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Clephas

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Blog Entries posted by Clephas

  1. Clephas
    Yay, Clephas is contributing to a controversial topic in his blog!  *listens for the hisses and boos of his loving public*
    More seriously, I'm not out to bash fantranslators, localization companies, or anyone else involved with the process.  I've been on both sides (consumer and producer) and I can honestly say that I can see all four sides of the argument (the producer side, the negative consumer side, the neutral consumer side, and the positive consumer side).
    The Positive Consumer
    Based on my personal experience (beginning with jrpgs in the nineties), most people begin in this stage.  Honestly, I didn't know enough to figure out when things were badly translated, and as long as the lines weren't too out there (spoony bard, lol), it never really got to me.  There are plenty of people out here who remain in this stage forever, never taking interest one way or the other in the translation aspects of things... and that is perfectly natural.  Most Americans (if not people from other countries) are essentially linguistic bigots, and as a result, they won't care if things are wrong as long as they can't tell just by playing a game, reading a book, or enjoying an anime or film.
    The Negative Consumer
    Most people with at least some knowledge of Japanese end up in this stage at some point.  The reasons are manifold, but the biggest one is the 'literalist disease'.  Almost everyone who gets involved with translation or knows enough Japanese to nitpick is under a peculiar delusion... that 'Literal Japanese to English translation isn't an oxymoron'.  Unfortunately for their delusions, my personal experience and the experience of many others does not bear this particular one out. 
    Literalist translation is a delusion born of a misapprehension of the Rosetta Stone concept... basically because we can generally match up most words with their equivalents in our own languages given a decent reference point, that perfect translations are both possible and should be provided without hesitation by mechanical translators (often literally).  However, this ignores two major issues... the cultural basis for the formation of modern language's concepts and the difference in how the language is structured (grammar in other words). 
    This isn't the only reason for ending up in this stage... some people are in it because it makes them feel superior or they like trolling 'lesser beings' (I'm sure you know what I'm talking about).  Others simply disagree with the way the translation is handled or the usage of censorship.  There are innumerable reasons for ending up in this stage, and that is the reason why it is the single largest one in the 'experienced' community.
    The Neutral Consumer
    This is the smallest grouping... mostly because it pretty much demands that you have resolved to stop caring one way or the other about localization quality.  The most common reason to end up here is because you can play VNs, watch anime, and read manga/LNs without a localization, so the concept becomes irrelevant (or at least of less interest) to you.  Another is that you get tired of being trolled (or trolling yourself) and decide to shut off your emotions about it.  Last of all are the people who just want to 'spread the word' and don't really care about quality issues (people who are just happy VNs are getting localized).  Since a lot of this group don't even buy localizations except to 'support the cause', this group has a lot less invested in the arguments, overall.
    The Producer
    ... need I mention that being on this side sucks?  No matter how good a job you do, you get bashed by someone, and inevitably someone is going to decide to nitpick every one of your word choices.  Literalists will hate you for not doing exactly what they want, generalists will hate you for picking obscure/dead words from actual literary English (as opposed to spoken English) because the concepts involved are dead in modern English, and everyone else will hate you for censorship or because you are too slow. 
    While you get combative people or apologetic people from this side every once in a while, most just stop paying attention to the noise, for the sake of their mental health. 
     
  2. Clephas
    I'm going to be blunt (as usual), Riddle Jokers is probably a sign that Yuzu Soft is starting to stagnate as a company. 
    I'm not trying to be mean or bashing Yuzu Soft for the sake of it... but, after finishing two paths of this game, I felt hugely exhausted, despite the fact that the paths are actually shorter than some of their other works.  The reason is fairly simple... the cast of characters this time around just isn't that interesting.
    Part of that is that the protagonist himself is a bit too 'normal' for someone in his line of work.  Another part of it is that the heroines all fall into standard Yuzu Soft archetypes (whether setting or the character personality), and as a result, I was able to figure out the specifics of the paths I played so far almost from the beginning.  The most 'interesting' of the heroines, Ayase, I intended to leave to last, so I haven't played her (because she is the obvious main heroine candidate). 
    The common route is, at best, 'all right'.  Of course, there are moments that made me smile, and the SOL is standard Yuzu Soft quality/style.  However, I felt that they hit on all the wrong notes when they were handling the Astral abilities.  One issue is that the balance between the oddly realistic/gritty moments and the rest of the game is horrible (those moments tease at a much more interesting set of possibilities), but another is that I honestly just got bored with what was going on too early.  Yuzu Soft makes long SOL games, and as a result, every time I play one of their games, I end feeling at least a little fatigued.  Worse, the humor is too mild to keep the brain stimulated most of the time, and the h-scenes are just... excessively long.  Ichaicha in the heroine routes is excessive (I've been complaining about this since Dracu-riot, so that's nothing new), and... each of the first two paths I played (Hazuki and Mayu) had just enough of it to put me over the edge of my ability to endure. 
    Since this game was channeling Dracu-riot so obviously (isolated/enclosed environment, persecuted inhabitants, background efforts to destroy their refuge, etc), it was hard to escape the feeling that this was a pathetic attempt to relive what was best about that game.  Unfortunately, because they traced the ideas so closely in some ways, the points where the game comes up short are just too obvious.
    One of those areas is action.  Say what you like about Dracu-riot, but its few action scenes were generally excellent (for what they were, action scenes in a charage) and the buildup was skillfully orchestrated.  The same can't really be said about this game.  While there are a few action scenes, the effort to narrate them and build up to them is rather... underwhelming.  
    Another is the secret agent angle... to be frank, the protagonist just isn't that capable.  Oh, he is a decently-skilled fighter and his ability is cool in a way, but he falls apart whenever he hits an emotional block and he has a critical failure for an agent... he hates lying.
    Last of all is the Astral-user issue... I have to say that this wasn't handled nearly as well as the vampires in Dracu-riot.  There are very few times in the VN's common route where prejudice or persecution even comes up, much less becomes an issue (aside from the conclusion of the route), and there is no attempt to bring the situation 'to life' in the reader's mind, which is a critical failure, in my opinion.
    Honestly, when it comes down to it, the reasons I couldn't bring myself to like this game are all involved with me inevitably comparing it to Dracu-riot.  On its own, it isn't a bad VN, but I have had the unfortunate experience of having both played Dracu-riot twice all the way through and have helped as a translation-checker on the translation... so my impression of this game was further ruined by my excessive involvement with the game it was imitating in structure.
    I couldn't bring out an unbiased opinion here, so I'm not going to say you shouldn't play it... but if you do, play it before Dracu-riot, not after.
    Edit: Also, one thing that was missing was non-romantic friendly intimacy between the characters... despite the fact that they mostly live in the same dorm, there is relatively little interaction between the characters as a group, meaning I didn't really feel that they 'came to life' like the characters of Dracu-riot or even Senren Banka.
  3. Clephas
    This VN is the second game in Whirlpool's short, low-price mimikko fetish game series... and I have to say my impression of it hasn't changed from the first one.  This is a direct continuation of events from the end of the first game, and basically it increases the number of mimikko-ninja in Haruki's harem... and nothing else.
    Oh, it is moderately funny, the h-scenes titillate my mimikko fetish, and you get hints of a deeper setting once again... but its short length means that the game never really goes anywhere beyond what I mentioned above.
  4. Clephas
    The greater proportion of VNs out there take place in a three or four month period... and are usually linked to a seasonal theme.  This is especially true of moege/charage variants, but it can also be said for more story-focused games, like Tasogare no Sinsemilla.  I just thought I'd bring out my thoughts on the use of seasonal themes here, since it comes to mind fairly often.
    The two most common seasons used in VNs as a thematic background to the setting are summer and winter.  Now, why might this be?  At least one of the reasons is that these two seasons are the most extreme of the four, but the larger part of this is that most VNs are at least partly about school life or have high school student characters.  Why is this important?  Because of summer and winter vacation.
    While schools provide convenient places for a protagonist to meet and interact with a heroine, school can also get in the way of the deepening of the relationship between them.  As a result, many VN writers find it convenient to use the summer or winter break to serve as a relationship-deepening period where the other characters are conveniently sidelined by the lack of daily contact.  In addition, summer has the advantage of creating chances for swimsuit CGs and swimsuit sex (incidentally, this is the reason why summer is the most common of the four seasons in VNs) and winter allows for more elaborate fashion choices for the heroines (incidentally, this is probably why companies with really good artists tend to like this season so much). 
    Personally, I despise summer.  I do like swimming, but since I hate swimming with others (give me an isolated location to swim in and I'm happy), summer doesn't really hold much of an attraction for me.  Moreover, the effort needed to keep myself from getting heatstroke in Austin means that I don't have any of the delusions of joyful summer that charage/moege seem to want to promote.   I love winter... but I so rarely experience it, since Austin's winter lasts only a few weeks before becoming what amounts to spring (though the rest of the world is still winter). 
    Now, for the 'lesser' seasons... Spring is more common than autumn, for reasons that should be obvious.  However, I'll go ahead and state them.  Spring is a season that tends to be universally be seen as a yearly period of new beginnings.  In Japan, it is the time when new students enter school and old ones graduate, and it also marks the period of the year where the most brilliant flowers bloom.  As a result, it is more romanticized than poor old autumn...
    Autumn... I have only seen three VNs that used autumn as a theme.  I think part of that is because of the symbolism, but another is that the only real visual attraction of the season is the leaves... and it takes a real sensitivity and grace on the part of the writer to use that kind of symbolism well.  Personally, I love this season.  When I lived farther to the north, it was the ideal season to sit outside and read, and it was the perfect season to spend exploring the nearby wooded areas.  In VNs, the season is generally a solemn one, and it tends to serve as a background for somewhat darker stories.
    The bottom line is that I hate summer.  Yes, I just wrote all that to get back to the fact that I hate summer.  I look forward eagerly to a new ice age, and I'll just look blankly at anyone that suggests that losing most of North America to the ice would be a bad thing.
    In other words... my air conditioner won't be repaired until  Monday, so I'm currently cursing the guy who invented warm seasons.
  5. Clephas
    I didn't go into this VN expecting much.  Judging by the cover (considering I am a bibliophile, you would think I would know better, lol) and the Getchu page, I thought it was going to be a half-nukige along the same lines as the Ren'ai Jijou series (since Otaku was written by the same guy).  However, I was surprised at what I got... the first addition to my 'Chicken Soup for the Soul' list since Natsuiro Recipe in mid-2015.
