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Clephas

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Blog Entries posted by Clephas

  1. Clephas
    I decided to make this post after analyzing my own reading speed and the reasons why it is so fast... but I also wanted to give tips on how to increase your reading speed without hurting your enjoyment of VNs, manga, and books.  At the same time I was doing this, I gradually came to realize that one of the big reasons why my favorite genre is so niche (chuunige) is simply because most people bump into the walls of complex text and give up.
    Regardless of which language you are reading (Japanese, English, or any other language), the basics of reading are the ability to see and understand the writing, have the vocabulary necessary to understand the words, and an understanding of grammar advanced enough to comprehend how the words come together to create meaning.  I know it sounds condescending for me to go back and name these basics, but it is necessary to do so in order to make my points.
    When it comes to reading fiction, there is  an aspect that comes into play that many don't take account of... the gap between the language used when writing and that which is used in verbalization.  Most people won't use even a fifth of the terminology and styles that exist in the literary world to converse with others (at least, if their job doesn't require it).  For this reason, becoming a fast reader necessitates that a person have a gut-level understanding of a large amount of word and style choices that simply don't get used when they are conversing with others.  This is also the reason why classroom Japanese is inadequate for playing or translating visual novels, incidentally. 
    To be frank, the above reality is the main reason why reading for pleasure is an acquired taste for most, rather than a natural addiction.  To me, a well-written scene in a VN is a sensual, almost erotic experience... but that is because decades of reading have made me into that kind of person. 
    To be frank, there is a limit to reading speeds based on intelligence and short-term memory.  However, this limitation is far less of an issue than most think.  It is quite possible for someone who is of less than average intelligence to be able to enjoy reading something as ridiculously complex as Dies Irae at a speed you might be surprised at, and it is quite possible for a person who is otherwise of high intelligence to have a turtle-like reading speed. 
    Basic methods to increase reading speed include deliberate expansion of vocabulary (memorizing lists of words and how they are used) and deliberately exposing yourself on a regular basis to writers with unique or unusual styles that are difficult to follow.  Grammatical understanding needs to be gut-level or reading speed won't improve, as you'll be constantly stumbling over how the words come together. 
    Context is also important... essentially, to be a fast reader, one must be able to keep at least a decent grasp on what has gone before and be able to at least retain most of the details from the chapter you are currently reading.  A bad habit many translators, both professional and fan, fall into is translating line by line.  This is also a stumbling block when reading.  If you are merely reading line by line while not keeping at least some track of what has been going on, you will be unable to grasp what is coming.  This lack of understanding slows the reader, as they grow confused, then bored.  One reason why I almost never play multiple VNs at once without dropping the previous ones outright is because retaining a firm grasp on the flow of events at my stopping points for those games causes an intellectual and emotional disconnect that makes it hard to resurrect my interest if I try to go back to them.
    In the end, what was this post about?  Essentially, I was saying 'refine your basics, and your reading speed will improve'.  I'm not going to go into more advanced techniques such as being able to 'flash-read' paragraphs and lines, because I generally don't use those techniques when playing normal VNs (the slow death of the NVL format has ensured it only has limited usefulness  when reading VNs). 
    A note about the difference in enjoyment:  The pleasure gained from reading varies in nature as you get faster.  One reason I love VNs that are heavy on complex narration is that such VNs rarely leave me feeling that I wasted my time reading them, whereas ones with little narration and most if it simple tend to leave me feel like I wasted my time.  In my observations of others, including some friends I introduced to VNs who have significantly slower speeds than myself, I saw that they tended to be more able to enjoy both better than myself.   However, since large-scale VNs seemed like monumental tasks to them, they often don't even try them.  In this sense, reading speed determines what some people read in the first place, thus narrowing their options and experiences.  I hear stories about people taking months to finish a single VN, and I honestly can't comprehend that, given that even the longest VN only takes me about thirty to forty hours (incidentally, only a half dozen VNs have reached this threshold in my personal experience)... which is about the same amount of time full completion of an average-scale jrpg takes, lol.   I honestly don't have the experience to gauge how to enjoy a VN over the course  of a month or more of time... and I'd like some input on just how that experience feels, since I don't have any references in my experience that  might enable me to understand it.  Even my friends were book-addicts before I introduced them to English-language VNs, so they were still faster than the average...
    Edit: What caused me to decide to post this was the simple fact that I have, on a number of occasions, been asked for advice on how to improve reading speed.  In the process of trying to articulate how to improve reading speed based on my experiences, I decided to focus on visual novel reading speed, because the explanations for some of the techniques I've picked up over the years would require me to rediscover how-to books I read back in my teens when I was trying to reduce the amount of time I had to spend studying by finding ways to read faster.  I had to laugh when I realized that all I  could do was explain why the basics were important, because the most important element for reading VNs turned out to be accepting that the vocabulary you pick up reading the 'classics' in your years of public education is not nearly enough.  Vocab and an understanding of how it fit into grammar are so vital to reading quickly, because you don't have to stop to think about what a sentence means if there is no part of it you don't already understand. 
     
  2. Clephas
    It is no secret that I am a huge Higashide Yuuichirou fan and that Evolimit is my favorite Higashide Yuuichirou game.  Before I go any further into this, I should note that Evolimit has the dubious honor of being the VN I've played the most often... a total of six times, as of two hours ago.  I should also explain what Higashide's unique qualities are as a writer.
    Higashide Yuuichirou wrote six VNs for Propeller before retiring from VNs completely to work for Type-Moon as a writer.  He also worked on the Vita version of FSN, with the Caster and Rider routes, the Muramasa FD, Princess Waltz (as an assistant), and Fate/Extella Link.  His qualities as a writer include a peculiar genius for the characterization of 'heroic' characters, the ability to create villains/antagonists worthy of those same heroic characters, and an even rarer ability to both write and integrate SOL with those aspects.  For better or worse, most SOL writers fail utterly when it comes to dramatic characterization and most chuunige writers suck at SOL compared to specialists.  However, Higashide manages to do both at a very high level and, when he is 'in the zone', does it better than any other writer I've encountered. 
    Some will argue with me about this, naming Shumon Yuu, Masada, or even Hino Wataru.  However, it needs to be said that Shumon Yuu writes in a manner that is so unique that it is completely genre-free.  Masada writes excellent dramatic characters, but his SOL is average at best.  Hino Wataru tends to shift the balance of his games back and forth, and there is usually a huge gap between the quality of the paths of heroines he loves and those he merely likes.
    I have never felt like Higashide has failed to give a heroine a fair shake.  In fact, Higashide almost never makes heroines the true focus of a game/path from beginning to end.  Circumstances, events, the protagonist, the antagonist, and the pattern as a whole often far transcend the heroine of a given path.  His heroines are often good, but I've yet to encounter a path in a Higashide game where I felt cheated. 
    Higashide is a devout follower of the concept of the 'heroine that is always by the protagonist's side, no matter who he chooses'.  This type of heroine pops up in a lot of chuunige.  Kagome in Comyu is probably the most blatant example of this, but Higashide takes it to extreme lengths.  In Ayakashibito it was Suzu, in Bullet Butlers it was Selma, and in Evolimit it is Shizuku.  The key point of each of these heroines is that the bond with the protagonist transcends romantic relationships (though it leads to them in their own paths).  Suzu is both parent and older sister to Soushichi, Selma is Rick's master and truest friend, and Shizuku and Shiranui are ridiculously close friends, so close that they easily settle into a familial role toward one another.  Why is this important?  Because these characters and their relationships form the largest and firmest pillar that serves as a backbone for each of these protagonists' view of the world and how they relate to it. 
    Evolimit
    Evolimit is a kamige.  Yes, that is my opinion, but I'll stand by it until the end of days if necessary.  For this entry, I'm going to focus on characters, their interrelationships, and their influences on one another.  From here on in, I will intermittently add in spoilers, which I will put in boxes.  These spoilers will often reveal aspects of the story you absolutely do not want to know until you've played the game, so I recommend just reading the parts that aren't spoiler-boxed and going back after you've had the opportunity to play the game.
    The Characters
    Shiranui (nobody calls him Yoshikazu, interestingly), is an interesting character.  Like the other two Higashide kamige protagonists (Ayakashibito's Soushichi and Bullet Butlers' Rick), he is, when it comes down to it, a classic hero.  He is the type who will, without hesitation, throw away his life for others if it comes down to it, take a bullet for a friend, or mercilessly destroy someone or something that seeks to harm them.  Since this is revealed in the prologue (and my rules about spoilers don't apply to prologues), I'll go ahead and describe his basic set of circumstances. 
    First, Shiranui was one of the Calamity Monkeys, the first colonial/terraforming expedition sent to Mars by the more-or-less unified governments of Earth.  Born with a bad heart, he spent much of his youth in horrible pain and fear, wondering if that day would be the day his heart went out.  However, he received a heart transplant, and soon after he encountered Kokoro, the spiritual remnants of the young Chinese girl who was his heart's original owner.  The reason I reveal this particularly dramatic element in advance is because it is necessary to describe his peculiar personality.
    On the surface, Shiranui is a slightly pervy young man with an ever-present smile who goes out of his way to be something of a clown.  In stressful situations, he is surprisingly perceptive, brave, and compassionate.  However, there is one peculiarity that is all-important to grasping his character.
    He is incapable of sorrow.
    The reason goes back to the spiritual remnant of his heart's original owner, Kokoro.  In order to allow her to remain within him, he, of his own free will, gave up his ability to feel sorrow (as well as odd bits and pieces of other emotions) in order to allow what amounts to a second person to inhabit part of his brain.  She is also the reason he chose to head for Mars.  When he discovered that her dream was to go to Mars as part of a colonial expedition he, without hesitation, chose to take the baton and run with it, ferociously devoting himself to the duty of taking her there as part of himself. 
     
