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Narcosis

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  1. Like
    Narcosis reacted to kivandopulus for a blog entry, Armist アルミスト [Basement]   
    Foreword: I did not intend to play Armist to the end, but its game system was indeed player-friendly and the story turned out to be quite a serious thing instead of being a bakage, so it's well worth a review.

    Title: Armist
    Developer: Basement
    Date: 1992-07-03
    VNDB link:https://vndb.org/v8564
    Length: 2.5 hours.
    Game type: Command selection ADV.
    Youtube walkthrough:https://www.youtube.com/watch?v=wRhArebnKUk
    Difficulty: That's the most important thing in the game. There are few commands to select from and as soon as the topic is depleted the command disappears. This way repetition is eliminated almost completely. There are also some 10 "fights" in the game, but there aren't any stats and player can only choose means of attack for each of three heroes. That choice is mostly meaningless (only the toughest enemies are immune to physical attacks and should be dealt with gunfire).

    Synopsis: In the future, advanced genetic studies opened unseen possibilities for mankind. After years of research, it finally became possible to create artificial human beings with animal traits, the so-called deminoids. The player takes the role of the head of a detective agency named Armist; two pretty female deminoids (with bunny and cat ears) are his trustworthy partners. Investigating a murder in a huge deminoid-producing company, the hero will eventually discover the truth about this scientific achievement and all its implications...
    Structure: Game consists of moving between four floors and each of those floors demands a different diskette image, but overall it's just one day.
    Character Design rating: 6/10
    Protagonist rating: 7/10
    Story rating: 6/10
    Game quality: 7/10
    Overall rating: 6/10
    Rating comments: The governing attribute of the game is simplicity. Both main heroines Billy and Miria have straightforward characters. The gameplay is mostly about room investigation and the important information is given mostly in the end. There's no drama or treachery and game is short - that all prevents the game from being a major one.

    Protagonist Rise is the name of the hero. He's the head of the detective agency. A cool guy who can both melee and support with gunfire. What's especially nice is that he's not a perverted type - but a pure professional.

    Characters: Miria the bunny girl is the more sensible of the deminoids. She believes in negotiations and she's a cowardly one. Her weapon is a gun, aimed shot and quick shots. She's also blamed by Billy for wearing fancy dress. On the other hand Billy the catgirl is the close quarters fighter using  claws from her fingers. She's the violent type and prefers to to fight, then think.
    Story: We just come to the roof of skyscraper and investigate the rooms of the four available floors from 45 to 48 on with on average 5 rooms per each floor. One by one we get to find survivors in different states of mind, but none of them is perfectly sane. Some of them turn to be enemies, some happen to be helpful. Oh and of course we get to know who and why massacred the whole staff of deminoid production company and put an end to the incidents.

    CG: CGs are of beautiful retro-style, but are mostly packed at the beginning and close to the end of the game. The only HCG in the game are couple shots of enemies without upper body dress.
    Sound: Sound is merry and couple of bgm REALLY reminded me of Gao Gao series music.
    Overall comments: So the reason I even decided to write a review on this game is how much it reminds me of Gao Gao series. Same animal ears mutants, same heartwarming party talks while exploring, same numerous rooms and floor investigation (and some rooms looked very familiar to me), same merry atmosphere with occasional drama crumbs, same heads icons on the bottom during dialogue and even bgm at times sounded much alike. I honestly believe that this little bright game inspired Four-Nine for creating a whole world based on the same premise. But here there's little mystery behind deminoids. Four-Nine, on the other hand enveloped the whole mutants appearance in the myst and added the whole new layer of humanity extinction (to a different degree in different works of the series). Game is hooked well and the received text is without garbage, so I'd recommend to have a look on the game for all Gao Gao fans and just all admirers of retro CG and music. My video walkthrough is in a bit too fast tempo since I did not intend to get to the end of it, but it's still watchable, either with pauses or with just reading dialogues as there are always pauses for dialogues.

  2. Like
    Narcosis reacted to Zakamutt for a blog entry, Dawn.   
    The view outside has no business calling itself a dawn. Sure, morning has just broken – but dawn has a warmth to it, a promise of brighter times, of new beginnings, of respite from the unfeeling night. The gloomy Swedish winter dawn outside brings me only a feeling of cold distance, steely gray sky falling softly onto the white fields below. Snow-laden pines clamber laboriously through the fog, watching the dawn with little more enthusiasm than I myself can muster.
    It’s mornings like these that make me want to end it.
    Not seriously. Not bad enough to be something I need to worry about. God, I don’t even check the “I don’t want to live but I also don’t want to die” box any more. I am absurd tiers of not actually depressed. But yeah, fuck this so-called “dawn”. Fuck this dawn for being so empty. Fuck this dawn for being so cold. And fuck me for writing about it; it’s only going to make things worse.