    As a reference point, I almost never add VNs to the Chicken Soup for the Soul list.  The requirements for it are just too strict (low stress, soothing, mildly cathartic, and overall something that leaves you feeling better about the world afterward).  So, I generally expect years to go by between each addition to that list.  I specifically select these VNs for their restful properties, so the ones on the list are the kind of VN you should consider going to when you feel the need to just take a total rest from the stress of your life.
    Now, this VN is a kinetic novel, which means there is only one ending and one story.  In fact, there are no choices in this game.  This isn't a bad thing, from the perspective of a game I'm adding to the list above.  To be blunt, choices are a type of stress-factor at times, so it is nice to just be able to read the VN without thinking about choices or looking at a walkthrough.  
    The story focuses on a young scientist named Kyouji (he's in his mid-twenties), who, at the beginning of the story, has just finished his second and third prototype androids.  The important thing about these androids is that they have emotions and the ability to learn and think for themselves (in other words, human emulation and autonomous AI decision making).  This story is about how the three androids and Kyouji grow together, and it is mostly a gentle story about the family they form together.
    The oldest android, Nect, is an 'older-sister' type who serves as Kyouji's accountant, assistant, go-between, and secretary.  She is good at keeping him from breaking the household finances and keeping him on track to finish whatever work he has taken on at any given time, but she is also very caring and protective about Kyouji and her 'little sisters'.
    Lux is the second android, designed to be a reliable partner and possess a desire to help others.  This quickly turns her into what Kyouji refers to as a ダメ人間製造機 (a woman who reduces men to helplessness through her eager 'help').  She loves nothing more than to do things for others, including her sisters and Kyouji, and she feels the most fulfilled when she is doing her level best to spoil someone rotten.
    Sphere is the third android, designed specifically to be like a younger family member.  She hates being lonely and wants the affection of her family members, and she also has the most effective learning ability, eagerly absorbing information about human relations from movies, anime, manga, and books. 
    Overall, most of the VN is gentle, heartwarming slice of life, with frequent bits mild comedy (mostly running jokes like Roppu's desire to be modified by Kyouji) and occasional h-scenes (yes, they are occasional).  I honestly haven't felt this relaxed coming out of a VN in a while, and I liked the ending fairly well.  I give this VN high ratings for essentially erasing my stress from the work of the last few days, lol. 
  6. Clephas
    Understand, chuunige mostly appeal to a very core fanbase.  The style, the fact that they don't translate well, and the fact that most of the action/story is so 'out there' makes the games unapproachable.  The sheer amount of text means that localization costs are through the roof, which makes things worse, of course. 
    I'm being realistic, ignoring my inner fanboy who screams everybody should love chuunige because charage suck in comparison.  However, that is the flat-out truth. 
    So, I decided to make a list of chuunige I believe would sell in the west/appeal more to the western brain... and not just the core fanbase.  I have these ordered by the most likely to the least.
    1.  Bullet Butlers- I say Bullet Butlers is the most accessible precisely because it uses a lot of elements that Western audiences can easily grasp without having to be 'deep' into otaku media.  Zombies, elves, dragons, and orcs.  Firearms as the most common weapon type, superviolence, and a film noir atmosphere to a great deal of the game.  If I were to name one chuunige that has the potential to be a hit (by VN standards), if properly advertised, it is this one.
    2.  Draculius- If I were to name a sort-of chuunige that is accessible to people that don't particularly like chuunige, this would be it.  If you liked the best parts of Libra and hated the rest, you'll probably like this game.  It has aged somewhat, but the characters are unique, the story is excellent, and the humor is recognizable on both sides of the ocean. 
    3.  Hello, Lady- Yes, I went there.  If you can enjoy Narita Shinri, you will like this game, regardless of your genre preference.  Narita Shinri is a protagonist who will earn as many haters as he does lovers, and there won't be that much room in between.  However, his story is very much one that is visceral and easily comprehensible for any human who has lost someone they loved.
    4.  Shinigami no Testament- 3rdEye's chuunige are accessible.  I could put any chuunige by that company in this spot other than Bloody Rondo and say that it has the same potential for success.  Even Bloody Rondo does have some appeal outside its genre (in fact, it probably has more, lol).  3rdEye is a company that I can use to brainwash newbies without overwhelming them, which is why I was happy when Sorcery Jokers got localized, lol.
    5.  Gekkou no Carnevale- I can guarantee someone is going to ask why I didn't mention any other Nitroplus game besides this one.  However, the themes in this game are very Western, for the most part... and werewolves and murder are always guaranteed to catch the interest of a certain (surprisingly large) crowd over here.  Put in living dolls and mafia connections as well, and you have a recipe for success. 
    I actually thought of naming some others, but when I seriously thought about it, the hurdles for a Westerner and non-chuunige addict for playing those were just too high.   Anything Bakumatsu is going to be translated poorly, so Last Cavalier is out.  Evolimit has potential, but I thought BB is more likely to catch hold of westerners who aren't already part of the scene.  Anything like Dies Irae is almost guaranteed to flop if it isn't 100% crowd-funded (as in, all costs paid for by the crowd-funding), so Bradyon Veda and the Silverio series are out.  Vermilion has similar problems.  Muramasa suffers from swordsmanship infodumping that will probably cause the average reader's brain to go numb early on.  Tokyo Necro has zombies, but the chances of people actually getting past the prologue are relatively low, despite the coolness of the story and setting.  Izuna Zanshinken has enormous potential in the US, because of the style and the themes it tackles, but its episodic 'feeling' is a huge negative for some of us... 
  7. Clephas
    Yurikago is one of my favorite VNs.  That isn't because it so 'awesome' or a kamige.  Story-wise, it is actually a bit below the average for Akatsuki Works.  No, the reason I like this game so much is the characters and their interactions.
    Kiritooshi Hiro, the protagonist (his surname means 'to cut all the way through' lol) is a young high school student who lives every day trapped in a web of his own apathy.  Tormented by his 'Knight Frame' (a magitech-type device that replaces his entire skeletal system) and a sense of his own guilt for having murdered his father in order to gain it (this is not a spoiler, it mentions this within the first fifty lines, lol), he feels isolated from the world around him, and he can only really consider those who are - like him - outside the norm to be people (this is a psychological disease created by the implantation of the Knight Frame into a psychologically immature subject).  He regularly attends a the Kurohagi Dojo, where he fights with Kangasa Ume, who has inherited an 'unbreakable body' (literally unbreakable... if she falls from the stratosphere, she is unharmed, but she is not invulnerable to disease or techniques that overwrite her original state).  He generally spends a great deal of time trying to defend himself (unsuccessfully) from the females of the story, who seem to vary from seeing him as a favorite chew toy to being eternally exasperated by him.  He has a bad habit of saying what he is thinking at any given moment in his rare interpersonal reactions, then wanting to bash his head into the nearest wall in embarrassment after reflecting on what he said.  When his few truly 'sensitive' spots are touched, he can instantly become a psychopathic, remorseless killer, but those points are relatively few and far between.
    Kangasa Ume is the last survivor of the Kangasa Family, who all possessed an unbreakable body.   Her body imposes on her a unique and distasteful way of viewing the world, where her reactions to everything around her are determined on whether they are fragile or difficult to break.  She also despises that part of herself intensely, even to th point of being nearly suicidal at times.  With those few she allows herself to become close to, beating on them becomes a form of interpersonal communication (she regularly breaks Hiro's bones when embarrassed or irritated).   She is a student of the Kurohagi style, which focuses on the forceful creation of 'tenketsu' (breaking points) or the use of existing ones to destroy the bodies of their opponents.  She is fairly advanced in this, and as a kindergartner she once launched herself into the stratosphere when she tried to kill the planet that way.
    Tae is the main heroine of the story and an angel.  Angels in this story are summoned into the body of a corpse from a higher realm and are bound to the one who loved the original owner of that body.  By instinct, they love their summoner/controller, and will do anything for his sake, up to and including self-harm or mass murder.  Since her kind were originally created as a slave race, she has an M streak a mile wide when it comes to Hiro, and she wants nothing more than for him to treat her like garbage and beat the shit out of her... and is unsatisfied that he doesn't do so. 
    Aria is the last of the three heroines, a young angel who possesses wings made up of iron stakes and whose special ability allows her to overwrite the reality of anything she touches to have already been punctured by one of her stakes.  She is very honest and straightforward, a total innocent when it comes to everyday reactions and concepts, and (in her route) she is constantly asking questions, because she is also too intellectually lazy to think things out on her own.  She is also a drug addict, due to an existing command from her master that she use a certain drug to eliminate her emotions when they go beyond a certain peak level.
    Kurohagi Zenjirou is Ume's adoptive father/grandfather and the master of the Kurohagi Dojo.  At one point, he was involved in the religious wars that resulted in the creation of the mystic technology behind the Kishi Kokkaku and angels like Tae, but he is now very much retired.  Despite his easygoing attitude, he regularly breaks his best students' bones and will even maim them if he thinks that is what is needed to train them.  He loves Ume deeply, but he believes in standing back and letting the younger generation find its own way.  He isn't really human anymore (psychologically or physically), and after two hundred years of life, even he admits he doesn't really understand people viscerally anymore. 
    Tsugumu is an ancient angel (the  most powerful one) who performed the surgery to transfer Hiro's father's Knight Frame to him after Hiro killed him.  She loves anything interesting, and she sees her abandonment by her master as a very long-term sexual play.  She, like all the other women around Hiro, regularly beats the shit out of him for minor infractions (either through teasing or literal blows), but she seems to always be looking on the people around her from the outside.  She is very lazy and generally careless (she forgot to 'zip Hiro up' when she implanted the Knight Frame, which was a small part of the cause of his mental disorders, lol). 
    Redear is the heroine of Tomoe's side-scenario, a psychopathic loli angel who skins people alive and removes their limbs and organs for fun.  She makes little sense when she talks, frequently referring to various fairy tales and old children's books, such as Allice in Wonderland.  It is impossible to tell what will make her happy at any given moment, but it is generally guaranteed to include killing someone or doing something similar.
