whiny.  That said, I really, really, really wish they hadn't made him of average-level intelligence and lazy when it comes to studying.  That particular trope is one I wish they'd chop up then wash down the drain in pieces, forever.
    Overall, this is an enjoyable game... the foreshadowing for Ria's path is a bit excessive, Akane's path was unnecessary, and this game needed an Ayaka path...  However, this was still a fun game to play.  I left this game behind with a feeling of satisfaction, and, if I still keep going back to wanting an Ayaka path (yes, I do), I'm sure Saga Planets will eventually oblige, lol.
    Edit: I should also mention that the reason Akane's path is not enjoyable is primarily because it doesn't 'fit'.  It doesn't fulfill a need the others don't, and Akane herself pales compared to the other heroines.  Worse, she is the only girl with a sprite who doesn't fit into that close 'circle' they have going, so there is almost no development of her character outside her own path. 
    In addition to Ayaka, this game could have also used a Mina path, if only because Mina (Sylvia's little sister) is so obviously on the edge of falling for the protagonist anyway in several of the paths... in the sense that a woman who loves 'reforming' men falls in love with one of her projects, lol. 
  13. Clephas
    First of all, let me get this out of the way...

    VN of the Month, February 2015: Silverio Vendetta

    Runner Up: Sanoba Witch

    Currently playing: Teito Hiten Daisakusen

    Since I'm playing Teito Hiten for VN of the Year 2014 right now, I decided to let the fans of my VN of the Month thread decide which VN I'll play first from March. These are the three I considered. One is from Saga Planets, another from Rosebleu, and the last is from Minato Soft. Since these three are companies I actually pay attention to, these were my first choices to play, from March's releases. Whichever has the most votes by the time I get done with Teito Hiten wins and will be played/reviewed first.
  14. Clephas
    ... it's been a while since my feelings on a VN have been as complex as my feelings for this one are.  I say 'feelings' because this VN has massive emotional impact... not as much as Hapymaher, but nonetheless a lot of emotional impact. 
    To be blunt, Makoto is nothing like Hapymaher's protagonist, so if you were hoping for more of his 'consumed by sorrow and despair but still living my life' personality, sorry, no luck here.  Makoto is... a blank slate.  I don't say this in a bad way.  For better or worse, Makoto has lived his life in an isolated village where people literally don't talk any more than is absolutely necessary, lest they accidentally compel one another with their power, 'kotodama'.  Makoto has a fiance named Mana (and no, not that kind of lukewarm, 'distant fiance' sort of thing you see in some VNs, since they actually get down to business), and a rather nice, slow life in that village... However, he yearns for the outside world, where people can talk to people without restrictions.
    He escapes from the village and collapses from hunger in a small town four days later, where he is saved by the first of four heroines, Kokoro.  From there the story begins, as he makes the journey from an innocent 'kami' to a real human being with all the baggage that comes along with it. 
    A lot of the most interesting parts of this game come from the fact that he naturally doesn't understand much about the outside world.  Makoto's innocent, unstained viewpoint, combined with his natural kindness and willingness to embrace new experiences, feel surprisingly refreshing.  Things other 'normal' protagonists would worry over don't even occur to him, and he is so laid back he makes the drugged hippies of US in the sixties seem tense.  While he does change as part of the story, his personal 'lens', through which he sees the world, remains remarkably clean throughout... not to mention the guy has absolutely no sense of sexual morality (in other words, his idea of sexual morality is 'don't use his power to compel people to have sex with him').

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

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

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

    Hotaru... is the true heroine of this story.  Cheerful and active, not to mention highly intelligent and perceptive... she is actually a fairly attractive heroine from the start.  However, she has less initial impact than Mana or Kokoro, for reasons that are fairly apparent.  Since that is by design, I actually am not complaining about this, though.
    Now, to get to the downside of this game... it uses the G-senjou 'ladder' story structure, wherein the story progresses arcs where you choose to either pursue the heroine associated with that arc to an ending or move on with the main story.  I can say that the path endings for the non-true heroines were actually pretty good, but having played the true path, they are comparatively low-impact.  A lot of this is the fact that the major events of their 'paths' are in the arcs they branched off from, so little is added by their endings save for more sex and some minor tying up of loose ends. 
    To get back to the main game... the true path is the impact I was talking about.  The main arcs were all emotional, so I guess you can say that the other heroines' 'paths' were also emotional, but, as I mentioned above, there is a definite sense that very little was added by choosing one of the other heroines.  Hotaru's path is easily the most powerful 'arc'.  In fact, it is so emotional and powerful that there are two ends for it.  The first one (which you are required to watch first) is... sad, to say the least.  It isn't a bad ending, but it is a sad one.  I know I cried.  For the second ending... well, let's just say it is a good one and leave it at that.
    Overall, my viewpoint on this game is... just as mixed as I said above.  My conclusions on the G-Senjou story structure are unchanged in the least.  I still believe that all VNs that use that story structure should be changed to kinetic novels, just so I don't have to deal with heroine endings that are neglected by the creators of the stories themselves.  While all stories with true heroines inevitably put a much larger emphasis on the true heroine, the way this story structure trivializes the other heroines is really irritating, especially when they are good heroines, like these were.  However, if you take the arcs, characters, and the true endings separate from that source of irritation, it is a great VN.  It just happens to use the single worst VN story structure in existence.  Indeed, that story structure and the inevitable realities it brings along with it are the only thing that kept me from naming this as a kamige. 
    PS: I will erase any and all comments that spoil anything in the last arc.  I say this because this is the type of VN that can only be enjoyed to the fullest once, not the type that merely changes flavor with each playthrough, like Devils Devil Concept.  Anyone who spoils this VN should have their skin sliced open, drawn back, then have salt rubbed into the exposed flesh. 
    ... *Clephas drools and goes off to make BBQ*
  15. Clephas
    OK, first I am going to avoid spoilers throughout this review, so I would like those who want to comment to avoid the same, even in spoiler boxes.  This is one of those games that is going to be harder to enjoy if you spoil it for those who come after, so I will personally eat anyone who spoils it.  This VN is by the same writer who did Sumaga (blech), Gekkou no Carnevale (yay), and Totono (a VN a lot of people here liked).  However, the style of story is much closer to that of Gekkou no Carnevale than to Sumaga, thankfully.  So, those of you who have heard me bitching about Sumaga need not worry that this is going to turn into a long rant on how horrible anything by this writer is.  First, I am going to give you an idea of the basic setting.
    It is 2199 and the world has plunged into a new ice age (this is actually one of the hypothetical results of global warming irl, if the Greenland glacier slides into the ocean early enough).  Up until a decade before the story, humanity was fighting over the warmest areas of the world, putting all their power into a war that was becoming increasingly meaningless.  In that war, there were many scientific advances... but the two that are most relevant to the story are Necromancy and the zombie-killing techniques developed by the protagonists' fathers.  Necromancy is undertaken by injecting a special type of nanomachines into the human brain after death, turning the individual in question into one of the Living Dead and the person who did the injecting into a Necromancer, capable of moving the undead results at will.  The zombie-killing techniques central to the story are the use of one vs many weapon techniques (the basic one is two pistols with muzzle spikes, which the male protagonist uses, though the female protagonist's basic fighting style is based off of the same) in combination with the EX-Brain, an analytical computer that fits onto a person's head and allows them to notice things their subconscious recognizes but their conscious mind doesn't (details the conscious mind filters out), thus allowing the person in question to fight more effectively.  Tokyo of the future is a dystopian hell, where refugees from all over the world have gathered, necromancers roam the streets with their armies of the living dead, and bounty hunters (like the protagonists) hunt them for their daily bread.  The city itself is kept alive by geothermal heat spread throughout the city by water-filled 'hot pipes' passed through the hot spot underground and circulated throughout the city. 
    Main Characters (protagonists, heroines, and main antagonist)