    The Heroines
     
     
  3. Clephas
    I've decided to start a new column called Reader's Choice of the Month.  The concept is simple.  I will post a poll of end of the month releases I don't intend to play, and the readers of my blog will have a chance to pick which one I will play and review.  This column will take the place of VN of the Month in the sense that I will still be playing something for the sake of the readers, but this time I won't be going out of my way to play every obscure charage/moege I find. 
    This is about picking out the VN in the poll you most want to know about before playing yourself, so keep that in mind while voting. 
    July Release choices:
    Erewhon
    Shukusei no Girlfriend
    Minikui Mojika no Ko
    Games I will play:
    Shin Koihime Musou Kakumei
    Haru to Yuki
  4. Clephas
    Higashide might be familiar to Western anime fans as the writer for the Fate/Apocrypha LNs and the new anime series, or he might be familiar as the writer of Ayakashibito and Tokyo Babel.  However, of late he has definitely begun to worm his way into the collective consciousness of the Western otakus.
    So what kind of writer is he?  He wrote one of my single favorite VNs, Evolimit, and his works definitely have a certain... style.  Perhaps the most obvious reason why he leaves and impression is that he is really, really good at creating characters on both sides of the line of his battle stories that are both larger than life yet still empathetic.  While I could also mention the delightful sense of humor he puts into his works, and that is indeed a defining aspect of his writing, what really defines his games is the sheer overwhelming power of the characters and the emotions born from their interactions.
    Of the top ten most memorable scenes I've read in a VN, three of them have been from one of his VNs.  Higashide loves his tragic heroes, his great villains, and all the colors of humanity in between.  The Disasters from Evolimit and their final moments in Shizuku's path still break my heart... even in memory.   Selma's bravery in overcoming her own internal demons in the face of prejudice and malice from those around her in Bullet Butlers still strikes me to the heart today.  Kuki-sensei's bravery and strength of will to overcome his own past in the crossover fandisc Chrono Belt fills me with the same bittersweet emotions it did the first time.
    His characters are so... alive.  That is something few VN writers can manage.  Moe, as a tool of storytelling, is really good at leaving an initial impression.  However, HIgashide is someone who can utilize moe without making it the center of the story, using it as a spice rather than drowning the main dish in moe ketchup. 
    He really is one of those rare writers who can make a story that is better than the sum of its parts.  He is also really, really, good at presenting that story in a way that leaves and impression that doesn't fade even after years have passed.
    As a writer, he doesn't really go for the obscure or for the philosophical.  Many of his works, by the end, start to feel like a Greek tragicomedy or a heroic saga.  They leave you with a feeling of the grandiose, and they are far more straightforward than you usually experience with a chuuni writer, most of whom will often go for being obscure, just out of habit.  The fact that he can create that sense of grandiosity while giving his characters the humanity they need to strike at the hearts of the readers makes him one of my favorite writers of all time.
    It just sucks that he doesn't intend to write any more VNs.
     
  5. Clephas
    Now, those who are accustomed to my praise of Akatsuki Works will probably think I have nothing but praise for Hino Wataru, and they aren't  completely wrong.  However, he has some major issues that tend to make his VNs hard for a certain type of reader to take seriously. 
    For better or worse, Hino Wataru is a dyed-in-the-wool chuunige writer.  Even when he isn't writing a chuunige he is writing a chuunige.  I don't think I've ever encountered a writer so completely bound by the genre's conventions as he is.  Is that a bad thing?  In some ways yes, in other ways no.
    His defining work, amongst older VN veterans, is Ruitomo.  Ruitomo is hard to define as a chuunige, because there is little to no battling, and it is actually easier to define it as a thriller, as most of the game follows the protagonist and his fellow cursed individuals trying to find a way to survive in a world that isn't kind to those who are cursed the way they are.   However, the game is littered with common chuunige cliches, such as grandiose word choices in the narration and detailed dissections of situations that reveal aspects that otherwise wouldn't have surfaced.  This is common to all of his non-chuunige VNs, and to be blunt, Hino-san tends to stick to what worked for him int he past, lol. 
    There are two elements of his style that stand out obviously to me, having read most of them.  A rejection of conventional morality is the first.  Most of his main characters are amoral, acting primarily based on an ideology that they constructed internally that is frequently a bit twisty and created by events that scarred them deeply.   He also tends to give his protagonists a catchphrase that gets used at all parts of the VN (such as Tomo's 'cursed world' and 'we are cursed' or Akihito's 'soredemo, to').  I have never encountered a VN written by him where the protagonist doesn't have some kind of internal or external catchphrase that no normal Japanese person would ever think of or use on a daily basis. 
    Are these negative aspects?  It is hard to say.  They do add a certain... flavor to his works.  However, it does get old sometimes.
    His characters, unlike Higashide's, tend to be crass and befouled by their life experiences, which ironically makes them as easy to understand as Higashide's 'great souls', if in an entirely different way, lol.  Tomo is a compulsive liar and manipulator, Akihito womanizes indiscriminately and obsesses over his past (as long as they are good-looking), Narita Shinri is arrogant and obsessed with revenge (though it is justified), and Akeno Shuuri is about as lazy and greedy as they come, when he can get away with it. 
    As a writer, his style is closer to Masada's than most, because he tends toward flowery, complex language and a love of the poetic.  However, for some reason, what people forgive in Masada is apparently not as attractive in his works, so I've known people who loved Masada who dropped Hino's works in the prologue. 
    Overall, as a writer he is a mixed bag... he shows moments of greatness and I personally enjoy his works.  However, if you asked me if he is one of the 'greats', I'd have to tilt my head to the side in thought, as the only kamige he has made is Ruitomo. 
  6. Clephas
    I'm going to give you my basic opinion of Shumon Yuu straight up and without embellishment... he is a genius.
    I generally am reluctant to call any writer a genius.  I have read thousands of stories - if I include both books and VNs - and I can only name a bare dozen or so authors/writers I can honestly and unequivocally name as geniuses.  Of course, this is a subjective viewpoint... but it is backed up by significant experience, lol.
    Shumon Yuu is that rarest of the rare in VN writers/directors... a true artist.  Most decent VN writers have a flair for some aspect of their work, whether it is characterization of a certain type or amusing narrative... but Shumon Yuu goes past that, turning entire VNs into works of art as deep and expressive as any classical piece. 
    I'm not talking about him pleasing me on every aspect... several of his VNs lie outside my tastes to one degree or another... but it really doesn't matter when I'm reading one of his works.  It doesn't matter that I don't like a certain character or a certain plot element.  When the VN is complete for the first time, I always feel like something about what I just read ripped deep into me and tore out pieces of my being I hadn't yet known existed, bringing them into the light for me to see.
    I have read three VNs he wrote and two he helped plan/design.  The three he wrote are undeniably kamige, with a wide appeal and a unique approach to storytelling (which differs radically with each one) and the two he helped with are first-class VNs.  Chrono-belt, which is the crossover fandisc for Ayakashibito and Bullet Butlers, is such a work of genius at capturing the best of the spirit of those two games that I still get the urge to play it independently at times.  Kikan Bakumatsu Ibun Last Cavalier I named VN of the Year 2015... though that isn't really saying much, considering how bad a year that was (it did have a fascinating take on the Bakumatsu era though).  Tenshi no Hane o Fumanaide was my second game by this writer, and I have played it three times now... each time rediscovering what  made me fall in love the first time.  Kitto, Sumiwataru Asairo yori mo is a work of nakige/utsuge genius that still births new fans even today. 
    So why are Shumon Yuu's works primarily known only to people that are a part of the 'in' crowd of veteran untranslated VN readers in the West?  It is probably because his works don't fit precisely into any of the existing/accepted genres, even if they sometimes use elements from them.   You pretty much have to be an omnivorous VN reader to run across him, because it is difficult to impossible to fit any of his VNs into an archetypical aesthetic.  Another reason is that he isn't very productive.  In the past seventeen years, he has been involved with the production of precisely eight VNs...  and he only wrote six of them.  He is also an LN writer, apparently, but he can't really be said to prolific there, either.  So... he tends to fall behind writers who produce something every year and jump at every chance to advertise their own greatness, lol. 
    He doesn't get recommended as often or as fiercely as Masada or Higashide, nor does he have the immediate impact of Akatsuki Works' writers.  In fact, even I tend to forget about him (though not his VNs) for years at a time... until I read something he was involved with and begin dancing with glee once again.  His works I never forget, but I frequently forget to follow him, hahaha....
    Also, he is a pretty subtle writer, so most people won't pick up on everything he is trying to express in his games on the first playthrough... one of those rare VN writers who gets better as you chew him, lol.
  7. Clephas
    Recently, I've had reason to consider precisely what it is that makes the difference between a strong charage and a kusoge charage.  There are a lot of important elements involved, from levels of character development to the overuse of the non-person protagonist.  However, there was one element - or rather a tool - that seems to get overlooked a lot, despite its ubiquitous presence in almost every first-class charage.  That tool is the heroine perspective.
    The heroine perspective is where the narrative switches from following the protagonist to following one or more of the heroines.  To be blunt, this is probably the single most powerful tool a charage writer has to make you fall in love with the heroine as a person, rather than as a one-dimensional talking doll.  If a charage writer is failing to drop you into heroines' perspectives on a regular basis in the common route, it isn't a good sign.  A single twenty-line peek into a heroine's head can often mean the difference between a wonderful, round heroine and a flat, boring heroine.  Few heroines have the personal charisma necessary to leave memories inside your heart without at least one scene like this one, whether it is in a charage or otherwise.  Whereas the everyday interactions between them and the protagonist provide you a broad outline of their character, it is the heroine perspective that is often needed to provide a drop of paint to the canvas, aiding in the process of filling in the lines.
    I mean, cute only goes so far. 
  8. Clephas

    VNs
    I've had numerous comments from people who were asking, 'Do you still play VNs?' in the last year or so because I hardly post anymore.   When I do, it is usually litrpg, random commentary, or maybe one game a month.  The short answer is yes.  The full answer is a bit more complicated.
    First, I should note that a lot of this is about timing... to be slightly more specific, a confluence of factors that created a singularity of me just not posting anymore.  The events in question are my increasing intolerance for disinteresting themes and pure SOL (that is, slice of life without a central plot, even if it is loose); Coronavirus causing a dramatic drop in the release of non-nukige JVNs; and the resulting tendency I had for going back and replaying stuff I've already posted about in the past (sometimes multiple times).  
    While the sheer number of VNs I play per year has gone down from 50-70 to about 20-30, a good portion of those are replays.  I'd say about a little over two-fifths of all the VNs I've played in the last year and a half have been ones I've already replayed multiple times, another fifth were ones I dug out of my archives, another fifth were kusoge not worth posting about, and the remaining fifth are the ones I posted on.  
    A contributing factor to this is Coronavirus and the resulting depression in the non-nukige VN market for PC (which I play almost exclusively, since I don't want to mod  my consoles for the sake of VNs alone).  Companies that once put out games multiple times a year have maybe released one in the last year and a half, other companies have quietly gone out of business, and yet other ones had to drop projects because they couldn't work around the health restrictions.  Charage alone have seen an unprecedented decrease in production, with entire months going by with NO releases (something that would have been unthinkable before Coronavirus).  
    The last major issue is that my burnout on pure SOL (at least high school SOL) has turned into a complete intolerance.  I once thought it would ease somewhat with time, but, if anything, it has gotten worse.  If there isn't something besides pure SOL in there to catch my interest (like nakige, utsuge, or plotge elements), I simply won't be able to finish them.  
    If the protagonist is interesting, I can still (barely) play school life that have something in the way of non-SOL elements, but otherwise, they are unplayable to me.
     
