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Clephas

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Blog Entries posted by Clephas

  1. Clephas
    First, I'm going to state that all charage/moege are harem-ge (with the exception of kinetic novels with only a single heroine).  In all these cases, you have a bevy of heroines that are, at the very least, friendly with or somehow attached to the protagonist.  There are a three standard types of harem that I consider to be general umbrella types.  These harems do not include nukige sex-only harems or the type of harems that pop up in gameplay hybrid VNs, as these often have distinctive story-exclusive reasons for harem formation.
    The Disconnected Harem
    This is the standard-issue harem for modern charage/moege.  In this harem situation, the protagonist is independently connected to most of the heroines, with very little or no interaction between the members of his harem of latent deredere troopers.  The reason this has become the dominant harem in the charage genre in the last seven years or so is because it is the one that is the most 'tasteful' to monogamists and traditionalists.  In this case, the heroines either have no real connection with one another or only weak connections that become tenuous the second the heroine path begins.  Games that have these harems tend to have extremely weak casts of characters in general, and there is usually very little or no real conflict between the characters (low incidence of love triangles, few jealousy attacks, etc).  As a result, games with this type of harem tend to have weak or nonexistent plots, lackluster SOL outside of ichaicha dating, and 'convenient' drama that is resolved so quickly it might as well not even exist.  These harems generally disband at the end of the common route, as the protagonist seems to completely forget any attraction he had to the other girls and they fade into the background.
    The Dominant-Sharing Harem
    The Dominant-sharing Harem is defined by the members of the harem being at least somewhat familiar with each other (often friends, family, or members of a group or club) and able to be cooperative to an extent while competing for the protagonist's love and attention.  Girls in this kind of harem situation (Shuffle is a prime example of it) are ok with the idea of sharing the protagonist in the abstract, but in practice they want to be the 'first wife' or the 'wife' and relegate the other heroines to the mistress or concubine status (though it isn't always stated this bluntly).  This is perhaps the most realistic harem situation, as, historically, real harems - other than royal ones - have usually been structured with a head or first wife and a number of secondary wives, often married with the permission of or by the choice of the first wife, lol. 
    The Everybody's Equal Harem
    The Everybody's Equal Harem is, just as the name indicates, a harem where the protagonist essentially loves and treats all the heroines equally and the heroines accept this situation, albeit often with a tacit understanding between one another that they won't stop aiming for a Dominant-Sharing type situation.  As such, this can often be considered a prelude to a Dominant-Sharing Harem result in practical terms.  A classic example of this would be the end of the Grisaia series or the ending of Strawberry Feels, where the protagonist himself never forms a preference, even if the heroines do build a sort of pecking order based on dominance of personality or circumstance.  Tiny Dungeon's Endless Dungeon ending can also be considered this kind of ending, whereas the individual routes represented by the first three games would be considered Dominant-Sharing harems. 
    Why I bothered with this post
    Anyone who has been an otaku as long as I have been has to accept that harem-thinking is essential to SOL otaku-ism.  As early as Love Hina and Tenchi Muyo, rom-coms have been creating wacky harems and weird situations that result.   This is because romantic comedy is the easiest type of comedy for anyone to get into, and the easiest one to empathize with... and comedy used to be the dominant genre in otaku media (though romance always came a close second). 
    The evolution from that type of loose harem (though in later incarnations, the Tenchi universe threw off all pretense of not being harem-ist) to the current situation took decades, but it was a natural evolution in visual novels in particular, due to the fact that most visual novels are multi-route, heroine-focused affairs.  Charage in particular, with their focus on SOL, inevitably give off a sense that the protagonist is the center of a harem, even if it is only  in the common route.  Since this kind of situation appeals to the more primitive parts of the male psyche (males are genetically predisposed to seeking multiple mates, though socialization and emotional attachment overwhelm this in modern settings), eroge tend to abuse this flagrantly. 
    Oh yeah, if you haven't figured it out, I like harem endings that aren't sex-heavy... but that isn't so much because I have a thing for 'collecting' bishoujos.  Rather, I like the various situations that result in VNs, as they are often intellectually interesting, heart-warming, or hilarious (or all three).  Nukige-style harem endings are boring and make me roll my eyes, mostly because I question whether anyone has that kind of stamina, and because ignoring the emotional and practical aspects entirely like that makes it hard to suspend disbelief.  If a plotge can make me think a harem would work, I want to see it work, lol.
  2. Clephas
    I started X-link on a whim, and I was surprised at its quality almost immediately.  This post is basically a composite view of my impressions up through the Chiruouka (bad) ending that lies roughly two-thirds of the way through the game.  
    X-Link uses the ladder-style structure made popular with G-senjou no Maou and Aiyoku no Eustia, and we all know my general dissatisfaction with this particular structure, so I won't go back over it.  Instead, I'll focus on the parts of this game that exist aside from this issue.
    This game is set in the year of 2050 and onward, in a world where most military activities are carried out by three great PMCs (Private Military Corporations), and most of the world has gone to crap, even as technology has moved forward immensely and at a rapid pace.  Human-like automata/androids are already in common use in service professions (Nurses, waitresses, airline stewardesses, housekeepers, etc), and they've more or less come to be accepted as part of the scenery.  That said, they are often the target of human spite and arrogance, and, considering that they possess emulated emotions, this can cause problems.  Recently, the first fully genetically-modified humans called Edited were released, but the release is considered a failure, as only a small portion survived to adulthood (by accident or design, it is not really spelled out at the point I'm at).  
    Before the beginning of the story, the protagonist's older sister, who was considered the penultimate Edited, died in an accident that leveled her laboratory and left him in a depressive funk that lasted several years.  He is broken out of that funk by the arrival of Himefuuro, a fully autonomous android designed with the ability to share emotions with humans through a kiss.  By sharing his emotions with her and feeling her unconditional love for him, he is able to break out of his depression... only to become rather obviously dependent on her.  
    X-link has five heroines:  Akira, Hina, Chiruouka, Yuuri, and Himefuuro in order of their endings.  Akira is a teacher and agent (this isn't a spoiler, since you find this out in a 'her perspective' scene early on) who infiltrates the school the protagonist attends as part of her hunt for something involving the corporation that runs the school.  Hina is a girl with an incurable disease called Coppelia Syndrome that causes the skin of the afflicted to harden gradually over time until it kills them.  Chiruouka is a rogue combat cyborg and the only third generation cyborg other than Himefuuro in existence (second generation being the ones currently used, who are completely reliant on the giant central servers to maintain their personalities).   Yuuri is an Edited girl with a tendency to lie for the sake of lying who shares the exact same appearance as the protagonist's older sister.
    The story of this VN is generally serious in tone.  Most of the characters - heroines and protagonist included - are deeply scarred and somewhat warped personalities.  The story itself constantly revolves around AI issues throughout what I've seen so far, ranging from the classic identity crises to what happens when androids find religion.  It is interesting enough intellectually for me to take an interest that way, and the complex emotions and motivations of the characters grant the game a pretty good degree of depth.  That said, the protagonist is dense as the hull of a warship and generally inexperienced in human relationships that aren't 'family'.  As a result, some of the conflict in the story is centered on problems caused by his generally thick skull.
    While I'm reserving final judgement until I finish the true ending and go back and play the other heroines' endings, I can say that the journey so far has been worth it, and the writer's approach to AI issues has been more thoughtful than I anticipated.  As such, this gets a tentative recommendation from me.  This game is pretty long, and my stamina just ran out, so I'm going to take a week or so of 'vacation' from it before I go back and finish it up.  
  3. Clephas
    As always, I played the one with the catgirls.  lol
    This VN is a kinetic novel from the makers of Karenai Sekai, Sweet & Tea.  At this point (the third game) the pattern the makers of these games are following has become apparent, though this game is not really on the same level as Karenai Sekai or Kemono Musume.  The protagonist is generally amusing (he is the type that constantly sends conversations off track by saying random crap and then forgetting it ten seconds later), and his surrounding situation is interesting...
    However, I thought this VN was a bit poorly handled.  There is a major genre switch about four-fifths of the way through the game, and that genre switch makes me go 'eh?  Seriously?'  i was left feeling that this game needed multiple paths, at least partially because at least half the cast of characters wasn't explored at all (though delicious hints were dropped here and there).  In my mind, this makes the game something of a half-assed failure, since a well-designed kinetic novel should leave you with the feeling that 'this is how it was meant to be' rather than the feeling that 'they must have cut the other paths for some reason'. 
    As amusing as the game was at times, the actual story was badly handled and the romance was so-so, at best. 
  4. Clephas
    This is the prologue of the book I'm currently writing (though, given my procrastinating habits, it will never see the light of day). 
     
    It was a foggy night on the research center docks. A front came through during the day, dropping the temperature and raising the humidity. As a result, the ferry to the mainland was forced to delay for a night, and the ‘guests’ scheduled to leave were forced to stay for another night.
    Unfortunate for the slightly overweight security guard watching the entrance to the restricted sections of the center, not so unfortunate for his assailant.
    The middle-aged white man with the brown beard never saw the small clawed hand that swept across his throat, opening it in a spray of arterial blood that splattered across the bulletproof glass of his station.
    Uzume, his killer, wiped her bloodied fingers off on his clothing, shoving his still warm hand down on the biometric pad in front of his corpse to give authorization for the temporary security ID she’d set the system to print. A small plastic card with a magnetic strip and another, much older, woman’s face on it slid out of the output socket and into her other hand.
    With no visible emotion, her glowing golden eyes regarded the corpse for a moment before she vanished into the mists, gliding through them toward the restricted building.
    Uzume’s features were elfin and delicate, showing traces of her mother’s land of origin, but what truly stood out were the two triangular furred ears sticking out of her pitch black hair, flicking back and forth as they caught faint noises in the distance. The two sinuous furred tails emerging from just above her buttocks only gave more evidence to her inhumanity, if the eyes were not a dead giveaway.
    The catlike demihuman moved with a grace and speed that no human could match, killing each security guard she came across with perfect strikes of her clawed hands, leaving their corpses to cool on the concrete. The client specified havoc and slaughter, and she had every intention of giving him just that.
    When she finally reached the outermost doors, she slid her new ID card through the reader, causing the thick metal door to click open and swing outward. She slid inward and rushed the guard standing just inside before he could cry an alarm, slamming her left palm into his belly to prevent him from crying out before thrusting her right index finger into his left eye, using the grip this gave her on his head to draw the head back to bear the throat, which she bit into without a second’s hesitation, ripping his throat out with her razor sharp canines.
    The taste of salty, warm human blood upon her tongue threatened to send her in to a state of excitement, but she forced it downward with the same iron will that allowed her to survive her life so far. She dropped the human to the ground at her feet, pocketing his sidearm for later use, along with his two spare magazines of 9mm ammunition.
    In the next room, she found another guard sleeping, and, using the claw at the end of her right index finger, precisely pierced his voice box without harming the nearby arteries, ensuring he wouldn’t be able to cry out an alarm. Two slashes of her claws separated the tendons at the elbow, and she jammed the edge of her hand into the wound before using a spell to force-heal it, sealing the skin, flesh, and bone around the damage without undoing it. She couldn’t afford for him to die just yet, but she didn’t want him able to struggle effectively.
    With impossible strength, she dragged him to the nearby biometric scanner , forcing him to activate the combination palm print and retinal scan, opening the doorway into the center’s inner sanctum.
    With the same carelessness a child gives to a discarded toy, she snapped his neck and dropped him to the floor, flowing through the open doorway before it could shut.
    There was no guard at the station inside. Unsurprising, as by all accounts the facility’s security budget was cut by the current project manager only weeks before. The assault rifle armed guards on the grounds and the two layers of biometric scanners probably seemed more than enough to prevent intrusion in the eyes of a scientist.
    A young woman, most likely in her mid-twenties, stepped out of a nearby room, rubbing bleary eyes, her labcoat stained with chemicals that smelled sour to Uzume’s oversensitive nose. Without hesitation, Uzume slammed her right palm into the woman’s nose, forcing her back into the room she left, even as she drove stiffened clawed fingers deep into her belly, tearing through her innards viciously, shredding her stomach and ripping deeply into her left lung.
    Seeing two other scientists behind the woman, looking stupefied, she leapt over the woman with a display of inhuman agility and tore the face off one, twisting in midair to hit the metal wall feet first before launching herself to tear the throat out of the other. The gurgling noises of the dying were all that signified the three terrible blows dealt, and Uzume noted that she had cut half of face-torn one’s tongue out, causing him to choke on his own blood.
    With a sigh, she slammed the heel of her booted foot into his throat, crushing his trachea. His eyes were gone, but a witness was a witness.
    Uzume’s form-concealing black clothing was already soaked with blood, and her face was splattered with it, especially around her mouth. She took a moment to use the dying woman’s labcoat to wipe the worst of it off of her face before moving on in perfect silence.
    She also wiped the caked blood off of her claws with a white cloth as she continued making her way through the facility, stopping at each room to kill those within in perfect silence. Most didn’t even have time to react before their corpses hit the floor, and that was no surprise. The speed with which she moved was beyond the human ability to react, to the point where two or three were usually dead before any remaining individuals within realized something had happened. Uzume’s kind lay outside the realm of human common sense, which was why they were so effective at work like this.
    It took her almost an hour to clean out the accessible areas of the facility, literally painting the walls red in places. Going back through the facility, she used the drying blood of her victims to write a series of symbols on the wall of each room before heading for the way out.
    As she reached the door she came in through, she activated the spells with a thought, and flames burst into being throughout the facility, erupting from the blood within, burning everything, starting a conflagration that would gain the attention of the rest of the facility as a whole within moments. Unfortunately for anyone investigating the incident, there wouldn’t be enough material evidence remaining to get even the vaguest idea of what had happened.
    Uzume stripped naked, tossing her clothing and boots into the flames inside without a second thought, gliding back into the mists with the same grace and silence she’d displayed upon arrival.
    As she left the grounds, her body shifted, the ears and tail melting away, her metallic golden eyes becoming a mundane brown, the blood in her hair and on her skin vanishing as it was consumed as an afterthought to power the shift.
    So it was that a young human woman named Uzume, an unremarkable half-Japanese woman knelt down in a group of bushes and dressed in the plain school uniform she’d used to gain access to the island. There was no sign of the terrible grace and horrifying brutality she’d shown only minutes before in the slow, shuffling gait of the woman that remained behind, though their elfin features were the same.
    She made her way back to the employee dorms ‘her class’ was staying in without the least sign of guilt or concern, for all the world as if she really were the young student she appeared to be…
  5. Clephas
    It appears that March is going to be my first death march of this year (as compared to me doing it every month for the five years previous).  The simple reason is that, for some insane reason, a bunch of companies released a bunch of interesting games all at once this month (it is technically still March).
    First, we have Alpha Nighthawk, a game by Liar Soft that just looked too interesting for me to ignore (which I normally would have).  My initial impression from the first scene is... that this is definitely a Liar Soft game.  The first scene has the spoken dialogue being completely different from the lines on the screen, so you have to pay attention to both simultaneously to pick up on all the nuances of what is going on, apparently, lol.
    Second, we have Purple Soft's newest game, Realive.  Now, as a game about a mystical virtual app, I had to sight and go 'now Purple Soft is jumping on that wagon', since it is, on the surface, a departure from what Purple Soft usually does, which is nakige fantasy plotge.
    Third is Love Commu by Marshmallow Soft, a subsidiary of Candy Soft (like Minato Soft is).  Now, ninety percent of those familiar with me will go 'What?!  you are going to play a charage?!'  However, it needs to be said that I've always played charage that looked interesting... and this is the first one in a while where the protagonist is a teacher and it isn't a nukige, lol.
    Fourth is Sakura Iro, Mau Koro ni.  This one is Pulltop's latest release... and to be honest, if it isn't a nakige or plotge, I'll drop it like a hot potato.  The only things Pulltop does right are nakige and plotge, and when they try to stray into regular moege/charage they always end up giving me a headache.
    Fifth is pieces / Wataridori no Somnium, another questionable title despite being released by Whirlpool, which has been on a streak of fetish games that seemed to have been made specifically with me in mind (World Election and Nekonin both being full of nonhuman heroines and World Election being just an overall great game).  I say it is questionable because Whirlpool's bad games are REALLY bad.  For some reason, Whirlpool sometimes strays from what works for them and tries to do something completely brainless (well, Nekonin was brainless, but catgirls and sex are always positives, lol), and I always end up wanting to go to sleep after the prologue.
  6. Clephas
    Recently, I played (partially) through Missing X-link, and this led me to think of how various VN writers handle the concept of AIs and machine sentience.  There are a number of different approaches, each of which has its own ups and downs.
    There are minor and major spoilers in all of these examples, and, as such, read them at your own risk.
     