    Nagaoka Souun
    Souun is the son of a hero of the American-Chinese War, who was killed some years ago.  On the surface he doesn't show much in the way of emotion, and his fighting style is one where he uses the dual-pistols in combination with his EX-Brain to fight in the most efficient way possible, obeying the suggestions of his own subconscious like a machine.  Indeed, he himself isn't really sure he has emotion, and that is one of his major internal conflicts throughout the story as he deals with his personal issues.  He is a badass, to put it bluntly... the kind of guy who can re-kill thirty zombies in under a minute without taking a single scratch.  His body has been trained using both conventional methods and tailor-made nano-drugs to turn it into a weapon capable of perfectly obeying the EX-Brain's suggestions.

    Kibanohara Echika
    Echika is in just about every way Souun's opposite.   She is a rebel, preferring to use a chainsaw and shotgun and frequently ignoring her EX-Brain's suggestions in favor of her own impulses.  She believes emotions should be immediately be shown on the surface and indulged, and she is more than a little hedonistic by nature.  She is also a straight-out lesbian who has no hesitation going after pretty girls.  Her outright hatred for her father is the most obvious cause for her rebellious nature and her unwillingness to use her EX-Brain (the horns, as opposed to the full helmet Souun version Souun uses). 

    Hougyou Iria
    Iria is the main heroine of the story and the focus for most of the events in it.  She has extreme synesthesia (look it up), though she is quite functional despite that.  Her initial setting, amnesia, is one of the most obvious tropes out there, but it isn't the focus of most of the story.  In a world where people are rapidly losing their emotions, both positive and negative, she is a bright, cheerful young woman whose very presence makes people feel hopeful and light-hearted.  She is also an otaku. 

    Kijou Mitsumi
    Kijou Mitsumi is Souun's 'other' potential heroine.  She is, like him, a hunter of the undead.  However, she uses a katana and muscle-enhancing suit, along with her talent for mapping out the actions of enemies on the battlefield, rather than the style used by Souun and partially rejected by Echika.  To be honest, this is one girl who has a singular talent for getting herself into trouble... and a lot of it is caused by her somewhat single-minded personality.  She is very devoted to any cause or person she latches onto, but that also means she tends to become dependent on those she attaches herself to, which is the cause of her personal conflict.

    Aso Kiriri
    Echika's  adoptive older sister.   She is the most 'normal' person amongst the main characters, ironically, despite the fact that she is a high-ranking member of the Military Police under Echika's father.  She is kind-hearted and constantly worries about the broken relationship between Echika and her father, as she loves them both.  She also is very idealistic, believing that her duty as an officer of the law is the protection of Tokyo's people above all other things (an idealism almost unheard of in the somewhat tyrannical Military Police organization). 

    Kon Su
    Kon Su... is probably the straight-out weirdest character in the VN.  She is a hard M (with bold and italics for emphasis), and she has casual sexual relations with both protagonists.  She is a professional hacker, information broker, undead analyzer (dissects and analyzes undead bodies and brains to discover the individual styles of necromancers... sort of like forensics), and she is also one of Souun's and Echika's supporters.  Unfortunately, explaining her weirdness is not really possible without spoiling the VN, so I'm just going to drop it.  Incidentally, her path isn't really a straight-out heroine path, for reasons that will be obvious to anyone who completes one of the paths.