    Tomoe is a young man who acts entirely on impulse, living as he desires at any given moment.  When he sees bullying, he beats the shit out of the bullies, then he beats the shit out of the bullied one.  When someone mistakes him for a woman, he breaks their ribs and jaw, then leaves them for dead.... and when he meets Hiro, he always tries to cause a confrontation with him. 
    Now, needless to say, the characters of this game are... unusual.  I loved their antics, and the game is pretty violent (think pulverized flesh, followed by repeated regeneration, followed by more pulverization).  The Grand Route is an excellent follow-up to the other routes, and I always leave this game feeling satisfied.
    Edit:
    For those who are interested in playing the game, there is a suggested (by me) playing order.  Generally speaking, you want to do Tae's route right before the Grand Route (because Tae's route is way too revealing).  This is immovable.  If you just want to see the true ending, do Tae's route and the Grand Route only, though you'll miss out on some awesome moments.  My suggested order is: Aria>Ume or Ritia/Tomoe>Tae>Grand Route.  Really, it would probably be best to do Ritia/Tomoe right before Tae's route, but if you want a bit of freedom of choice, that is a good place to put it.  I suggest Aria's route because it is the only route where most of the other characters are almost irrelevant and Aria is actually something other than a speechless killing machine.  It is also fairly revealing about how extreme the nature of the angels is, lol.
    My favorite heroine in this game is Ume.  For all that she is the true heroine, Tae (or at least, the Tae in Tae's route) is mostly a do-M pervert who will do anything to get Hiro to smash her face in or treat her like dirt.  While she is pretty adorable in her route, Ume's internal conflict is a lot more interesting. 
    The main reason that I say play Tae's route, even if you play none of the other heroine routes, is because Tae's route reveals several key elements about Hiro that are absolutely necessary for you to know in order to enjoy the Grand Route (really, it would be better if you knew stuff about Aria too, but meh).
    The characters in this game, whether villain or protagonist side (note: everyone in this game is crazy on one level or another... hell, the most sane person there is Tae, and that is just... sad) are generally great... but moege lovers will probably run away from most of them screaming (Redear/Ritia is every lolicon's nightmare).  Ume is an extreme self-hating sadist, Tae is about as M as anyone can get (so much so that she can get off just on being ignored), and Aria is a drug addict... lol
    Story-wise, the game is actually pretty good, but you should know that the writer chose to make Hiro an unreliable narrator and goes out of his way never to just come out and say things directly.  I love the setting in this game, and it was obviously designed to contain more than one story.  Unfortunately, Akatsuki Works Black produced three great games in a very short time and then got absorbed by Akabeisoft3, so we'll probably never see any more games in this particular universe... or in the Izuna Zanshinken universe (which, considering that the secret ending is open-ended, is sad).
  8. Clephas
    Before I go back to my work, which is going to take the rest of the day to finish, I thought I'd leave yall with a commentary on one of my favorite jrpgs, Growlanser 3.
    Growlanser 3, released in the US as part of a collection with Growlanser 2, was the final localization done by Working Designs, the company that pioneered independent localization of jrpgs in the US (up until then, most had been localized by Japanese companies or the console first-party company).  It is the prequel to 1 and 2 (a battle about midway through 3 results in the world you see in 1 and 2 and remains as a legend to the people there), and often competes with IV for being considered the best game in the series.
    In Growlanser 3, the sun is dying, famine is rampant, rain falls eternally at some places and hardly at all in others.  Plague has destroyed entire nations, and those that remain are fighting ferociously for the few places where the land is still fertile.  Assassination, genocide, and cold realpolitik have hardened the hearts of leaders, and the people that remain are growing increasingly desperate, further fueling the flames of war.
    Into this comes Slayn, a young man with no memories and a talent for Darkness magic, accompanied by a Dark Fairy (fairies in the Growlanser universe are usually sentient concentrations of elemental spirits in a tiny female form), enters the scene about this time.  As she tries to discover the truth about himself, he gets caught up in the war and ends up seeking the causes behind the slow death of his world.
    Growlanser's signature battle system is a combination of RTS and ATB systems, where your characters each have a speed that determines how fast their turn comes up.  Motion across the battlefield is in real time (based on that character's stats), and in order to engage an enemy, you have to bring them within range.
    Magic in this game starts out as simple elemental spells, which increase in power as you chant them longer (based on the character's ability, you will be limited in how high the level you can reach with that character at any given time) and are one of only a few ways in which you can ignore range issues.  The reason this is important is that, in order to get the true ending (where certain characters survive where they would normally die), you must get a 'mission complete' on every single story battle.  Since doing so often requires preventing the massacre of running civilians or preventing the escape of a particular enemy, range becomes a serious issue from the beginning, so strategically utilizing magic and having some idea of how long it will take your characters to reach an enemy and move after they attack is important. 
    Choices in this game have a huge potential variance, depending on how you've shaped Slayn's personality (through early on choices and a certain event which lets you shape his base personality and capabilities).  If he is cold and rational, you will find yourself unable to make enraged conversational choices, and if he is hot-blooded, you will find it impossible to make Slayn take the high road in some situations. 
    Story-wise, this game manages to touch human emotion in a way I think newcomers to jrpgs will be surprised at.  Growlanser 3's world is dying, and most of the world is already dead.  As a result, you find yourself walking through the aftermath of plagues, witnessing massacres, and overall confronting both the best and worst of human nature when put into an extreme situation.  For a jrpg, this kind of display of human weakness is fairly unusual, since most tend to strike an optimistic note in that sense, but this is actually typical on some levels for the series.  In Growlanser 2, it is quite possible to side with the villains (given that you've fulfilled the proper conditions), and Growlanser IV's world isn't exactly kind to its people, even aside from the bigger issues. 
    The visuals in this game were done by Urushihara Satoshi, who also handled such anime as Bubblegum Crisis, Queen's Blade, and Plastic Little.  As such, they are aesthetically pleasing, even now that the basic style has changed radically (this guy has a great aesthetic sense... though he is a bit overly ero-ero, from what I remember of Legend of Lemnear). 
    Overall, if you want to start looking back into the past of jrpgs, this is a good game to start with (though at this point, you'll probably be forced to use an emulator).
  9. Clephas
    Unjou no Fairy Tale is the second game by Cosmic Cute in the series/setting that began with Sora no Tsukurikata.  It is based around eighteen to twenty years after the original game in the city of Kaguya, a lawless city with many different races floating in the sky far above.  It is ruled by the invincible Mayor (with thirty-seven terms under her belt) Azumaza, frequently troubled the antics of the great (and in the eyes of ground dwellers, insane) alchemist Nemo, and plagued with more criminal organizations than anyone can count.
    In that place, there is a neutral ground, the cafe Amelia, run by the protagonist Tsukasa, with the wannabe Great Witch Natsu as a waitress, frequented by the diva Dahlia, and visited regularly by the elven swordmistress and antique/art seller Makoto.  One day, a girl in a beautiful dress comes running down the street chased by thugs and is rescued by Makoto and Natsu... only to find out that she is not only a princess but that she is Tsukasa's younger sister.
    Thus begins the story of the city of Kaguya and the Pay Back thieving gang.
    Now, before I go any further, it needs to be said that, like Sora no Tsukurikata, this game uses the 'ladder-style' story structure, meaning that heroine paths other than the true one split off at the end of arcs featuring primarily the heroine in question.  This story structure does not do the heroines other than the true one justice.  In most cases (such as G-senjou or Eustia), it becomes an excuse for neglecting the heroines or making internally inconsistent heroine routes.  For that reason, I consider the very existence of this story structure in any VN to be a reason to automatically subtract 1.5 points off the maximum rating I give it on vndb.  In other words... the story just has to be awesome for me to consider overturning my dislike of this structure.
    The common route of this game does an excellent job of introducing the characters and giving you a good idea of the internal dynamics of the city of Kaguya.  Kaguya... is the kind of city no sane person would want to live in.  The protagonist routinely sleeps through gunshots and explosions (they are so used to it that it doesn't even disturb their slumber), and the Mayor (who is over 2500 years old) seems to take great pleasure in both keeping the chaos from settling and keeping it from overflowing beyond all forms of control.  I spent most of the common route smiling or laughing, similar to Soratsuku, which is a definite good thing.
    Now, I'll introduce the heroines...
    The first heroine is Dahlia... and she is already my favorite.  She is a singer at a high-class nightclub, a fox-girl with the ability to control others with her singing.  In the thieving group she serves as the driver and occasionally uses her voice to control pursuers or guards.  She is the second oldest of the heroines, in her mid-twenties, and she has an inordinate fondness for heavy drink and teasing those she likes. 
    The second heroine is Makoto, known as the greatest swordswoman in Kaguya, as well as being Tsukasa's first friend in the city.  She is the oldest of the heroines, being an elf (there are hints that she is at least fifty years old early on), and she works most of the time as a dealer in antiques and art.  She has a reserved personality, and she is often misunderstood, due to her tendency to talk to her sword (yes, she talks to her sword).  However, she is also cute... in that she does things like making lists of things she wants to do with her friends and rehearsing potential conversational scenarios well in advance of even the most normal, everyday events. 
    The third heroine is the protagonist's younger sister, Yuki.  Yuki is...  a strong-willed, pure-hearted princess who came to Kaguya to find her long-lost oniisama... only to find that he had become a thief and manager of a cafe in one of the most crime-ridden cities in existence.  While she is generally forgiving by nature, once you manage to anger her... she is easily the scariest of the four heroines.
    Natsu is a wannabe witch
    I honestly hate the fact that she is the main heroine, because that is two games in a row that go to unreasonably naive, kind-hearted witches who frequently mess up on a grand scale.  This is a mistake frequently made with ladder-style structure games, but it is usually the case that the weakest heroine in the group ends up as the main/true heroine for games using this structure.  She, like Hal/Haru in the previous game, is a sugar-addict with a rather unpredictable magical ability.  There isn't a drop of malice in her personality, but...
    Dahlia path
    Dahlia, as I said above, is my favorite heroine in this game, so I was more than a little angry to see that yet another great mimikko heroine was being condemned to 'lowest-ranked heroine Hell'.  However, as I played the path, I stopped caring about that BS.  Dahlia and Tsukasa's romance creates one of those rare situations where I actually have to take a step back and wipe the tears away... solely because of the romance.  Since I'm not a fan of romance for its own sake, that pretty much says it all about that.  This path has some excellent feels and is about as long as the mimikko from Soratsuku's path.  I spent a great deal of the last part of the path just laughing hysterically at the antics of the characters as they strove for Dahlia and Tsukasa's sakes, and I wept at the climax.  Definitely worth reading, though this definitely has my mimikko-love bias interfering with my judgment.  The ending after story is very heart-warming, and it takes you to a point three years after the end, which was nice.