     
     
    The argument of the 'emulated human' AI and the philosophically-built AI (Komorebi no Nostalgica)-
    Komorebi no Nostalgica takes a unique approach to AIs, with the prime idea being that of bringing AIs closer to humanity while retaining their abilities as a computer intelligence. 
    The Metosera, the elegant AIs that were once humanity's slaves and only gained their autonomy after a war that devastated the world and erased most of human history are one side of this argument.  The Metosera emulate human emotions through an algorithm that randomly came together as a result of a bug in the advanced program that ran 3rd Generation Humanoid Androids.  This caused the Metosera to gain awareness, and, over time, a real personality and emotions.  The immediate reaction of humanity was mostly knee-jerk loathing and fear, and this resulted in the newborn Metosera often being betrayed by the very owners they'd often come to care about.  If it weren't for the efforts of numerous humans who helped the Metosera out of emotions or a sense of what was right, the Metosera might really have become the nightmare genocide machines that some apocalyptic scientists fear.  In modern times, the current generation (as in the youth) mostly, with a few regressive exceptions, accept Metosera as their fellow citizens and denizens of the Earth, and society is actually more peaceful than it ever was in the past.  As can be seen in the case of the Metosera heroine, Fluorite, the more a Metosera interacts with humans in close range and develops an attachment to them, the more 'human' they become, as their emotional emulation becomes more effective through active learning.  Modern Metosera like Flo are 'born' with a single Metosera 'parent' creating their base program and then constructing a body for them.  They are then 'raised' by the local Metosera society as a whole and encouraged to interact with humans to further develop their social emotions.  In this sense, you can see that the Metosera are extremely dependent on humans and raw programming for their creation, and many of them are limited by that fact, though Flo and some others have exceeded those limitations in the story.
    The other example in the story, shown in the grand route, is Cinema, the modified (heavily so) 2nd Generation Humanoid found in the characters' school behind a false wall.  Cinema, unlike the Metosera, who kind of resemble Tolkien's elves in the way they react to emotions (their expressions change only mildly and often late), displays emotions organically and actually seems far more human than most humans.  However, the 2nd Generation Humanoids did not possess any kind of software that would have allowed for Metosera-style emotional emulation.  Instead, Cinema's maker designed 'trials' into her body and programming that would encourage the natural 'birth' of a human-like machine intelligence over time that could truly empathize with and understand humans on a level  that the Metosera, who 'evolved' independently for the most part, cannot yet match. 
    The 'body grown to fit the AI' approach (Noie and Line in Applique's Arcology series)- In the Arcology series, two heroines, Line and Noie, are the creation of a somewhat insane but also brilliant scientist who came up with the idea of giving her AI 'daughters' bodies that fit the personalities she encouraged them to generate.  These bodies are biomechanical (think an android that both has the functions of a machine such as hacking and processing data but also can bleed, have sex, and even have kids, even though that requires some 'adjustments) and generally nice to look at (lol, it is an eroge, after all), but aside from that, it should be noted that the professor essentially 'grew' their personalities in the same virtual environments most people in her arcology spend their daily lives in.  By doing this, she was able to 'grow' her daughters as if they really were something approaching human children, and they were easily able to adjust to having a body.  Their emotions were essentially copies of the professor's own basic template that grew off in different directions (which is another reason they can be called her 'daughters'). 
    The second example in this series is the apocalypse-type AI Azurite Second (calling her that even though she isn't called that in the series).  Originally, the Azurite series software was essentially an OS meant to be installed directly into the human central nervous system, allowing human beings to interact with the network without cyberware or devices.  Unfortunately, Azurite is an incomplete program that burns out the psyches of most people it is installed into, and Azurite Second is driven by the 'mission' given to it before it was originally put to sleep.  That mission is to link all humans the world over together, and it prioritizes that over the good of its users, believing that its priority will be for the good of all humans (it is really that broken).  In that sense, this is one potential scenario that is close to the nightmare scenario seen in I, Robot.
    The 'I don't need humans because they are inferior' vs. the 'I love Humans' argument (Hello, World)- To be honest, I found Nitroplus's take on AI to be the most humdrum of the lot.  The protagonist and his maker as antithetical AIs who see humanity in a radically different way based on his experiences (his as subjective, its as objective) is depressing and par to the course for early-era sci-fi writing.  While the story of the game was good, the actual concepts of the AIs involved were less that impressive and provided nothing new for me, which made me sad, lol.   I mean, the idea of an AI that wants to genocide humanity was old when I was born (which was almost forty years ago), and the idea of an AI that comes to love humanity through experiencing them in a human-like body is almost as old.  I guess what bothered me was that this didn't go beyond the surface ideas to dig any further.
    The Humanity is Obsolete vs. Together with Humanity into the Future Argument (Missing X-link)- Missing X-link presents its argument fairly directly through Himefuuro and Chiruouka (or rather through the protagonist's 'father's' and 'uncle's' arguments through them).  Himefuuro's design concept was to take humanity's essence into space by creating a database of human emotion and intellect through the empathic system 'cross link', which allows her to literally link her psyche to a human and share their emotions and thoughts by injecting her nanopixels (nanomachines, essentially) into a human subject.  Chiruouka's design concept was to interact with humans through conflict and learn from them that way, by developing her own independent and subjective view of humanity as seen through that lens. 
    Conclusions
    Sci-fi writers have been defining the debate on AI tech since the concept of the self-aware robot was first spoken of.  In VNs, there is a tendency toward empathetic AIs, but, even so, many of the 'arguments' put forth by their writers are interesting to follow. 
  7. Clephas
    First, for those who are familiar with me... Yes, I did play this.  Why?  Something about the way it was presented in the Getchu page said that there was more hidden beneath the surface than a standard oppai-nukige.  Thankfully, my instinct was correct, in this case.
    Now, for those who are curious, this game is a straight-out harem, from beginning to end.  This game's primary attractions are the comedic reactions of the heroines and the way they and the protagonist slowly 'fall'.  It is like watching a train wreck in slow motion... it is too fascinating to look away from, yet you know it is going to end badly, lol.
    The protagonist, Yuki, is a somewhat hetare-ish guy who does his best to disappear in the classroom and has trouble speaking to others.  One day, out of loneliness, he opens up the Tomefure app, where young guys offer young girls a place to stay for free without strings attached and signs up.  The girl who appears at his door is the class idol, Sakurako, who immediately crushes his hopes (sexual fantasies) and basically does her best to leech off of him, dragging a bunch of other girls into the mix.
    This story is all about a bunch of young people too afraid to create real relationships or who have huge problems in their normal lives essentially huddling together and gradually becoming contaminated with this weird 'small community' Stockholm Syndrome thing.  I spent most of the game laughing or in a state of 'frustration' (yes, that kind of frustration), because the process of Yuki and the girls' morals collapsing takes a long time (despite being a kinetic novel, this game took me almost 20 hours to complete) and actual H and near-romance (there is no true romance in this game) doesn't get going until you are about 7/8 of the way through the game. 
    In terms of writing, the basic quality of the main writer is pretty low.  I'd say he is somewhere below the baseline for charage writers, which is generally bad in any case.  That said, because of the way the 'story' is presented, his lack of writing skills doesn't create as much of a negative effect as it might otherwise, even in a charage. 
    If you want a comedy ecchi harem VN to read, this is probably the best option you can find for the last three years.  The whole thing is so absurd that I couldn't help but laugh out loud (a real lol) on dozens of occasions.  Don't expect 'healthy' romance, since the whole story is based on the characters' gradually losing their common sense morality about relationships as they sleep in the same room (there is more to it, but I won't spoil you).  However, if you don't mind that kind of thing (or if you love it) this game is a fun read.
    PS: Yes, I surprised myself with how much I got into this one.
  8. Clephas
    Tamayura Mirai is the latest game by Azurite, the company behind Shinsou Noise and Akumade Kore wa.  Unlike the previous two, it is not a guro mystery.  Instead, it is a fantasy with an extremely similar setting to Monobeno (which had a great setting, even if the lolicon elements were outright disgusting).  It also shares a writer (Touta) with such excellent games as Kin'iro Loveriche, Floral Flowlove, Gin'iro Haruka, and Ojousama wa Gokigen Naname.  
    Before I go any further, I want to speak as to why I compared the setting to Monobeno.  Fukano, the town/valley in which the story is set, is a backwater where youkai, humans, and deities coexist.  Folk traditions, such as deities within the home, are still alive and well, if not entirely understood (the death of the last folk shaman in the area ensured that, from what is said).  The protagonist's role is very similar to the role of the miko in Monobeno (keeping harmony and balance between the supernatural and mortal), and, though the younger generation isn't, a certain level of superstition remains in the older generation.  In addition, the protagonist's choice to live isolated in the mountains in a run-down and modified old Japanese school (think the school from Higurashi no Naku Koro ni) also echoes the isolation of the protagonist's home in Monobeno.  That said, the atmosphere in the game isn't as severe as Monobeno's, though the protagonist's 'duty' is harrowing at times.
    All that said, this is definitely its own game.  The general atmosphere is a bit somber, and the characters all have some kind of serious problem that leaves them a lot less at peace than they seem on the surface (the protagonist included).  The protagonist is a mage who wields runic magic (Norse shamanic style), and he has the role of keeping peace the mixed-origin supernatural community of Fukano, the setting.  He lives in an abandoned school in the mountains with a succubus named Midari, who has the dual problems of being afraid of men and deeply fearing her own nature (though her upbringing shows through at the oddest times).  At the school he attends, he frequently meets with a water spirit information broker named Hanako (one of the heroines).  Occasionally, he meets up with his oppai-loli 'oneechan' (who is very childish and has a really poorly-executed accent that just comes off all wrong in the VA...). 
    The story begins with his encounter with Yukina, a girl with naturally high levels of spiritual energy who is completely untrained (and is thus a danger to herself and everyone around her, since youkai and monsters can gain power by eating such people, and others make assumptions about what she can do based on her spiritual power).  I won't go into details about their meeting, because this is a game best experienced the first time without too many preconceptions.
    This is essentially a nakige, and it does a pretty good job of bringing out the tears.  The protagonist's duty often brings him into contact with situations where he must deal with various tragedies, sometimes from the present, sometimes from the past.  His own previous life isn't exactly bright and flowery either, lol.  The protagonist has a tendency to see himself as weak and selfish, but he has a seemingly endless capacity for getting obsessed with solving other people's problems... which actually makes him perfect for his work (considering the nature of the mountain deity and certain hints given during the common route, it is pretty clear that he was given his role specifically because of that tendency). 
    The heroine routes, quite naturally, focus on the issues with the heroines... to be specific, dealing with the issues that bother them the most deeply.  Equally quite naturally, the first heroine I picked was Midari, the succubus.
    Midari
    Midari is a member of the succubus nobility who was exiled from her homeland because of her fear of men and inability to feed properly (essentially have sex with men...and lots of them, preferably).   Worse (from her perspective), she fell in love with the protagonist on their first meeting, thus dooming her in the eyes of her people and filling her with a constant conflict between her impulses and her love for the protagonist.
    Midari has a very gentle and refined manner, and she has the grace that one would expect from a noblewoman...  However, on occasion, she makes remarks (usual casual references to sex acts or her sisters and mother's sluttiness) that reveal rather blatantly that she isn't human and her basic upbringing wasn't either.  Her path is all about dealing with her internal conflict and its real-world consequences... and this leads to a lot of nice emotional drama and a decent catharsis... though, to be honest, the cathartic scenes two-thirds of the way through the common route were better.
    Hanako
    For those who understand the reference, yes Hanako does hang around in the girls' toilet.  Hanako is a water youkai that came over from China six hundred years before the story began and eventually rose to become one of the top figures of all the water youkai in Fukano.  She is actually pretty powerful, and she serves as an information broker for Mutsuki (the protagonist) as he performs his duty as the Mage of Fukano. 
    Hanako's route is a weird one and it isn't as emotional as Midari's route was.  To be honest, a large part of the reason why is that the relationship part starts really quickly and feels somewhat forced...  Hanako has a reason to like Mutsuki, but Mutsuki doesn't really have a good reason to fall in love with her, so it feels weird.  This is in opposition to Midari, who has been at his side for some time when the story began and is insanely devoted to his well-being (not to mention sexy and graceful at the same time, lol).  This route could have been handled much better by using a tactic similar to the Midari route, where they become closer during the course of him carrying out his duties... unfortunately, the way the route was handled was sadly inept for such a potentially interesting heroine.
    Yukina
    Yukina is a young woman with a natural gift for the use of spiritual power (so much so that she can attack youkai with her bare hands and blasts of raw energy).  Her characterization is a straight out tsundere, so anyone who reads this VN with some experience with the character type will probably be able to predict her reactions in most situations.  I started laughing at a few points when she said something so typically tsundere that I couldn't believe any writer would still use the lines...lol
    Yukina's route is all about her personal issues, both her past and her present ones.  I do feel that this route's romance was far too hurried (like Hanako's) in the sense that their relationship should have had more time to develop into something deeper before things began to accelerate.  
    That said, the actual events after the romance solidifies are well-written and described, and you gain a lot more insight into Mutsuki's motivations and the depth of his personality than you do in the other paths.  I recommend this path be read after the other two heroines available at the beginning, simply because the revelations made here are too overarching to allow you to truly enjoy the other paths without reservation.
    Shiro
    Shiro is the protagonist's loli-oppai oneechan, who speaks with a weird houben (regional accent) that is poorly used by the VA to the point of being wince-worthy (yes, this is worth mentioning again).  
    Shiro and Mutsuki's issues are the core of everything that has shaped Mutsuki to be the person he is.  As such, it was only natural that Shiro would end up as the true path heroine... indeed, her path begins after the end of a non-romantic Yukina path.  I'm not going to spoil what those issues are, but I should note that Shiro was the motivation that drove Mutsuki to become a magus. 
    In the setting, magi are seekers of forbidden truths, similar in some ways to the magi of the Nasuverse save that they don't seem to have a large-scale organization or influence on the mundane world.  As such, they frequently take actions that are amoral in the pursuit of their path of research, and many naturally think in ways that are out of sync with humanity.   The Mage of Fukano is a rare exception, in that the deities of Fukano have made a role for the holder of the position in the natural existence of the valley and mountains.
    Mutsuki's path of research is about as immoral as it gets, even if he still has a conscience and his motivations come from a very human place.  As such, it takes a central role in the major dilemma of the path, as anyone who has read Yukina's path would guess anyway. 
    In the end, this was the path (other than the common route) which drew out the most tears from me.  Shiro and Mutsuki's story is full of sorrow but ends with joy, so I can honestly say this falls into the classic 'nakige' style. 
    Conclusions
    I have a few things left I want to say before bowing out on this game.  First, I wanted a Feles (Mephistopheles) route, since Feles is ridiculously deredere (in a yandere way) over the protagonist.  Another issue is that I thought that leaving the protagonist's deeper issues out of Midari's and Hanako's paths was something of a poor choice.  Yukina is presented as a mirror to the protagonist as well as a heroine, so it is understandable that she would play such a vital role for setting up the true path.  However, I felt that failing to properly deal with his personal issues in either of those two paths was a mistake.  Mutsuki does have VERY serious issues that can't really be glossed over... not to mention that I seriously doubt Midari's issues would end just with what we saw in the path (living with a succubus in a state of perpetual near-starvation will inevitably have its ups and downs). 
     