    Milgram
    Milgram is the charismatic leader of the Researchers, an organization of Necromancers that believe the only hope for humanity is to escape from emotion through death (extinction).  He isn't your standard nihilist, but the philosophy he espouses is.  This guy... is the single most powerful Necromancer in existence, which means he is also an extremely emotional person (emotion and artistic sensitivity being requirements for creating the best undead).  This guy is flat-out scary, eerie, and freaky.  However, in many ways he is a representative of one of the major aspects of the world the characters are living in.
    The Story
    For better or worse, this story has a ton of guro and is basically an action-horror story.  If you can't deal with heroine deaths, torture, zombification, and occasional rape, this definitely will be hard on you.  A lot of effort goes into portraying the most gruesome parts of the story in a way that will be as horrifying as possible, and the heroines don't always escape this particular treatment, so it is best to prepare yourself before jumping in.  The lighter points - mostly centered around Iria - actually only serve to enhance the sheer horror and bleakness of the setting, which is basically an extension and enhancement of what this writer did in Gekkou no Carnevale. 
    By nature, any story as full of zombies like this one is going to be dark, and this one really does go to the extremes of the dark end at times.  It is really hard to talk about this story without spoiling some of the primary elements (and because I figured out those elements too early due to certain hints, my own reactions were more ones of 'expected horror/sadness', so I'd prefer not to do that to you all).  To be honest, emotionally connecting with this story was hard at some points, but as I got deeper into the characters - usually near the ends of the paths - it became a lot easier.  In terms of action, this VN is full of it, but it is most emotional toward the end of the paths and in the true route.
    Kon Su's route serves a purpose different from the other routes, revealing elements of her past that are important to the story as a whole while showing the steel that lies beneath the stuttering, drooling do-M surface of that character.  Whereas the other routes have some element of romance, Kon Su's lacks that, and I honestly thought that was for the best (I honestly couldn't imagine any ending where she was romantically involved with either of the protagonists, as opposed to just sexually involved).  Ironically, if I were to say which of the routes (other than the true one) touched me in the most positive manner, it would be this one.
    I really suggest anyone avoid playing Iria's route until you've played all the other heroine routes.  It feels a lot more natural if you go into the true route straight after finishing her route, as the true route is in many ways wrapped up the most intimately with hers.  The other routes can probably be played in any order without a problem, but I do advise you take my suggestion above seriously.
    Visuals
    Normally, I don't talk about a VN's visuals that much, but because of the styles used here, it needs to be mentioned.  First, I should mention the action-scene styles.  The action-scenes are defined by a type of cell-shaded animation that is very similar to SMT: Digital Devil Saga on the PS2.  Literally, the action scenes are animated and combined with highly-detailed battle descriptions to give a degree of depth that is pretty rare even in action VNs.  I was doubtful at first, but this VN definitely benefited from using this particular technology (though it probably detonated a nuclear bomb under the budget).
    The regular visuals, as seen above, are more 'classic-style' Nitroplus, so if you've played a Nitroplus game made since Muramasa, you probably noticed that it is in the same general style.  As a result, there is no real need for me to discuss them... except that the way the designers used them was pretty amazing.  The dystopian feel of the pipe-wrapped city of Tokyo in 2199 is pretty eerie-feeling and definitely adds to the general atmosphere of the story.  The tendency to dress most of the characters in dark or harsh colors (except Iria) was probably intentional, to further add to this atmosphere.  This is one of the few times in the last year when I've actually felt that a company went above and beyond when designing every visual aspect of a VN.
    Audio
    Musically, this game isn't really unique.  The BGMs all feel 'familiar', though they are used effectively to enhance the mood, so I give this VN high ratings for its BGM use, if not for the songs themselves.  Nitroplus's use of music shows a tendency to prefer unobtrusiveness and 'enhancement' as opposed to the use of music to 'define' the mood seen in a lot of other VNs (Hapymaher being one of the most extreme examples of the latter). 
    What really struck me is the wide variety of sound-effects, such as gunfire, cutting sounds, etc, and the use of those sound effects.  To be honest, the sound of zombies being blown apart by bullets in this VN is going to linger in my ears for quite a while, as is the sound of Echika's 'Rabbit Punch' chainsaw. 
    Overall
    Overall, this VN is pretty impressive.  I can honestly recommend this... though not to just anyone.  To be honest, the 'average' VN-reader who prefers moege-variants will probably not be able to stand the darkness of this game.  If you don't have a reasonably high tolerance for guro and dark atmospheres, this is going to be a hard VN for you to enjoy.  Zombie-lovers will probably flock to this VN by the thousands if it ever gets translated, because it really does draw in a lot of what people like about the 'zombie apocalypse' style movies and TV shows, while giving it a uniquely Japanese/otaku media flavor.  However, this VN is emotionally draining, so I do recommend taking it in smaller doses than I did (every minute I wasn't working for the past four days).  In my opinion, this VN can be considered a straight-out kamige, but it is also a VN that picks its readers... simply because it is so high-stress.
  16. Clephas
    Ryuusei World Actor is the latest VN by the up-and-coming plotge and chuunige specialist company, Digination, under its subsidiary Heliodor.  This company's games so far have been somewhat unpredictable and unbalanced in my experience, with a great deal of ambition and not quite enough talent to pull things through completely.  I say this from the point of view of a long-time chuunige/plotge addict, and from the perspective of a person that has played two of their games to the end and sampled two others. 
    Moreover, this is a Kinugasa Shougo game... his first since the second Reminiscence game (which is probably why Tonari no Shoujo never got released, the whimsical jackass that he is).  The bits and pieces of Kaito's worst qualities seen in Ruka (the protagonist of this game) make it pretty obvious who wrote this game, as do the way the endings are handled.
    This game is based in a world where dozens (literally) of sapient species coexist (in the sense that they are alive, though their countries war against one another constantly) in the only nation that accepts all races, as well as the only nation that has achieved a high-tech civilization, The Seventh Federation.  The protagonist, Ruka, is a low-ranking detective with a lot of bad habits who gets on just about everyone's nerves (including the readers' at times).  He rarely admits when he is wrong, complains when things don't go perfectly his way, uses numerous illegal sources, and generally makes every other cop look good in comparison (even the ones who take bribes).  That said, when he wants to be, he is quite capable... even ingenious.  Unfortunately, that is coupled with a lack of motivation except when cornered, a tendency to get involved with incidents his superiors don't want investigated, and a fundamentally amoral ethos to getting things done.
    In other words, except during a few moments when he shows his true colors, he can be a constant irritant to vicariously experience, simply because the reactions of those around him are almost entirely negative and his attitude is bad enough that you can't blame them.
    This game is not ladder-style, unlike many of the previous games by this company.  Rather, it utilizes a classic (though I don't necessarily consider classic a compliment) structure where you must experience the three sub-heroine routes before you can see the true route (Claris's route). 
    The heroines in this game include Claris, the protagonist's naive rookie elven partner; Chiffon, a Seguit (think inhumanly strong barbarian race) with a strong sense of honor who is living on a shoestring budget because of her easy-to-fool goody-goody personality; Mel, the princess of a primitive human nation of powerful warrior-mages who is in hiding; and Komachi, a female traffic cop who is constantly going to mixers in hope of finding the perfect guy.
    Common
    The common route, as is common in most VNs, serves as an intro to the characters, their personalities, and their circumstances.  It is often humorous (well, I found it so), though there are just as many serious moments due to the nature of Ruka's job... and his bad habits.  To be honest, I found the common route serviceable, but it also shares a complaint I had throughout the VN, from beginning to end... despite the fact that the protagonist is actually very capable, he almost never shows it. 
    While Ruka can be depended on to bring cases to a conclusion, his lack of an interest in credit for his work (mostly because he knows he won't benefit even if he does get credit), his need to hide his true abilities (he has good reasons, but I honestly felt that this aspect was perhaps something they should have cut out), and his tendency to bring things to a conclusion in the worst way possible while solving the case (for him) is often frustrating.  Worse is the lack of lateral connections between the heroines, with most of their connection being through the protagonist and momentary, rather than being a near-constant. 
    The combat scenes in the common route are decent... even good.  However, they are frustratingly short considering the sheer number of abilities and powers apparently present throughout the Seventh Republic and its races.
    The common route also fails to really bring the Seventh Republic's peoples to life, which i found irritating, since the setting has such potential.
    Chiffon
    Chiffon's path is the earliest branch (the only early branch) and is really a sub-heroine path in structure.  Chiffon is perhaps the most pure-hearted person in the VN (mostly competing with Mel, though I give Chiffon the pure-pure prize due to Mel's surprising familiarity with things that made me wince).  Her innocence, naivete, and strong code of honor also make me tentatively name her as one of only two people in the VN I consider to be 'true good' alignment characters (the other is Melissa, the fairy the protagonist rescues fairly early on). 
    Chiffon's path is the weakest and (oddly considering she is probably the strongest fighter amongst the heroines) the most SOL-centric.  I liked the relationship, but that was despite how it developed rather than because of how it developed.  This path showed off one of the major reasons I am so wary of this company's games... the inconsistent pacing.  This path is also the one that is most completely disconnected from the others, and that is more than a little irritating. 
    The epilogue in this path is good in the sense that it is based more than 'next week' and it reflects the results  of the events that occurred in the more dramatic ending parts.  However, I felt it could have been more extensive, to compensate for the shortness of the main path...
    Komachi
    Komachi is my least favorite heroine.  She is also a Victim A type heroine (the nosy investigative type with no ability to protect herself), which I constantly scream at whenever they get included in an action story game.  This is in comparison to Mel, who is a Victim B type heroine (the virtually  helpless sheltered girl who is caught up in circumstances beyond her control), and the choice to plop a heroine like this into the story is questionable at best.  I honestly think she should have been position as an occasional sex-friend who dies partway through (hence the Victim A label) or a side-character rather than a heroine, considering the type of story this game is.