    View the full article
  3. Like
    Narcosis reacted to Plk_Lesiak for a blog entry, Top 5 Yuri Game Jam VNs (free)   
    Hello Ladies & Gentlemen!
    The western visual novel market, unlike the high-budget JP scene, thrives mostly through amateur passion projects and products of small, indie development teams. While this causes most of the Western VNs to be of relatively poor quality, it also promotes creativity and good stylization over huge word-counts and high production values, which are simply unattainable with highly limited budgets and manpower. This philosophy is further supported by various events oriented towards indie developers, such as NaNoRenO and Yuri Game jam – and while most games produced there might be extremely simple and rather forgettable, there are important exceptions to this rule. And, what’s probably worth mentioning, the rare, memorable games coming from these contests are still just as free as all the other ones.
    Today, I’m presenting you a list of top 5 Yuri Game Jam VNs – although short and often minimalistic, these games will provide you with enjoyable and creative f/f romance stories, without asking for anything more than a few hours of your time (you can download each game for free through the links in the titles).
     
    The Sad story of Emmeline Burns

    The Victorian drama by Ebi-Hime is the best know and probably most-appreciated Yuri Game Jam entry - and not without good reasons. While short and, as a kinetic novel, following a purely linear formula, this tragic story offers excellent writing, emotionally impactful storytelling and a great aesthetic, all way above the level you would normally see in a contest like this. It also doesn't rely on shock value or leave the reader with a depressing conclusion - with all the titular sadness still in place, it's a hopeful, touching story of love cut short by fate and a great reading experience - one which might have yuri romance as its main theme, but offers much more than just that.
     
    Syrup and the Ultimate Sweet

    While extremely sweet when it goes to artstyle and even the main theme (candy), Syrup and the Ultimate Sweet by Nami is a wonderful short story about prejudice and friendship, that delivers much more than its cutesy exterior might suggest. With well-written dialogues, charming atmosphere and cast of quirky characters it’s a great casual experience – in many ways a polar opposite of The Sad Story of Emmeline Burns, but equally worth reading. Also, with romance being implied rather than in any way explicit, it can appeal to anyone looking for a funny, warm story, rather than just fans of the genre. 
     
    Once on a windswept night

    Once on a Windswept Night is most likely the most ambitious Yuri Game Jam VN, with an intricate meta-narrative and multiple mysteries for the player to uncover. With two touching romance stories, multiple hours of content and very solid writing, it delivers much more than you would normally expect from a free game. The visual side of things suffered slightly from the relatively short development cycle, but it doesn’t change the fact that it’s a very creative and in many ways unique experience and, for a game jam entry, an impressive artistic achievement, in many ways on par with Ebi-Hime's commercial projects.
     
    First Kiss at Spooky Soiree

    While not as interesting and brilliantly-written as Syrup…, this tiny VN has a lot of the same charming artstyle and heart-warming mood as the previous Yuri Game Jam game by Nami. Even if it’s too short to offer a comprehensive story of any kind, it works great as an amusing distraction between “serious” readings, with some great lines and creatively-designed characters. Closer to what you would typically expect from a game jam entry, it’s still a pleasant, worthwhile experience.
     
    To Libertad

    This story of a runaway slave and a warrior who saves her life and leads her to a safe haven of Libertad is a pretty standard, but well-written fantasy tale with mild f/f romance added on top of it. The author’s focus on the main characters’ journey and fight for survival, and the bond that forms between them during that struggle effected in something rather universal, that should prove appealing not only for fans of yuri VNs or love stories, but anyone looking for a solid, short adventure tale.
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    Once again, I hope you’ve found this list interesting and if you want to see more recommendations for short VNs, that are too small to offer material for full reviews, but are still worth looking into, please let me know by liking this post or sharing your thoughts in the comment section below (as YouTube'y as this might sound, I'll be really thankful for feedback).
    Have a great week everyone!
  4. Like
    Narcosis reacted to Clephas for a blog entry, Why I always play games with nonhuman heroines first.   
    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.
  5. Like
    Narcosis reacted to Plk_Lesiak for a blog entry, 12 OELVNs to buy during the Steam Winter Sale   
    Hello Ladies & Gentlemen!
    As much as most of us might be completely broke after Christmas, there's still 5 days before the giant seasonal Steam Sale comes to an end and at least until late spring, this is the best opportunity to grab some quality Western VNs on the platform for very little money. Because of this, today I present you with a completely subjective list of 12 OELVNs that you should probably buy while they're unreasonably cheap - you definitely won't regret having them on your 2018 to-read list. The games will be sorted by discounts, rather than quality, but all of them are solid titles definitely worth your attention.  Just for the note, every game here was listed with the US pricing, the cost might be slightly different in other regions.
    -------------------------------------------------------------------------------------------------------------------------------
    Highway Blossoms (-75%, $2,49)