     
  9. Clephas
    Mmm... this month had a lot of fantasy, so it is probably normal I played more VNs this month than the last few... oh well.
    Anyway, Renran Spirichu is the latest release from Parasol, a charage-specialist company.  Umm... to be honest, I couldn't bring myself to do more than one path of this game, and the one path I did was Botan's (the catgirl).  This game's premise is fairly terrible, with girl exorcists possessing breasts in direct proportion to their spiritual power.  Not only that, but the protagonist screws three of the heroines in the common route out of necessity (the reason is pretty par for the course). 
    I'm going to be straight with you... this game makes a number of pathetic attempts to be funny, all of which fall flat.  The best part of this game is the ichaicha, and, considering I'm not an ichaicha fan, that tells you just how bad it is.  Oh, there is a story... but you have to dig through so much filler material to get to it that it is exhausting to read.  The heroines are all deredere by the end of the common route, and the only real difference the path seems to make is which one he focuses on *sighs*
    Anyway, this isn't something I can seriously recommend, even to charage-lovers...
  10. Clephas
    Fate/Grand Order is the name of the mobile game/visual novel/card battle game that has become synonymous with the Nasuverse over the last seven years or so.  For those unfamiliar with the game, I'll go ahead and describe the flow of events that lead up to this particular chapter-turned-anime in the spoiler box below.
    In the game, Camelot is considered to be the first 'serious' chapter and the one with perhaps the deepest link to the other Fate/Stay Night series in spirit (considering the characters involved).  The sheer level of scenario quality and artwork that went into the game version was completely different than what you saw in previous chapters, and it lacked the somewhat oddly humorous aspects that went into them.
    The anime, split into two movies, is easily one of the top-quality Fate-series anime I've seen, if only because it shows the main reason why a lot of people keep playing FGO, despite the game being a blatant money trap waiting to suck your bank account dry if you aren't careful.  
    Throughout the last few chapters of the first main volume and the Lostbelt Chapters, FGO continually jerks at the emotions, showing you both the dark and heroic sides of the Heroic Spirits that appear on both sides of the conflict.  In a way, I consider Camelot to be the true starting point of the current FGO 'style', and it shows.  I cried numerous times during this movie, and while the action falls far short of work done by ufotable on other Fate series anime, the producers did not fail in any way to grab the attention and emotions of the watchers.
    Most of the important moments of the original game are presented in an impactful manner, and the only real complaint I have is that certain characters didn't have the time to make an appearance in the first movie (Tawara Touta in particular is impactful in the sense that he and Arash were a team in the original content and brought life to the mountain people settlement part).
    The moments that stand out to me most in the second movie are Mordred vs Sanzo, Tristan vs Serenity and Cursed Arm Hassan, and the final conflict (Lion King vs Mash, Ritsuka, and Bedeviere).  This is not so much because the fights were awesome but because the lines and their presentation were perfectly designed to produce a result that would remain in memory and impact the emotions.
    Overall, while the animation quality of this anime falls well short of the ufotable-made Fate series, in exchange the emotional impact is on a completely different level.
  11. Clephas
    I do not regret playing this game.
    I needed to say this first, because this game has a pretty high level of emotional impact.  The actual characters are quiet for the most part, but the relationships in this game are so twisted that even thinking about them being real would make a saint wince. 
    This story centers around a young personal servant, Kumagata Arima, and his young mistress, Otobe Supika.  It is the Taishou Era (pre-WWII, late teens to late twenties of the twentieth century), and Japan's first age of modern prosperity is at its height.  Supika is an apparently sickly ojousama who reluctantly goes to school at the urge of her personal servant Arima, who takes care of all her personal needs (up to and including dressing her and doing her hair).  Arima is an apparently devoted servant who can be relied on without reservation by his sickly mistress...
    Well, there is a lot more to it, but this is as far as I can go in terms of specifics without spoiling it for you.  Tasogare no Folklore is a game where not knowing too much is an important aspect of enjoying the story, so I really suggest you don't read the official site or the Getchu page.  Instead, I will explain what kind of game it is.
    Tasogare no Folklore's primary attractions are the disparity between the darkness hidden in the depths of the characters' home and the apparent strength of their relationships, particularly the one between Supika and Arima.  Their relationship is not as simple and straighforward as it seems on the surface, and the way it twists is the source of a lot of the sick fascination I felt watching the train head for the broken tracks. 
    To be straight, this is a dark game with no miraculous salvation.  Oh, there are a few times when a 'convenient' outcome occurs, but those are the exceptions rather than the rule.  The characters' feelings for one another are real, but they are also muddied by circumstance and events in the past.  As a result, their relationships are twisted to an extreme degree (though Supika and Arima's relationship is so twisted even the other characters can't understand it). 
    However, the presentation of this game is top tier.  I'm almost tempted to cry 'kamige', but that is going too far, lol.  This game is a dark fantasy, but it is also a quietly intense love-romance.  It also has elements of a number of genres, but in the end, what stuck with me was that I felt it was a romance from the beginning.
    There are two endings (and one extra story based off the 'good' ending) in this game... a 'good' ending and a 'normal' ending (in Tsukihime style).  The good ending is a happy one... but I say that with the caveat that it is still bittersweet.  The environment Supika and Arima are forced into is not one that goes for charage-style 'purely happy' endings, after all.
  12. Clephas
    The House War series is one of three co-existing (to some extent, each of the series co-exists in time, often with the same characters) series written in the same universe by Michelle West, a half-Japanese, half-Canadian writer who first came to my attention when I was stunned by the first book of the Sun Sword series.
    The universe created in the three series (the Sacred Hunt duology, the Sun Sword series, and the House War series) extend across over thirty years of time in-series and involve as many varied perspectives, people, and desires as the more infamous large-scale high fantasy book series out there (the Wheel of Time, the Game of Thrones, The Malazan Book of the Fallen, etc).  However, it is distinct in every way from them in style.
    While the world West puts together is often as harsh or more so than the Game of Thrones series, it manages a degree of mystique that Martin never achieves, at least partly because the focus is more on the people and setting then making as many dirty deeds as possible occur in the shortest time possible (incidentally, that is my assessment of Martin's works).  A typically Japanese flavor exists in the writing, mixed with flavors of Celtic and even Middle Eastern tones at times.  Depending on which characters form the core of an individual book, the atmosphere differs dramatically. 
    The House War series is centered around Jewel Markess ATerafin and the people that surround her.  Jewel is a key character in all three series, though in different ways.  In the Sacred Hunt, she is the desperate leader of a den (think street gang) of orphans whose existences are only considered relevant relative to her.  As such, little focus or spotlight is put on the den, except to give them some minimal color and give you a vague idea of how they matter to Jewel.  Jewel is seer-born, a rare form of 'talent' that causes her to see potential futures in dreams and instinctively (knee-jerk, gut-level) know when her own life is in danger and avoid it reflexively.  Other talents, such as mage-born, healer-born, god-born, bard-born, and maker-born are all present in the series, but explanations for each are generally only presented as aspects of their existence become relevant to the story at large. 
    She lives in Averaalan, the capital city of an Empire ruled by the Kings, two god-born children born of the gods of Wisdom and Justice.  The complex society of the Empire nonetheless has only a very limited privileged class, made up of a wealthy but not feudal 'patrician' nobility, the commons, and the Ten.  The Ten are one of the constructs I like most, besides the Kings, in this particular setting.  They are a group of ten aristocratic clans that are granted almost complete internal autonomy and are not hereditary.  Instead, the Ten increase their numbers by merit-based adoption, wherein individuals that have talents and skills desired or needed by the clan as a whole are 'adopted' regardless of origin. 
    The House War series follows Jewel's life from early childhood, details the creation of her den, and further writes in details of the events around the duology solely from the point of view of the den and Jewel herself in the first book.  The rest of the books detail her rise after the events of the Sun Sword series to the rank of the Terafin (the ruler of the Terefin, the greatest of the Ten) and the results of her choices until she meets her destiny.  Of the three series, the House War series most deeply details the aspects that are left oblique and unexplained in the previous books, regarding the nature of human talent-born, the nature of power in that universe, and the nature of the immortals and gods. 
    Jewel is, other than her power, merely a fiercely compassionate woman who cares far too deeply for someone who rules.  Her immortal companions are frequently frustrated by her (mostly because they only understand the power she wields and what it will become), and her mortal companions fear for her as her power grows and she struggles against the necessity to change in order to master it. 
    The over-arching antagonist of all three series is Allasakar, the Lord of the Hells, a being that is deliberately demonized (lol) in the Sacred Hunt, given some perspective through the eyes of Kiriel, his half-human daughter, in the Sun Sword, and given a third and more complete relative perspective based on the truths revealed in the House War series.  I won't go into detail about this, but Allasakar is presented as being inimical to all mortal life... and this is true in every way.  However, one thing that gets revealed in a rather stark manner in the House War is just how inimical ALL immortals in this series are to mortals.
    The world Jewel and the other characters live in is one that is asleep, the gods having withdrawn to another realm for reasons of their own, the Firstborn (their 'children) confined to the mystic wilds, and many of the other immortal existences in a thousands of years long sleep.  Because of this, a marked difference between the early books and the later ones is the stripping away of the gentle human 'myths' that gloss over just how terrible the immortals, regardless of alignment, were. 
    If the Duology was a simple good vs evil play and the Sun Sword was an interwoven tapestry of demons an politics, the House War is the mortal coming into contact with and struggling against the immortal.  Michelle West's concepts of the immortal are very Japanese, for someone familiar with Japanese Buddhism and Shinto.  Indeed, I can say that while there is a strong Celtic influence on the aesthetic, the essence is almost entirely Japanese when it comes to immortals in the story (it becomes even more so later on). 
    For those with an interest on why I said there is a strong Middle-eastern influence, I recommend you read the Sun Sword series.  Following the events in the lands of the Dominion, in particular the first book of the series which almost exclusively centers around that region with few outside influences, brings that influence out in full.  Serra Diora, one of my favorite characters in the series, is someone I can honestly describe as one of the most admirable characters in the series as a whole, while being one of the weakest relatively (Edit: In terms of power, not personality).  It gave me a much better perspective on Middle Eastern culture, and it is one of the reasons I actually began reading some literature from that part of the world.
     