    Her path's value lies in what it reveals about certain members of the Cult, rather than in Komachi's circumstances themselves.  This path is a rather obvious 'revelation preparation for the true path' path, and it seems to exist solely for providing the information that comes out in it.  The romance feels a bit forced and the way the two get together just doesn't sit right with me, after reading it.
    Mel
    I'll say this straight out... Mel's path needed a 'five years later' after story.  For better or worse, the core conflict is left only partially resolved (Mel's issues), and, in classic Kinugasa Shougo faction, nothing is concluded.  This is the thing I hate most about Kinugasa Shougo... and the part that he seems to insist on unless the company he works for forces him to act otherwise.
    Mel's path itself has some excellent action scenes (several levels above either Chiffon's or Komachi's), but it feels like they only scratched the surface of the potential for this path.  As such, I felt more than a little irritated about how it was handled.  Unlike Komachi's and Chiffon's paths, where the romantic elements felt forced, it is rather obvious that Mel had a crush on Ruka from early on, so I wasn't bothered by the romantic shift. 
    True/Claris
    Aaah... I'm going to be clear about this.  This path reveals the truth of Ruka's past, which is hinted at repeatedly throughout the VN, but is mostly shoved to the side in the other paths.  It also clarifies his relationship to Claris, who turns out to be a halfway decent heroine...
    ... unfortunately, this suffers from what I'm tempted to call 'Kinugasa Syndrome'... in other words, Kinugasa Shougo's absolute hatred of concluding his own stories (extrapolated from his writing habits).  For better or worse, Claris's path suffers from this disease.  Actually, in some ways it is worse, since it cuts off just when things were getting interesting, probably to let them set up a sequel.  Claris's path occurs chronologically after a non-romantic version of the other heroines' paths (predictably so, since that is one of Kinugasa's standard storytelling techniques, as was seen by how he handled the transition to Akagoei 3).  It is actually written quite well, and its paced about as good or better than Mel's path... but somehow, there is even less action (disappointing, considering the case they are chasing). 
    I honestly was frustrated with how this path ended... especially since it really doesn't go anywhere beyond handling the protagonist's past and a number of h-scenes.  I was deeply disappointed by how this was handled, and I'm more than a little angry about the way it cut off...
    It is hard to describe just how sharply this story gets cut short... literally nothing gets concluded, obviously setting things up for a sequel... but without even the minimal effort to throw the readers a bone that Shougo usually makes.
    Epilogue
    This game concludes with an epilogue that becomes available after finishing the four heroine paths.  It is mostly a short get-together of the four formerly-young detectives that joined at the same time as Ruka, and it rather blatantly sets things up for a sequel... which made me want to pull out the few strands of hair still remaining on the top of my head.  I hate it when no attempt is made to at least tie off a few strands of the storyline.  Even in the original Akagoei, at least some of the conflicts were resolved (though he deliberately overturned most of them in Akagoei 3, with Kaoru's path being the storyline that heads into Akagoei 3). 
    Conclusion
    A game whose setting possesses enormous potential, ruined by Kinugasa Shougo being allowed to indulge all of his worst habits without restraint... and with none of his good ones really surfacing at any point of the VN.
    Edit: When writing the above review, I tended to focus on what was wrong with the VN... and that was perhaps inevitable since I wrote each part after the conclusion of a path, and the conclusions to each path are singularly unsatisfying, even for something by this writer. 
    What was good about this VN?  First is the setting... the Seventh Federation is an interesting country, a nation enveloped in permanent darkness with numerous races coexisting within.  Second?  The characters.  The characters are all well-defined and stand out well (except the heroines, who oddly are some of the weakest characters... well, other than Claris), and I smiled frequently at the kind of BS Ruka spewed whenever things weren't going to his advantage.  The detective action is sometimes hit and miss... but Ruka really is intelligent and experienced as a detective... he is just apathetic when he doesn't have something or someone prodding him to do his job. 
    Honestly, the only thing I can say to anyone considering reading this VN is wait for  a potential sequel to come out.  Until one does, this game will be nothing but frustrating to most people.
  17. Clephas
    Written by Kiririri and edited by fun2novel  and Me
    Trinoline
    If there ever was a time when the quality of a story was judged purely on its aesthetics then minori’s games would be tough opponents to defeat. Trinoline continues in the same tradition as many other minori games. High-budget top-quality visuals with a ridiculous level of attention to details. This includes blinking eyes and well done lip syncing, top-notch high quality CGs, and unusual camera angles, where you walk and look to the side at a character walking next to you while a long non repeating background scrolls by.  All that and more put this at the top of one of the most visually polished games around. Fortunately, visual novels aren’t judged purely on how good they look. Not usually at least.
    Trinoline asks valuable questions and explores some very interesting themes and ideas. It is set in a world where the science has advanced far enough to manufacture real, lifelike androids. Events become more complicated when our protagonist’s little sister dies only to later come back as an android. She is just an android and not his real sister of course, only an illusion of the real thing. However, the twist is that she has all of the little sister’s memories inside her, and the question is, 'does it matter if she is real or not?' Do memories make her his sister or is she just a replacement for what was lost to tragic events? What happens if your loved one comes back in android form? Are they the still the same person? Are androids even capable of love, even if they don’t have a heart? Do they dream of electric ships?
    Trinoline features three heroines. Yuuri, the childhood friend, skips school often.  However, nothing is what it seems on the surface. What does she hide behind that cheerful upbeat smile of hers? Her route was the least interesting, and it is a bit of a downer for much of it.
    Shirone, plays the role our protagonist’s “little sister”. She is the Trino (android) with the protagonist’s little sister’s memories inside her. It explores how and if love can bloom between a human and an android.
    Sara is the other childhood friend. She had a leading role in developing the Trino, a new kind of android. Because of her work, she and the protagonist haven’t seen each other in a long time. Her route is considered the true route and it explores the difficulties of developing an android and the problems in their thinking.
    The game is pretty equally divided between the common and all the other three routes, and it touches on very interesting issues.  However, at the end of the day I don’t know how I really feel about it.  I can't help but wonder if I actually enjoyed the game or not.  It doesn’t help how stupid the protagonist acts in some scenes and changes his opinions about androids from one route to the next with no consistency, with no regard for his personality. I wanted to like the game because I thought the heroines are really great. In addition, if it wasn’t iterated enough previously, the game is really beautiful. Unfortunately, the constant depressing atmosphere kept up throughout the game pretty much crushed me and every false hope I had for it. I don’t want to further elaborate on that to avoid spoilers.
    The game has a lot of great moments, but it also has many points that will split opinions. If you’re looking for a deep and exhilarating science fiction story, you won’t find it here. The narrative is slow-paced and takes its sweet time to build up. This is a game for those looking for a character driven nakige with some light sci-fi elements. However, it might keep you depressed most of the time, so take care if you don't like that sort of thing.
  18. Clephas
    For the hell of it, I decided to make up a 'suggested playlist' for people who like/are interested in chuunige who have just begun to play untranslated VNs.
    There are two variations on this guide.  One is a 'test the waters, gradually take a dip, then dive into the depths' guide.  The other is a 'Spartan Guide', which starts out with medium difficulty VNs and moves into harder and harder ones at the top tiers.  Each VN list will have four tiers, based on a combination of my estimation of difficulty in reading.
    For those unfamiliar with the term 'chuunige', some examples of chuunige that are translated are Fate/Stay Night, Tsukihime, Sorcery Jokers, and Tokyo Babel.  I believe you can get the drift from those four examples, lol.
    Soft Landing
    Tier 1 suggestions (difficulty ranges from a 4-7 on a scale of 10)- Tiny Dungeon series, Draculius, Hyper→Highspeed→Genius (main path only), Ryuukishi Bloody Saga, ExE
    Tier 2 suggestions (difficulty ranges from a 5-7.5 on a scale of 10)- Bloody Rondo, Shinigami no Testament, Gensou no Idea, Sinclient, Innocent Bullet. Yurikago yori Tenshi Made
    Tier 3 Suggestions (note: VNs on this list range in difficulty from 6-8 on a scale of 10)- Evolimit, Bullet Butlers, Hello, Lady, Izuna Zanshinken, Devils Devel concept
    Tier 4 Suggestions (note: VNs on this list range from 6-10 on a scale of 10)-  Jingai Makyou, Soukou Akki Muramasa, Silverio Vendetta, Zero Infinity, Vermilion Bind of Blood, Tokyo Necro, Bradyon Veda
    Spartan
    Tier 1 Suggestions- Evolimit, Yurikago Yori Tenshi Made, Izuna Zanshinken(starts at the high end of 'soft landing' tier 2 up through the middle of tier 3)
    Tier 2 Suggestions- Hello, Lady, Bullet Butlers, Devils Devel Concept
    Tier 3 Suggestions- Vermilion Bind of Blood, Jingai Makyou
    Tier 4 Suggestions- Silverio Vendetta, Zero Infinity, Tokyo Necro, Muramasa, Bradyon Veda
    Some Last thoughts
    Understand, I know people who are just fine with conversational Japanese and even a number of native speakers who can't handle Bradyon Veda or Muramasa.  I honestly suggest you leave those two to last, no matter what. Bullet Butlers is slightly harder than Evolimit due to fantasy terminology.  Vermilion is the easiest of the Tier 4 from 'soft landing'.  I honestly suggest that anyone just beginning with this list do ExE or Draculius first, because if you can't understand what is going on in either of those even giving yourself time to do so, then you won't be able to play anything else on the list.
    Suggestions
    Toss aside stupid pride when playing chuunige and use a text hooker and kanji parsing engine (Mecab or jparser in TA will do fine).  Chuunige often use kanji in ways almost unique to the individual writer or that are so archaic that even a native speaker won't grasp them immediately.  This is a bad habit of chuunige writers in general.  Some writers even revive kanji that have been out of common use since the middle of the twentieth century. 
    Don't feel like you are a traitor for looking up verbs or nouns you haven't encountered before.  Almost all chuunige writers use 'literary Japanese', which is almost never seen in anime or manga.  Literary Japanese, just like literary English, still uses terms that went out of use in the verbal part of the language decades or even centuries ago.  Still, the verbs and nouns themselves are most likely in the dict on your parser, so it should be easy to look up their meanings. 
       