    One of the highest-rated western Yuri visual novels is a heartwarming and emotionally engaging road tale, that might grasp even those that are not fans of the f/f romance, thanks to an interesting setting rarely seen in VNs and consistent storytelling. For yuri fans, it's still one of the best games of this kind available in English - while waiting for another chapter of Flowers or other big JP release coming to the West, there's maybe no better title to fill the void.
    Ace Academy (-75%, $4,99)

    PixelFade's first project is one of the very few successful attempts at adapting the typical romance VN formula in the West, with an expansive plot, high production values and full voice-acting. While definitely retaining an "indie" feel and having some clunky elements (like the super-simplistic mecha "combat" mechanics), thanks to a fairly spectacular Kickstarter success Ace Academy was able to become one of the most impressive non-JP VNs to date. It's not an eroge, so it might disappoint fans of H-scenes, but offers a good story and well-crafted characters that should be satisfying to most readers. It also features one of the most adorable little-sister characters in history, which for me counts as a huge positive, even if she's not romanceable.
    Asphyxia (-75%, $1,49)

    My list might feel heavy on yuri, but this simply reflects how important the genre is for western VN scene, being a much bigger part of the market when compared with Japan. Ebi-hime's most appreciated commercial title is an unusual, allegorical tale with a lot of references to classic literature, XIX century English authors and A LOT of heavy themes, including unrequited love, substance abuse and depression. While a rather heavy read, requiring some patience and attentive reading, it's one of the most unique VNs produced in the West and one that fully embraces its cultural heritage, rather than unnecessarily borrowing tropes and setting from JP scene.
    Cinders (-75%, $4,99)

    Otome is another genre that definitely receives more attention from western VN producers than in the Japanese market (among other reasons, because there's a lot more woman involved in the western scene proportionally to Japan). This retelling of a classic fairy tale might not give it as strong of a spin as Cinderella Phenomenon, but offers a striking visual style and an expansive, well written story - even if otome is not your thing, for a mere few dollars you're asked to pay for this game it's something definitely worth your attention.
    Strawberry Vinegar (-75%, $2,49)

    If you don't feel like reading through depressing dramas of Asphyxia or The Sad Story of Emmeline Burnes, ebi-hime got you covered with this incredibly sweet, heartwarming experience. This tale of an unwelcome, supernatural guest and a lot of delicious food might look diabetes-inducing, but with its unique artstyle and relaxed storytelling should definitely leave you in a good mood - especially if you enjoy yuri themes.
    Starlight Vega (-60%, $5,99)

    Starlight Vega might be one of the more obscure VNs on this list, but just as I've shown in my review, it's not without some fresh ideas and undoubtedly delivers on the aspects of visual quality and yuri romance. This rather relaxed, fantasy tale in modern setting avoids many most common VN tropes, offering a pretty distinct, fun experience, although with the heavy focus on the relationships might be less attractive for those not interested in f/f romantic stories.
    Long Live The Queen (-50%, $4,49)

    This sweet-looking VN/dating sim hybrid might seem innocent, but under that cutesy surface, there's hidden a grimdark political simulation, with a very complex story, many branching paths and dozens of ways to meet early demise as the future queen of the realm, surrounded by enemies and layers upon layers of intrigue. A must play for everyone that looks for a VN-hybrid with actual challenge and stakes in it - exploring different options and trying to reach satisfying ending will give you many, many hours of engaging fun.
    Magical Diary: Horse Hall (-50%, $7,49)