  9. Clephas
    This might seem like an odd choice for a blog post, but it should be noted that, after more then twelve years and seven hundred VNs, remembering each and every one is impossible.  In fact, I hardly recall roughly 70% of all the VNs I've played, and less than 10% are memorable enough that I consider replaying them once in a great while.  I'm somewhat infamous for my lists, but I figured one more wouldn't hurt.  Remember, these are the VNs I still remember to the point where I can state almost everything about what I like and hate about each.  This list is going to be split into two parts, the VNs I loved and the VNs I loved to hate.
    The VNs I loved to Hate
    Suburashiki Hibi- Yes, I hate this VN.  In truth, I hate almost everything written by Sca-ji that I've read.  Sca-ji's style drives me up the wall (for some reason, it presses all the wrong buttons), and his love of unreliable narrators only makes it worse.  Suburashiki Hibi is just the most obvious example of a VN I can't forget, even though I want to, badly.  I can admit that Suburashiki Hibi is interesting... but to me that just doesn't stop me from hating it anyway.
    Aiyoku no Eustia- For a chuunige fan like me to actually outright hate a chuunige is actually fairly difficult.  90% of the reason I eventually came to hate Eustia was because of its true/Eustia route.  I didn't like Caim's rapid personality change, the fact that elements of the setting introduced in Eustia's path make all other paths impossible, and I absolutely loathed Eustia herself (what is it with the love for the helpless and frail heroine in some games?).  That said, it doesn't change the fact that I liked most of the game before I got onto Eustia's path... but it does mean that I will never admit this is a truly great game.
    Ryuusei World Actor- Similarly to above, this is a chuunige I love to hate, despite it being memorable.  There is one simple reason for this... it was made to be a prequel rather than a whole game in and of itself.  There is no sense of completion, no satisfaction to be gained by completing this story.  In addition, it was only recently that its sequel was - finally - announced.  Worse, Kinugasa Shougo's style of never really explaining the setting, except in the most oblique of fashions, greatly harms the enjoyment of this game's plot.  In the case of his previous works, it was relatively easy to extrapolate and speculate yourself into an understanding of the setting based on what was there, but there is a definite sense that way too much is left unsaid about this setting.
    Sakura no Uta- Oddly, this is a game I thought I would have loved, given the twisted relationships and messy backstory involved.  However, once again Sca-Ji's style of presentation and love of unreliable narrators drove me nuts.  Not to mention the constant abuse of foreshadowing and repetition
    VNs I Love so much they are unforgettable
    Dies Irae- Obviously, Dies Irae is one of the penultimate chuunige ever made.  While I personally think Masada turned into a complete incompetent after KKK, there is no denying the quality of Dies Irae's narrative, its characters, and the way it seems to age so well.  Dies Irae is one of those rare VNs that doesn't suffer at all from the passing of a decade or more between its original release and now.  That isn't to say it hasn't been left behind somewhat by the conventions of the genre, but in the end, that doesn't matter as much as you would think it would.
    Fate/Stay Night- Arguably the VN that turned chuunige from a mere curiosity to an actual niche genre.  While many people have a love/hate relationship with Shirou and the Nasuverse, there is no denying that much of the game is enjoyable and it embodies most of the virtues and flaws of the early era of the genre.
    Draculius- The VN that changed my viewpoint on the harem ending and actually did vampires right (outside of the comedy, anyway).  In all honesty, before I picked it up at random, I had no idea this would become one of my most-replayed VNs of all time.  While this game has aged poorly in some ways, in others it's presentation is almost ideal.
    Evolimit- In my mind, this game is Higashide's masterpiece, the defining game of his career, whereas others will argue that it was Ayakashibito.  However, for all that I enjoyed Ayakashibito, this is the game I go back to play over and over, whenever I want my faith in JVNs revived.
    Devils Devel Concept- No, this is not the best game out there.  It is a total niche within a niche game.  I love its characters and setting, but most people would probably drop it solely based on the artwork.  Devils Devel Concept taught me that the protagonist didn't need to be the good guy to be interesting and that heroines didn't need to be fainting lilies to make a chuunige work.
    Haruka ni Aogi, Uruwashi no- Let's be clear... visually this game has aged horribly.  It is from a much earlier era than most of the games on this list and it shows.  However, I  have to note that it is one of the single best nakige ever made.  I can still go back and cry for Tonoko, Shino, and Miyabi no matter how many times I replay it, and the sense of salvation after the end of one of those three paths, the catharsis is so strong that my stress buildup is perfectly lanced afterward.
    Houkago no Futekikakusha- I frequently give this as an example of the ideal 'hard' utsuge.  The situation the protagonist is in is hopeless from the beginning, and his suffering his pre-determined.  Moreover, when the story begins he is already broken almost beyond repair.  The way it is presented provides great catharsis, though like many hard utsuge, the setting is all over the place.
    Konata yori Kanata Made- Many consider the first Konakana to be the ideal for the 'soft' utsuge genre, and I don't generally bother to argue with them.  While similar games were made later on occasion, one can always feel the influence of this game in them, often to the point where it feels like they are almost plagiarizing parts of it.  
    Akatsuki no Goei- I have a love/hate relationship with Kinugasa Shougo.  He hates completing stories, he never explains anything unless he has to, and his endings are always open-ended unless he is coerced to make them not so.  Akatsuki no Goei (the series) embodies him at his best, with Kaito being a complex character that only appears to be your typical 'dameningen' protagonist if you aren't paying attention.
    Hapymaher- What often comes back to me about Hapymaher, compared to later Purple Soft games, was the ideal synchronicity of its aesthetic and its music.  It is very, very rare for me to bother complementing a VN on its music, since most essentially use rearrangements of old BGMs without accounting for unique themes and atmosphere.  While there are some severe obstacles to making this an easily replayable game (the Christmas arc is overwhelmingly boring the second time around), it is still a VN worth experiencing.
    Semiramis no Tenbin- Semiramis no Tenbin is an oddity.  It is a game based in a school setting in modern Japan that doesn't gloss over Japan's social flaws or exaggerate them to excess.  I say this because the Japanese are as good at pretending certain issues don't exist as we white Americans have been at pretending racism doesn't exist.  Not to mention that the beginning of this game locked it in my memory eternally.
    Nanairo Reincarnation- This is one of the few games in my VN experience that I actually out and out named a kamige on first playthrough.  I don't regret it today, and I don't think I ever will.  I could put down any number of reasons to love this game, but it is better, in this case, for readers to make their own conclusions.
    Akeiro Kaikitan- I mostly chose to keep multiple VNs by the same author and team off this list.  However, I should note that I have actually replayed Akeiro six times since its original release... despite it having been released in 2016, a mere six years ago.  I play it about once, sometimes twice a year.  Why?  Because it is still interesting no matter how many times I read it.  The presentation of the various paths is about as close to the storyteller's ideal as it is possible to get, making it difficult to get truly bored of if you put some time in between replays.
    Komorebi no Nostalgica- Say what you like about Takaya Aya, but his moments of brilliance definitely leave an impression.  Komorebi no Nostalgica is easily the best (mostly) non-action sci-fi VN I've ever read.  Ironically, the primary reason for this is how the central non-heroine character, Cinema is handled in the various paths.  It is impossible to fully explain to someone who hasn't played the game just how powerful a role Cinema plays as a supporting character as well as the game's central character, and I'm not even going to try here.
    Ayakashibito- While Evolimit is my favorite Higashide game, I can't fail to mention Ayakashibito here.  Ayakashibito is the work of a genius, and it most definitely shows.  It was also the VN that first showed Higashide's basic style, which almost always utilizes a protagonist with an intimate relationship with the true heroine that continues to thrive regardless of heroine choice.  Ayakashibito is less refined than Evolimit, but in exchange, it also feels more freeform than some of his later works.  It also established his creation of high-quality antagonists (Kuki Youkou, Shannon Wordsworth, etc).
    Ruitomo- Ruitomo is probably the most famous of all the Akatsuki Works games, for good reason.  It is a high-quality classic plotge from an era where such games were relatively plentiful, and its style was the one that defined the expectations of fans for the company's games, though they later took things in a more action-focused direction.
    Kikan Bakumatsu Ibun Last Cavalier- This VN is one I push for weaboos who like the romanticized eras (Sengoku Jidai, Bakumatsu era, etc).  It is based in an alternate world where young Japanese women are sometimes chosen by 'demon-aura stones' that grant them immense physical powers and heightened intelligence in exchange for being unable to have children and being naturally more aggressive than is the norm.  As a result, these women are generally adopted by samurai families and raised to be bodyguards, assassins, and in various other roles normally reserved for men.  The protagonist is a young man raised by a feminized version of Kondou Isao and Hijikata Toshizo and is essentially Okita Soujirou.  It begins previous to the formation of the Roshigumi and branches off after the initial stages of the rebellion that began the collapse of Tokugawa power.  
    Sekien no Inganock- This is pretty much the only Liar Soft game I didn't have trouble playing.  In retrospect, it isn't as good as I remember it being, but it is still enjoyable.
    Majikoi- Say what you want about Majikoi.  Various people either love or hate it and everything by Minato Soft, but I personally think it was an excellent base that they used effectively to milk the setting.  Later games and fandiscs added depth to the characters and expanded the cast, and this, the original was a great game (in my eyes) in itself.
    Grisaia- Probably the most popular VN to introduce VNs to newbies now that Tsukihime and FSN have become so dated as to be almost unreadable for new people.  Like many VNs that got translated, it has a lot of people either worshipping or hating on it, but its quality (in Japanese) is undeniable.
    Soukou Akki Muramasa- Easily the best game Nitroplus has ever produced.  While it is a heavy read, it is also a VN worth reading at least once, if you have the mastery of Japanese to do so.  However, it is also emotionally draining, so many who start it never finish it.
    Hello, Lady- I could have chosen any of Akatsuki Works' chuunige, but with the final version of the game that includes the FD routes and the new true route, this game has easily become my favorite Hino Wataru game.
    Kitto Sumiwataru Asairo yori mo- A game by Shumon Yuu.  Nothing else needs to be said.  Play it, or you aren't a true JVN fanboy.
    Tenshi no Hane o Fumanaide- An oddball sort of chuunige by Shumon Yuu.  This one is fully voiced (protagonist included) and has a solid story and cast of characters.  
    Silverio Trinity- of the three Silverio games, I'll say right off that this is the one I liked the most.  While Vendetta has some great moments, Trinity is where I thought the setting first came alive truly.
    Sakura, Moyu- Honestly, I think this is the best VN, by far, that Favorite has produced.  I cried more while I played this game than in all the other games combined, and I was more emotionally invested in the story than any of them by far.
     