  19. Clephas
    To be honest, my first thought after playing this game was: 'Yeah, this is a Looseboy game.' Needless to say, I don't always consider that a compliment. Looseboy has a tendency to prefer being opaque even where being opaque doesn't really serve all that well, as anyone who played Sharin no Kuni or G-senjou can tell you, if they can bring themselves to discard fanboyism.

    Why do I say this? I say it because if I don't manage to get past that particular lump in the throat, I won't be able to properly comment on this VN.

    First, this VN, like most Looseboy VNs, starts as a soft school story with a dark undertone that gradually overpowers the rest as the story goes on. This is his style, and anyone who played his previous games will be familiar with the pattern. I will say that this one does it moreso than any of his other VNS, as there is a lot of insanity going around... The mystery of the story is actually fairly hum-drum, though it is more occult-focused than any of his other stories.

    Despite the vndb description, there is no battle royale aspect to the story. Rather, it is more intimately involved in the characters emotions, relationships, and conflicts. At the same time, the threat of the 'meeting' is always there in the background and is the source of the sense of lurking horror that infects the story as a whole.

    In this VN, Looseboy drags you through the mud of the characters personal flaws and problems, and for those who don't like that type of thing, this is definitely not for you. On the other hand, if you like creepy atmospheres, despair, madness, and human drama, this is probably a good choice for you. It helps that the protagonist is likeable, most of the time, and it is actually understandable that girls would like him (an unusual occurrence in VNs, in general).

    My final thoughts...? To be honest, while the last few chapters really did have a lot of impact, the buildup to the core story was a bit too drawn out and there was a bit too much focus on the personal drama, though that was understandable considering the nature of the occult threat. The ending... was ok, but I could have used a solid after-story rather than the five minute after-credit scene that basically says 'maybe we'll be all right'. Considering how much effort Looseboy went to make you care about Rumi and Renji, you'd think he would have had the forethought to give them a more detailed conclusion.