    Makoto path
    One thing that absolutely needs to be said about Makoto's and Dahlia's paths, but is a major SPOILER:
    I'm going to be blunt... this path is simply weaker than Dahlia's.  Part of this is because Makoto's personality is so reserved and the romance is so charage-ish.  Another part is that there really isn't that much in the way of deep feels or good action/comedy in this path, outside of the usual with Yuki losing her temper.  While I like the ending, I have to say that I felt a bit cheated, because they didn't go into detail on the past that lies between Tsukasa and Makoto, despite them being one another's oldest friends.
    Yuki Path
    The Yuki path feels a lot like a true path.   The simple reason is that, despite its seemingly innocent (and hilarious) beginnings, in the end it pretty much reveals everything there is to know about Kaguya and Azumaza's past, as well as the reasons why Tsukasa ended up in Kaguya.  Honestly, as I finish this path, I think that it is possible that it was the true path, rather than Natsu's, and that is my hope as I go into Natsu's path (I'm writing down my opinions on the paths as I finish them).  The ending is really touching, and I had to cry at some of the revelations that get put in here...  Incidentally, by the time her path comes around, Yuki has been thoroughly poisoned by Kaguya's anarchist atmosphere, and this has some rather hilarious results in the fourth arc that leads to the final path split.
    Natsu path
    Aaah... I don't mean to be cruel... but they got seriously lazy in Natsu's path.  I mean, it feels very much like an echo/rehash of something I've seen a dozen times before (you'll see what I mean if you play it, but I won't spoil it).  Understand, Hal is my least favorite heroine from Soratsuku and Natsu is my least favorite heroine from this game (The order goes Dahlia>Yuki>Makoto>>>>>>>>>>>>>>>>>Natsu).  Like her mother, she is a clumsy doofus with a ridiculous amount of poorly-utilized magical talent.  Every single element of her path past the end of the last common route arc (Arc 5) is ridiculously predictable and holds no surprises, down to the last detail.  I haven't been this irritated at a 'true' path in years.  If I were to just judge this game on the three previous paths, I would give it an 8.5 on vndb, but, due to this path, I have to give it an 8.  Sadly, this is one of those cases where the main heroine and the final path are a hindrance, rather than closing out the story on a good note.
    Edit: This is just a minor addendum of some thoughts I had in retrospect or forgot to include in the main text. 
    I honestly like characters like Yuki, who, while functionally innocent of the details of normal life, nonetheless possess an iron will.  I also love it how everyone is afraid of her despite the fact that she is the weakest character combat-wise.  In addition, the way hardened criminals are obviously terrified of her makes it even better.
    Dahlia is very similar - in background, personality, and (to some degree) relationship to the protagonist - to Yurika Vistvolg from Soratsuku.  As such, even if I hadn't guessed that she was not the main by the walkthrough, I would have figured it out anyway.  This writer has a definite preference for characters with an element of 'innocence' as  main heroines (note that a total of two of the heroines in both the games he has written are not innocents on some level), despite the dystopian settings he creates. 
    If we were to eliminate my personal tastes completely from the equation, Makoto is probably the weakest heroine, in terms of character development.  For some reason, almost all the elements of her character that could have been used to make her route more dramatic (her sentient sword, her longer lifespan, etc) never once became an issue in the game.  This is a huge red mark in my personal book regarding this writer, as I absolutely loathe failures to utilize fundamental aspects of a character's design.
    It has to be said that this game relied a lot more heavily on the immortal characters for humor than Soratsuku.  Asumaza, Nemo, and Simone are so far 'out there' as characters that their actions can be considered an unavoidable natural disaster, so they make wonderful pillars for the game's situational comedy (similar to the vampire lord in Soratsuku and her love of junk food and torturing people who use guns).  However, it also needs to be said that Simone, at the very least, should have been a heroine.  That type tends to have a great dere if handled properly.  It is pure negligence on the writer's part that she isn't a heroine (though she has an h-scene in the append disc). 
  10. Clephas
    (Note: Right now I'm playing Dungeon of Regalias, on a long-standing request for me to make an assessment.  This doesn't have anything to do with my statements below.)
    One of my pet peeves is companies that depend on their reputation to sell their games, regardless of quality.  Pulltop, Navel, and Circus are the most frequent offenders on this side...  Pulltop, in particular, has developed a habit of releasing second-rate games under existing IPs (the second and third Lovekami and their sex-focused FDs) that add nothing to the series.  Navel has a habit of excessive sequels (Tsuki ni Yorisou Otome no Sahou and Shuffle) and trips off into side-story wonderland.  Circus has a habit of endless sequels (D.C.).
    I call this 'resting on your laurels' because these companies are basically milking successful IPs to death in order to stay afloat, rather than generating really new content.  Oh, I will be the first to admit that Shuffle really, really did need the rewrites it got later on, and the afterstories and voice patch for the original Tsuki ni Yorisou were hugely beneficial.  However, Tsuki ni Yorisou, Otome no Sahou 2, despite the hopes of those of us who were interested to see how they would handle a second generation, turned out to be greatly substandard to the original, flopping massively in the heroine paths despite a promising beginning in the common route (which is probably why they've been releasing so many mini-fandiscs to 'rebuild trust'). 
    As for Pulltop... The original Lovekami was actually a first-class VN that showed off the best of what a fantasy charage can be.  However, its successors were... immature and pathetic in comparison (obviously written as moe-bait rather than serious efforts to continue the series).  Koi no Resort was a rather blatant effort to make a spiritual successor to the kamige Haruka ni Aogi, Uruwashi no that failed massively (primarily due to the lack of comparable sensitivity in the writing, depth of the characters, and independent strength of the heroine paths... in other words, everything).  Even Oozora and Miagete Goran visibly suffer from an excess of ambition and a lack of the ability and patience to achieve it (believe me, every time I go into a new main-company Pulltop game of late, I leave wanting to cry from disappointment).  This is pretty sad, considering that Pulltop started out as one of my favorite companies after blowing me away with Uruwashi no and Lovekami in rapid succession...
    I don't think I should even have to describe what Circus does with Da Capo, lol (I could, but it would just start a salt fight).
    However, it isn't just charage companies that are the culprits.  Even my beloved chuunige companies can fall victim to this kind of intellectual laziness.  Propeller, the second it lost its primary writers, forced out two massively flawed works in rapid succession (one of which - Pygmalion - , to my despair, actually got localized *spits in disgust*) that weren't even worth playing (though Pygmalion probably would have been good if they'd used a different writer and actually put forth the effort to make it into a real story).  Light, the producer of so many awesome chuunige, put out a work of penultimate laziness just a few months ago (Sora no Baroque).  Nitroplus, in a rather pathetic effort to sharpen its skills at psychedelic stories, went off the beaten track with Sumaga and Axanael.  Even Akatsuki Works, which has always been consistent, if nothing else, has of late been lowering its standards somewhat.
    Understand, I am perfectly willing to accept that companies will not produce a kamige with every single project.  The idea that any company could manage that, given the limited budgets most VN companies have to work with, is fundamentally ridiculous.  I am quite willing to enjoy trips off into the wilds on occasion (such as Pulltop's surprisingly high-quality Natsuiro Recipe or Moonstone's Sakura no Mori Dreamers).  I am also willing to accept that sequels rarely match the originals.  However, I do think, if they can't match the original, they should at least build something of close to equal quality in a slightly different direction, instead.  To be specific, there was absolutely no reason to make every aspect of Tsuki ni Yorisou 2 to echo the original's beginning framework so closely (to be specific, the way he suddenly became less capable than before when the heroine paths started made me want to various unpleasant things to the writer). 
    I am also willing to admit that a new set of writers means inevitable hiccups... I could have accepted that Propeller's works would need to be a bit different after Yuuichirou left the company.  I would have even been willing to shrug off Pygmalion as a fluke.  However, the way the company, rather than pulling in a single capable freelance veteran writer (of which there are plenty in the industry), dragged in a massive number of writers (all of which were mostly nukige writers) to make Jaeger.
    Light... has no excuse.  Light's fanbase, whether they started with Dies Irae or have been following the company for much longer, is accustomed to high quality long games with extensive setting and character development and highly complex stories where every last element of the setting is squeezed for everything it is worth.  Sora no Baroque was a slap in the face, a game that departed greatly from the company's style, even aside from the raw quality issues.
    Nitroplus did have an excuse... they were a company that was always seen as 'weird'.  Experimentation has always been their norm (which is probably why it takes them so long to recover after each release), so Sumaga, while being a massively boring abomination from the perspective of people who liked their earlier works, was understandable and forgivable.  However, Axanael... wasn't.  To be blunt, it takes a peculiar type of brain to actually enjoy those two games, even if you aren't a Nitroplus fan.
    Akatsuki Works' gradual descent really has been so gradual as to have been barely noticed.  While their characters and situations have mostly maintained the quality we, the readers/players, are accustomed to, it has to be said that the gradual decreases in length and detail in the stories have been apparent for some time.  I honestly enjoyed Suisei Ginka and thought it was one of the most conceptually exceptional of the company's games in years.  However, it was also relatively short (less than fifteen hours for me is short for a chuunige) and generally over reliant on the 'Akatsuki Works Style' of VN  design to keep the reader's interest.  The 'style' is proven to work at keeping the reader's interest, but it is also so recognizable that anyone who has been reading this company's works since Ruitomo will recognize it instantly.
    In other words, I just needed to spout salt about the companies I feel have gotten intellectually lazy due to past success, lol.
  11. Clephas
    Dir Lifyna is the name of the world in which Eushully's Ikusa Megami games, Kamidori Alchemy Meister, and most of the rest of their games are based. 
    I love Dir Lifyna.  I don't think I'm alone in this, since it was the unexpected popularity of the setting in the original Ikusa Megami that resulted in the ridiculous number of follow up games that culminated in Ikusa Megami Zero (which most fanboys consider the best game Eushully has ever made). 