    This Harry Potter-inspired tale of a novice student in a magic academy is another rather unique dating sim/VN hybrid made in the West. While its simple, cutesy artstyle might suggest something light and straightforward, there's a surprising amount of depth, story variation and interesting mechanics in this game, including a wide selection of unusual romance options. While mostly cheerful, it will surprise you more than once with fresh ideas and fairly bold storytelling.
    Royal Trap: The Confines of the Crown (-50%, $9,99)

    This otome game by Hanako might follow a somewhat standard formula but introduces a very strong, proactive female lead and a deep political intrigue at the centre of the plot, offering much more than just a sappy romance story. With multiple routes, both romantic and friendship-oriented, it's one of the more expansive and complex western VNs available on the market and should prove interesting to readers of various tastes, not just typical fans of the genre.
    A Little Lily Princess (-50%, $7,49)

    A Little Princess should be a title not only known by enthusiasts of classic English literature but also devoted anime fans, thanks to the highly-regarded show Princess Sara and a few other adaptations. This VN version of the story, developed by Hanabira, stands out not only through its well-done aesthetic, matching well the setting of Victorian-era London, but also by a mild yuri spin. Thankfully, it never goes overboard with the romance, maintaining the charm and heartwarming message of the original story, while also giving additional depth to some of the characters not really explored in the book or earlier adaptations. The end effect is a great, emotionally engaging tale not only for yuri fans.
    VA-11 Hall-A: Cyberpunk Bartender Action (-34%, $9,89)

    VA-11 Hall-A might be pretty far-detached from the typical VN formula, but its striking artstyle, strong storytelling and a cast of memorable character won it pretty much universal acclaim from both game critics and players and should provide a satisfying experience for any VN enthusiast. While it might be one of the more expensive games on this list, it's also one that shouldn't disappoint even the most demanding readers.
    Analogue: A Hate Story (-33%, $6,69)

    Christine Love's sci-fi mystery VN is definitely worth its full asking price, but when it's on sale, you have even fewer excuses not to buy and play it. Well developed intrigue, immersive visual design and memorable characters make it one of the best Western VNs ever made, still having few serious competitors 5 years after its release. If you don't fixate on its clear ideological message, it offers an amazing tale of oppression, hate and vengeance that can hardly be read without leaving a lasting impression.
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    I hope you've enjoyed my recommendations and I wish you a Happy New Year, full of both non-JP and JP VN-reading pleasures, among many, many other happy moments. ^^
  6. Like
    Narcosis reacted to Dergonu for a blog entry, Shirogane no Soleil Review   
    Shirogane no Soleil -Successor of Wyrd- <<Unmei no Keishousha>>
    ( "The soliel of silvery-white" - Successor of Wyrd << The Fated successor >> )
     
    This is the first game in Skyfish's epic norse mythology series. I had never even heard of this game before Clephas made a blog post about it a little earlier this year, and that might be the case for many. Having finally played the game myself, I have to ask... how is this possible? Why is such a great game not more well known? This VN truly deserves more exposure than it currently has.
    Introduction:
    Shirogane starts off with our main character, Ryuuhei, and his sister Tamako on their way to a set of ancient ruins in Iceland. Ryuuhei is not an archaeologist like his sister, but was dragged along by her on the pretense of being her "bodyguard." Ironically, that is exactly what he ends up being. Ryuuhei's group gets pulled into an encounter with a strange creature called "Berserk", a monster made up by the broken soul of an ancient warrior, which fell in battle ages ago. Powerless against this incredibly dangerous foe, Ryuuhei prays for help, asking for power-- the power to protect the people he loves. His call is answered by a slumbering Valkyrie, Sol, who makes a contract with Ryuuhei. She will fight for him, in exhange for his life force. Every time she uses her powers, she drains some of Ryuuhei's life force out of his body, shortening his life. They fight off the Berserk together, but this is merely the beginning of their tale. This seemingly random encounter might not have been as random as they thought. One might even call it... fate.

    Story
    The story in Shirogane is fantastic. It's told in two parts, "Valkyrie in love", and "Successor of Wyrd." Some of the story takes place in the present, while certain other parts takes place in the past. Shirogane contains tons of refrences to norse mythology, though the descriptions of characters and events from norse mythology in the VN are not necessarily identical to the "real thing". Therefore, while familiarity with norse mythology helps with appreciating certain aspects of the game's story, it is not at all needed. What matters in terms of refrences are all explained well enough in game, and seeing as they usually put a unique spin on things, it is not at all needed to know everything there is to know about norse mythology before reading this. (That being said, knowing some of the general concepts about who is who, and what is what will certainly make it an even more enjoyable read.)