  10. Clephas
    November 2017
    I delayed this one so I could get fun2novel's input on Yurameku Kokoro ni Michita Sekai de, Kimi no Yume to Yokubou wa Kanau ka (As he put it, this game is boring as hell and spends way too much time implying things without actually doing anything).  While November had some surprisingly great leases (Kizuna Kirameku being primary amongst those), Aoi Tori was the only conceivable winner for the VN of the Month, November 2017.
    December 2017
    You might think me a bit premature, naming a winner before I played Koi ni, Kanmi or Natural Vacation... but I'll be straight with you when I state that the latter, from the samples I played, is nowhere near the quality of the main two candidates for the month (Miburo and Loveriche).  The latter... I'm just not interested in (yet another sweets shop charage... why are there so many of those, especially on VNs simultaneously released in English and Japanese?).  It was a straight-out competition between Miburo and Loveriche this time around.  I briefly considered disqualifying Miburo, on the grounds that it is a sequel, but it can stand on its own nicely without being propped up by its predecessors, so I went ahead and considered it.  Loveriche, for all that it isn't the best Saga Planets game (that's a competition between Flowlove and Hatsuyuki), is still one of the better games released this year.
    In the end, I concluded that Bakumatsu Jinchuu Houkoku Resshiden Miburo was the stronger release, if only by a hair.  Akane as a heroine and the lack of Ayaka as a heroine were the two negative elements that pushed Loveriche below Miburo after the foreshadowing issue and Miburo's historical infodumping cancelled one another out.  So is decided the December 2017 VN of the Month.
  11. 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.
  12. Clephas
    I'm not going to argue about what defines a VN here. To be blunt, the fights over that issue - which were fairly pointless - were bad enough in the forums. That said, I am going to explain why VN terms tend to be so fuzzy and hard/impossible to pin down.

    1. We are basically defining a medium that is new to us (new being a relative term, lol).
    2. Pseudo-Japanisms like charage, moege, nakige, etc. are generalized terms that represent a certain type of structure and purpose to individual VNs. For people who like to nitpick, these terms really aren't fitting, because they are basically umbrella terms that contain a lot more than you'd think.
    3. The Japanese otaku-media tendency to turn everything into an archetype creates an illusion of a 'universal unity of ideas'.

    Of course, there are a lot of different reasons besides these, but these are some of the more obvious ones. However, perhaps the one that bothers people the most are the pseudo-Japanisms that I and some others use and have been helpfully defined (inasmuch as that is possible) by various people. I should first explain what a pseudo-Japanism is. First, as a prime example, a visual novel is a term that came from the Japanese originally, but it is one we took and redefined for our own purposes. While the term originated in Japan, it is rarely used over there and the fundamental meaning is slightly different to them than it is to us. This is similar to the pseudo-anglicanisms like 'マンション’ that litter the Japanese language.

    Similarly, while the term 'moege' was coined in Japan, the actual meaning of the word changed immensely just in the past few years, as it was absorbed and reshaped by the perceptions of the Western community. Anyone who has played a 'straight moege' like Shuffle or Da Capo will understand what they are, but once you start expanding into the various other types that expanded from moege to birth new child genres, people start getting confused.

    To be blunt, we've gone and created a new specialist genre that pretends to be from Japan but is really almost wholly our own, because the meanings are not, strictly speaking, matching to those in Japan anymore. Of course, in a narrow sense of the word, some are the same - such as nakige and utsuge - but in the broad sense of the word, the concept of the 'charage' is almost entirely one we created to define a type of VN that branched out and away from the VNs we define as moege.

    In other words, the big mistake a lot of new and old people in the community make is in thinking these terms mean the same to the community in Japan as they do to the people here. These terms are ultimately ours, as they have been irreversibly shaped by our perceptions of their meaning in the way they are used.

    For the sake of those who don't have as much experience as I do, I'll explain the Japanese tendency toward archetyping everything. First, you have to understand that Asian culture in general sees imitation as a compliment, rather than a failing or an insult. Second, Japanese thinking is hyper-conservative, despite the rich sub-cultures that have bored holes into the base of their society. This extends to otaku culture as well and is encouraged by the commercialization of new mediums and genres as they become popular. In Japan, it wouldn't be wrong to say people 'like what they recognize'. It is this that leads to archetypical characters, settings, and stories being so dominant in VNs, anime, and manga. Of course, we see the same thing over here... but it is a much slower process. In just two or three years, we can see what was new becoming an archetype in otaku media. Over here, it tends to take ten to twenty years. It is simply a function of how our cultures work. Americans tend to dislike obviously repeating themes, and as a result we have a lot of encouragement for 'creativity' and it is harder for something to become an archetype in the first place, because we move on so fast. The Japanese find something they like, then they repeat it over and over until it becomes a tradition. Modern technology has just exacerbated this tendency, when it comes to otaku culture, lol.

    Edit: I should also note that the natural tendency of the Japanese is to polish things until they shine, a tendency that is reflected in their high-quality domestic products. To an extent, we can see that with VNs, as companies tend to prefer to produce a solid product that is similar if not identical to all its previous products. Unfortunately, the limitations created by that are unsuited to entertainment in general, which is the big reason why great artists and writers will all of the sudden suffer from a deep drop in quality (usually because companies want them to reproduce exactly the same VN as before, lol).
  13. Clephas
    OK, I started playing Gears of Dragoon 2 about four days ago (I've only managed twenty hours so far, due to work), and I have a few comments on the game.
    For better or worse, Gears of Dragoon 2 Reimei no Fragments is a dungeon crawler/rpg/VN hybrid, and like most VNs of this type, it is pretty big.  To be blunt, in 20 hours, I've only managed to get to level 24 and get halfway through Chapter 2.  Considering that with the same amount of time I was already halfway through (or farther) with each of the Venus Blood games, that means that I have long way to go.  As such, I'm excluding this and Sengo Muramasa from VN of the Month for January.  I'm not really seeing anything glorious enough to surpass the experience of Tokyo Necro, anyway. 
    The battle system is a pretty straightforward turn-based one, though it has a limited-size skill palette that makes the game a bit inflexible at times as I've gained access to more skills.  The leveling system is an experience-based one where you gain levels by defeating enemies, then use skill points to increase skill levels or progress farther on the skill tree.  The game experience is added to somewhat by the presence of a guild-leveling system (where you get guild points for finishing missions, then use them to increase the levels of the four guilds - (Warrior - which affects the item shop-, Thief - Which effects item drops and dungeon mapping -, Priest - which effects damage and healing, as well as drops for certain types of items - , and Mage - which effects drops for certain items, etc), making the game more convenient.  I started out focused on the Warrior Guild, but the Thief Guild is a lot more utilitarian... if the Thief Guild's level is one above the current chapter, every dungeon in that chapter will come pre-mapped, thus making planning a lot easier. 
    Story-wise... it looks like it could be interesting, but the ratio of dungeon to story is a bit too lopsided toward the dungeon, thus making it hard to connect with the characters and story overall.  This is a problem some of the Venus Blood games also had, but I honestly think this is a bit worse.  The protagonist stumbles a bit too often for his apparent confidence, and the main heroine is once again a ditz (why is it that rpg/dungeon crawler heroines almost always are?).  To be honest, I do wish we could customize how the characters level up their stats, as some of the characters have really, really half-assed statistics despite their roles, whereas others have ones lopsided toward roles other than theirs.  I think this is mostly a matter of poor design, so I honestly can't be really complimentary about the game so far.
    Now, for the reason why I'm going ahead and announcing VN of the Month early... to be blunt, Fire Emblem Fates is coming out, and I'm probably not going to touch a VN for a week at least after it does, meaning until February's VNs release.  Also, except for this one and Sengo Muramasa, there really isn't anything left to play that is interesting.
    VN of the Month January 2016
    January was a month of extremes... I played two kusoge, one kamige, and one high-quality one.  Obviously, there is no other candidate for the VN of the Month except Tokyo Necro, but it should be mentioned that Hataraku Otona no Renai Jijou would have had VN of the Month potential in many another month.  It isn't a kamige, but it was solid enough to remain in memory.  While having to plow through two kusoge was painful, the other two were worth it.
     