  13. Clephas
    This is the latest game by Clochette, a company known mostly for four things:  It's decent stories, it's excellent characters, a tendency toward fantasy and sci-fi settings, and the forest of oppai heroines that spring up in its wake.  lol
    Clochette is straight out my favorite plotge/charage hybrid company, mostly because they understand what they do well and don't try to do anything but develop from that perspective.  The result is that I can depend on their games being enjoyable.  Some people will probably go 'eh?  Isn't that a matter of course?', but most companies that always produce the same genre never manage Clochette's level of consistency in quality and type.  To be straight, this is the only charage company whose games I can still enjoy without reservation, even after my burnout. 
    Kokorone is based in a setting where mysterious out of place objects, in the form of underground black pyramids surrounded by unnatural foliage, began granting people mysterious powers about thirty years before.  The protagonist, Komachiya Soushirou, has one such ability that he defines as an affliction.  His ability is indiscriminate telepathic reception (under the theory that people 'project' their emotions and thoughts constantly if they don't try to shut it off).  He suffers from headaches and having to hear people spill their thoughts and emotions into his mind wherever he goes, and he can't shut it off.
    That said, seeing as this is a Clochette game, this 'constant suffering' stage only lasts about five minutes (Clochette games have dark moments, but none of them have an overbearing atmosphere).  It is soon relieved by his experience of the mind of Kamishiro Sumika, one of the game's heroines, and he finds himself drawn into helping out with her club, which tries to build bridges between Magia Saucers (yes, that is the name for them, lol) and normal people.  They are joined by the iai mistress and Sumika's best friend, Tatewaki Chihaya; the genius Magia researcher Tsumuri; her cat-like best friend Leeruxu; and (eventually) the protagonist's senpai-imouto Nazuna (yes, she is both his little sister and his senpai).
    The common route is pretty straightforward Clochette, with ecchi happenings that never cross the line, mild humor, and a few serious story/plot points that serve to properly introduce you to the setting and characters (and give you an idea of what the heroines will be like).  The protagonist does deal with his personal issues in the common route just well enough to provide a baseline for them possibly becoming less important in the heroine routes (or become important again, depending on the path), which was definitely intentional and typical of heroine routes... but I never really thought Clochette would pursue the production of a game with a constantly gloomy protagonist, anyway.
    Chii-chan (Chihaya)
    Because of this route, Chihaya will forever be Chii-chan to me.  I mean, Chii-chan is so adorable that you can totally see why Sumika adores her... and the route is extremely lovey-dovey, even at its darkest moments.  Part of that is helped by Chihaya being a complete open book to the protagonist for much of the path, resulting in an endless cycle of ichaicha that is oddly non-annoying (probably because the ability to see into her head makes it less fake-seeming). 
    Anyway, Chihaya's route focuses, unsurprisingly, on the personal issues for her that surround her Magia and her relationship with her father... as well as the problems Magia can cause for athletes and competitive martial artists (by law, they can't participate).  This route gets highly emotional at times, especially toward the end, but it stays light and cute for the most part.
    Leeruxu
    The obligatory catgirl of this VN, a young woman who possesses a Magia that grants her incredible physical abilities and the visual traits of a cat-person.  She is a friendly and whimsical heroine, closing in suddenly and vanishing on a whim.  She eats a lot (think food-fighter levels), and she can generally be trusted to be smiling or encourage a warm atmosphere wherever she goes.
    Her path circles around her abandonment issues and the protagonist's reaction to them, and as a result, it has less focus on the characters' powers than in Chii-chan's path.  There are some strong emotional moments in this path, as Leeruxu's issues have a very strong basis in her past that isn't easy go leave behind.  That said, it mostly comes off as a moe-focused sort-of nakige route... especially since everything about Leeruxu is built to be moe or ero, right down to her voice.
    Nazuna
    Nazuna is the protagonist's imouto (little sister for the uninitiated) and she is pretty typical of Clochette imouto characters.  How so?  Every single Clochette imouto shares two major qualities... they are a total brocon and they are extremely erotically designed (all Clochette heroines manage to be ero in a good way, despite being oppai monsters).  Nazuna shares this quality with standard-issue tsundere piled on top, in the way of old-style tsundere (right down to the classic tone of voice when denying her affection).  Also typical of routes for these heroines, the incest issue is mostly minor to the heroine and protagonist, though there is a short period of thinking over the difficulties involved.  (incidentally, Nazuna is only #4 on my Clochette imouto list, with Konoka from Prism Recollection being the top so far, mostly because they did so good a job combining her quirks, her high intelligence, and fundamentally tragic innocence... oh yeah, and her perversion)
    As a clarification, one reason why most Clochette sister heroine routes go more smoothly than most is because there is usually at least one other person who is supportive of the relationship, if not the entire group of heroines and sub-characters.  While drama often pops up later on in the path, the initial transition is usually fast and easy, in comparison to blood-related imouto characters in other companies' games.
    In exchange for not being overly focused on incest drama, this path tends to focus on the issues with their deceased parents and their relationship to the school they are attending... and the dreams they left behind for the relationship between Magia Saucers and normies (lol). 
    Note:  I'm doing this VN really slowly, doing a path whenever I feel like it, but one thing I'm noticing is that there is a great reduction in drama from previous games by this company.  While the issues of the prejudice between Magia Saucers and normal people are present in each path, in the ones I've done so far, it has been mostly mild.
    Sumika
    Unusually for Clochette, Sumika is the main/true heroine of this game, though you can play her path from the beginning.  Sumika is a kind-hearted, innocent young woman who desires nothing more than to see others happy.  Her goal is to see Magia Saucers and normal people get along, and she works hard as the club leader to make it happen (while baking cakes and other snacks for her friends).  She is an 'open book', as her spoken words and inner 'voice' don't vary from one another very often, and she is the 'voice' that heals the protagonist of his growing misanthropy early  on in the story.
    Her path, atypically for Clochette, is by far the most extensive in terms of dealing with Magia-related issues, the protagonist's past, and his problems with his ability.  As a result, this path feels the most like a normal Clochette path, though it is also the only path that doesn't have an epilogue.  It is an excellent path, but, having read it, I have absolutely no desire to be disappointed by Tsumuri's path, so I'll stop my play here.
    Conclusion
    As a charage, this is a top-class game, with all the best elements of a charage (ichaicha romance, SOL, mild comedy, etc) involved without most of the flaws (average/weak protagonist, lack of origin for romantic feelings, excessive dating).  As a Clochette game, however, it falls somewhere below the midline, being just a bit better than Amatsu Misora Ni while falling below all their other works.  That said, even a below-average Clochette game is still much better than the common ruck of charage, so I can honestly recommend it to those who love oppai and charage, lol. 
     