     
    Although Shirogane is a very serious story, with tragic themes riddled all over it, just like normal stories from norse mythology, the game contains a good number of humoristic slice of life moments as well. That being said, all of these moments fits very well into the flow of the story. We are seeing things from Ryuuhei's point of view, as he deals with the fact that his own life span is constantly being drained because of his contract with his Valkyrie. As a result, you feel a little more attatched to these everyday moments, since they are seen through the eyes of someone who only has so much time left to enjoy them. In addition, the comedy is pure gold most of the time. The slice of life moments very rarely feels out of place, and never gets in the way of the story. The humor in the game had me literally laughing out loud so many times, I lost count.

    Characters:
    One of the biggest strengths of this game is without a doubt the characters. Each character feels unique and is well fleshed out. They all add something to the story in their own ways, and it's hard not to grow attatched to them, be it heroes, anti-heroes or straight up villains at times. The interactions between the characters truly pulls out all sorts of emotions from the reader, making the story feel like one hell of a roller coaster ride. (In a good way. Prepare your tickets to the feel train, folks.) While the "good guys" are all very well done, my favorite characters were honestly the villains / anti-heroes that are introduced throughout the game.
    On top of making fantastic "villains", the "duos" in the game are brilliant. Essentially every single character is paired up with another in some way, and they all complement each other greatly. These "duos" were without a doubt one of the best parts about the game in my opinion. Be it heartbreaking moments or hilarious ones; nearly all the most impactful moments in the story stems from one of these duos' interactions.


    Art, Music and Writing:
    As shown in the screenshots above, the art is nicely detailed. Considering this game was released in 2007, the art is very impressive. The amount of special effects, cut-scenes and CGs is no joke either. Sadly, things aren't as good in the music department. The music is by no means bad, but it does feel a little bland at times. Certain tracks do work very well with the tone of the story, and are straight up beautiful to listen to, but others feel repetitive and aren't that impactful. So, my complaint with the music would be the inconsistent quality of the tracks. That being said, this is hardly a big issue, as the writing, art and story makes slightly repetitive music matter very little in the end.
    Overall, I have very few complaints about this game. It was a fantastic read from beginning to end, and I strongly recommend reading it. I don't use the term kamige a lot, but this definitely qualifies in my personal opinion.
    You can buy all the Soleil games on DMM. (NSFW LINK!!!)
  7. Like
    Narcosis reacted to Clephas for a blog entry, Bakumatsu Jinchuu Houkoku Resshiden Miburo   
    This is the third game in the series that began with Chuusingura (please don't judge that particular work by the utterly shitty translation).  I do highly recommend that you play both Chuusingura and Bushi no Kodou before you play this game, because it is necessary to fully understand some of the events that occur (particularly in the true Hijikata ending).
    First, a bit of background about the Bakumatsu period.  Essentially, after Admiral Perry forced open Japan with the threat of his cannons, the Bakufu (also known as the Tokugawa Shogunate), was forced to sign the usual set of unequal treaties Western nations forced on Eastern ones with less advanced tech during that period of history.  Japan's peculiar double-headed political structure at the time, with the Emperor 'lending' his authority to the Shogun of the time in order to rule Japan and the then-emperor's stated wish for the exclusion of foreigners lent anti-Tokugawa factions and ambitious feudal lords the justification they needed (mostly to convince their followers) to start moving against the Bakufu.
    This was made worse when one of these factions succeeded in assassinating Chancellor Ii, who directed the political purges and authoritarian political moves of the Bakufu immediately following Perry's actions.  This gave others the idea to do similar things to anyone they saw as supporting the Bakufu, and Kyouto became the center of a bloody series of assassinations of officials and merchants who sided with the existing authority or benefited from foreign contacts. 
    The Aizu Clan, which was given the authority and rather nasty job of bringing peace to Kyouto, recruited ronin (masterless samurai) in order to form a police force that would capture or execute the other ronin making trouble in the city.  This resulted in the formation of the Roushigumi, which later became the Shinsengumi seen in Hakuoki, Peacemaker Kurogane, and the Rurounin Kenshin OVAs (Saitou Hajime in the main series was also a member). 
    Historically, the Shinsengumi, despite having suffered a number of internal disputes and factional splits in the years leading up to the fall of the Bakufu, were amongst the few who fought to the end against the new government, and Hijikata Toshizou's final death and his death poem are one of the most incredibly romanticized objects amongst samurai-loving weaboos of the classic stripe.  Some left-leaning history buffs in Japan blame the romanticization of the Shinsengumi and the characters from Chuusingura for the intense rise in nationalism and insane glorification of samurai culture that occurred leading up to WWII. 
    Now down to business... it should be stated that this game is about fifteen times more violent than Chuusingura was.  The protagonist and other members of the Shinsengumi killed people on a daily basis with swords in broad daylight, and they don't really hold back when it comes to portraying that. 
    This game is also just as long as Chusingura (maybe slightly longer) was, despite being essentially one long path for most of its length (with about a third of it devoted to individual paths).  This is because the story covers about six years worth of chaotic events, both political and personal.  Going into this game with a full knowledge of the fates of the Shinsengumi members, I couldn't help but wish some of their fates would be changed (hint: of the original membership, only Saitou Hajime and Shinpachi live to see old age), and there are a lot of characters I honestly wept for... no matter what game I see him/her in, Sakamoto Ryouma is always an admirable character and seeing the pointless deaths of a number of clear-eyed individuals with an eye toward the future is just as bad.  However, this game follows history to the end in the Hijikata path and for most of the game otherwise... and while the Shinsengumi might be cultural icons now, their lives were colored with blood and tragedy.
    There are four main paths, three side-paths (paths for heroines that die or are otherwise separated from the main cast for some reason), and one true path (Hijikata Ending 2).  The main paths include Okita Souji, Kondou Isami, Hajime Saitou, and Hijikata Toshizou.  Okita's path... well, if you've seen any of the many anime (except Gintama) where he pops up, you'll know what I mean when I say it ends on a sad and somewhat empty note.  Kondou Isami's path is marginally better (if you know about Kondou's historic fate, it is nice to see it changed).  Saitou's path is significantly better and more detailed, as are the three side-paths (which is somewhat ironic).  Hijikata's paths are, of course, the most complete-feeling and satisfying, though the first one left me in tears for a solid ten minutes.
    This game does have some major flaws... there was an obvious history buff's obsession with detail when it came to portraying a lot of the historical events involved, and that aspect could start to feel interminable in the space between the story's main turning point and the heroine paths.  However, I found myself willing to forgive that flaw in the end.
    Overall, this was an excellent story, and it takes relatively few liberties with history (beyond feminization of historical figures), which is unusual in Shinsengumi portrayals.  The most unusual aspect of the game (the protagonist's ability) was mostly a dormant issue for the greater part of the game, so it often left me with a nice illusion that I was seeing through the eyes of a real Shinsengumi member. 
    I was surprised at one revelation in the true ending, though...
     