  14. Clephas

    VNs
    This is the newest game by Minato Soft, the makers of Majikoi.  As per usual, I'll be straight with yall and say that I thought this would end up essentially being a slice-of-life failure like a lot of Minato Soft's non-Majikoi VNs.  However, this game is actually much closer to a chuunige in nature than I anticipated.  In the end, I gave this one of the highest ratings I've given in a long while, but there are some issues, which I'll mention farther along.
    Wagahime's protagonist is a young lad from the frontier called Shaon, the adopted son of the Great Tenken Master Figaro.  Shaon is, personality wise, very much like the harem protagonists you see so often in charage.  However, he does have the will to fight when necessary and the ability to commit to a course of action when needed, so he definitely stands well above that crowd.  At the beginning, Shaon contracts with the Artificial God, Minjara, and gains the power to fight like, well... a god for three minutes every three days, in addition to his pre-existing Tenken, which lets him heal and strengthen others.  He then sets off on a journey to see the world and find a wife, along with his little sister Ebiita and his father's friend Peta (a sapient rabbit-type person).  
    One negative I have to put forth about this VN, though it makes sense considering that the Tenmazoku route is the true one, is that the route order is locked, forcing you to do the Empire and Federation before you can do the Tenmazoku (Krone).  There is no common route.  Instead, there is a storyline for each country, with a single heroine (and a bunch of fake endings with other girls that just consist of H-scenes).  In the case of the Empire, it is the Empress Noa.  In the case of the Federation, it is the proxy PM, Erin; and in the case of the Tenmazoku, it is the Tenmaou (Queen of the Tenma) Krone.  
    Empire
    The Empire route is the most SOL-friendly of the three routes, focusing on Shaon journeying across the empire, then his time in the capital, before the climax of the story.  Due to events early on, Shaon gets his foot in the door and meets Noa in a fashion that is relatively realistic, albeit only within the setting (it requires suspension of disbelief that a 700 year-old Empire would fail to insulate their royals better from the nobility and commoners).  Shaon, given his bond with Minjara, of course quickly manages to gain the interest of a number of players in the political game, making his stay there the most complicated of the three, in terms of personal relationships.  
    In many ways, this path justifies the locking of the paths the most.  The drama here would lose most of its impact if you were aware of the events of the Tenmazoku path, and the drama is pretty good.  Action scenes here are very similar to those of Majikoi, albeit often longer-lasting (Momoyo not being there to end things in an instant and most people being on more even terms when it comes to power).  The romance portions are pretty innocent as these things go, though the issue of social status does come up (and is promptly squished).
    The Federation
    The Federation path starts a bit more abruptly than that of the Empire.  The Federation is a nation formed on the old frontiers of the Empire by escaped slaves and dissidents from one of the darker eras of that nation.  It is a nation of numerous races with a system whereby each province selects a governor, who then votes for the PM.  The PM is more of a 'first amongst equals' than a true federalist leader, and the elections are often... lively beforehand.  
    This path is more action-packed from beginning to end than either of the other two paths, for reasons that make perfect sense as part of the story.  Erin, the heroine of this path, is an elf and a politician, through and through.  That is not to say she is black-hearted.  Rather, she is perfectly willing to use every opportunity to gain positive publicity in the course of pursuing the good of her nation.  The protagonist's role here is a bit more specialized (outside of the romance).
    As I said before, this path is more action packed than the other two paths, mostly because Erin is so desperately moving around to get elected as the next PM, which results in her personal subordinates having to deal with a lot more in the way of tribulations on a daily basis.  Romantically, the issues here are predictable to anyone who has read enough high fantasy with relationships between races with different lifespans.  
    Tenmazoku
    The Tenmazoku path's heroine, Krone is a lot like Momoyo (except about five times as powerful) if she didn't have her grandfather to rein her in and everybody around her encouraged her bad habits instead of restraining them.  At the same time, she has the same intensity to everything she does, her affection bringing back memories of Majikoi for me.   Honestly, this was my favorite path (obviously), and it was apparent from the beginning that this was intended to be the true path, at least to me.
    This path is very revealing about a lot of the setting's peculiarities, certain characters' motivations, and a number of other issues.  There are a lot of good action scenes, a lot of familiar comedy routines (to those who played Majikoi), and I honestly liked the parts on Rancage (the Tenmazoku continent) for the sheer contrast to the mainland countries.  That said, I believe this path could have been greatly enhanced if more detail went into the early parts of this path after the arrival at Rancage, because it felt like there was an excessive focus on Krone's obsession with Shaon, lol.
    The last stretch of the story (the romance is pretty much just an evolution from the main part of the path) is pretty much solid drama and action, and while it lacks the sheer impact of something written by Nitroplus or Light, it was still an enjoyable experience.  
    The Negative
    I'm going to be straight here... they set this game up for a Majikoi-style fandisc or discs.  The other 'endings' are simply brief event and h-scenes that cut off abruptly once they've done the deed, which is less than pleasing for me, since I was looking forward to the possibility of actual heroine routes for some of the sub-characters, like Youksha.
    Conclusion
    Overall, if you liked Majikoi and Minato Soft's style, you'll like this game.  If you didn't, there is a good chance you'll have the same issues here.  This game has first-class production values and characters, but if you don't like the style, it might be hard to enjoy.  The issue with the sub-heroines is a seriously annoying one, albeit one that is likely to be solved in a year or four with a fandisc or two.  I gave this game a pretty high rating, and I don't regret it.  I also don't doubt that some people will hate on this game, hard.
  15. Clephas
    First, despite the way moege fans fawn over the first two VNs by Madosoft, they are perfect examples of absolute mediocrity in charage.  That isn't to say they didn't have good points... the visual aspects of this company's VNs are on the higher end of things in the charage part of the VN industry.  However, they were basically slogs through WWI-style trenches full of mud made from ichaicha... and one of my  pet peeves is writers who pump in endless ichaicha.  I personally see them as kusoge, due to the fact that I dropped Namaiki after one path (didn't vote on it) and Yakimochi was a nightmare of a substance-free ball of cotton candy.
    I was kind of exasperated that this VN had an anime come out beforehand, and to be honest, I avoided that anime like the plague specifically so it wouldn't color my attitude on this one.  Considering how much the sexual aspect colors the relationships with the heroines in their paths, I am mildly curious as to how they handled the latter part of the series, though.
    One thing all the paths in this VN have in common is that the protagonist falls apart completely at least once in all of them.  I'll be perfectly straight with you... if it weren't for the fact that he was so obviously fragile mentally in the first place, I probably would have been a lot more pissed off about this aspect.  That tendency toward tunnel vision when stressed is pretty common in charage protags, but it does get tiring at times.
    The common route in this VN is fairly good...  especially since the protagonist actually has a personality and a role other than as the donkan harem protagonist.  I did think that it was insane to consider anyone other than Towa (the imouto) a heroine at all after a few hours (I love stories of twisted mutual dependence), but I went straight for Aashe first, simply because I'm too perverse to go for the heroine I most want from the beginning.  On the other side, Kaoruko and Mihiro are both heroine types I really and sincerely am bored of... the immensely capable school council president who acts like an airhead (I hate airheads) and the osananajimi (sort-of) heroine.  Understand, when I hear the words 'osananajimi heroine', I am almost instantly consumed by hatred and the heroine in question starts from a negative point.  
    Aashe's path was a good experience.  While it did feel a bit obvious when it came to the drama (the foreshadowing was overly blatant), that wasn't so bad  a stumble that the path didn't manage to recover... at least somewhat.  This is a problem that was somewhat endemic to all the paths. I liked the ending, as well as the solution the protagonist settled on.  However, I felt that the end didn't move far enough ahead in time (this VN seriously needs a story fandisc to round out the endings), and that was somewhat of a downer.
    The little sister's path was pretty good in this one.  In recent years, little sister paths have mostly been perfunctory, with none of the seriously twisted stuff you tend to see with the dependence that usually creates (consensual) incestuous relationships.  I do feel that they should have included the parental issues into the main VN, rather than making them a background setting.  However, the drama that comes up in the path is emotional enough to be satisfying.  Towa is a great dependent imouto character, and I had to laugh at how easily they transitioned (seriously, it is pretty hilarious).  The fact that they actually managed to take it from there to a really emotional piece of drama near the end was a demonstration of surprising skill.  Again, the big downside was the fact that they really, seriously didn't focus on the issues the protagonist and his sister had with their parents, except in a ridiculously indirect and matter-of-fact fashion.   This is a perfect example of 'failing to milk the setting', and it is a common flaw when it comes to charage-makers (most of them have a tendency to obsessively avoid introducing new or extra characters in heroine paths). 
    Kaoruko is the obvious 'main heroine' of the story, and accordingly, it was given the most love by the writer.   The humor and ichaicha are both on a higher level than the other paths (which means it was given more love, given the specialty of charage writers is humor and ichaicha), to the point where I actually broke into real-life lol situations several times midway through.  Unfortunately, the drama in this path is surprisingly... dull compared to the others (this is actually common with charage writers, who seem to like giving their main heroines smooth rides).  I was made a bit sad by this... but the writer's love was shown fairly clearly again in the ending, which is based a pretty long time after the end of the main story and talks about a lot of the details about how they arrived there.
    I'm going to be blunt.  I don't have the energy to play Mihiro's path now or any time soon.  She is a great friend character who is frequently amusing... but by that same tone, she is the type of character who makes a horrible transition to the 'heroine' role.  I honestly can't see any non-awkward way in which they would move her into the heroine position, and I honestly don't want her as a heroine, so I'll leave it to someone else to bother with her.
    Overall, this is by far the best of Madosoft's three VNs released so far... but it is no kamige.  It does, however, manage to fulfill the requirements for a VN of the Month candidate, in that it both stimulates the emotions, the intellect, and my sense of humor... even if no two of them is strongly stimulated in any given path, lol.  Unfortunately, it just barely puts its fingernails on the edge of candidacy, so anything even reasonably good could blow it out of the water with little trouble, lol.
  16. Clephas
    Hi people!  It's been a while since I posted anything (for me, anyway), and I wanted to go ahead and get the March releases explanation out of the way before I started on Waka-sama.
    Love Commu
    I played through one route of this game, but it was not really something I could keep going through to all the endings, primarily because the setting is pure nukige while the setup and execution is pure moege.  Don't know what I'm trying to get at?  Well, I'll go ahead and explain.  Essentially, the game focuses on the protagonist being a teacher of the Love Education subject, which essentially allows him to get into a relationship with his students.  The problem?  Most of his students are either innocents about sexuality due to their upbringing or the very reverse.  Naturally, this results in various wacky antics... and this would normally be a pure nukige with a kichiku-style teacher.  Instead, we get the adult version of the classic charage protagonist romancing (by accident at times) a bunch of girls who would normally be underage for him. 
    While there were a lot of smile-worthy moments in the common route and I didn't hate the endings, this isn't the kind of game where you'll love the setting or get engrossed in the story.  It is classic charage from beginning to end, with the setting being the only exception.
    Sakura Iro, Mau Koro ni
    I actually plan to go back to this one eventually.  It is a first-class charage with a solid cast of heroines and side-characters, as well as a decent protagonist.  As such, it is unusual enough that I felt I could go back and enjoy it later.  It wasn't good enough for me to delay playing Waka-sama though.
    Waka-sama no Zasuru Sekai
    I'm going to be blunt going in... Minato Carnival's new game is, theme-wise, completely out of character.  That said, it reuses a lot of resources from Tsujidou-san, being based in the same region, though without the same characters.  The themes focus on Japanese mythology, youkai, and deities, and it is pretty screwy overall. 
    A few notes about this game's story... it is darker than you'd think from the usual Minato style.  It is often casually violent, with lots of casual deaths and a huge number of bad (dead) endings you are required to read through to get to the true (Waka-sama) ending.  The former element is very much in line with Minato Soft's style (the casual violence with superpowers), but the way people die off right and left in this story is more something you'd see from a horror VN company than this company.
    Now, that isn't a complaint.  If anything, I was amazed that Romeo still had this kind of game in him after all these years of spitting out reruns of his old games.  Waka-sama is a great character and heroine.  She is a sea goddess (at times she reminds me of the Cthulhu Mythos, though it is usually humorous) and is pretty badass... 
    The protagonist, Ryouga, starts out as a high school dropout and ends up going through hell to become her High Priest as she is resurrected into the modern world.  Unfortunately for them, things are not as simple as an ancient evil goddess being released from entombment, but to me, that was good enough reason to follow the story from start to end.
    I won't say that this game is very good at stimulating the emotions.  Most of the events in the story, even the deaths and bad endings, are treated too casually to create a seriously emotional reaction on the part of the reader.  Early on, the game feels like a new Majikoi with bad endings, but about halfway through, the more serious elements take over and make the story go bigger and bigger in terms of scale.
    If I have a complaint about this game, it was the way it felt like reading something written by a guy on a Ritalin high.  Yeah, it was frequently a fun read, but the very things that made it a fun read prevented me from empathizing with... anyone, really.  Ryouga is so even-keeled and insightful in general by the end that it feels like he was a male clone of Waka at times. 