    Edit: To clarify, the horror in this VN is mostly psychological, with only a very limited amount of bloodshed. Don't go in expecting guro, in other words.
  20. Clephas
    I'm going to be blunt (as usual), Riddle Jokers is probably a sign that Yuzu Soft is starting to stagnate as a company. 
    I'm not trying to be mean or bashing Yuzu Soft for the sake of it... but, after finishing two paths of this game, I felt hugely exhausted, despite the fact that the paths are actually shorter than some of their other works.  The reason is fairly simple... the cast of characters this time around just isn't that interesting.
    Part of that is that the protagonist himself is a bit too 'normal' for someone in his line of work.  Another part of it is that the heroines all fall into standard Yuzu Soft archetypes (whether setting or the character personality), and as a result, I was able to figure out the specifics of the paths I played so far almost from the beginning.  The most 'interesting' of the heroines, Ayase, I intended to leave to last, so I haven't played her (because she is the obvious main heroine candidate). 
    The common route is, at best, 'all right'.  Of course, there are moments that made me smile, and the SOL is standard Yuzu Soft quality/style.  However, I felt that they hit on all the wrong notes when they were handling the Astral abilities.  One issue is that the balance between the oddly realistic/gritty moments and the rest of the game is horrible (those moments tease at a much more interesting set of possibilities), but another is that I honestly just got bored with what was going on too early.  Yuzu Soft makes long SOL games, and as a result, every time I play one of their games, I end feeling at least a little fatigued.  Worse, the humor is too mild to keep the brain stimulated most of the time, and the h-scenes are just... excessively long.  Ichaicha in the heroine routes is excessive (I've been complaining about this since Dracu-riot, so that's nothing new), and... each of the first two paths I played (Hazuki and Mayu) had just enough of it to put me over the edge of my ability to endure. 
    Since this game was channeling Dracu-riot so obviously (isolated/enclosed environment, persecuted inhabitants, background efforts to destroy their refuge, etc), it was hard to escape the feeling that this was a pathetic attempt to relive what was best about that game.  Unfortunately, because they traced the ideas so closely in some ways, the points where the game comes up short are just too obvious.
    One of those areas is action.  Say what you like about Dracu-riot, but its few action scenes were generally excellent (for what they were, action scenes in a charage) and the buildup was skillfully orchestrated.  The same can't really be said about this game.  While there are a few action scenes, the effort to narrate them and build up to them is rather... underwhelming.  
    Another is the secret agent angle... to be frank, the protagonist just isn't that capable.  Oh, he is a decently-skilled fighter and his ability is cool in a way, but he falls apart whenever he hits an emotional block and he has a critical failure for an agent... he hates lying.
    Last of all is the Astral-user issue... I have to say that this wasn't handled nearly as well as the vampires in Dracu-riot.  There are very few times in the VN's common route where prejudice or persecution even comes up, much less becomes an issue (aside from the conclusion of the route), and there is no attempt to bring the situation 'to life' in the reader's mind, which is a critical failure, in my opinion.
    Honestly, when it comes down to it, the reasons I couldn't bring myself to like this game are all involved with me inevitably comparing it to Dracu-riot.  On its own, it isn't a bad VN, but I have had the unfortunate experience of having both played Dracu-riot twice all the way through and have helped as a translation-checker on the translation... so my impression of this game was further ruined by my excessive involvement with the game it was imitating in structure.
    I couldn't bring out an unbiased opinion here, so I'm not going to say you shouldn't play it... but if you do, play it before Dracu-riot, not after.
    Edit: Also, one thing that was missing was non-romantic friendly intimacy between the characters... despite the fact that they mostly live in the same dorm, there is relatively little interaction between the characters as a group, meaning I didn't really feel that they 'came to life' like the characters of Dracu-riot or even Senren Banka.
  21. Clephas
    This is a partial remake/rewrite of Sengoku Koihime, which was released back in 2013.  It is by Baseson, the makers of the Koihime Musou series, and the protagonist is the nephew of the protagonist from that series.  It is based on the Moeshouden fandisc ending (where the Shin Koihime Musou heroines are all together).  In addition to h-scenes, the text itself has been partially rewritten (it is more noticeable later in the game), and they added on the Houjou Chapters, a ten-hour after story.
    The story begins at the battle of Dengaku Hazama (the point where about ninety percent of all Sengoku Jidai-based historical fiction begin), where Oda Nobunaga, the lord of Owari, ambushes and kills the Imagawa Yoshimoto, who was considered to be one of the greatest lords of Japan at the time.  The protagonist is pulled from his own (modern) world and arrives there in a ball of light, where he is taken in by the female version of Nobunaga (Kuon). 
    Unlike the Koihime Musou series, there is no battle system involved here, which is great, considering that the story of this thing alone is about 1.5 times the size of Shin Koihime Musou, which was twice as long as the original Koihime Musou.  In other words, this is probably the longest kinetic VN in existence, right now, easily surpassing ChuSinGura and leaving works like Grisaia in the dust as far as sheer size goes.  This has its upsides and downsides... but it does manage to develop the heroines to a decent level, if at the cost of a certain degree of fatigue on my part.
    In terms of structure, this VN is actually a bit closer to the original Koihime Musou, in that there is only one path and all the heroines from the various clans end up with the protagonist.  There are five major arcs... first is the Owari and Mino chapters, where the protagonist earns the trust of the Oda clan and begins to build his own unit.  The second is the Kyouto/Oumi/Echizen chapters, whose ending is the midgame turning point.  The third one is the Echigo chapters, where the protagonist gets involved with Kagetora (Miku) and her clan.  The fourth is the Takeda arc, where the protagonist gets involved with the equivalent of Takeda Shingen (Hikari), who was considered one of the best strategists of the era.  The fifth and final arc of the main story is the violent conclusion to the battle with the oni.  The Houjou arc, which is an after-story, I count separately since the main conflict of the original story is over before it starts.
    In terms of raw narrative quality... this VN is top-level.  Baseson has a lot of talent available, and this VN shows it off to best advantage.  The writing is detailed and gripping, the dialog generally interesting and/or dramatic, and the VN as a whole is well-paces for something so long and drawn out.  
    If I have a complaint, it is that they didn't voice the protagonist... considering how completely central to the story he is, there really was no reason not to do so, considering the sheer amount of money they have to have spent on this thing in the first place, lol.  In terms of raw numbers, there are also a massive number of h-scenes, but they don't dominate things, for the most part (main heroines generally get two or three, with sub-heroines getting one for the most part).   This is inevitable, as there are something like thirty heroines in all, making for a rather massive cast, lol. 
    One huge difficulty at least some readers will experience is the sheer amount of historical background knowledge this VN demands of the reader.  For someone born in Japan, it is all learned as a matter of course by the end of middle school, but for those of us on this side of the puddle, it takes research to really grasp a lot of what is going on.  In particular, things like the Southern Court and the Onin War aren't generally given much attention in most anime or VNs based in the era, so even if you've played other games or read other stories based in the same era, you might not be able to grasp what is going on fully. 
    Another issue is that the traditional roles of the Imperial Court and the Bakufu (whichever Bakufu that is) are things non-Japanese will have trouble grasping.  The role of the Imperial Court after the Heian era ended is very much  symbolic, cultural, and religious rather than political, though it is used as a political tool by each incarnation of the Bakufu (Shogunate).  The duality of the reverence held for the Imperial line and the disregard (though it isn't presented as such) for them in political matters is a bit hard for Westerners to grasp... it took me a while, too. 
    The second huge difficulty is... the sheer amount of archaic language involved.  A lot of terms that went out of use in common Japanese decades ago are common throughout this VN, and I can guarantee that even people who are able to follow Dies Irae might have trouble with this VN at times due to this.  In particular, the political terms of the era can be difficult to grasp and actually require some research to fully understand, as their translation doesn't really get across their actual nature without a lot of context.
    My conclusion? If you liked Shin Koihime Musou, you'll probably love this VN, though it is quite a bit darker and more visceral at times.  The sheer length of this VN means you'll probably suffer from fatigue long before you finish it, so I recommend taking it in smaller doses (finish one of the major arcs, then take a day off, for example), as it takes a while to process all the information involved at times.  The addition of the Houjou arc, which is about equal in length to the Echigo arc, is a huge plus for the VN, but finishing this thing has left me pretty exhausted, hahaha.
  22. Clephas
    なんだこりゃ?!  Seriously, that was what I thought as I read this VN.  'What the heck is this?!'  Mmm... at times, it felt like I was reading an adult version of a children's picture book (if such things exist), at others I felt like I was reading a VN version of the various -gatari anime series, and at yet others, I almost thought this was just another charage. 
    This VN is by Harukaze, a subsidiary of Minato Soft (makers of Majikoi) that has produced one other game before, Love of Ren'ai Koutei of LOVE!  I played that VN back when it came out, and I remember being more than a little disappointed in it.  The VN started out well, got weird toward the middle, and fizzled out toward the end. 
    To be honest, I have almost the same conclusion for this one... except you have to cut out the first part, leaving only the middle and end.  This VN was weird (sometimes funny, sometimes not so) from beginning to end, and if I were to give it a simple stamp for quality... it would probably be pretty low.  There is no real way in which to get emotionally involved with the characters, because the constant shifting from Nora's perspective to the fully-voiced narrator (his deceased mother), and the girls' perspectives gets in the way.  The reason I thought it was funny was precisely because of that narrator... but it is the kind of harem you would have seen in an anime from the nineties or right after the turn of the century (not very good and more than a little repetitive). 
    There were a lot of points in this VN that should have been emotional, but the writer obviously didn't actually want you to get emotional... because they were almost all immediately interrupted by something meant to be comedic (I say 'meant to be' because it often isn't).  This VN had enormous potential to fall into the dark side... (in a good way).  I mean, the main heroine is basically undead, another heroine is part-machine, and the other two are both a bit messed up themselves.  So, I have to ask the writer, if he'll answer... just what were you trying to do here?  I ask because this weird mix-up just doesn't work all that well. 
    It isn't bad per-se... but I don't know how to feel about it.  It doesn't leave me feeling irritated like a bad charage would... but it isn't satisfying in any way, shape, or form.  So, just what am I supposed to do with a VN like this? 
    My final conclusion is that I have absolutely no idea who would like this VN, but I'm sure someone will. 
    Edit: Just to clarify... this really isn't a bad VN.  It is just insists on turning even the most serious events into jokes that sometimes seriously aren't funny.
  23. Clephas
    First, I'll give you a quick run-down on this game... it is a game by 3rd Eye, a company known mostly for producing chuunige that are more moe-influenced than is the norm. This game is actually more of a mystery/chuuni/action/conspiracy type than a 'pure' chuunige. The world in which it is based is a future where, ten years before the story began, magic appeared on the scene. Large numbers of people became capable of using magic, and a new branch of science was built up solely for the purpose of utilizing magic as new energy source. The result of this is a society that is somewhat divided between the magical 'haves' and 'have-nots', though that isn't the focus of the story, despite what you might otherwise anticipate.