    HUGE SPOILERS
     
  8. Like
    Narcosis reacted to Dergonu for a blog entry, My Favorite VN Releases of 2017   
    2017 has been a pretty cool year in terms of VN releases. I'm not even close to Clephas' level of reading, so I have only scratched the surface of what was released this year, but I did still read what I think is a pretty decent chunk of VNs, and now that the year is coming to a close, I'd like to go through some those games and talk about which ones I liked the most etc. This blog post will only cover NEW releases in 2017. I might make a separate blog post about VNs that weren't released in 2017, but that I still read this year later on.
     
    I started the year with Ryuu Kishi Bloody Saga, a cool fantasty game by Akabeisoft 3. The prequel to this game was a dark nukige-ish story, which didn't really impress me. But, Ryuu Kishi went into a completely different direction, and ended up being a really entertaining read. I wrote a blog post about Ryuu Kishi around the time I finished it, so I'll link that here if anyone wants to read it.
    Summing up though, Ryuu Kishi is a good fantasty VN, with great action scenes, an interesting plot, and good romance. (With a functional harem aspect, which was interesting.) It's by no means a kamige, but it was definitely among the better games released this year in my opinion.
    After this I played a few games, but none of them were anything special. Amanatsu Adolescence had some aspects I liked, but fell flat on its face with the heroine routes, which was disappointing.
    The next game worth mentioning is Majo to Tsurugi to Sen no Tsuki. This was my first time playing one of Kai's Mahou Shoujo games, and the only reason I picked this one up was because Ban'ya had helped write it. (I love Ban'ya's stuff.)
    The game honestly blew me away. I'm not saying it's a kamige or anything, (not by a long shot,) but considering that this is meant to be a nukige, it really went beyond my expectations. The story was legitimately interesting, the characters were great and the writing was satisfying. Reading this game made me interested in checking out the rest of the works in the series, which I'll get around to reading at some point. Hopefully they are similar in structure, as I took quite the liking to the way this game's structure. You basically have a nukige with a story, where making the right choices lets you skip most of the H-scenes, and move through the true route. But, if you make the wrong choice, you are thrown down "bad routes", filled with bad endings and H-scenes. So, depending on what mood you're in, you can choose what type of game you're playing, essentially. (There are of course still a decent number of H-scenes in the true route, but the bulk of them are in the bad routes.)
    My review of this game can be found here, on Clephas' blog.
     