     
  14. Clephas
    Concerto Note is a game I bought years ago and stuck in a small box containing my 'rainy day classics' without playing it.  Recommended to me over eight years ago as a classic kamige, I essentially forgot about it until I saw that Cross Concerto was coming out soon.
    This game uses a 'parallel story' system with a flowchart, where obtaining items on the non-true paths is required to complete the true path successfully.  This particular type of system is fairly rare, but it occasionally pops up in 'true heroine/path' games. 
    I'm going to be straightforward on the heroines... the heroines don't really stand out as being unusual, except for Rito.  Wakana is your standard optimistic genkikko, Shirayuki is your standard frail ojousama, Seika is your standard 'is liked by girls more than men' type (fights, talks and acts like a man by Japanese standards, etc), and Sayori is your standard gentle-mannered oneesan type (with maid as an extra element).
    Rito, on the other hand, doesn't quite fit into any of the standard archetypes.  On the surface, her interactions with Shinya make them seem like standard-issue 'husband/wife childhood friends' who practically finish one another's sentences, but their relationship is much more peculiar than it seems on the surface.  Moreover, Rito is an excessively rational person who can figure out just about any situation from the smallest number of clues.  I say 'excessively rational' because, as is noted in the story, she mostly separates her emotional state completely from her actual course of action, and she doesn't make knee-jerk reactions to others (except Seika and Shinya).  She also possesses eidetic memory.
    The story in this game focuses on the protagonist and friends (which people become friends varies based on whether you are on Route 1 or Route 2 of the common route, with Route 1 having Wakana, Shirayuki and Rito's paths; and Route 2 containing Sayori's and Seika's paths) as they try to combat the unnatural bad luck (or rather lack of fortune as Tama puts it) that is befalling them.  This is mostly done by stealing other people's luck through Tama (directly in Shinya's case, and in a contagion-style manner with the others) to counter the fatal misfortune waiting ten days in the future from the beginning of the story.
    To be blunt, the weakest point of Concerto Note's story is the really short period of time in which the story occurs.  Forming a strong romantic relationship between the characters feels very unnatural in Seika's and Shirayuki's cases due to the time constraints and lack of previous connection. 
    Wakana's path (which is the one you are supposed to play first) suffers from Wakana being one of the game's two weakest heroines along with Shirayuki.  Where this path stumbles is in the central conflict... or rather its source.  While it is the sort of conflict that would be believable in a charage (where details are generally vague in any case), in a plotge with as many precisely-used plot devices as this one, it felt forced.
    Shirayuki's path also suffers due to the heroine's weakness... but it also suffers because Shirayuki's connection to the protagonist and friends is so weak.  In a VN that covered a longer span of time, the events in the path would have been more believable, but the kind of actions both Shirayuki and Shinya take in this path came very close to breaking the suspension of disbelief at times.  Emotionally, the path is more touching than Wakana's, and the central conflict is much more believable.  However, the romantic aspects were forced/hurried.
    Seika has a similar problem to Shirayuki but to a lesser extent.  The extreme nature of the situation where Seika gets involved with the group in Route 2 of the common route and the common elements to both her and Shinya's personalities and backgrounds made her path less problematic to believe.  This path also manages to have a more believable conflict than Wakana's (which is the least believable conflict in the game) while matching Shirayuki's path for emotional impact. 
    Sayori's path is my favorite other than Rito's.  While Sayori is a secondary character in most of the paths, a strong effort is made to fill out her character in this path... and it succeeds.  Moreover, the romance in this path is cute and believable, and the emotional connections feel the most real of the paths so far.
    Rito's path... is extremely heavy, both story-wise and atmosphere-wise.  It tackles the darkness behind Kannagi that is only hinted at in the other paths, as well as revealing just how Shinya and Rito became friends (specifically rather than in general terms).  It also tackles the truth of Tama and the reason why the characters suffered from such extreme misfortune.  Compared to the often comedic nature of the other paths, this path is often grim or sad... but it also feels like a culmination of all the scraps found in the others. 
    In other words, it is a standard true path, with perhaps a steeper gap in atmosphere than is the norm.  However, this was familiar to me from other Applique games, as many of them have similar shifts in atmosphere between paths.
    Conclusion
    It is easy to understand why this game became a classic.  While it lacks the sheer impact that Tasogare no Sinsemilla had, the relationship between Rito and Shinya quickly became one of my favorite parts of the story.  For anyone who wants a good plotge and isn't an art bigot (as in, absolutely hates anything made more than five years ago), this is a good choice.
  15. Clephas
    To be honest, I wasn't intending to read this game... then I happened to catch a Japanese review and immediately purchased a copy (that arrived two days ago).  This game has surprised me by being the first comedy SOL VN to make me laugh this year (comedy VNs being small in number in the first place making this worse), so just starting this game up was enough to satisfy me that I hadn't wasted my money.  ASa Project is a company that has long produced standard charage of various levels of quality, but their last few games have been only just barely reaching levels I consider acceptable. 
    Like their last game, Karigurashi Ren'ai, this game picks a somewhat eccentric approach to SOL comedy.  In this case, the protagonist essentially takes on a part-time job that is on the border between legitimate work and enjoukousai, where he gets hired to play a role (boyfriend, boytoy, big brother, friend, etc) for his clients.  This causes a lot of weird antics that are generally amusing (at least to me), and it is helped along by a cast of sub-heroines that are several levels above the two main ones in quality (yes, i'm bashing Emi and Hasumi) or general amusement factor.  Tsubaki, the teacher heroine, is easily my favorite of them all, with an adorable gap between her gamer self, her teacher self, and her lonely homebody self that was very pleasing on many levels.  The twins, Chinatsu and Konatsu (both total perverts, if with slightly differences in degree and vector) had a path that was full of shimoneta and didn't really have anything but humor and H (which was fine, since I never thought to see anything deep out of that relationship). 
    After the split-off point for Tsubaki and the KonoChina twins' paths, a second arc begins, following the love triangle that forms between Hasumi, the protagonist, and Emi.  It also has two short (think fifteen minutes of reading) paths for their friends, Momoko and Saki. 
    Saki's path... is not so much a path as a bad/normal ending (with two fairly hot h-scenes).  It's worth laughing about, but there is none of the intimacy of Tsubaki's path or the absolute perverted hilarity of the twins' path.   Momoko's path is almost the opposite... it is more of a 'comfort sex' ending, which is good in and of itself, because it steps outside of what is normal for the SOL genre.  Too bad that Momoko wasn't a main heroine, since she would be an interesting main heroine.
    Now I get to Hasumi... I don't care if she is one of the two main heroines.  I disliked her from the beginning.  I hated everything about her characterization, save for the hints of loneliness they drop here and there throughout the common path.  The unnatural-feeling characterization for her just made me want to break something... and while she could be amusing at times, her interjections into the  early sub-heroine paths often fell flat, at least in my estimation.  Her personality comes out more after the break between the first and second arcs of the common route (first arc includes the split for the twins and Tsubaki's routes), and she makes a bit more sense... but her characterization still grates on my nerves.  What really gets to me is that if it weren't for the aesthetics of her characterization, I probably would have liked her character background... that laugh just drove me nuts.  I did like her half-yandere qualities, but the fact that I have to plow through that weird laugh and annoying mannerisms to get through it kind of ruins things...  Her path itself is as amusing as the rest of the VN... except that her annoying mannerisms become a constant rather than an occasional annoyance.
    Emi makes a much better best friend than a lover.  To be honest, I just found it hard to take her seriously as a heroine (fake lovers to real lovers always does this to me).  The way the relationship (the business/acquaintance level relationship, not lovers) with the protagonist begins (fake boyfriend bought with money) is an amusing variation on one of my most hated VN tropes, and her personality makes for great comedy relief.  However, her as a lover... sorry, I couldn't see it.  It was much more amusing when she was getting verbally abused by the protagonist for her bad habits.  As the butt of a joke, she is a great character, but as a heroine?  Not so much, in my estimation.  That said, she does a much better job as a heroine than Hasumi, at least to my mind... though the nature of the relationship between the three (the love triangle doesn't break up regardless of which one he chooses, which means the antics continue right up to the end) meant that I had to deal with Hasumi's personality even throughout this path.
    Conclusion
    One of ASa Project's better games, though it suffers from a poor choice of main heroines.  Tsubaki is by far my favorite heroine in this VN, and I would have liked to see a more detailed version of her path (meeting her family, general antics, lol).  This VN's standout element is its comedy, as it uses slapstick, sit-com, and manzai as needed to amuse the reader.  As far as romance goes... the comedy element is far stronger than the romance element, so it is hard/impossible to take seriously, but that was this VN's salvation when it came down to it.
  16. Clephas
    Yurayuka was released  in 2017 by Cube, a company that I never got around to messing with (mostly because their other games were nukige, for the most part).  I chose to put this one in my 'rainy day' archive for a time when I wanted something to play that I hadn't read before but wasn't a charage (most games I set aside are charage, since there is only so much virtual sugar I can consume without getting virtual diabetes). 
    From the very beginning, this game makes its 'time loop' concept obvious, and a large part of the reason for this is that the focus of this game is not on mystery or mindfucks (the two primary aspects of many timeloop games) bur rather on the emotional aspects. 
    The denizens of the timeloop realm, which is an island school with no people there other than them, number five... four girls and one guy (yes, a harem, lol, though there is no harem ending).  The protagonist, Aoi, is a young man with a strong aversion to romance (almost a phobia) that partially comes from his little sister Tomoe's incestuous advances.  Tomoe, is sister is basically a straight-out 'I only need nii-san' imouto character who will do anything to get him to pay attention to her.  Sumire is a sharp-tongued and whimsical (also highly intelligent) young woman who seems to want something from Aoi.  Tsukino is the dorm's 'mother' character, doing most of the cooking and cleaning, as well as generally babying the cast.  The last character, Konoha, is a young girl who is rather dependent emotionally on Tsukino, to the point where her world revolves around her.
    Now, this game does do some of the 'shocking revelations' that are common to timeloop games, but most of them are rather obvious or foreshadowed by Kuro and Shiro (the mysterious twins who drop hints during all the paths and don't get involved directly with anyone other than Aoi). 
    Now, it is tempting to lump Aoi in with hetare protagonists at first... but since he can generally bring himself to meet the emotional challenges presented in the various paths head-on, it isn't really appropriate to call him one.  He does, however, have a strong aversion to making choices or getting close with other people, up to and including his sister. 
    Each path, thankfully, has a completely independent conclusion, in the sense that it isn't required that you see any of the others to grasp the true/canon path (Tsukino's), and, because of this, I have to praise the way they handled the various paths, especially Sumire's and Konoha's.  It doesn't feel like any of the heroine paths are gypped by the way the true path is handled, and it doesn't feel like the other heroines are only a tool to get you into Tsukino's panties (a common habit in many 'true end' VNs). 
    I can't really say there is any good humor in this game (a rarity, since most VNs make at least some attempt at humor that I find reasonably close to funny) outside of Tomoe's brocon, which stops being funny if you read her path.  However, there are some good cathartic moments in all the paths, especially Sumire's and Tsukino's.  Tsukino's path's two endings are both tear-jerkers worthy of remembering.
    Overall, this game is a decent and somewhat different type of timeloop story that I found enjoyable, though it isn't a kamige by any stretch of the imagination.  It did, however, grant me some much needed catharsis, and that was really all I was looking for when I picked this game out of the cardboard box I had it sealed in.
  17. Clephas
    Wakaba-iro no Quartet is the latest mimikko VN from Lump of Sugar, a company that has a huge variance in quality from game to game (kamige one time, kusoge the next, lol).  Lump of Sugar has of late  mostly been doing mimikko games, with the Tayutama sequels/FDs and now two newer IPs having come out in the last four years.  Since I love mimikko (it was my first fetish) this is a happy thing for me.
    In the setting of this game, the mimikko come from an isolated mountain nation and are basically considered a genetic variant of humanity that has the ability to transform into animals.  The protagonist of this story, Yuuto is a normal (think standard-issue VN protagonist) perverted young man who lives in an outwardly run-down dorm (inside it is modern and well upkept) with his osananajimi/childhood friend Miyako and his cat (who later turns out to be a mimikko) named Ai.  However, things change for him when a young princess from the mimikko nation named Sophia transfers into his school and a girl named Hiyori confesses her love for him and asks to become his maid at the same time (yes, that was a wtf moment, but it was funny).  Soon after, Sophia comes to live at the dorm (right after Hiyori does) and Ai is outed as a human being, resulting in all four heroines living under the same roof with the protagonist.
    Now, I'm going to say this straight up... I never had any intention of playing the non-mimikko routes in this game.  I like Miyako and Hiyori, but my love of mimikko means that they could only disappoint in comparison, even if their routes were better, lol.
    The common route of this game is the usual LoS mix of cute and mild hilarity (Ai is probably the single cutest thing in the entire VN), and it is also the part of the game I had the most fun with.  It isn't terribly long, but it doesn't really need to be.  In it, there are some issues that come up and are resolved, giving you a solid idea of the character and personality of the heroines before you are presented with a straightforward choice of which route you go to (no other  choices, yay!).
    Ai
    I went for Ai first, simply because Ai is so cat-like after nearly twenty years solely in her cat form that, as a cat person, I couldn't do anything else.  Since I just told you she is definitely cat-like, anyone who has ever lived with a cat has a basic grasp of her personality (lazy, imperious, etc). 
    Ai's path is a pretty straightforward sibling-like relationship transforming into lovers path (think one of those paths where cousins live together and suddenly fall in love with one another one day), with a few twists due to Ai's past and a rather startling revelation about her origins.  Since this was a straight-out charage, there are no dark parts to this story, but the ending is cute and a years-later epilogue, so I was satisfied.
    Sophia
    Sophia is outwardly very princess/ojousama-like, but her basic personality is that of a future NEET (lazy, hedonistic, etc).  Or at least, that is how they portray her in the common route.  However, in her own route, her negative (not negative to me, negative in the context of the story) qualities don't come out that often... which surprised me, because her personality would have provided an endless potential for gags, even moreso than Ai's cat-like behavior.
    Romance-wise, the path is very much standard vanilla fare.  Don't expect any surprises, because there aren't any, really.  There is some decent ichaicha, but nothing excessively cute, nor is there a huge amount of meaningless dating.  That said, for being vanilla fare, it is well-paced and doesn't become boring.
    There is some drama to the path, but it is resolved relatively easily (though not quite as easily as in Ai's path).  I honestly felt that more detail could have gone into some aspects of the drama if they reworked things a bit (and I am half-sure an FD with an Aria path will pop up at some point), but, similar to Ai's path, I was happy with the ending and epilogue, which is rare in and of itself (though LoS is better about epilogues and endings than most charage/moege companies).
    Conclusion
    Despite being a fetish-ge for mimikko-lovers, this is a decent charage, though not one that reaches the highest tiers.  I don't think I would recommend it above all the other mimikko-focused games out there, but it is definitely worth a play if you've exhausted all the other mimikko fetish games.
  18. Clephas
    Yami to Hikari no Sanctuary is a game made back in 2017 that came very close to being my VN of the Year for that year, for good reason.  Since I've already reviewed this game as a whole once, I'm going to go into more detail about what the catch points are of this game, as opposed to merely assessing it based on a lot of general points.
    A major plus point of this game is the way Alice, the main heroine, often serves as a sounding board to provide the reader with an intellectual understanding of a situation.  Alice, to be frank about it, is a straight-out genius with an incredibly strong will and a pragmatic personality.  Throughout much of the story, she provides the reader with a better understanding of how the upper classes' culture works. 
    How is this important?  It is important because this is one of the few games where people from extremely wealthy backgrounds interact in a non-idealized fashion (in other words, they aren't always straightforward and are willing to trap the characters with their words and actions).  As an example of this, Claudette (one of the four main heroines) is constantly trying to trap Souji into giving her an opening to drag him into a romantic relationship.  The wordplay is often used in a way that those unaccustomed to the customs of old money will find hard to interpret, and it is Alice's early explanations that provide the background to understand the byplay for scenes like this.
    All the little bits of information and explanations that Alice gives along the way provide the reader with a deeper understanding of how the setting works, all without it feeling unnatural, because Alice is defined early on as what is known as an archetypical 'wiseman' character when it comes to social interactions. 
    Souji, on the other hand, is played as a contrast to Alice, as he is both socially inexperienced and seemingly 'normal' in personality... until the first time you get some background dropped on you or you see him fight (it is hard to get this across, but essentially he was trained to see fighting/killing monsters as mere routine work, like getting up in the morning and eating breakfast).  Souji was raised to master 'Izumo Style', a martial art that requires the trainee to literally be trained as an infant (their limbs moved in particular ways even before they can walk) and grants the user incredible physical prowess.  As an early example, without really trying, he can crack titanium body armor with his bare hands.
    There is a rather large contrast between the extended common route/Alice's route and the other three heroine routes (partially because someone different wrote them).  The extended common route/Alice's route is much more serious from beginning to end than the others, where more time is spent on mundane activities.  For those who merely want to experience the story, I recommend just playing Alice's route, and for those who want something milder/more standard, I suggest playing the other heroine routes.
    One thing I need to emphasize is that all the routes are very high-quality... which is something that is hard to do when you split responsibilities between two writers with distinct styles/tendencies.  The consistency (internal consistency) between the routes is not perfect (one of the factors that went into me not picking it for VN of the Year that year), but it is consistent enough that I don't feel that anyone who plays the game will pick up on it without actively nitpicking. 
    The characters in this game are also very well-designed/characterized.  Whether it is the two mains (Souji and Alice), the other heroines (Yuuri, Yurie, and Claudette), or the side characters (Joseph, Kisara, Saika, Noa, Noel, etc), they all have distinctive roles that fit in with their individual character backgrounds and personalities.  In particular, I want to note that Saika (who is also a sub-heroine for a normal ending) has probably the second  most influential position in the VN behind the two main characters (Alice and Souji).  There is literally no path in the game that doesn't feel her influence to some extent, and it is this effective use of side-characters that often defines the difference between a second-rate writer and a first-rate writer.
    One thing that bothered me both times I played this game was that Saika didn't have a separate route of her own.  Yes, she often plays the antagonist, and her excessively manipulative nature makes her a hard fit in some ways for a Japanese visual novel.  However, the degree to which her character is built up in the game made me fall in love with her to a degree that matched any of the main heroines, and it left me wishing the makers of this game had given her a better chance.
    This game could have easily become a chuunige, with a few tweaks, and, in retrospect, I'm somewhat surprised that they didn't go that path, considering the setting.  There are mysteries, a protagonist who is incredibly powerful, influential heroines with strong personalities, and individuals with ambiguous motives galore.  That they didn't go down that road makes me feel somewhat wistful, as I would have liked to see Souji go all-out more than once in the entire VN (there is really only one fight where he goes all the way, and the results are splatter, lol). 
    Despite the often complex content of the story, the language of the narration is surprisingly easy to decipher, though it is definitely harder than the narration found in a charage.  As such, I often find myself recommending it to people who want something serious but are new to playing untranslated visual novels.
    Overall, this game has a lot to offer to someone who likes a lot of interesting details in their settings, while not becoming a game that is entirely dependent on the depth of that setting.  It is also a game with a strong cast of characters and an interesting story... and in the end, that is pretty much all I want out of a visual novel, lol.
  19. Clephas
    異なる世界の話をしよう。
    Let us speak of another world.
     