    The protagonists

    Senri


    Senri is your classic 'bad-ass antihero protagonist'. He is clever, intelligent, and overall highly capable, with a razor-sharp mind and battle instincts that would put a Navy Seal to shame and make Golgo 13 look incompetent. His cold-blooded pursuit of his own interests, which are very opaque through most of the VN, is his primary defining feature... Oh, and he lies... a lot. He makes the protagonist of Sharin no Kuni seem honest.

    Haruto

    Haruto is a somewhat less beloved type of protagonist in chuunige... basically a 'justice freak' combined with being 'a young man driven against his will by the tides of fate'. He is a natural optimist and a believer in fairness above all. Unfortunately, he also has that bad habit a lot of similar chuunige protagonists have... of sticking his nose into situations he doesn't really need to get involved in. He grows a great deal during the course of the VN (as is typical of this type, if the writers don't suck), and by the end his viewpoint on the world has... been sharpened a great deal by experience. He is more likeable than a lot of similar protagonists, but it still isn't a type I prefer.

    The Heroines

    Fiona


    Fiona, at first glance, seems to be your classic clutzy/innocent nun-type heroine. She works as a nun at a run-down church in the city's... less reputable area and is well-loved by the delinquents who frequent the church. However, she, like most of the characters in this game, is hiding a lot of secrets... She is one of Senri's two heroines.

    Noa

    An innocent, pure-hearted girl who is seen mostly as a ghost throughout the first part of the game. She has a really unique way of speaking, born partially from Senri's half-hearted efforts at education (mostly through handing her magazines and letting her watch AVs). To be honest, in the reading of this VN, interpreting her weird speech patterns was a bit difficult at first (she cuts apart words and puts them together in weird ways). She is the second of Senri's two heroines.

    Asahi

    Asahi is... a bit weird. Her personality itself is quite straightforward and honest, and she hates lies and general dishonesty with a passion. However, she is also compassionate to a fault and unwavering in the pursuit of her goals. Unfortunately - at least so it seems at first - there are a few loose screws rolling around in that head of hers. Even more so than Haruto, she is an eternal an unrepentant optimist and probably the single most trustworthy individual in the entire VN.

    Riku


    Riku is, throughout the VN, perhaps the least expressive individual other than Senri himself. She almost never displays her emotions on her face, and she has an almost unnatural tendency to think objectively about anything and everything, including herself. That the writer managed to grant her so much depth without making her a protagonist was an impressive feat in and of itself... and one of the reasons why her interactions with Haruto and Asahi are so amusing. She really is almost as detached as she seems most of the time, which is one of the reasons it hits so hard when she does become emotional.

    The VN

    Sorcery Jokers is definitely VN of the Month material. I'll say that right off the bat. The depth of the story and characters is incomparable with previous games by this company, and while it falls slightly short of a kamige, it is nonetheless something worth taking note of. Normally, I can't stand dual protagonists, as many have heard me mention. I hated Subahibi for that, amongst a number of other sins, and one of the biggest reasons it took me so long to play I/O was because I don't like going into VNs with multiple protags.