    Now, next on the list is Chrono Box, and well, I'm just going to come out and say it right away: This game is amazing. It's without a doubt one of my favorite VNs of all time. Actually, it's tied for 1st place with the ChuSinGura series.
    I went into the game without knowing much about the story, and I got sucked into the game right away, finishing the whole thing in about 4-5 days. (Considering it's a rather hard game to read in Japanese, that's pretty crazy fast for me.) The ratings on VNDB aren't the best, which is to be expected tbh. It's a hard game to read, and it's a denpa game where every single small detail matters. I'd imagine a chunk of VNDB votes comes from people who try reading JP games with machine translations, and well, that is not recommended for this game. In fact, there are many parts of the game that cannot be hooked, as they are either in image files in the game itself, or in voiced lines without any text. In addition, it's a game with some pretty dark content here and there, and I know some people just rate games badly because of that. (This is a story driven mystery/denpa game, and similar to SubaHibi, all the dark elements are there for a reason, driving the story forward.) I don't mean to come off as an elitist saying "EOP's opinions doesn't matter!" here, by the way. I do think the difficulty of the game, and the content in it might have caused a bit of a change in the votes from English readers, though. In comparison, the game is rated very highly on EGS, being #23 of the whole year so far, (and it also has a rather high amount of votes, in comparison to some games above it on the list, which just has a handful. Like, seriously, 2 of the games on the list only have 5-6 votes, kek.)
    Overall, this is just a fantastic read. I strongly recommend it to anyone who can read it. It truly just blew my mind. If you ARE going to read it, do yourself a favor: Do NOT look up anything about it. No CGs, no story summaries, no nothing. Just go in blind, and enjoy the ride. Seriously, you have no idea what's in store for you.
     
    Moving on from Chrono Box, we have Pure Song Garden, the first "normal" charage I played this year that I feel deserves a spot among the "better" releases I've read in 2017. This is Pulltop's newest "club-themed game", similar to Konosora and Miagete Goran, focusing on a future world where AI and VR has become an important part of our lives. It has fantastic romance, (in the true route at least; I have to admit, I skipped the other routes for the true route. It was all I wanted,) the story is surprisingly good, and the characters aren't just stereotypes, like they tend to be in similar games. Suzu and Iroha, the characters with the main focus in the true route, definitely makes the game worth it by themselves. The MC also isn't bad, though I do wish they added a bit more to his backstory. They introduced an interesting conflict with him, which just kind of resolved itself rather quickly, something that irked me a bit. But, definitely a solid game overall.
    You can read more of my opinions on the game here, on Clephas' blog.
     
    Finally we have Biman 4. This was my first Biman title, and I didn't really know what to expect of the game. And honestly, I was blown away by it. The writing was fantastic, and felt nearly poetic at times, even. The drama was well handled, and some of the scenes made me take a break from the game for a bit, as they made me feel so many different emotions. These scenes were so well done.
    At the end of the day, the game is still a nukige, and I won't call it a kamige or anything, but man, this game is so much more than first meets the eye. Almost makes me sad that it's a nukige, as there could have been even more potential there had it been a little longer, and a little more story focused.
    Either way, this is another truly good VN that I strongly recommend people read. Also, it's completely possible to read it without having read the other Biman games, just like I did.
    You can read some more details about my opinion on the game here, on Clephas' blog.
     