     我々とは森羅万象の法則が異なる世界、 違うものたちが生きる世界のことを。
    A world where the laws of creation differ from our own.  A world where beings different from us live.
     
     誕生したとき、その世界はただの“無”でしかなかった。
    When that world was born, that world contained nothing but the void.
     
     何も存在しないが故に何も起こらず、幾千幾万の時間が経とうとも、その世界は変化することがなかった。
    Since nothing existed nothing happened.  No matter how many tens of thousands of years passed, that world continued unchanged.
     
     やがて、そんな世界に偶然――“神”と呼ばれるものが生まれた。
    Eventually, coincidentally, a being that could be called a 'god' was born there.
     
     神には世界を思うがままに操る力があった。
    God had the ability to control the world as he saw fit.
     
     神は何も存在しない世界を嘆き、“無”を“有”にするために、自らの力を行使することにした。
    God bewailed that his world was empty and, in order to turn the void into existence, chose to use his power.
     
     神はまず世界を二つに分かつことにした。
    God began by splitting the world into two parts.
     
     自らが在るための“天”と、自らが統べる“大地”に。
    One part was the 'heavens' he existed in and the other was the 'earth' he ruled over.
     
     神は天に『ブレシグランド』と、大地に『ゴルトロック』と名前を与え、二つの間に空を置いた。
    God called the heavens the Land of Blessings and the land Goltrok, and he created the sky to exist between them.
     
     次に神は、ゴルトロックに草木と水と生き物を与えた。
    Next, God gave Goltrok foliage, water, and living things.
     
     だが“生”を与えられても“死”を与えられなかった草木は、大地を覆いつくして空に昇り、生き物は増え続けて大地を揺るがし、大地は凄惨なものとなった。
    However, since he hadn't given 'death' along with life to them, the foliage filled the land and rose to the skies, living things increased to the point where the earth began to quiver, making the earth a horrible thing to look upon.
     
     神は嘆き、彼らに“死”を与えることにした。 そして死を与えるという重要な役割を負わせるために、神は自らの存在も二つに分かつことにした。
    God bewailed this and chose to give them 'death'.  And so, in order to give the important role of giving death to life, he split himself into two.
     
     この時、二つとなった神には名前がついた。
    At this point, God, split into two beings, came to have a name.
     
     生を司る神エル・アギアス。 死を司る神ヘルダイス。
    The god that ruled life became El Agias, the god who ruled death became Helldais.
     
     二柱は、飽くことなく大地に生と死を与え続けた。
    The two deities continued to infinitely give the land life and death.
     
     やがて生き物たちの中に知恵が芽生え、二足で歩き、道具を使う人間ヒューマンや亜人デミヒューマンたちが誕生した。
    Eventually, there arose those amongst the creatures of the land who had intelligence, walked on two feet, and used tools... it was the birth of humans and demi-humans.
     
     人間や亜人は互いに協力し、大地をより良いものにしようと日々働き続けた。
    Humans and demi-humans cooperated to make the world a better place.
     
     だが人間や亜人が生まれて数百年が経つと、死を司る神ヘルダイスは少しずつ狂い始めた。
    However, within a few centuries of the rise of the humanoid races, the God of Death, Helldais, slowly began to go mad.
     
     知恵を持つ彼らは、“生”への執着が神の想像を凌駕するほどに強かったのだ。
    Due to their intelligence, the humanoids possessed an attachment to 'life' that far surpassed the imagination of the gods.
     
     死を与えるたびに触れる無念の想いにヘルダイスは狂わされ、いつしかそれはエル・アギアスへの憎悪に転化した。
    The regrets of the dead he touched every time he gave death drove Helldais mad, and this eventually caused him to hate El Agias.
     
     そしてついに、神と神の戦いが始まった。
    And so, finally the war of the gods began.
     
     二人の神は魔法を使い、神の戦器トラブラムを使い、互いの存在を否定せんと果てしのない凄惨な殺し合いを繰り広げた。
    The two gods used magic and the divine weapons, Trobrahm to try to deny the other's existence, indulging in an infinite cycle of mutual slaughter.
     
     神たちが戦い始めると同時、人間や亜人たちもそれに感化されたかのように、ゴルトロックの覇権を握るための争いを始めた。
    At the moment the gods began to fight, the humans and demihumans, almost as if they were influenced by the godswar, began to fight for control of Goltrok.
     
     それから永劫とも思える年月が流れ――。
    A time that seemed infinite in its length passed...
     
     神と神の長きの戦いにも終止符が打たれた。
    And the long war between the gods came to an end.
     
     敗北したヘルダイスは『名前』を奪われ、天から追放されて大地へと墜ちた。
    The defeated Helldais's name was stripped from him, and he was exiled from the heavens, causing him to fall to the earth.
     
     エル・アギアスはヘルダイスの代わりに『死の黒霊スレイドバズ』という、心を持たずただ大地に死を与え続ける精霊を生んだ。
    El Agias created the Death Spirit Slaidbass, a spirit without emotions, to give the earth death.
     
     大地へ堕ちた『神だったもの』は腐乱した頭で考える。
    The thing that had once been a god, fallen to the earth, began to think with its rotten brain.
     
     ――生を憎め。 ――生を受けたもの全てを憎め。 ――生を謳歌するもの全てに等しく死を与えんことを。
    --- Hate life.  ---- Hate all things that live.  --- Give death to all things that have life.
     
     ――我は“不死の王ノーライフキング”なり。
    --- I am the King of Undeath.
     
     これこそが、“不死の王”の誕生であった。
    This was the birth of the 'King of Undeath'.
     
     彼は『屍を操る』術を使い、虚ろな思考のままに自身の眷属――屍兵ゾンビを増やしていった。
    He used 'Necromancy', and, obedient to the thoughts of his hollow spirit, created many zombie servants.  (Clephas note: Just easier to call it Necromancy rather than saying 'He used techniques that controlled corpses')
     
     村が滅び、町が滅び、国が滅んでいく。
    Villages, cities, and countries fell into ruin.
     
     屍兵が大国を滅ぼせば、大国の民たちも屍兵と化した。 屍兵が巨人の集落を襲えば、巨人たちの屍が歩き出した。
    When zombies destroyed a great nation, the great nation's citizens became zombies.  If zombies destroyed a settlement of Giants, the corpses of the giants strode forth.
     
     大地で争っていた者たちも遅まきながら気付いた。
    When it was almost too late, those dwelling upon the earth finally realized what was happening.
     
     不死の王を倒さねば、この世界そのものが死に絶えるのだと。
    That if they didn't defeat the Undead King, the world itself would die.
     
     全ての地の民──人と亜人たちは種族の壁を乗り越えて団結し『ゴルトロック軍』として、不死の王の軍勢たちに戦いを挑んだ。
    All the people of the world--- humans and demihumans alike, came together to form the Goltrok Army, in order to fight the armies of the Undead King.
     
     だが昼夜の区別なく、頭を破壊されない限り戦い続ける屍兵ゾンビたちに次第にゴルトロック軍も押され始めた。
    However, the Goltrok Army quickly began to lose ground to the zombies, for they continued to fight day and night unless their heads were not destroyed.
     
     為す術はないのか。
    (at this point, the dialogue shifts to vicariously echoing the people of the time)
    'Is there no way?'
     
     不死の王が住む凍りついた城の周囲は無限とも思える数の屍兵ゾンビによって護られ、巨人や変身した竜人種ドラゴニュートですらたどり着くには神の奇跡を乞い願うしかないだろう。
    The area around the Undead King's frozen castle is protected by a near-infinite number of zombies, and even Giants and transformed dragonewts would have to beg God for a miracle to arrive at its walls.
     
     偉大なる神エル・アギアスはおられぬのか。 崇高なる存在エル・アギアスは我らを見捨てられたのか。
    Is the great god El Agias no longer present in the heavens?  Has the divine El Agias abandoned us?
     
     そう大地全ての生物が嘆いていたとき、対屍兵最前線の城砦都市ガーレに、九人の魔法使いが訪れた。
    As all that lived upon the earth bewailed their fates, nine mages appeared at the frontline fortress city of Garey.
     
     彼らは不死の王によって最初に攻め滅ぼされた小国の魔法使いの一団だと名乗ると、一つの光明をもたらした。
    They called themselves a group of mages from the first country to be destroyed by the Undead King and bestowed upon the people a single hope.
     
     ――我々の魔法さえ使えば、我らの祖国、不死の王の居城の間近まで勇者を送り届けることができるだろう。
    'Using our magic, we can send heroes to the foot to our homeland, at the foot of the Undead King's castle.'
     
     だがその魔法は一人の魔法使いにつき、たった一度きり。 即ち、九人の魔法使いによって送ることのできる戦士はわずか九人。
    However, that magic could only be used once per mage.  In other words, the nine mages could only transport nine heroes.
     
     ゴルトロック軍は相談の末、数多ある種族の中で、特に突出した勢力を誇っていた八種族からそれぞれ勇者を選り抜いた。
    After considering for a time, the Goltrok Army selected warriors from eight races that possessed the largest military power at the time.
     
     人間からエイベル・スカイウォーカー。 エルフからフュール・サングマイン。 ドワーフからゴットロープ・ラナチウム。 オークからラッカロコ・ライターン。
    From the Humans: Abel Skywalker.  From the Elves: Karafyur Sangmainn.  From the Dwarves, Goltrope Ranaschium. From the Orcs: Raccaroko Rytan.
     
     ジャイアントからワイズマン。 ゴブリンからサブル・ハブル。 リザードマンからジル・レ・シャドウフィールド。
    From the Giants: Wiseman.  From the Goblins: Sable Habble.  From the Lizardmen, Jil Le Shadowfield. 
     
     ドラゴニュートから、 イングリッド・フォルテンマイヤー。
    And from the Dragonewts: Ingrid Fortenmeyer.
     
     そして最後に、八人を補佐する役割を担った従者が一人選ばれた。
    And, last of all, an attendant, tasked with assisting the Eight, was chosen.
     