    The setting is deep, based in a world built in the aftermath of a pure fantasy world (with no humans) being linked then melded accidentally with a future Earth that was apparently far beyond even our current technological level (think matter-of-course genetic modification and cybernetics, as well as artificial lifeforms of more than human complexity).  At the end of the war that resulted from the initial contact, humanity's deities (artificial and otherwise) lost to the 'Living Gods', and humanity's history and most of its technology was systematically erased from the world.  Most of humanity's original gods either died or went into hiding, and the remaining humans mostly worship the Living Gods.  Other races that were 'hidden' before the initial contact (Nagas, for example) retained a faith and service to some of them, but that has just resulted in them being ever more marginalized in the world as it has become. 
    Humanity, ironically, has become the most numerous intelligent race, providing most of the faith (which provides power to deities) to sustain the Living Gods, causing even those Living Gods' own creations to often be as marginalized as the servants of the Old Gods.   Demihumans often find themselves forced to coexist with humans or pushed out of the better lands, leading to conflicts in which the churches of various deities often take sides, even if the deities themselves don't (most deities that aren't a devoted patron of a certain race tend to prioritize the power gained from worship over all things, it seems like). 
    Perhaps the most fascinating aspect of the various games set in this world is that they rarely provide a purely human-centric viewpoint on things.  Serika, the protagonist of the IM series, can't be considered to be human in any wise (either in perspective or body), Meishoku no Reiki's protagonist is practically a demon lord, Madou Koukaku's protagonist is the ruler of a mixed-race country, Kami no Rhapsody is all about people competing for the right to rule over a multi-race federation, and the Genrin series focuses on a half-demon protagonist who tries to conquer a mostly-human region for the sake of survival (at least at first). 
    'Chosen Heroes' (usually half-immortal paladins called 'shinkakusha' granted a portion of a deity's essence) are often monsters wearing human skin, priests are mostly political animals or dogmatists, and the conflict between Darkness and Light rarely falls into a 'good vs evil' formula, regardless of perspective. 
    That's when the games are trying to be serious from beginning to end, such as with Genrin, IM, or Madou Koukaku.  However, some of the more 'frivolous' games (such as Sankai Ou no Yubiwa, Kamidori, or Kamiyui) are often lighter affairs, though the essential nature of the setting usually bleeds through at odd moments, usually near the end. 
    Unfortunately, Eushully has a bad habit of switching writers frequently, and this results in huge dips and rises in quality between releases, story-wise.  As a result, while the company manages to produce kamige like IMZ on occasion, it more often hits a more moderate note like with Verita or Kami no Rhapsody... or strays into outright kusoge territory like with Sankai Ou or Himegari. 
    Gameplay wise, the company's works in this universe are a mixed bag... Ikusa Megami's battle system is essentially a variant on the ATB system, combined with a 'use it and it grows' approach to skill trees.  On the other hand, Genrin was essentially a crappier version of Fire Emblem, Madou Koukaku was conquest strategy, and Kami no Rhapsody was a fairly horrible take on standard Japanese-style srpgs (seriously, obsessing over gimmicks like touch screen adaptation with an ero VN gameplay hybrid is just idiotic).  It seems at times like Eushully wants to try every popular Japanese single player game genre at one point or another... 
    Anyway, if you are still reading, thanks for paying attention to this random ramble. 
     
  12. Clephas
    This one was a straight-out contest between Lost Echoes and Otoboku 3.
    On the one hand, Lost Echoes has an excellent story and some seriously good heroines. 
    On the other hand, Otoboku has first-class writing, first-class slice-of-life, and excellent epilogues.
    In fact, it was that last element that decided the contest... the two were neck and neck, but the difference in epilogue quality, which is much more important than most people credit it for being, was huge.  Lost Echoes, for better or worse, ends very soon after the final climax for each path, and (in the VN's chronology) a month or less after the climax.  Otoboku 3, however, had detailed epilogues that dealt with the thereafter of the heroines and protagonist, which is a huge plus for remaining in my memory.
    So, in the end, Otome wa Boku ni Koishiteru: Trinkle Stars was VN of the Month, February 2018.
    It should be mentioned that my utter inability to play sports VNs made Tsubasa no Shita a non-starter for me from the beginning (I like combat and blood sports, but other sports suck as game themes except for seishun BS).
  13. Clephas
    Lost Echoes is the first VN by the new company Petitlinge and is written by one of the writers of Hatsugamai (https://vndb.org/v18790)  .  In this VN the protagonist, Yuuki Riku, is asked by the low-ranking kami, Ryuusen Umi (her name as a kami has been forgotten by both her and the descendants of her worshipers), to go to the past to save the soul of his childhood friend by preventing her previous life (Tachibana Ginchiyo, a rare female warrior leader in the Sengoku era who was the daughter of Tachibana Dousetsu, a famous retainer of the Ootomo Clan before its fall), from killing her friend Chihaya in battle. 
    This game incorporates the choice system into the actual story, with Riku making decisions on what actions he will take or what he will say to affect the course of events in the past era.  The first three paths that are available from the start are Akio, Hinao, and Kohaku.  Yuika (the osananajimi who is Ginchiyo's reincarnation) opens up when you complete those three paths (it makes sense, because the variation from the other paths is massive, though the basic length and strength of the path is unchanged), and Umi's path opens up after Yuika's as the true path (the one where everyone finds happiness... it also ends pretty hilariously). 
    Kohaku
    I pursued Kohaku first on a whim and didn't regret it, though this path made my head hurt a bit (chicken and egg issues).  Kohaku is rather blatantly in love with Riku from the very start (she makes him wake her up every morning and deliberately ensures he sees her half-naked), and she is the head of the Archaeology Club, the daughter of a large toilet-making corporation, and a generally cheerful person.  She lives in the same building as their club meeting room, which she has rented in her own name using her own money.
    Kohaku's path, once you get past the common route, (the end of the common route is almost identical for the first three heroines), starts out the most normally of the three paths initially available to you... but that normalcy doesn't last that long.  Since I had thought they would settle for a standard charage cop-out with the first three heroine paths, I didn't expect the high-quality drama that occurred.  It was a pleasant surprise, though.
    Hinao
    ... I honestly wouldn't be surprised if Hinao becomes either the most hated or most beloved of this game's heroines in the minds of anyone who reads this VN.  She is a miko at the rather large temple that enshrines Umi as a 'hidden deity' (forgotten by the time the story begins), and she serves as the means by which Umi is able to materialize in the mortal realm, despite her relative weakness.  She has a natural talent as a miko... but she is about as airheaded and thoughtless as it is possible to be (not to mention she pees herself every time she meets a powerful deity and acts like Umi's dog half the time).
    Her path starts out oddly.  Let's just say that you will be immediately confused by the Hinao you meet after the common route ends and leave it at that.  As a whole, this route is interesting to read, and I liked the way they brought the story to an end.
    Akio
    Akio is Riku's little sister, who runs the cafe part of their home-business (he runs the photography part).  She is very capable and pragmatic, forgiving of her big brother's faults, and she is perhaps the 'wisest' heroine in the game, except when it comes to her own path, lol. 
    Her path is about what you'd expect for a path involving two siblings with no parents who have been working hard to survive... when you further add on the romantic feelings she inherited from Kaya-hime (her previous life) to Akio's own pre-existing ones.  There are lots of complications, and this is the only path with a bad ending.
    Yuika
    The stubborn, delusion-prone kendo girl osananajimi who is the center of the game's main conflict.  Due to the actions of her ancestor and previous life, Ginchiyo, she carries a stain on her soul that will eventually turn her into a tatarigami, a type of deity that causes disaster regardless of its own will or desires (in Yuika's case, they said she would wipe out Kyushu and all that lives there if left to her own devices).  She is kind-hearted by nature, always putting others before herself. 
    Her path differs from the previous three massively... and it ends on a melancholic note. 
    Umi
    Umi's path is accessed from the title screen after the previous four paths are complete.  Umi herself is a loving, motherly (despite being a loli), and friendly kami who deeply desires to protect those souls that are closest to her.  Due to the fact that she is a hidden kami (at some shrines, it was common to enshrine a secondary, guardian deity besides the primary deity), she had few followers and was eventually forgotten over time.  She has lost most of her power and memories, but she has been given permission to narrowly alter the past through Riku to save Yuika's soul. 
    Umi's path is highly emotional, building off one of the melancholic notes from the end of Yuika's path (though it is a completely separate path).  The striving of the characters to give back to a deity who gives her all to her 'precious children' is the high point of this path and makes it the most emotional by far.
    Overall
    This is an excellent game by a new company, and I hope to see more like this one.  It frequently made me smile and laugh, and I cried with the characters on a number of occasions.  I don't regret playing this one in any way, which is unusual with  new companies.
  14. Clephas
    Now, this is one of those games where the Getchu description and the one on the site don't represent the reality. 
    First, this game is a straight-out comedy.  The protagonist is a 'classic baka', a character who is easily distracted, daydreams about convenient scenarios with cute females, and generally makes trouble without meaning to.  Because of his perspective, the game is pretty high pace (and not really in a good way).
    The heroines include:
    Chuuni Hime- A real princess from another world who is the master of the renovated love hotel that is the central stage for the story.  She is apparently a genius and a great leader... but you would never be able to tell that from the pictures of her daily life.  She is a heavy gamer (doesn't leave her room for days at a time), and she has little interest in fulfilling her stated purpose for coming to Earth.  She has a real name, but nobody uses it.
    Lagunaseca- Chuuni Hime's dark elven maid.  She is a workaholic.  Seriously, that is literally the entirety of her personality.  Her only reason for living is to give of herself to others, so she is literally incapable of considering a life outside of service.  She works several part-time jobs to feed the princess, and she only sleeps three hours a day.
    Stella- Stella is a rather naive young knight from the same world as Chuuni Hime and in her direct service.  She was raised on stories of female knights being raped by tentacles and orcs, along with falls into pleasure and mind break, and as a result, she is extremely... weak.  She is terrible with a sword... so much so that she is liable to trip over it when she tries to draw it out.  Since she came to Earth, she has become a light novel author, and when her editor gets onto her, she locks herself in a defunct fridge. 
    Suzuka- The only earthling amongst the heroines (ironically so) and the protagonist's childhood friend.  She has a terrible case of chuunibyou (think wearing a black cape in summer and transforming her room into an alchemist's workshop), and... that is about the entirety of her personality.  Unless you get on her route, she is almost a non-entity throughout the game. 
