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Narcosis

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Blog Comments posted by Narcosis

  1. Speaking from a technical standpoint, if you want a good game which is something more than a kinetic novel and follows such model, you need a clever story with a lead heroine being the pivotal character in it. Someone, who's not only tied deeply with the events of the story, but also moves the story forward. That aside, the other girls' routes CANNOT act as "dead ends" for the story. They may be "what if's", but they CANNOT neglect, nor ingore the main heroine and whatever, that is happening in the background. All the events need to bo tied together, there can't be any lose ends; Side heroines and their routes should act as keys to solve the mysteries of the main route, or enchance/reinforce it, by giving the reader a possibility to look from a different perspective.

    It's incredibly tricky to pull off and obviously, won't work with certain story types and genres.  Majority of japanese scenario writers are godawful at what they do, there's no doubt about it. They often create events and introduce characters, which are either ditched or neglected afterwards; more like a one time fancy, rather than interesting plot mechanisms, which move the story forward. Aioku no Eustia is a perfect example of such writing.

  2. 1 hour ago, Clephas said:

    I kind of doubt that that is what they are doing here.  I got the impression that Hinonai, at the very least, was made for the purpose of introducing the characters and giving you a background on them as much as anything else.  Tsukikage also has a similar feeling, in that it feels sort of like a much more detailed version of one of those flashback scenes you see in some story-focused VNs where the protagonist has a tragic/traumatic past.

    Hopefully. On a sidenote, it's not like the japanese devs are way behind the western market, they are simply more reluctant to apply changes; if something works, there's no need for a change, right? That said, episodic stuff isn't anything new in terms of their market - even manga and tankōbon can be considered that, especially if they're a part of a bigger story. Forcing people to wait in excitement is their way of doing business. If it's something, that might alleviate current problems they're facing, it's worth trying. I still prefer full releases, but with current market trends and oversaturation, it might not be truly possible anymore; at least for all the studios, that don't sleep on money.

  3. Anti-heroes generally don't kill or hurt innocents; they are either true, lawful or chaotic neutral (most often either true or chaotic, heheh). They may fight against goverment, or the laws that govern their worlds, they might be morally ambigious but there's usually still at least a grain of kindness (or deep emotions, whatever they might be) rooted somewhere deep within their hearts... and that inner struggle of theirs is often what makes them so interesting.

  4. Tayutama's on my backlog, still hoping I'll be able to read it and it won't be in the next five years or so. That said, you should give the Mega Laughter a try. Haven't played it myself, but I heard it's really decent and sports a very similiar style and setting to Cannonball; can't say much about characters, but the sole premise of this game is hilarious enough for me to pick it up :Teeku:

  5. After all those years of gaming, I can only state one thing - when games became pure business, both for creators and players themselves, everything ended.You definitely know something's wrong, when a computer game becomes like a second job; at least, you should by then.

    If it's not fun anymore - don't play it. If you're getting stressed out, instead enjoying it - stop playing it. If you feel like other people are taking away from your own enjoyment - leave them behind and find something else (propably better) to do. I had my share of bad experiences, caused by feeling "forced" to do things because X/Y/Z required it, rather than playing for my own personal enjoyment. It's also a direct indicator, developers have failed at designing the game and put other, less important aspects over fun and engaging player experience; worst of all, they're mostly unable to see such mistakes being done and repeated.

    I quit mmorpg's and I'm not planning on going back. I'd advise you all to do the same - there's literally nothing those games have to offer nowadays, except for a massive timesink; time, you could use doing more constructive things, like reading books or visual novels :makina:. Trust me - once you stop giving a damn and let it go, life becomes so much better.

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