     勇者たちは、九人の魔法使いにより、不死の王の居城『ヴァルトラン』の間近まで瞬く速さでの跳躍を果たした。
    The heroes were transported in an instant to a spot next to the Undead King's castle, Valtran.
     
     されど。 九人の眼前に立ちはだかるのは、『不死の王を護る』という命令だけに従う、屍兵の軍勢。
    However, what stood before the Nine was an army of zombies obeying only a single order... 'Protect the Undead King.' 
     
     その数、およそ十万。
    Their numbers, around one hundred thousand.
     
     ここにゴルトロックに生きる全種族の命運を賭けた――九対十万の戦争が始まった。
    Here began the fight to determine the fates of all of Goltrok's people... a war between nine and one hundred thousand.
     
     腐肉滴る馬を駆る骨だらけの無数の屍兵たちを、勇者たちは恐れず打ち砕いていく。
    The heroes fearlessly struck down flesh-less zombies atop rotting horses.
     
     九人は高位の魔法と武器、強靭な胆力と優れた知恵をもって十万の軍勢を突き崩し、長い城塞を抜けて、ついにただの一人も欠けることなく、不死の王に対峙した。
    The Nine used powerful weapons, great magics, iron will, and brilliant strategems to break down the army of one hundred thousand, breaking through the fortress walls, and they finally made their way to the foot of the Undead King's throne.
     
     だが無敵に思えた彼らでも、不死の王との戦いは熾烈を極めた。
    However, even for the seemingly invincible heroes, the fight with the Undead King reached the peaks of ferocity.
     
     幾度聖剣で斬りつけ、幾度魔法で燃やし、切り刻み、凍り付かせても不死の王は滅ぼせなかった。
    No matter how many times they cut at him with holy swords, burned him with magic, sliced him open, or froze his flesh, they could not destroy the Undead King.
     
     元より神であった不死の王は『死』を与える・・・だけの存在で、『死』を与えられる存在ではない・・・・・・・・・・・のだ。
    From the beginning, the Undead King was a god who only gave 'death' to others, and he was not a being that could be given 'death' himself.
     
     誰かが神に祈り、 誰かが膝を屈しそうになったその時、
    At the moment when one prayed and another was about to fall to his knees...
     
     不死の王の前に一人の男が進み出た。 これまで八人に付き従ってきた従者だった。
    A single man walked out before the Undead King.  It was the attendant who had, up until this moment, followed the eight heroes.
     
     従者は自身も知らない呪文を導かれるままに詠唱した。
    The attendant began to chant the words to a spell he himself did not know.
     
     魔法の名は“神の降臨サモン・ゴッド”。 選ばれし者にしか詠唱できない、屈指の大魔法。
    The name of the spell was 'Summon God', a Grand Magic that could only be chanted by one chosen.
     
     従者はその時知った、不死の王は死を与えながら死を知らない故に、どうやっても滅ぼすことなどできないのだと。
    At this moment, the attendant was given to know that the Undead King was a being that gave death to others while not knowing it himself.  As such, he could not be destroyed by normal means.
     
     滅ぼす方法はただ一つ。 死を知る者の躯の中に不死の王を召喚すること。
    There was only one way to kill him.  He had to be summoned into the body of one who knew death.
     
     つまり死を知らぬ者に、死を知らしめること。
    In other words, forcing the experience of death upon one who knew it not.
     
     そして。 神はそのために九人の中から自分を選んだのだということも。
    And he also came to know that it was for that very reason that he had been selected from amongst the Nine.
     
     従者はその事実を本来の主であるイングリッドに伝え、不死の王もろとも自分を滅ぼすように、と願った。
    The attendant confessed this reality to his former mistress Ingrid and asked her to destroy him along with the Undead King.
     
     イングリッドは一度はそれを拒んだが、従者の説得に応じ、その身を聖剣で貫いた。
    Ingrid refused at first, but, in response to her attendant's please, she thrust her holy sword through his body.
     
     かくして不死の王は『死』を知り、滅び去った。
    So it was that the Undead King came to know 'death' and was destroyed.
     
     彼が滅んだ途端、屍兵たちも塵へと還った。 朽ちた大地に再び草木が芽生え、穢れた水は清らかさを、瘴気に病んだ風は生気を取り戻した。
    At the moment of his death, the zombies turned to dust, the withered land began to bloom once again, the tainted water was cleansed, and the wind was cleansed of miasma.
     
     大地を再び生者の手に取り戻したのだ。 人々は歓喜し、八人を英雄として褒め称えた。
    The land was reclaimed by the living.  The people yelled in joy, praising the Eight as heroes.
     
     そして大神エル・アギアスは彼らが人でありながら不死の王を倒した偉業への褒美として『聖紋』を授けた。
    And, as a reward for having defeated the Undead King despite their own mortality, the great god El Agias bestowed upon them the Sacred Crest.
     
     ――聖紋は英雄の証明であり、連綿と受け継がれていくもの。
    The Sacred Crest is the proof of heroism, to be passed down through the generations.
     
     ――八人の英雄が、未来永劫語り継がれるように。
    This is so the Eight Heroes will continue to be told of in stories for eternity.
     
     ――この『聖紋』は我が与える奇跡。生きとし生けるもの全てが、邪悪と戦ったのだという確かな証し。
    This Sacred Crest is a miracle I bestow upon you.  A proof that all that lives fought against a great evil.
     
     ――それを示すために、この聖紋の継承者には大いなる力を与えよう。
    In order to show this, I bestow upon the inheritors of this Sacred Crest an immense power.
     
     かくして、後世の歴史に永遠に刻まれるであろう『八英雄』が誕生した。
    And so it was that the story of the Eight Heroes, destined to be carved into history for eternity, was born.
     
  20. Clephas
    First, I should state that I went into this game with a specific heroine in mind from the beginning.  I might go back later and play one of the other heroine routes, but I played this game specifically because I thought the concept was interesting and I liked Hanna's character description. 
    This game is by Hook Soft, a company primarily known for its combination of lovey-dovey relationships, mild comedy, and surprisingly long paths.  This company generally produces high-quality charage, but I always found it hard to play their games because of the sheer amount of ichaicha involved (it is probably more than you are imagining).  Their protagonists are usually reasonably capable (so far, none of the ones I've played has had an average or stupid protagonist), and their heroines tend to have their own strong moe-characterizations (this company is a bit heavy-handed on the moe sometimes). 
    This game is no exception.  The protagonist, while having the usual 'light and joking' qualities of a charage protagonist, is mostly an honor student who lives alone, works part-time to  pay for his living expenses, and keeps his grades up for the sake of his scholarship.  As such, it immediately passed the first 'charage hurdle' without a problem (charage hurdles being stupid tropes that ruin everything but are endemic to the genre). 
    This game's theme is also its gimmick.  As the title hints, you have a choice after the heroine is locked in as to whether the protagonist will take the lead in the relationship or the heroine will.  This results in differing outcomes and h-scenes, which provide some extra depth to the experiences with the heroine in general.
    The heroine I focused on, Hanna, is technically a foreign transfer (not exchange) student, having moved to Japan with her parents and little sister Lisa some time before the game begins (relatively recently).  She attends a rich girls' (ojousama) school in the area and is an object of admiration for her grace and beauty both in and outside the school.  She is a gentle-mannered girl from beginning to end, meaning you'll only rarely see her angry... but she does get jealous (in an adorable fashion).  I liked how the path and common route both hand the protagonist learning what kind of person she was, her circumstances, and filling in the gaps between his initial perceptions and the reality as it went.
    I really want to praise this company for the smooth transition from the common route to the heroine route.  It felt so natural that I wouldn't have even noticed if it weren't for the choice as to who was to take the lead in the relationship.  In fact, I've rarely encountered VNs that were this smooth and well-paced, which reminds me of why I kept trying to play this company's games despite the fact that the huge amounts of ichaicha could wear on me at times. 
    Hanna- Protagonist Lead
    The path where the protagonist leads is pretty straightforward.  As they spend time together, Hanna gradually changes, losing some of her hesitance to rely on others, and she gradually comes to rely on the protagonist deeply.  This is generally a path where an already adorable Hanna becomes even more adorable and reveals more facets to her personality and her relationship to her family.  There is a ton of ichaicha, as is common for Hook soft games, and the 'small drama' common to charage heroine paths is fairly easily resolved in a way that provides a neat conclusion to the path.  The epilogue is fairly cute, and it made me smile.
    Hanna- Heroine Lead
    The first thing I noticed was that the confession scene was completely different.  Where the protagonist was the one desperately pushing himself to confess to her in the previous route, in this route, it was her trying to find a way around her hangups to confess to him.  The interesting thing is the difference in how the initial hangups are resolved between the paths, and I thought it was a clever gimmick. 
    While some key parts and details are echoed between the path, they are presented differently, and in this path, Hanna is far more aggressive about the relationship, whereas the protagonist is slightly more passive (this route actually feels more like a standard charage route, given how most charage protags only have fake personalities).  From a visual perspective, Hanna's everyday-wear outfit is changed in this path from the other and the common route (indicating that you were meant, at least in her case, to play the other one first - yay me! - most likely). 
    In addition, this path has short scenes from Hanna's perspective, something the other path lacked, probably because it was a path focused on the protagonist leading the relationship. 
    What is most marked about this path in comparison to the other is Hanna's personal growth.  She quickly goes from your standard 'passive ojousama' to a strong personality that dominates the relationship without crushing the protagonist's personality or pride.  I liked that they changed up how Hana acts in every way while not ruining her basic characterization, and I had to appreciate how carefully thought out it must have been in advance.  Indeed, there are facets of Hanna that come out only in this path, which makes it worth playing on its own.
     Conclusion
    A Hooksoft charage with an interesting gimmick/concept, some good comedy, and a lot of heavy ichaicha.  If you want the 'gold standard' for charage, Hooksoft is one of the companies to look to.