    Is this game worth playing for Romeo fans?  Yes, I believe it is.  Is it a kamige?  The jury is still out in my mind, so probably not.  This game would probably be very hard to replay, as a lot of its attraction comes from the surprises it throws at you constantly.  Not to mention that this game is looooooong.  I mean, it took me about 28 hours to complete, even though it is essentially a single-path game with branching endings.
  17. Clephas
    Wakaba-iro no Quartet is the latest mimikko VN from Lump of Sugar, a company that has a huge variance in quality from game to game (kamige one time, kusoge the next, lol).  Lump of Sugar has of late  mostly been doing mimikko games, with the Tayutama sequels/FDs and now two newer IPs having come out in the last four years.  Since I love mimikko (it was my first fetish) this is a happy thing for me.
    In the setting of this game, the mimikko come from an isolated mountain nation and are basically considered a genetic variant of humanity that has the ability to transform into animals.  The protagonist of this story, Yuuto is a normal (think standard-issue VN protagonist) perverted young man who lives in an outwardly run-down dorm (inside it is modern and well upkept) with his osananajimi/childhood friend Miyako and his cat (who later turns out to be a mimikko) named Ai.  However, things change for him when a young princess from the mimikko nation named Sophia transfers into his school and a girl named Hiyori confesses her love for him and asks to become his maid at the same time (yes, that was a wtf moment, but it was funny).  Soon after, Sophia comes to live at the dorm (right after Hiyori does) and Ai is outed as a human being, resulting in all four heroines living under the same roof with the protagonist.
    Now, I'm going to say this straight up... I never had any intention of playing the non-mimikko routes in this game.  I like Miyako and Hiyori, but my love of mimikko means that they could only disappoint in comparison, even if their routes were better, lol.
    The common route of this game is the usual LoS mix of cute and mild hilarity (Ai is probably the single cutest thing in the entire VN), and it is also the part of the game I had the most fun with.  It isn't terribly long, but it doesn't really need to be.  In it, there are some issues that come up and are resolved, giving you a solid idea of the character and personality of the heroines before you are presented with a straightforward choice of which route you go to (no other  choices, yay!).
    Ai
    I went for Ai first, simply because Ai is so cat-like after nearly twenty years solely in her cat form that, as a cat person, I couldn't do anything else.  Since I just told you she is definitely cat-like, anyone who has ever lived with a cat has a basic grasp of her personality (lazy, imperious, etc). 
    Ai's path is a pretty straightforward sibling-like relationship transforming into lovers path (think one of those paths where cousins live together and suddenly fall in love with one another one day), with a few twists due to Ai's past and a rather startling revelation about her origins.  Since this was a straight-out charage, there are no dark parts to this story, but the ending is cute and a years-later epilogue, so I was satisfied.
    Sophia
    Sophia is outwardly very princess/ojousama-like, but her basic personality is that of a future NEET (lazy, hedonistic, etc).  Or at least, that is how they portray her in the common route.  However, in her own route, her negative (not negative to me, negative in the context of the story) qualities don't come out that often... which surprised me, because her personality would have provided an endless potential for gags, even moreso than Ai's cat-like behavior.
    Romance-wise, the path is very much standard vanilla fare.  Don't expect any surprises, because there aren't any, really.  There is some decent ichaicha, but nothing excessively cute, nor is there a huge amount of meaningless dating.  That said, for being vanilla fare, it is well-paced and doesn't become boring.
    There is some drama to the path, but it is resolved relatively easily (though not quite as easily as in Ai's path).  I honestly felt that more detail could have gone into some aspects of the drama if they reworked things a bit (and I am half-sure an FD with an Aria path will pop up at some point), but, similar to Ai's path, I was happy with the ending and epilogue, which is rare in and of itself (though LoS is better about epilogues and endings than most charage/moege companies).
    Conclusion
    Despite being a fetish-ge for mimikko-lovers, this is a decent charage, though not one that reaches the highest tiers.  I don't think I would recommend it above all the other mimikko-focused games out there, but it is definitely worth a play if you've exhausted all the other mimikko fetish games.
  18. Clephas
    Hello, my name is Clephas, and I am/was a weaboo.  *snickers at the AA reference*  I'm mostly posting on this matter to give those otakus who aren't necessarily weaboos an idea of what it is like to be a weaboo (ignoring social problems, for the moment, haha) and just why we exist in the first place. 
    First, to correct a common misconception... not all weaboos are solely obsessed with Japanese culture/history/etc.  In fact, most Western ones are or eventually become interested in all Asian cultures.  There are a number of reasons for it usually starting with an obsession with Japan, and I'll try to cover them all for you. 
    The most obvious reason is that Japan's culture is so obviously different from anything in the average Westerner's personal experience (extracting those that come from first-generation Asian immigrant families).  To be blunt, the average American can at least guess at European sensibilities and the average European can do the same, with some mental effort.  We share a basic religious background, our social contracts are based on the same basic philosophy (with differences in preferences), and we tend to have similar cultural ancestors if we look back into history.  Heck, even most of Latin American can say the same.  So, for the average white-on-white Westerner (or Hispanic as the case may be), there might be numerous personal differences, but the actual cultural differences are in the details rather than the base elements. 
    On the other hand, there is literally no common base between us and most Asian cultures, save that which we forcibly transplanted during the colonial days of the past two centuries.  Whereas we experienced various types of paganism and polytheism followed by Christianity, they experienced Confucianism, Daoism, Buddhism, Hinduism, Shinto... the list goes on.  Not only that, the way we developed our cultures was essentially different.  Confucianism in China (and the symbol of the Emperor in Japan) provided a sense of structure and continuity for centuries that altered greatly the way Chinese see the world even today, though most of its precepts have been altered almost beyond recognition in the millennia since their development.  This sense of continuity (in aspects other than philosophical) over such a vast period of time is perhaps one of the biggest causes of differences between Chinese culture in particular and Asian culture in general.  To be blunt, when the Chinese were already an Empire, our ancestors were mostly banging on drums in small settlements across the face of Europe, begging the elements not to starve our children or flood us out.  The 'weight' of culture is so much greater in Japan in China that Westerners in general and Americans in particular can't help but be impressed (or offended/frightened as the case may be) on first encounter with it. 
    That said, whether that first impression turns to fascination or apathy is entirely based on the individual.  People that are more curious are more likely to get sucked into it, whereas those who prefer what they already have are more likely to simply set aside that first impression and move on. 
    Another reason is that Japan is really really good at 'advertising' its culture... without really trying.  How many of you watched Pokemon, DBZ, or even Voltron or Robotech as kids without even knowing what it was?  I think you'd be surprised at how many otakus received an early baptism of Japanese ideas that planted the seeds for an eventual otaku and/or weaboo transformation.   For that matter, how many of you saw Teenage Mutant Ninja Turtles (new or old) or one of the more modern Batman movies?  Perhaps because of the intimate role we played in rebuilding post-war Japan, as well as the stream of Japanese who immigrated after the war, Japanese influence touches lightly on a great deal of our urban society (less so on the rural, though). 
    The 'second baptism' that most Americans experience is negative... it is history class when you hit WWII.  The ferocity and apparent insanity (in the average Westerner's eyes) of the Japanese during the war causes an almost involuntary fascination in those who read about it, that frequently leads to a search for answers as to just why they acted the way they did during the war.  This inevitably leads to the samurai culture (both popular and historical), thus frequently creating new weaboos in droves, despite the fact that the WWII history is pretty horrifying the way it is presented (and even worse in reality).
    No one is more mouthy and annoying than a new convert of any sort... and those weaboos that most annoy people are generally this type... the ones who haven't yet realized that their obsession can annoy others and thus can't stop themselves from chattering endlessly about some new aspect they discovered along the way, as if they were the first to find that particular fact out. 
    Tips for tempering your obsession
    If you are a weaboo, it is almost inevitable you will say too much to someone who isn't interested at some point.  In that way, it is a lot like standard otakuism.  However, if you want to at least limit your annoyance factors, here are a few tips.
    1- Don't beautify every single aspect of Japanese culture you find.  Samurai culture led to the insane nationalism and mass suicides of WWII.  Geisha were glorified prostitutes (albeit artistically beautiful ones).  Ninja were spies descended from thieves and common murderers.  (etc. etc.)
    2- Be aware that Japanese culture can take some seriously ugly turns in the modern era (the fact that police don't get involved in domestic affairs, the weak rape laws and enforcement of those laws, bullying in schools and at work, hikikomori, karoushi). 
    3- Be aware that the excessive pride of some Japanese has led to a resurrection of the same nationalism that caused their involvement in WWII (modern historical revisionism focused on WWII and the events immediately preceding it is a prime example of this).
    4- The Japanese really did do most of the horrible things their neighbors said they did... not to mention the POW camps where they held the Philippines US troops during the war.
    5- Japanese gun control only works because they have no history of regular people possessing personal arms.
    Well, that ends my lecture for the day. 
  19. Clephas
    Generally speaking, if you are a weaboo and/or otaku and you reveal your hobby, you generally tend to end up on the receiving end of all sorts of unbelievably irritating questions.  This is my list of the most annoying questions I've heard as an otaku/weaboo.
    1.  "Is that a cartoon?"  Almost every anime fan gets asked this at some point, though generally speaking, this is an event that was a lot more common when I first started watching anime.  To be blunt, American cartoons tend to be one of two types... the kid-oriented or the adult-oriented comedy (Simpsons, Family Guy, South Park).  However, anime's sheer variance leads a lot of fans - including me - to want to clearly delineate a difference between the two, despite the fact that the actual Japanese anime definition includes Western cartoons.
    2.  "Why do you hate your country?" This is perhaps the dumbest question I've ever heard, but I've been on the receiving end of it countless times during my weaboo life.  The fact is, I don't hate my country.  My country does a lot of stupid things, but it raised me, it helped form my personality, and it has kept me fed.  I simply prefer to study Japanese culture and language over American.  Unfortunately, trying to explain that this is essentially a matter of aesthetic tastes is pretty pointless in the case of those who ask this question (since they've already made their own conclusions).
    3.  "Why are you dressing up like that?"  When you cosplay, this is perhaps the most unbelievably obvious question you can ever get.  Back when I still cosplayed, it drove me insane to be asked why I was dressing up that way when it was bloody obvious I was doing it for fun because I liked the anime/books/etc it was based off of.
    4.  "Why is there a poster of a cartoon character on your wall?"  This gets old, fast.  When I still bothered buying swag, it was as annoying as hell to have the occasional visitor to my room ask this and similar questions about the swag in my room. 
    5.  "Why do you like the Japanese when they are the ones who started WWII?" This is mostly a question asked by someone who has only read US history books or high school level world history textbooks... WWII was the results of both sides' arrogance and over a half-century of bitter economic competition, preceded by an even more arrogant series of attempts to turn Japan into a Western satellite country (ie. late nineteenth and early twentieth century China).  That said, the question has absolutely nothing to do with why I like Japan.  I like Japan because its unique cultural development has so many interesting aspects to study, and I am fully aware of the insanity of war-era Japan and the cultural quirks that led to it, unlike the people who ask this question.
    6.  "Japanese games are all the same... why do you play them?"  This is a more recent question and one of the few that has a legitimate point, though it is made from ignorance (usually some newbie listening to a long-time vet complain).  The fact is, otaku media, in particular their games, are slow to change... The shifts in the market are slow, and so gluts of certain types of games are endemic to the industry.  The same applies to all otaku media, really.  Japanese business-people hate change and are slow to adapt to it.  The eccentric exceptions are just that... exceptions.  The answer to the question I usually give is that I honestly just enjoy Japanese style more than Western when it comes to telling a story, and more than half of my reason for living is experiencing good stories.
    7.  "That Japanese sword look like it would break with a single whack of this hammer... why don't you just buy a broadsword?"  lol... this question I got when I was showing off my 日本刀 (a katana actually made in Japan in the old manner) to another guy who does broadsword fencing.  The simple answer to this question that I gave him is that my sword is prettier, because I didn't want to get into the arguments about the difference in purpose.  The more complex answer is that katanas make more sense in an era without metal armor than a broadsword (katanas are designed to slice, as opposed to the way western blades are designed to smash and crush as much as cut).  Again, there is also the aesthetic, lol.
    8.  "Do you support what the Japanese did in China during WWII?" Now this question... I've never got how people can ask this question.  Do people really think that even a weaboo would lack that much common sense and clarity of thought?  Seriously?!  Of course I don't in any way support Japan's actions during WWII.  Only someone who hasn't read history could have.  In regards to America, there were mitigating circumstances and legitimate reasons, but China was another matter entirely.  China, for all intents and purposes, was basically a helpless, defenseless region (I don't call it a country because it wasn't and hadn't been since Britain won the wars in the nineteenth century), and there was absolutely no need for any of the excesses Japan undertook during the invasions and occupation there.  The same goes for Korea.  I almost punched the last person who asked me this question.
     