    I'm going to be blunt... this game actually starts out fairly well, but as a whole, it is very... not worth the money I put down for it. 
    The first reason is the writing.  For some reason, this writer fails utterly to do anything other than the comedy right.  Even momentarily serious or romantic scenes flop (at least partly because Masaki doesn't have the brains to carry those scenes off right) badly, and because of that, it becomes hard to even enjoy the humorous scenes. 
    The second reason is the artwork.  I'm going to be blunt... this game's CG's and sprites are very... low budget.  It isn't noticeable for a non-art-bigot such as myself at first, but it became bloody obvious when it came to the h-scenes and the few scenes granted a CG.  If this game had been made in 2008, I probably wouldn't have noticed anything wrong, but for a game that is being sold at right about the average price for a VN on today's commercial market, that is a huge downer.
    The third, and probably the most fatal reason, is the music and voice acting.  The soundtrack for this game is... terrible.  However, that could be forgiven if it weren't for the unusual fact that this game's makers managed to botch the voice-acting.  Most of the voices in this game are horrible, with the notable exceptions of Chuuni Hime and Suzuka.  I'm going to be blunt... considering how long ago they announced this game, it is ridiculous that this low level of quality in an area where the industry standard is about as level as it is possible for what is essentially an 'art' can even exist.  All of the VAs are established names, so it is silly to make excuses about the quality of the actors.  No, this had to be a massive direction and/or production failure. 
    My conclusion is that, while the concept wasn't bad, the execution for this game was downright horrible. 
  15. Clephas
    Gensou no Idea is the third VN from 3rdEye, a company specializing in chuunige.  When I originally played this game, I was a bit more perverse, personality-wise, and as a result, I treated this VN badly, as one of my pet-peeves is dual-perspective VNs.  I generally prefer for there to be only one protagonist, and my reaction to this game was colored badly by that.
    First, I'll introduce the protagonists. 
    The first protagonist is Minase Yuuma, an optimistic young man who is nonetheless grounded firmly in reality.  There isn't a scrap of malice in this kid, but he is not an innocent or unaware of the nature of the world he lives in... he simply has a very firm philosophy on life, as the result of being raised by a rather... strong personality.  Yuuma is a 'cleaner', specializing in the removal of corpses and the cleaning of homes that have been contaminated by them.  He takes pride in his work, and he is one of the few optimist protagonists I actually like.
    The second protagonist is Akashi, an Idea (the term that refers to beings from Utopia that roughly conform to human legends) who possesses control over fire.  His emotions are weak in most areas, partly because he isn't human, partly because he is missing a big chunk of memories.  However, he possesses a driving urge to recover his memories and destroy the 'Phantom' who brought ruin to his life.  He has a strong interest in humans and believes firmly that he is good at mimicking them, but he is... not very good at it, lol. 
    Now for the heroines... strictly speaking, there are no separate heroine paths in this game.  This game is, like Sorcery Jokers, essentially a kinetic novel where you choose which protagonist perspective you see first sometimes.  There are epilogues for each heroine, but they are pretty short and to the point.
    The first Yuuma heroine is Naru.  Naru is a fortune-teller with a bad case of chuunibyou and an inherent optimism that matches Yuuma's own.  She is very prideful and has a tendency to lose her cool rather easily.
    The second Yuuma heroine is Rinon.  Rinon is an idol and an Idea that Yuuma follows obsessively.  She is arrogant, possessive, and violent.  However, once she falls for him she is... passionate and loyal.  I really, really liked her epilogue, and I almost fell out of my chair laughing at its end.
    The third Yuuma heroine is Kokoro.  Kokoro is your classic 'emotionless heroine', showing little reaction to most stimuli. 
    The first Akashi heroine is Noel.  Noel is a possessive, jealous Idea woman whose first priority is Akashi's love, second is Akashi's safety, third is Akashi's happiness, and fourth is Akashi's penis.... do I need to go on?  One of her ongoing hobbies is drugging Akashi and having him tortured to find out the identities of women he is cheating on her with (she defines 'cheating' as talking to or being talked to by another woman... or looking at them, touching them, or breathing the same air as them). 
    The second Akashi heroine is Mitsuki.  Mitsuki... has issues.  She is very much an introvert, and she has a tendency to keep her distance from others.  She does get pretty cute when Akashi manages to make it past her guard, though.
    The setting
    This game is based around a century or two after Bloody Rondo (don't know if this is fully canon or not), seven years after a disaster that nearly destroyed humanity.  In this new world, where a large portion of the planet's surface has been submerged and the human population has been greatly reduced, Archive Square, the corporation that has taken charge of the recovery, has become the central power in the world.  This is the case across most of the world, but the city this story is based in is one where more than half of the population works for AS.
    There are two worlds in this game... one is 'Dystopia' (the name Idea give Earth) and the other 'Utopia' (the word the Idea use for their own world).  Idea, beings of immense power from Utopia, have been going back and forth between the worlds for centuries, taking the form of humans on Earth and generally indulging their curiosity and whims as they desire.
    The story
    This story focuses on two perspectives... Yuuma as he deals with the changes in his situation, and Akashi as he seeks the past.  This story has a lot of really good battle scenes, emotional moments, and some seriously interesting hedge philosophy (mostly out of Kyouko and Yuuma, though Akashi contributes sometimes). 
    On my second playthrough, having gone in with a more open mind than my first, I found the story a great deal more interesting.  I won't say it is perfectly paced or that the characters are the best I've ever run into in a chuunige (they aren't), but I honestly enjoyed the ride, from beginning to end.  This isn't a VN that is likely to make it into my top fifty, but if you are looking for a good chuunige and have already read the more famous names, this is an excellent choice. 
  16. Clephas
    First, I should mention that my original review of the first Hataraku Otona didn’t really do it justice. Oh, I mentioned what I liked about it, but I was busy as hell that month, so it was what amounts to a short commentary. As such, I’m going to go into more detail this time around.
    Hataraku Otona 2 is the second game in the series (if you exclude the spin-off Hataraku Otaku no Ren’ai Jijou). The characters from the original game return as side characters, several years older, and it isn’t made clear who Oga Itsuki ended up with (though there are hints that it might be a harem situation, lol). Similar to Itsuki, the new protagonist is a socially inept salaryman at the same company (one of Itsuki’s subordinates, actually), who receives advice from Itsuki almost identical to that Itsuki himself received from his immediate superior in the original game. As a result, he sets out to try to turn his life around, seeking more connections with others and actively seeking to find a girlfriend.
    Like the original game, the protagonist holds several one-night stands in the common route that both help give him confidence and help him grow as a character (since he honestly liked each of the women as people, even if they weren’t in love). However, the same as the original, it is inevitable that some will bash this game because the protagonist isn’t a lily-pure ‘one woman, one lover’ man (seriously...pfft).
    The common route is perhaps a bit shorter than the average charage common route (though not by much), and mostly serves as a very basic introduction to the heroines (extremely basic). Most of the character development for the heroines is done in their paths.
    Asahi
    Asahi was an odd choice for my first heroine in this game. Normally, I’m not interested in ‘genkikko’, and I almost headed for Suzune instead. However, in retrospect, I don’t regret choosing her for the first heroine.
    Asahi is a part-timer at her father’s izakaya (Japanese-style restaurant/bar) and several other places who always has a smile on her face. She is well-liked by the customers and is generally about as good at customer service as it is possible to be.
    What I was startled by in this path is the sheer sensitivity with which her true character is slowly brought forth during her relationship with the protagonist. I honestly cried with Asahi when her emotions finally came out into the open, and I watched through the protagonist’s eyes as he waited for her to rely on him. The end result was also immensely satisfying, and I was surprised not to regret a single moment of reading the ichaicha in this path.
    Suzune
    Suzune is the newbie bartender at ‘Tama’ (the bar that is the central location for many of the events in both games). Her manner is refined and her movements graceful, but, unfortunately for her, she is one of those people who can get drunk on the fumes.
    Suzune’s path is significantly weaker than Asahi’s, and it is in some ways a rehashing of Miyu’s path from the first game… watered down. Like Miyu, Suzune has parental issues, and those issues, rather than her interactions with the protagonist, are the center of the path’s events. Unfortunately, the problem is solved quickly and with no real build up (this is the weak point, compared to Asahi’s path), and I honestly felt that this path was handled much less sensitively than Asahi’s, to my disappointment.
    Sora
    Sora is a hikikomori working at her grandfather’s old book store (old book store as in antique books). She has trouble talking or meeting other peoples’ eyes, and she is very psychologically weak.
    Predictably, her path is all about breaking out of the vicious cycle of hikikomori-ism… and she does grow quite a bit during the path. However, the pacing in this path is… not very good. Up until right before the end, it feels fine, but the game all of the sudden cuts to the ending right after what should have been her ‘turning point’. As such, it felt like the story lacked a real climax and was just an excuse for six h-scenes, lol.
    Rikako
    Rikako is a cheery, strong-willed nurse the protagonist meets when visiting Itsuki (the protagonist from the first game) in the hospital. Easygoing and generous on the surface, she is actually very much a straight arrow, and being a nurse is not just a job to her but a calling.
    She is the oldest of the heroines (the second oldest, to my surprise, being Sora), being almost thirty. Her route is, given her job, predictably focused around the difficulty of matching a nurse’s irregular schedule with that of a lover. While there is little in the way of extreme drama, it hits all the points you would expect when it comes to a romance between a salaryman and a nurse.
    Manami
    Manami is one of the protagonist’s coworkers, sitting at the desk next to his. She is a shy and serious young woman with a slight hesitation to her speech patterns that seems to be a product of a generalized low sense of self-esteem.
    Her path is my second favorite in this VN. Like Asahi’s path, it is written very well, and the emotions of both characters are portrayed with the utmost effectiveness. Manami grows a lot as a character in this story, and by the end she is almost a completely different person, in some ways. She quickly became the type of heroine you just have to cheer on.
    Bad Ending
    Yes, there is a bad ending in this game, and I went through the trouble of getting it as my third path…
    This path is essentially one long series of one-night stands, adultery, and the like… a path where the protagonist never finds love. It ends… in a rather startling manner, to say the least.