    Fortunately, I managed to get past that, simply because the differing approaches to the story were the only thing that made it possible to grasp something even approaching the whole of the story as it happened. A single perspective wouldn't have done a bit of good as an approach to this VN's story, simply because there are too many things happening at too many different points for a single perspective to handle.

    The VN's structure is basically that of a kinetic novel, with the illusion of choice through a flow chart (for the first chapter, at least) where you pick and choose which events you want to see next (though you have to see them all anyway). To be honest, I could have done without the flow chart entirely... flow charts in general are an irritation more than a help, especially if they are made a central part of progressing the story. That said, as the actual switching around mostly ends after the first chapter, it isn't really a big deal (though it does make me wonder why they had a flow chart at all).

    The story's mystery and conspiracy elements feel a lot like peeling an onion, as there are layers within layers within layers. What you thought was the root of things turns out to be just another layer, more than once. As things come together near the end, the knowledge you've gained through the character perspectives deepens the experience nicely, making this one of the few part-mystery VNs I've played in recent years that I didn't immediately have 'read' relatively early on.

    That isn't to say there aren't points where the VN stumbles. Haruto, because of his role as the 'kid chuunige protag', is the game's Achilles Heel, as all protagonists of the type with his kind of temperament tend to be. However, his growth is enough to offset the cookie-cutter aspects of his character enough that I approved of his role... in the end. Asahi also threatens to tilt the balance of the VN into the realm of the silly a lot early on, simply because of her 'weirdness'. However, because that silliness is a vital ingredient in her growth as a character, it can't really said to be a true weakness, though it can be irritating at times.

    The endings are all branches off of the true end, one for each heroine (Noa or Fiona with Senri, and Asahi or Riku with Haruto). I had no problems with the epilogues for Noa or Fiona... but I thought that Haruto had devolved a lot in his heroine epilogues, which kind of brought me back to why I didn't like him in the first place.

    Overall, I felt that this VN is one of the more solid chuunige made in the last few years, especially in the sense of 'balance'. Silverio Vendetta, while it is a lot more exhilarating, also had the difficulty of disproportionately focusing the writer's attention on Vendetta, which weakened the other two paths greatly. Bansenjin suffers from reusing an uninspiring cast and being relatively boring throughout most of its length. In terms of a constant sense of tension and in terms of pacing of events, this VN definitely is the winner of Chuunige VN of the Year so far, though it isn't chuuni-crack in the sense that Silverio was. I'm actually quite proud of the fact that this company has evolved so much since its somewhat... unimpressive beginnings (Bloody Rondo), and I'm glad I stuck with the company. It is always nice to be surprised pleasantly by a VN.
  24. Clephas
    First, I should state that this is a VN I was unsure of from the beginning.  The concept of the 'rehabilitation program' in the VN is so similar to some manga and anime that have gotten attention recently that I had to shake my head in exasperation... not to mention that the concept is also at the core of why so many Japanese otakus like the school life slice-of-life charage that are produced in such profusion.
    The VN starts out from the perspective of Hahakigi Hinako, one of the three heroines available from the beginning.  Hinako's perspective is the one through which you form your first impressions of the Tryment (not sure of this is the correct romanization, since no info has been given so far that might reveal it, lol) Plan's 'reform school'.  Hinako is a young woman who failed at work due to her social ineptness (extreme stage fright, inexperience with working with others, etc), and as a result she lost her job and was left with no idea of how to proceed.  This project was then suggested to her as a possible way to return to the workforce, and she chose to go with it.
    It is probably best that your impressions of the world are formed through Hinako, as Tsukasa - the male protagonist - is something of an unreliable narrator (deliberately so on the part of the writer) whose viewpoint has some seriously gaping holes in it.  It becomes apparent even in Hinako's path that something weird is going on on the island, but it mostly seems irrelevant during the common route.
    The two heroines I started out with were Kaizou Momo and Ootate Ruka.  Momo is a genius programmer and a researcher of artificial intelligence whose reasons for coming to the island are left to your imagination in the common route.  She is childlike, cheery, and more than a little emotionally needy.  However, she is appropriately brilliant, as is shown repeatedly in her path.  Unfortunately, her path ends on a somewhat confusing note, revealing little about what is going on except indirectly.  Ruka is a serious, intelligent young woman who was once part of a law firm that fell apart for reasons that would be a spoiler (lol).  Her path is somewhat more revealing about both the setting and Tsukasa than Momo's, but, again, you are left to fill in most of the details on your own through speculation.  The ending of both VNs feels definitely incomplete, and they are probably just setups for the Ai path, most likely.
    So far, this VN has been interesting to read... but it is also looking to be pretty short.  Though, most of the reason for that seems to be the fact that the VN wastes very little time on the romantic and slice-of-life aspects that would have been the center of a charage.  Since it is so obvious that the heroine routes aren't meant to be complete in and of themselves, I'm going to reserve judgement until I've completed the remaining routes.
  25. Clephas
    Dorothy
    Dorothy is a foreign exchange student, as well as the protagonist's new maid and his fiance (sort of). To be blunt, I dislike her character so much outside of her route that I wanted to smash her head in with a steel rod. Nonetheless, her route was actually pretty good. I was surprised at how good it was. I cried for it almost as much as I did for Michiru's, if for different reasons. If you can stand her, this is an excellent route to choose.


    Kuro
    Kuro is the female version of the god of time, Chronos, who is connected to the protagonist's watch. She is one of the game's two resident lolis (who are incidentally the true heroines *laughs dryly*). Her route is the most out there (fantasy), in terms of overall content, and it shows off the best of the protagonist as well (though Michiru's route also shows off his good qualities). Kuro is also really adorable as a heroine, and her personality changes a lot as a result of the events in the route. I will say that the actual progress of the route is rather predictable... so predictable that I was reminded of a Key nakige route.


    Miu
    Miu is a clumsy genius with horrible luck (to a ridiculous degree at times). She is honest, kind-hearted, and also brilliant... she is also the focus of the first half of the common route, so most of the development leading up to her ending occurs there. As a result, her 'ending' really is only an ending that you get by going back to the first choice. That it is heart-warming is because of how all the events in the story are connected. Along with Kuro, she is one of the two seemingly 'true' heroines (to be honest, calling them true heroines is probably inaccurate in this case).

    Overall

    My final thoughts on this game are... that it is nowhere near Hapymaher or Mirai Nostalgia in terms of impact or quality, but for those who wanted a generally heart-warming story about personal growth with some fantasy mixed in, it is actually an excellent choice. For those who hate explicit sexual content, it is also a good choice because the H-scenes are set aside in a corner where you don't actually have to read them.
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