     
  21. Clephas
    As I'm currently playing Sorceress Alive and have played numerous Digination games in recent years, I thought I'd talk about my thoughts on the company and its subsidiaries. 
    My first thought is that the company is both aggressively pushing the current boundaries of the industry fanbase while also regressing into an older time.  When I first expressed this thought to a friend of mine, he asked me if I was crazy... but this is how I explained my thoughts to him.
    While charage/moege have always dominated the non-nukige part of the VN industry (since the turn of the century, anyway), there have been times when the percentage of such games to other games has leaned toward more variance.  This last year and a half has been very much such a period, and the period between 2004-2008 was another such period.  In these periods, less 'genre-bound' games have been released in larger amounts than is common in what I call the periods of stagnation (2008-2010, 2012-2017).  Common genres often named are charage/moege, chuunige, nakige, utsuge, and plotge.  While these should be merely generalized 'umbrellas' under which games fall, during the periods of stagnation, there is far less blending between the genres.  Chuunige are chuunige with little or no SOL, charage/moege are entirely SOL-romance focused, nakige go for your tears from beginning to end, etc, etc...  The current period is one where we are seeing more genre blending and the resurrection of genres that were mostly dead until recently (mystery, psychedelic, etc). 
    I first noticed the trend was changing (as well as the number of non-nukige being produced overall going down) when Navel released Kimi to Mezameru, Ikutsuka no Houhou, a peculiar blending of genres (mystery, sci-fi, chuunige, nakige, SOL) that was unusual in my experience when coming from a frontline charage company like Navel (though they have at times produced more plot-heavy games like Tsuki ni Yorisou, Otome no Sahou).  However, Digination was already digging into this back in 2016, albeit in the form of the 'close but not quite there' Shinsou Noise.
    I'm uncertain whether Digination has succeeded because it happened to start producing this type of game when the market's hunger for more varied genre-blends was rising or because it was doing something a newer generation of VN fans had yet to experience.  However, soon they had begun putting out genre-blending and unique titles at a rate I found somewhat surprising, though not all of their games appeal to me.  Sorceress Alive, for instance, is hard to get past the first part of the prologue, because the protagonist is somewhat of a doofus when he lets his enthusiasm take over.  I actually had to come back after dropping Raillore no Ryakudatsusha to be able to be able to appreciate its better points, lol.
    Missing X-link told me this company, owned by DMM, is serious about making its mark on the industry, because it was both ambitious and highly emotional in a way I found fascinating... though I also found their choice to use the ladder-style structure to be frustrating, since many of the side-heroines are as interesting or moreso than the mains.  However, Digination strikes me as a company that is willing to experiment to a degree that most other companies are wary of even considering.  I find in this company a gleam of hope for the future of VNs in general, though it will take more than a single company pioneering the way to drag the industry out of its sludge-filled ruts.
  22. Clephas
    This is perhaps one of the few games from my first five years playing untranslated VNs that isn't a chuunige that I remembered vividly.  I decided to pick this up again because I wanted some good catharsis, and I was tired of waiting for Mangagamer to get off their butts and actually release this. 
    Boku ga Tenshi ni Natta wake is what is called a 'soft utsuge', in the sense that there are no good endings but it focuses more on the bittersweet sorrow rather than the absolute despair of a 'hard utsuge' like Houkago no Futekikakusha.  Each of the first three heroines has a bad and a normal ending, and no matter what you choose, darkness awaits.  The fourth heroine, the angel Aine, is the true heroine and only has one ending (the true ending) which is also bittersweet, though there is some sense of salvation for the protagonist, albeit at a price. 
    The first three heroines are the aggressively helpful osananajimi (who is the only one of the heroines who knows his past) Naruko, the soft-mannered but somehow gloomy Yuri, and the standoffish Minamo.  Thankfully, only Naruko falls into an archetypical role (osananajimi characters have a very limited range of roles), which is nice for someone looking for something with unusual heroines. 
    This game focuses on a sort of tug of war between the apparently apathetic Kirinokojima Tomoe, who actively loathes romance in general, and the optimistic clumsy angel Aine, who believes in romance as the ultimate force for human happiness with all her heart.  Tomoe is kind-hearted under his apparently apathetic exterior, inevitably caring about what happens to the people Aine wants to help, but his belief that romance only brings suffering and is a force for evil in the world is so strong that he is constantly wavering on whether to go along with Aine or not.  This conflict, though it is not one born of malice, defines the main storyline, as the characters worry about what is best for the people involved.
    The first six chapters of the game are the common route, and each chapter covers a different romantic mess that draws Aine's attention.  These messes are never simple nor easily resolved, and regardless of which path Tomoe chooses in the end, nothing turns out perfectly.  The seventh chapter covers the heroine routes, which are much more intimate and have an impact that quite naturally surpasses that of the arcs of the common route.
    Yuri
    I advise anyone who plays this game to play Naruko's route third, regardless of which of the other two paths you do first.  I say this because Aine's (the true path) splits off immediately before you would otherwise head into Naruko's route... 
    Yuri's route is pretty... sick-minded.  Sorry, the writer of this game probably has a serious mental illness, and I shouldn't be insensitive about it, lol.  Anyway, there are hints of what Yuri's conflict is in the common route, but it escalates rapidly once you actually get to her route and her personal issues are laid bare.  Tbh, Yuri's route is the most horrifying of the initial three routes for reasons that become obvious to anyone who plays it, and I wept at the normal ending and was somewhat disgusted at the bad ending (both times). 
    Minamo
    Minamo's route is a bit less psychotic than Yuri's... but in exchange, the issues are more 'worldly' and familiar to the average reader.  The central conflict involves Minamo's work as an idol and a combination of her past issues, family issues, and the inevitable problems of a celebrity in Japan getting involved romantically with someone else.  While this path is milder than Yuri's, it is a lot easier to empathize with, and it also epitomizes Tomoe's nature to a greater degree than the other two paths. 
    I didn't bother with the bad ending this time, instead going for just the normal one.  The normal ending is bittersweet and strikes me as the ending that most fits Tomoe's personality outside of the true ending.  It is sad, though.
    Naruko
    This is by far my least favorite path in the game, though it isn't just because I dislike osananajimi paths.  I won't go deep into why I didn't like this path either time I played it, because I don't want to spoil anything important, but I will go ahead and cover the spoiler-free issues.  This path is the only one of the first three paths that actually touches upon the reason for Tomoe's apathetic/asexual personality, and it also is the only one that touches upon the truth of what the angels work is.  As such, it is absolutely vital that you play it before the true route even if you want to go straight to it, since the explanation isn't repeated in the true route.  Moreover, Naruko's route's normal ending serves as an example of the game's true central conflict that is vital for understanding the true route.
    True Route
    What can I say about the true route/Aine route?  It is by far the best path in the game (though the ending is still deeply bittersweet), and after you finish it, there is a sense of salvation for Tomoe that doesn't exist in any of the other paths.  I say a sense of salvation, but it is salvation at a cost, as is typical of every blessing any character in this game experiences.  This path reveals the fullness of why Tomoe hates himself to the point where he rejects all possibility of happiness for himself, and, to be honest, I replayed the rest of the paths solely so I could re-experience the heart-jerking events of this route in the same manner I did the first time. 
    I can recommend this to someone who wants catharsis and doesn't mind a darker atmosphere than you would see in a nakige.  It is also something I can recommend to utsuge lovers (if you liked Swan Song for the emotional elements, there is a good chance you'll like this).  I do not recommend this for people who want undiluted happy endings.
  23. Clephas
    I had someone ask me why I consider some VN battle scenes to be good and others to be low quality just the other day, and I thought I would address this here.  
    First, I should state that while visuals definitely have an effect on the quality of a battle scene, the quality of visuals is less than 15% of the reasons why I pick one VN's battle scenes over another's.  The considerations when it comes to visuals are raw quality (artist skill, detail, etc), number of combat-related CGs and sprites, and the quality of the visual effects.
    More important (roughly 25% of the whole) is music and sound effects.  It is quite possible to turn a VN whose visuals are mediocre and writing are good into a masterpiece based solely on how the BGMs and sound effects are used.  I've seen it happen (Devils Devel Concept being a prime example), and I can honestly say that this aspect almost always trumps visuals when it comes to determining the quality of a given battle scene.
    Another 25% comes from context and presentation.  I split this evenly because these two factors tend to be inter-dependent in battle scenes.  Without the context, you can't tell whether you should care, and presentation (the art of bringing writing, sound, and visuals together to create a collaborative effect on the reader) quality can dramatically alter how you see the battle.
    The last 35% is all writing.  My prejudice would have put it at 50%, but realistically, in a VN, writing is at the very least 35% of what determines the quality of a battle scene.  The very simple reason is that making a battle scene interesting requires an eye for detail, for stringing descriptions of character actions, emotions, and words into a cohesive whole.  There are plenty of writers outside of the VN industry who only do this well and literally are incapable of 'peaceful writing'.  That is because what is demanded of writing during a battle scene is fundamentally different from what is demanded outside of battle scenes.  To be blunt, most VN writers have no idea of how to write a battle scene, which is why the good ones stand out so much.  'Tom blasted magic sword at Dave, Dave took it on his shield with a grunt' is about as far as it goes with most VN battle scenes... and that is fairly horrid, since there is no sense of what is actually going on in that exchange. 
    It isn't uncommon for VN makers with unskilled writers to simply substitute visual and sound effects for descriptions of the battle simply because the writer can only handle dialogue and minimal or copy-paste action lines.  However, this results in amazingly boring scenes, since there is usually almost no variation in visual or sound effects from scene to scene, action to action.  This means that they are essentially using a square block for a round peg.  I don't know how many third-rate battle scenes I've fallen asleep to over the years...  
    Anyway, ideally, a good battle scene should have all the elements come together in one cohesive whole.  However, in practice, that almost never happens.  About the only companies that have ever managed to do that consistently are Nitroplus, Light, and Propeller... and we all know what happened to Propeller and (more recently) Light. 
  24. Clephas
    Say what you want about Studio Ryokucha, but their weird plotge/charage hybrids are some of my quirkier favorites.  To be specific, Minamijuujisei Renka is my favorite game by this company, at least partially because of how deftly they sidestepped the worst of the 'high school' tropes while keeping the advantages of familiarity.  
    Minamijuujisei Renka is based on a fictional island still ruled by a post-colonial Caucasian aristocracy that long-since lost its connection with its long-dead original nation (I'm guessing Prussia is the model for the fictional dead nation, based on certain aspects of the setting).  It has achieved a high level of technological and societal development despite being handicapped by a small land area, a relatively small population (just around a million), and the gap between the aboriginal population and the white aristocracy.  The game's true/main heroine, Kanori, is the half-white, half-Japanese princess and currently the sole heir to the nation, a fact that has the more conservative elements grumbling about mongrels and other predictable purist BS.
    The protagonist of this story, Tobe Ryousuke, meets Kanori by chance on his first day in the nation, when he gets lost and encounters her while she is fleeing from men in black.  This leads to a predictably amusing set of small chase scenes, and it also solidifies Kanori and Ryousuke's relationship (her in love with him, him thinking of her as a friend) before he ever realizes who she is.  
    Ryousuke came to the nation involved along with his twin sisters, little genius girls who, when he collapsed from exhaustion trying to take care of them, took a job in the Dukedom in order to allow him to go to school and be a normal kid, essentially.  Rina and Rena, the twin sisters, are both children (literally), and their cuteness of both manner and feature serves as a constant throughout the game, as they often appear at important moments to move the story forward.  There are hints that if 'nii-chan' didn't have the good taste to get hitched before they were grown, there would have been some incest there, but, unfortunately for the lolicons out there *laughs at them* and fortunately for our peace of mind, they aren't heroines.
    Anyway, this game is designed with a chapter system, where incidents occur and get resolved, bringing the protagonist closer with the heroines throughout the common route.  This system often falls flat in games that use it, because it can get repetitive, but the creativity with which the writers set up the story makes that a non-issue in this game.  Like a lot of games from the middle of the decade that just ended, most of the heroines are deredere almost from the beginning (the exception being Elize, though it can be argued she is just another tsundere along with Miyako).  
    Unlike many charage hybrids, this game doesn't kill the story in the heroine paths or only have the story in the heroine paths... rather, the story flows in different directions based on which heroine you pick, and it feels natural at the time, which is what is important.  There are exciting moments in each path, without it flowing over into excessive seriousness (most of the story is interwoven with amusing or cute elements).  
    Though the story is good in this game, perhaps the place where this game shines the most is in character development.  By the time the common route ends (it is fairly long), you have a solid idea of what all the heroines are like under the skin, and you have almost definitely gotten attached to one or more of them.  Tbh, each time I play this game, I always waver between routes before making my choice, simply because I like all the heroines to one degree or another.  
    This game's weakness, from an objective standpoint, is the very length that allows for such extensive character development.  Many simply won't have the stamina to finish even one path in a single run, due to the length of the common route.  To give you an idea of its length, it is roughly the same as the common route of Clannad.
    I occasionally go back to this game for one reason... it is so reliably enjoyable that just finishing a single route can temporarily restore my faith in the possibilities of charage.  
  25. Clephas
    Primal Hearts is a game I have an odd relationship with.  At the time I first played it, I don't think I gave it a completely fair assessment.  The reason why?  I was hitting the first of my many 'charage doldrums' periods.  However, in retrospect, it grew on me... sort of like mold.
    First, I should note that the game is actually fairly old-fashioned, despite its modern visuals.  The wacky concept, larger-than-life characters, and the sometimes ridiculous 'coincidences' that pop in all hearken to a previous era.  At various times, this game channels such famous games as Haruka ni Aogi, Uruwashi no, Majikoi, Shuffle, and any number of 'golden age' games.  Of course, it doesn't go as far as any of those does, but the makers' fanboyism is fairly evident throughout the game on a second playthrough (something I didn't notice on the first playthrough).
    First, the resemblance of Majikoi lies in the larger than life characters and sometimes crazy abilities some of them have (the protagonist included).  The protagonist's casual manipulation of the other characters for his own amusement (and for their own sakes, more often than not) is very much reminiscent of Yamato, without ever actually approaching his level. 
    Perhaps the strongest resemblance to Haruka ni Aogi, Uruwashi no lies in Haruhi's path... to be blunt, Haruhi is a redesigned version of Miyabi, with Kanna a reformed version of Lida who also happens to be a heroine.  The resemblances and relationships are so obviously drawn from fanboyism of that particular kamige that I just had to shake my head during this replay. 
    Shuffle is channeled, along with a lot of other early charage, through the setting.  While the specifics are drastically different, the wacky, overblown occurrences, the general madness surrounding the 'elections', and any number of other factors in the setting make me nostalgic for the middle of last decade (soon to be the decade before last). 
    I perhaps didn't notice all this the last time because I was focused on heroines... and I was playing charage rather mechanically already, two years into VN of the Month.  A peculiar element that you generally don't see in most charage in general is character designs like that of Mizanori.  Most charage tend to make all their regular characters (the ones at the center of the cast) attractive to one degree or another.  However, Mizanori stands out as a character who was made comically unattractive, which struck me as hilarious at the time, since I used to make some of the same excuses he did to eat more as a teenager, lol. 
    The common route of this game is excellent.  The relationships between the characters are formed and deepened appropriately, and it actually makes sense that the heroines would fall for the protagonist by the end.  It helps that the protagonist is really a 'great guy' in every way, though he can lack common sense at times.  The decision to avoid mediocrity in the protagonist and those around him is one that is rarely made in charage, which just made it that much better as a result.
    Sadly, after the common route, this game stumbles somewhat.  The heroine routes lack some of the depth the common route does, perhaps because the shift to romance automatically debuffed the intelligence of the writers.    Oh, the heroines are unbearably cute when they go dere (Sera's dere makes me giggle hysterically even now, and Haruhi's is as strong in its own way), but the 'drama' included in the heroine paths pales a great deal in comparison to the drama that pops up in the common route.  In that sense, it felt almost like they were running out of ideas at the end...
    Overall, this is an excellent charage that manages to escape mediocrity by channeling some of the best parts of a number of famous VNs into its characters and setting.  I won't say it is a kamige (because it isn't), but if you are just looking for a good charage to add to your collection, this is a good choice.
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