    Conclusions
    There are a few negative issues with this VN. The first is that the writer gave a lot more emphasis to Manami’s, Asahi’s, and Rikako’s paths than the remaining two (believe me, it is noticeable). The second is that certain parts of the dating portions are completely patternized (to be specific, there is a beach scene/beach h-scene at about the same relatively point in every path). This is a huge negative, as it pulls you out of your vicarious experience with the heroine you are pursuing at the time. The last point is that the protagonist is definitely a cipher, unlike Itsuki from the first game. Sadly, while his basic personality remains the same from path to path (sincere, persistently caring, mildly shy, high sex drive), I can honestly say he doesn’t really grow as a person in any of the paths… and you never really get to understand him as a whole, round character like you did Itsuki from the first game.
    On the other hand, this game does exactly what it advertises it will do… provide you with slice of life romance in an adult setting. That is a rare benefit, and -despite the negatives – this game does it relatively well. I honestly enjoyed playing this game, but I also saw numerous points at which it could have been improved by avoiding the patternizing I mentioned above.

     
  17. Clephas
    Well, as of thirty-nine minutes ago, it is officially my birthday (as of the time I checked at the beginning of making this post).  I have a lot of things to reflect on this year. 
    I am now thirty-six, settling into the beginnings of middle-age, knowing my lifestyle will probably kill me before I hit fifty. 
    I'm a sugar addict, I love fatty foods, I make my own alcoholic drinks (this year, a mixed fruit wine that actually turned out well and was much easier than the rum and hard root beer I did last year). 
    I sit on my ass eighty percent of the time, I am hugely fat...
    ... and I'm surprisingly happy.  I won't say I don't have my down moments.  Looking back, I regret not going for more athletic pursuits while my knees and back could still stand them.  I regret not trying for a more regular and less... frustrating line of work.  However, I can honestly say that, for all its frustrations, I actually seem to like being a fat, balding otaku who has pretensions at being  some kind of VN guru (lol).
    I do wish that I could fit into a plane seat, lol.  If I ever go to Japan, it is going to have to be a sea trip, since buying two plane tickets for one person is both embarrassing and more than a little expensive.
    I hate my work, but I'm good at it and, in good times, it pays well, so I keep doing it.
    So what would I change? 
    Honestly, it is hard to say.  I won't pretend I'm all love and joy when it comes to life.  I have too much toxic waste going through my brain for that (I just happened to have gained just enough maturity not to feed the trolls constantly *smiles dryly*).  I'm fundamentally a passive person once I set foot outside my hobbies, preferring not to do anything I don't absolutely have to do.  I'm also negative and misanthropic... but is that stuff I actually want to change?
    *shrugs*
    I've never been any other way, so it is impossible to say.  However, every year I hit this day and wonder what could have been, which probably says everything that needs to be said about my experiences with life, for all my proclamations of relative happiness.
     
  18. Clephas
    First, I should say that I disapprove of releasing visual novels in pieces.  I'm perfectly willing to wait three or four years for a good story, but I hate nothing more than being interrupted in the middle and having to wait another year for the next one. 
    The habit of releasing VNs in chapters was a vice mostly restricted to doujin VNs in the past.  The more obvious reasons are people like me who hate having their stories interrupted, the previous dominance of physical media, and other issues.  However, as digital releases have become more common, companies have begun to try to find ways to suck more blood out of their readers without investing as much money.  The result has been a rash of fragmentary game releases, like Corona Blossom, Grisaia Phantom Trigger, and the Uso series by Campus.
    Now, while I used them as an example, those are mostly positive examples.  All three constructed their 'pieces' so they could stand on their own.  Phantom Trigger takes an episodic approach, making each entry feel like an anime episode in a series or a novel in a series that does a good job of concluding the events of each entry, so that you don't become desperate waiting for the next.  The Uso series by Campus made each entry so that it stood on its own without needing previous knowledge of the other entries, despite their interlinked setting and characters.  These are probably the two best ways to approach micro-releasing VN stories... but in both cases, I would actually much prefer to read all the chapters at once, lol.
    I say I hate micro-releases, but that is because I see VNs as game hybrids.  For me, I only want to invest money in a game once.  I hate subscriptions, I hate microtransactions, and I absolutely despise random additional (paying) content.  I can justify buying a season pass along with the game itself, but that is because it is a one-time transaction that gets me everything without having to concern myself with continuous pushing of bits and pieces of essentially worthless digital merchandise.
    In other words, I hate that this has become more common because I instinctively fear the day when some 'brilliant genius' manages to incorporate true microtransactions into a pure VN.
     
  19. Clephas
    As always, I took a ridiculous amount of time considering candidates for VN of the year, this year. 
    The final lineup of candidates were:
    Aoi Tori
    Kin'iro Loveriche
    Bakumatsu Jinchuu Houkoku Resshiden Miburo (I determined that it, to an extent, stands on its own enough to be considered)
    Suisei Ginka
    Haruru Minamo ni
    Eliminated:
    Yami to Hikari no Sanctuary (lost to Aoi Tori)
    Kanojo wa Imouto de Tenshi de (lost to Haruru Minamo ni)
    Oni ga Kuru (lost to Kin'iro Loveriche)
    Ojou-sama no Hanbun wa Ren'ai de Dekiteimasu (lost to Suisei Ginka)
    Explanation:
    While those five candidates made it to final consideration, I have to say for the fanboys that I never really seriously considered Kin'iro Loveriche for the final selection once those five candidates popped up.  I reviewed my experiences of each VN individually, then compared them in my mind.  While Kin'iro Loveriche is an excellent game, it just didn't match several of the other VNs on the list.  If I split this into candidates by genre, though, I would consider this the nakige of the year.
    Miburo falls off for a different set of reasons... in fact, it probably wouldn't have made it to the finals at all if I wasn't a weaboo and a Japanese history freak.  It is good, it is detailed, and the bloodshed is awesome... but if you asked me if its raw quality is at the very top of the list, I would have said 'In another year, maybe.' 
    Suisei Ginka was a great game.  I'll say that before I go through why it failed to make it through the final selection... actually, it just fails to get there because it just isn't good enough.  Oh, the story is interesting and enjoyable, but truth be told, Yami to Hikari no Sanctuary was better in its limited battle scenes, and I honestly found the antagonists to be too weak for a chuunige.  Great bad ending though.
    Haruru Minamo ni is definitely my pick for charage of the year, if Loveriche is nakige of the year, lol.  I'll state it outright... no other charage this year got anywhere close to Haruru Minamo ni.  That isn't a surprise, because Clochette's formula (if not the boob obsession) is probably the best established one for the genre.  However, it just didn't make it there.
    VN of the Year 2017
    Now, you've probably already figured it out from my explanation above, but Clephas VN of the Year 2017 is Aoi Tori.  I probably could have picked any of these in a year with no other equivalent candidates and been satisfied with them as VN of the Year, but, after four 'layers' of consideration (I've been filtering candidates since March last year) this one was the one left over, having barely eked its way past the other VNs above.  Any of the VNs that made it past the filter back in December really had VN of the Year levels of quality, which is unusual.  2017 was a good year for quality VNs, even if I didn't choose the one you wanted me to, lol.
     
  20. Clephas
    First, as a fantasy anime/VN fan, one thing you'll inevitably run into are these two words... 'yuusha' (勇者) and 'eiyuu' (英雄).  The problem with these two words is that they inevitably end up translated as the same thing... 'hero'.  However, the nuance of each word is dramatically different, at least for those of us who actually care about nuance.
    Now, 'yuusha' is a word you hear mostly in certain types of fantasy VN or anime... these include 'sent to another world' and 'classic swords and sorcery fantasy', but can include things similar to Power Rangers and games like Venus Blood.  The usage of yuusha generally refers to a 'chosen' individual who is stuck with the duty/obligation to confront a force that is beyond the capacity of normal people.  Demon Lords, kaijin, insane gods... you name it, it probably has a swirly target sign that only a yuusha-type hero can see on it.  There are 'evil' yuusha (mostly in dark VNs), but for the  most part, they are pictured as being on the side of 'good' pictured as a near-absolute concept.
    'Eiyuu' is a bit different.  The concept of 'yuusha' can't really be applied to a real person, because the real world is almost never unambiguous enough to allow for the term to be usable, but the concept of an 'eiyuu' can be applied to real people.  War heroes, great military leaders, rulers that lead their people to victory against an impossible foe, men who turn the tide of a war, etc. fall under this term's aegis.  As an example, Valzeride from Silverio Vendetta falls under the aegis of this word, as does the insane loli in Youjo Senki.  It is much easier for an eiyuu to be evil, because all an eiyuu needs to be is glorious to a group of people.  They don't need to be moral or upright...  or even seem so. 
    Really, this is just a commentary on how confusing Japanese words that translate the same can be...  and it might give you all a hint as to why some of us say that 'Japanese translation is an oxymoron.'
  21. Clephas
    Well, this ended up being a contest between two charage... Shogun-sama wa Otoshigoro and Yorite Konoha  wa Kurenai ni. 
    While I did not play Futamawari, so some will object to me naming a VN of the Month now, I will again repeat that I don't have any interest in that kind of lolicon story.
    To be honest, it really isn't that much of a contest... Shogun-sama's flaws pretty much ensure it falls behind Yorite Konoha wa Kurenai ni as VN of the Month January 2018.  The flaws are relatively minor, but seeing as Yorite was about at the same level of quality and didn't make any real mistakes, this choice was a no-brainer.
  22. Clephas
    Yorite Konoha wa Kurenai ni is the newest release from Lump of Sugar, the company responsible for Tayutama.  Lump of Sugar is a huge hit and miss company.  Though it was more consistent ten years ago, of its last seven releases, only two have been at VN of the Month level (eligible if nothing better is there), which is a huge downward move from the era of the original Tayutama.  Lump of Sugar's art-style is 'classic moe', updated with current tech but mostly left alone at the most basic level. 
    This game has a similar setting to that of Tayutama in some ways, but they do not - despite rumors to the contrary - share a setting.  The story in this game is based in modern times, but about a thousand years ago, a mimikko (later to be called the Mahoroi) with strange powers began coexisting with the people of a certain village.  The utopia created by that mimikko's efforts attracted other mimikko with powers interested in coexistence, and over time, the humans and mimikko interbred.  By the time the protagonist is born, there are no pureblood mimikko left, and those that remain no longer possess any strange powers, though those of quarter or half-blood often have greater strength and agility than any human. 