  20. Clephas

    Japanese literature
    Some people may have seen the relatively low-quality anime for Arifureta Shokugyou de Sekai Saikyou and are probably wondering why I am bothering to spout about this.  Lately I've been plowing through LNs and web novels because I ran out of interesting VNs, but this is the first one I feel a need to expound on at length.  Let's be clear, I am one of the freaks who enjoyed the anime, though I did so while wincing constantly at the animators' choices and the horrible monster CGs.  To me, Hajime's story just stood out as being that good, despite the crippling weakness of having used up half the season on the 'buildup arc' that is the content of the first LN.  
    However, I wasn't anticipating just how high in quality the web novel version would be.  To be blunt, Ryo Shirakome is one of those rare Japanese writers who really is as good as the hype and has a very obvious love of the material he is writing.  More importantly, he is very consistent with how he portrays his characters and their growth. 
    Story Intro
    For those unfamiliar with this series, it focuses on Nagumo Hajime, a young man summoned with his class to another world, only to turn out to be the overall weakest of the group and in possession of a class that is both common and unsuited for battle.   In the beginning, Hajime is a kind-hearted, pacifistic young man with a great deal of courage (and enough of an otaku that it survives all his travails) but no standout abilities.  However, when delving into the depths of the Orcus Labyrinth, his fellow classmates get caught in a trap and they are all sent to a much lower floor... to face a Behemoth, a monster that is beyond their abilities.  Hajime, despite his weakness, manages to help greatly in holding it off, but just as he is about to make his own escape, one of his classmates betrays him, directing a fireball to stray and hit him so that he will fall into the abyss with the Behemoth.  
    He survives the fall only to have his right arm eaten by one of the beasts in the depths in front of his own eyes.  In order to survive, he is forced into a corner where his previously kind heart is shattered and reforged in the fires of despair and hatred, reforming him into a man who sees the world in only two colors, those who are enemies and those who are not... and responds to enemies with death.  This is further reinforced when he eats a monster and has to endure immense agony as his body is broken and remade again and again, shaving away at his humanity with each cycle, until what remains is only one step short of a true monster.
    Main Story assessment
    That's a pretty bare bones prologue for you and essentially covers the content of the first episode of the anime and the first three chapters of the web novel.  Oddly, despite the horrific beginnings, this is as much a story about love as it is of hate and killing.  Yue, the story's main heroine, is the reason for this.  She is also the reason that this didn't turn into just another 'dark anti-hero goes out and gets revenge' story.  His meeting with Yue is one of several turning points in Hajime's growth as a character and one of the most well-orchestrated ones I've ever seen (regardless of whether it is the anime or the web novel).  Yue is the kindred spirit who helps Hajime stay one step away from the abyss of endless carnage he would otherwise have stepped into.  This is despite the fact that she is just as broken as he is, psychologically.  
    The way this story uses the various heroines to help Hajime regain bits and pieces of his humanity is perhaps the most emotionally powerful aspect in retrospect.  Yue helps him stop short of losing his humanity, Shia (the bunny-girl) stops Yue and Hajime from becoming completely isolated from the rest of the world, Aiko reminds him of what it is to be human, and Kaori reconnects him to his past, solidifying his reasons for his journey.   Without all of these heroines, it is likely this story would not have been nearly as powerful, as Hajime's journey would have probably just been a series of 'kill this, kill that, have sex with Yue, kill more'.  
    I didn't mention Tio, Shizuku and Myuu in the previous paragraph because they serve slightly different roles from the other girls.  Tio is pretty much just comedy relief as a character, despite being as in love with Hajime and the other girls.  Shizuku is, surprisingly, the most 'normal' girl in the group and the one who serves as the most solid connection between the self-isolating harem of girls who are mostly disinterested in anything other than Hajime (with Aiko being the exception, given her sense of duty to her students).  Myuu... well lets just say Myuu's role is fairly similar to Yue's, except that she awakens Hajime's obsessively protective instincts that come to define him later on.
    The story itself is dark and brutal despite the frequent humorous interactions between the characters.  This is inevitable, as the world of Tortus is a world ruled by an insane god whose greatest pleasure lies in ruining the lives of his slaves.  There are a lot of hugely powerful battle scenes, crazy plot twists, and hilarious results of Hajime's trip through Tortus.  The ending of the main story (which will probably be published sometime next year in the LNs) is as hugely dramatic as the beginning.  
    After Story Assessment
    The After Story, which is still ongoing, is HUGE.  It is almost as big as the main story, but it is told in non-chronological order as a bunch of arcs and one-off postings rather than in order.  Despite this, the After Story has provided me with probably fifty times as many laughs as the main story did.  Part of this is because what trials and tribulations that occur are mostly overcome by Hajime's already beyond-divine power gained during the main story or the power of his OP friends, wives, allies, and classmates.   Whether it is Myuu attracting UMAs, demons, ghosts, and youkai like a bug lamp attracts flies or Kousuke falling deeper into the chuuni abyss as he builds his accidental harem in Hajime's service, I haven't stopped laughing in weeks.  
    Of course, there are some deadly serious points, perhaps the most powerful of which are the stories involving Kouki, who struggles with the after-effects of his time on Tortus more than anybody else (for reasons that will be obvious to anyone who has already read the existing LNs or the main story of the web novel).  However, even in these, Shirokome does an excellent job of keeping the balance from taking you too far into grimdark to truly enjoy.  
    Overall assessment up to the present
    Arifureta Shokugyou de Sekai Saikyou does great at every aspect of what I want from this kind of story.  It has great feels, it has great comedy, it has awesome characters, and its plot is close to sublime.  More importantly, it is put together in such a way that all the elements enhance one another nearly to perfection.  If you like isekai with a wide dark streak that can make fun of itself, this is an excellent choice.
  21. Clephas
    https://ncode.syosetu.com/n8490cj/
    https://ncode.syosetu.com/n4499fl/
    This series is the latest gem I came across.  It isn't the only one I came across, but I've decided to only present ones that have gone over 200 chapters without getting boring, which is a very small proportion of the web novel population, lol.
    In this series, Earth's greatest bare-handed fighter, a master of qi and warfare unmatched on our planet, walks through a tunnel to an alternate version of Earth where magic exists and an ongoing war between monsters and humans is threatening to end humanoid civilization.  Armed with his large variety of chuunibyou combat techniques (even he admits it), his iron-like body, and his inherent immunity to magic-based attacks, he cuts a swathe through monsters and evil cultists alike.
    Generally speaking, this story is one where the protagonist constantly flips people's conceptions over on their heads while consistently pursuing his own personal sense of honor and style of life.  In a world where magical power is everything, he is the opposite, the most powerful mortal in existence while also not having a drop of magical power.  The first story begins a bit slowly, with him faking it a bit to get a grasp on how his new world works.  However, it quickly accelerates after the initial 'adventures' with the temporary party he meets after his initial arrival.  
    It needs to be said that the protagonist is essentially a 'Goku' type of character combined with the archetype of the stoic and ruthless warrior monk.  He is extremely harsh with his enemies and those who are hostile toward him, while being incredibly forgiving and easy on his friends and allies.  He can also get along with a wide variety of types, including kind-hearted and clumsy catgirls and cold-hearted avengers.  However, he is also very judgmental toward those who don't even make the effort to be better, and downright cold and brutal to those who don't understand honor or even simple straightforward social mores that are nearly universal.
    Overall, the series is immensely fun to read, though the second story is only coming out slowly, so it will be some time before it is complete.
  22. Clephas
    For those who are wondering, I am currently replaying Unionism Quartet before moving on to A3 Days.  It has been long enough that I didn't recall most of the details, so I needed a refresher.  At the same time, I'm playing Dishonored 2, so I'm dividing my time in half between VNs and gaming right now. 
    I don't plan on doing a full post solely on Unionism Quartet, so I'm going to just relate a few impressions here before I finish Yulia's path (I already finished Silvia's, Jubei's, Yuno's and Mariel's... meaning I did all the secondary and sub-heroines before I hit on the game's true heroine, lol). 