    The protagonist, Seiji, comes to the town where it all started (at this point, there are mixed-breeds everywhere across the world), returning after ten years to live with his little sister and one of the last half-breeds, Konoha.  Immediately upon arrival, he meets the confident (without basis) Japanese-style maid Kazuha and a dog-like Mahoroi who insists she is his pet, named Momiji. 
    Now, Seiji has a tendency to spoil those he likes/loves and be incapable of rejecting others, so - while realizing that having a Mahoroi calling herself his pet sounds wrong on so many levels - he accepts Momiji, while trying (unsuccessfully) to keep her at arms-length.  His little sister, Suzuna, whom he already spoils to a ridiculous degree (he changes her clothes, feeds her by hand, and wakes  her up every morning), becomes jealous and begins trying to attract his attention.  Kazuha, who is actually incapable of doing any kind of chores (despite being a maid), ends up having Konoha and Seiji go behind her back to fix things all the time... and Konoha, despite being two hundred years old, can't decide if she is a mother or a cute little girl.
    All in all, my main impression of this game is 'cute and funny, in a good way'.  While the ichaicha in all the paths is a bit... long, it is mostly amusing (especially Momiji's and Konoha's paths), and the actual stories for the paths are excellent.  Though some of the relationship starts are seriously awkward due to Seiji's denseness and/or the heroines' own issues (and whoo boy, do these girls have issues), it is overall an amusing process to watch.
    A few comments on some of the individual paths... I didn't like how the immortality issue isn't even touched on in Momiji's path (considering how dependent Momiji is, it should have come up), but I did like how they handled the difference in lifespans in Konoha's path.  All of the heroines are ridiculously erotic (this is par for the course with Lump of Sugar, since they like to reward you perverts for enduring the ichaicha), and the general atmosphere of the game is 'warm'.
    I do think that this setting could have used some elaboration, but that might be asking too much, lol.
    Edit:
    I can't really justify playing this: https://vndb.org/v22026
    The reason is fairly simple... I just can't do that kind of 'true lolicon' stuff.  It looks like a serious VN that takes the subject matter seriously.  However, it is also not something I want to read. 
  23. Clephas
    I've been asked what my standards are for VNs in general and how I apply them to my commentaries on VNs I've played in this blog. I've explained my standards before, as needed, but there is something that came out in that conversation that I think needs to be addressed.
    First, my favorite genre of VNs is and probably always will be chuunige.  This is because I like violence, I like internal monologues, I like hedge philosophy, and I love all that crap that makes former chuunibyou patients roll around on the floor in embarrassment. 
    Second, my least-favorite genre will always be 'mystery/detective' stories.  I don't enjoy them, because predictability can't be made into a virtue for this kind of story in most cases, and predictability is pretty much standard equipment for Japanese VNs. 
    Third, I don't hate charage/moege.  This is perhaps the most important thing that needs to be made clear here.  I do bash charage as a genre rather frequently, saying that it is a 'typical' charage something or other.  However, when it comes down to it, what frustrates me about charage is that oftentimes a writer will go through a lot of trouble to construct an interesting setting for the game and/or its characters and... utterly fail to take advantage of what he built.  A classic example of this is Koiken Otome, which has both supernatural powers and a past fight with monsters/aliens... so why do they not take advantage of the setting to make the heroine paths more interesting and memorable?  This is a typical failure for many charage, but there are also some charage who manage to both build and use settings to their full extent.  Saying that something is a trope, an archetype, or typical of the genre isn't necessarily a criticism.  There are literally hundreds of charage out there, and the genre is the single most established one in VNs.  As such, that it is ruled by tropes, archetypes, and typical setups is unavoidable, considering that the Japanese from of love is mimicry. 
    Now, that same person asked me how I evaluate charage, given my preference for storytelling above all other things... and my answer is 'It's a charage.  I want it to tell me the heroine and the protagonist's story.  I don't ask anything else of it, and you shouldn't expect anything more.'
    At the same time, he asked me, 'Why are you so harsh with chuunige, if you love them so much?'  When I started the VN of the Month thing, I made a decision to nitpick when it came to my favorite genres.  This is something a lot of chuunige reviewers end up doing.  Part of it is that chuunige are so complex that fanboys can easily pick out flaws in even the best games.  Part of it is that we are all a bit twisted inside and a little S, so we want to punish our favorite genres/games. 
    My basic standards are storytelling, sound/music direction (rarely does a VN fall below a basically high level of quality in the actual music, so I base it on music usage), and visual media usage.  Understand, the latter two standards don't cover raw quality of the 'materials'.  I'm not a music freak or an art bigot, so as long as the art and music are used effectively, I am quite willing to overlook things no fanatic in either field would be willing to.  This is born out of the fact that I grew up playing console jrpgs, and music direction and the usage of limited visual resources in combination with the storytelling (dialog) was often what made the difference between a kamige and a kusoge.  I've found that the same applies to VNs, in my personal experience.
    That said, I'm a long-time otaku, so I can be picky... but I generally am much less so than most otakus. 
  24. Clephas
    First, I'll give you links to my observations of the first three chapters of this game.
    Contains Chapter 3
    Chapters 1 and 2
     
     
    Now for Chapter 4... as I said in my post on Chapter 3, the bottom line for this is that if you liked the first three chapters, you'll like this one.  It is humorous, it is bloody, and it contains an odd mix of the grim and abnormal slice-of-life.  I laughed out loud - literally - several times while playing this game, and I honestly liked the insights on Chris's character that this gave.  This chapter also serves as an excellent 'settling in' chapter for Gumi and Maki, as Chapter 3 was focused too much outside of the normal daily setting to get a picture of how she was dealing with her change in situation. 
    The introduction of yet another (female) character has me feeling a bit exasperated, but since Taiga fits pretty well with the crew, I didn't feel any irritation.  The combat scenes in this are pretty much just one-sided 'pow-pow, the enemy dies' one-sided massacres, except for one of them. 
    I'm going to be blunt... in six months, they probably could have done two chapters like this, so I can't help but wonder why they insist on separating this game into such tiny chapters.  While I won't say that the first two chapters (released together) were 'satisfying' in that sense, I nonetheless felt like I'd spent good money, rather than throwing it away.  Unfortunately, at the price they are offering these chapters, I would much rather pay seven times as much for a full game two years from now than be forced to wait for each chapter. 
  25. Clephas
    For various reasons, this is one of the rare occasions when I didn't aggressively look forward to a Light game.
    The first reason is that the setting/story descriptions in the Getchu and homepages were vague and of no real use.  The second was that a crossover was announced between this and Nemurenu (the recent Clock-up title with Kurashiki as the writer) recently. 
    The artist for this game (at least the character design, anyway) is Ueda Metawo, the artist from Gore Screaming Show, Mindead Blood, and Yami no Koe.  So, it should come as no surprise to anyone that there is a guro/no guro setting in this game. 
    This is atypical for Light.  In general, Light avoids actual guro content, preferring to stick to visual blood effects and shadow slayings (the shadow-figure beheading from Vendetta, as an example).  This is actually typical in chuunige in general, with the rare exceptions including mostly Nitroplus games and a few Akatsuki Works games.  As such, my first thought was, 'This doesn't feel like a Light game, and I only just started.'
    That feeling seemed to be betrayed, initially, by how the story begins, with a classic Masada-style protagonist monologue full of pathos and dark emotions.  Unfortunately, it was soon apparent that the brief spark of hope I felt was going to be betrayed, as the horribly-paced prologue/first arc began.
    First, within ten minutes, I was watching a loli gang-rape scene.  Second, things flash into vicious combat mode with no real intro to the characters, however limited. 
    All of this is atypical of Light.  The pacing of the early game is easily the worst I've encountered from this company, and that particular negative is endemic to the game as a whole.  I can't really say I got to like any of the characters before the path split, which is unusual in a Light game, to say the least. 
    Pacing might not seem like a huge issue to people accustomed to the often uneven pacing common in charage, but chuunige are, in many ways, games whose quality is based at least in part on their pacing (story, characters, and setting being the top three).  Even Masada, who is terrible at slice-of-life, still manages to use it to give you a sense of what the characters are fighting for.  However, with this game, Kurashiki failed even at that most basic of tasks... Nao remains two-dimensional outside of Sachi's path, and you never really get a full impression on any of the heroines. 
    Kamori's path is short, brutal, and fades out with a whimper.  I honestly liked the combat scenes, but it felt like this path sort of fizzles at the very end.  Oh, there was a truly great guro scene with weird results that would normally have served as the first-class centerpiece for a first-class path... if the whole thing hadn't fizzled at the end.
    Yachiru's path is much stronger than Kamori's path... but it is also a bit more unpleasant.  To be honest, I wasn't surprised that the path written solely by Kurashiki would be significantly better than the one written by by Marimo.  However, this path is still atypical of Light in some ways... that I can't get into without spoiling it.  However, like Kamori's path, it fizzles at the very end.  This is part of the story, and it is understandable in a 'true heroine' chuunige, but it felt like this path began and ended with using Yachiru as a punching bag (and as annoying as she is at times, she didn't really deserve that).  I will say that, despite this being stronger than Kamori's path, it is still a marginal path, at best, as chuunige paths go.  The battles are awesome, but...
    Sachi
    I'm going to be straight with you... the favoritism for Sachi is blatant, even at the beginning of her path, and it is this path that is probably the reason for the guro warnings.  I made this a separate section because, compared to everything else in the game, this path is unnaturally higher in quality.  Kurashiki obviously was only interested in telling this story from the beginning, and it shows.  For those who have played other Light games, the action scenes are pure crack, and the descriptions of the characters' feelings vivid. 
    This path has two endings... a classic 'bad end with story' (it is actually kind of a nice read, though it is bad for humanity, lol) and a final end that feels... a lot like a bad end for Nao.  Seriously, this game's final ending feels a lot closer to Nitroplus's style than Light's, which will probably bother some fanboys. 
    Conclusion
    However, it makes me wonder... just why the hell did he insist on making the other two paths so mundane?  Oh, if I were to compare them to a charage path (which would be unfair to both), they can't really be called 'mundane'.  However, the sheer carelessness with which the common and other two heroine routes were treated, the poor pacing, the lack of a solid base to judge the characters... it feels inept, compared to this company's other works.  As a result, I'm giving this one my lowest rating for a Light game on vndb, and also saying that I wish Sachi's path could be transplanted into another game, where it could really shine, lol.
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