    First, as non-bloody combat VNs go, Unionism is actually fairly good.  It actually ranks up there with Walkure Romanze and a few others I could name... if nothing else, the protagonist is decent.  However, replaying it in light of the fact that a fandisc/sequel was just released, I'm a bit dissatisfied, as it has become rather apparently that they intended to sequel this thing to death from the beginning, based on the way they did the endings (all the endings are short and based only a short time after the end of the main story).
    The game's story structure is of a type I'm sure veterans are familiar with... essentially, you pick a heroine and some scenes change and are added on, but the main story doesn't change to any significant degree, leading to a significant amount of repeated text, for those who dislike that kind of thing.
  23. Clephas
    I had someone ask me why I consider some VN battle scenes to be good and others to be low quality just the other day, and I thought I would address this here.  
    First, I should state that while visuals definitely have an effect on the quality of a battle scene, the quality of visuals is less than 15% of the reasons why I pick one VN's battle scenes over another's.  The considerations when it comes to visuals are raw quality (artist skill, detail, etc), number of combat-related CGs and sprites, and the quality of the visual effects.
    More important (roughly 25% of the whole) is music and sound effects.  It is quite possible to turn a VN whose visuals are mediocre and writing are good into a masterpiece based solely on how the BGMs and sound effects are used.  I've seen it happen (Devils Devel Concept being a prime example), and I can honestly say that this aspect almost always trumps visuals when it comes to determining the quality of a given battle scene.
    Another 25% comes from context and presentation.  I split this evenly because these two factors tend to be inter-dependent in battle scenes.  Without the context, you can't tell whether you should care, and presentation (the art of bringing writing, sound, and visuals together to create a collaborative effect on the reader) quality can dramatically alter how you see the battle.
    The last 35% is all writing.  My prejudice would have put it at 50%, but realistically, in a VN, writing is at the very least 35% of what determines the quality of a battle scene.  The very simple reason is that making a battle scene interesting requires an eye for detail, for stringing descriptions of character actions, emotions, and words into a cohesive whole.  There are plenty of writers outside of the VN industry who only do this well and literally are incapable of 'peaceful writing'.  That is because what is demanded of writing during a battle scene is fundamentally different from what is demanded outside of battle scenes.  To be blunt, most VN writers have no idea of how to write a battle scene, which is why the good ones stand out so much.  'Tom blasted magic sword at Dave, Dave took it on his shield with a grunt' is about as far as it goes with most VN battle scenes... and that is fairly horrid, since there is no sense of what is actually going on in that exchange. 
    It isn't uncommon for VN makers with unskilled writers to simply substitute visual and sound effects for descriptions of the battle simply because the writer can only handle dialogue and minimal or copy-paste action lines.  However, this results in amazingly boring scenes, since there is usually almost no variation in visual or sound effects from scene to scene, action to action.  This means that they are essentially using a square block for a round peg.  I don't know how many third-rate battle scenes I've fallen asleep to over the years...  
    Anyway, ideally, a good battle scene should have all the elements come together in one cohesive whole.  However, in practice, that almost never happens.  About the only companies that have ever managed to do that consistently are Nitroplus, Light, and Propeller... and we all know what happened to Propeller and (more recently) Light. 
  24. Clephas
    This is a question I've asked myself on any number of occasions (and despite my own thoughts below, I'd like to hear your thoughts on this as well).  For some reason, most vampire literature with a vampire protagonist has that protagonist hating him/herself and his/her condition (switching to 'his' after this sentence, for the sake of brevity). 
    Let's be honest with ourselves... if we could gain immortality, immense strength, and the ability to control people's minds in exchange for having to suck human blood and stay out of the sun, the greater majority of us would probably leap at the chance.  Humans are selfish creatures, and the advantages seem to far-outweigh the disadvantages on the face of it.
    One common answer to this is morality.  To be honest, I think this is the second worst answer of them all.  Yes, in the case of a vampire setting where the vampire has to kill the subject or infects anyone he bites, it makes sense for there to be a moral issue.  However, if that is not the case, this one doesn't pan out.  Sure, drinking blood sounds evil in and of itself... but if you aren't human, it isn't cannibalism, now is it?  Hedonism?  Is there anyone in a first-world nation that isn't at least a little hedonistic?
    Another one is a sense of isolation.  Now this one makes a bit more sense as a negative for vampirism... but not for sucking blood.  Sure, it might be hard to make friends with your food, but it wouldn't be the first time.  No, the issue here is lies.  By nature, vampires need to hide themselves, since they are well... scary.  I mean, if something essentially eats a part of you to survive and looks similar to you, how can that not be scary in a visceral sense?  So yes, the isolation is a good reason to be afraid of your own vampirism if you are a vampire.
    A sense of normalcy.  This is the one you see the most in VNs, and I honestly think that it is an abomination.  It is the worst answer.  Almost every vampire protagonist in a VN wants to regain their 'normal life', and this often results in them taking their anger out on the people who saved them and/or love them.  Sure, you pay a price for your vampirism... if you can't go out in the sun (a rarity in VNs), then it is hard to go to school.  If you have to suck human blood, then you can't really be called normal.  However, that sense that normalcy trumps everything (no I don't mean the president) is ridiculous.  I honestly find this kind of attitude annoying as hell in a protagonist, and it is only the ones who don't linger on it constantly that I'm willing to forgive.
    Violent instincts... now this one is laughable.  'Vampires have violent instincts!!!'  Umm... hello?  What race goes around killing people for stupid reasons like religious affiliation, what side of a line on a map they live, and who has a better cow in their barn?  *snorts contemptuously*
    In the end, vampirism in fiction is a trade-off... and self-hating vampires who stay that way without a good reason always strike me as fake (Toshirou from Vermilion has good reason, but most don't).
  25. Clephas
    My name is Clephas, and I am a pervert.
    lol, just kidding... or not.  Considering how long I've been playing eroge, I'm definitely a pervert.  However, that isn't really what this post is about.
    When I look at the VNs for a month, the first thing I look for are chuunige, then fantasy/sci-fi, and then non-human heroines (though the last two are interchangeable depending on my mood).  The distant fourth is an interesting protagonist, the fifth is an interesting heroine (if I don't find any of the heroines interesting in setting or character description after eliminating the factors above, I generally have trouble picking the game up). 
    Why do I love nonhumans...?  It is pretty much the only 'romantic' part left in my body. 
    To be frank, I don't believe in or trust romance.  I firmly believe that romance is a lie we tell ourselves so we can ignore the fact that we are being driven by our body's desire for children and the resulting psychological hunger for a close partner.  That might seem like a cynical way to think of things, and I don't think about things like that while I'm playing.  However, when it is over or before I start?  Always.
    I like the strange, the weird, the warped, the unusual... what is the point of telling a story if it is about the girl next door?  If I want to know about the girl next door, I'll walk over and say hello.  I love power trips, I like heroines with different instincts and outlooks, and I like heroines who simply don't share mine or the protagonist's culture. 
    I love heroines who have lived hundreds of years.  I like heroines that used to be animals.  I am deeply fond of vampire heroines.  I could go on forever about this.
    The fact is, we are shaped by our experiences, and a heroine that has had some seriously unusual experiences is generally far more interesting than a heroine who grew up next door and comes to visit every morning. 
    This is actually the main reason why I find it difficult to comprehend racism on a gut level... though I can comprehend it on the anthropological and sociological studies level. 
    This is also why I hate 'nerfed' nonhuman heroines.  Need to have a vampire heroine attend school?  Make her a unique 'daywalker' or have vampires not worry about the sun in the first place.  Need to have a succubus be safe around men?  Make it so she only needs regular food and the seduction thing is just an ability (these are both actual examples, incidentally).  You have an immortal heroine?  Make sure she gives up that immortality in her route so that the protagonist doesn't have to worry about being outlived by his wife (ugh, I mean, ugh.  Sometimes that works, but most of the time it is a let down).
    Thanks for reading this random ramble, lol.
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