    Overall, this has been a great year with many solid releases. My backlog still has a good chunk of the games that came out this year, many of which might have made it on this list, if I had the time to read them. But, oh well. I'm still happy with the amount of VNs I got done this year, and look forward to seeing what 2018 has in store for us.
  9. Like
    Narcosis reacted to Clephas for a blog entry, Nemurenu Hitsuji to Kodoku na Ookami -A Tale of Love, and Cutthroat-   
    First, a short intro... this is the second Clock Up game where Kurashiki Tatsuya (one of Light's second team of writers) has been involved, and those who played the previous one, Maggot Baits, will recognize the atmosphere and 'flavor' of the story instantly.  This is a game devoid of salvation in any real sense.  The protagonist and the other characters are universally the scum of the Earth (Mirei being the only exception, though she is a bit screwy too), and their lifestyles and pasts range from the distasteful to the outright disgusting.
    While there are relatively few of the violent h-scenes that defined Maggot Baits, they do exist, so I do feel a need to warn you that a lot of the content in this game is graphic and not for those with a weak stomach. 
    The protagonist (who never reveals his true name in the entire story) is a professional killer who needs to kill people in order to sleep (it is more interesting if you read it yourself, so I won't go into detail).  One day, he gets the order to investigate/find the killer of a paparazzi killed at the love hotel at which he works most of the time.  What he finds is... Azami, a serial killer, whom he gets into combat with immediately.  The end result of the battle is them having sex... and her getting obsessed with/attached to him.  He returns the obsession in part due to the fact that, after having sex with her, he can sleep.
    I'll be blunt, there is no point in this game where the characters can really be said to 'shine'.  There are three endings, two of which are different based on how the protagonist pursues his relationship with Azami.  The final path, the true path, brings their relationship to the final stage (visibly inevitable, if you get to know Azami), and you are presented by a predictably depressing ending.
    This game has excellent writing, which goes without saying really, since it is done by Kurashiki Tatsuya.  However, the unending dark atmosphere that infuses the story is energy-draining in the extreme.  This is made worse by this general sense that the game is just trying to say 'humans are worthless' throughout its entire length.  While the battle scenes are excellent, there were too many points in the story where cruel turns of event occurred simply to push things forward or to titillate the reader.  This was true of Maggot Baits as well, but this game lacks the 'sort of good ending' you saw in that one, which gave you a sense of satisfaction, even if it was only in comparison to the rest of the game.
  10. Like
    Narcosis got a reaction from Zander for a blog entry, Nemurenu Hitsuji to Kodoku na Ookami - first impressions   
    Warning: this post contains screenshots and (very) minor spoilers from the trial version. If you completely don't want to spoil yourself, or haven't played the trial yet, I'd highly advise to postpone reading until you finish the game first.
    If you did not yet stumble upon one of those TIME TO LEARN JAPANESE reminders, you have a damn good reason to finally consider studying moon runes.

    Title: 眠れぬ羊と孤独な狼-A Tale of Love, and Cutthroat- (trial ver.)
    (eng. Sleepless Sheep and Lonesome Wolf - A Tale of Love, and Cutthroat / Yourou for short)
    Developer: ClockUp
    Genre: Psychological thriller
    Rating: AO/18+ as f*ck
    VNDB
    Official website
     
    I always had a mixed opinion about ClockUp and their games. It's one of those studios, you will either love or hate with a profound passion and one that's going to be blocked by many game news outlets, websites and forums. Gods forbid you from even talking about their games, unless you're a member of some obscure corner of the internet (like this one) or a member of the perverted sect, known as filthy eroge players. Why? Because their blockbuster games are not only addictive, but often delve into topics, that are - to be blunt - plain repulsive and/or very uncomfortable for most average people to tackle. When they aren't working on their next serious game, they typically tend to churn out low budget porn games, that borderline on rape and mind corruption, with occasional gems in-between (yes, I am looking at you, Zwei Vorter). Joyful, right?
    Yourou is their latest addition to that wonderful lineup, best described as a "thrilling crime tale". In comparison to their previous games, Tatsuya dropped fantasy based concepts in favor of a more down-to-earth setting. Yourou seems to focus more broadly on the environment itself, rather than portraying the lives of single characters or a particular group. In that manner, main characters play more of a central role, rather than just being forced into hero/heroine roles. This makes the whole game feel more akin to an actual digital story, rather than a classic visual novel, where everything is told mostly from protagonist's perspective. In all honesty, this was a perfect choice, as the world presented within becomes much more colourful, playing an important role itself, instead of being just a backdrop for the characters to play on.

    Heavy filtered, neon-like photographic backgrounds with an added touch of grunge stylistics remind of the reality within - coarse, twisted and brutal, yet insanely vivid. It's a world of prostitutes, carnal pleasures, yakuza and bustling nightlife.
    Yourou tells a tale of Takeo - a young man, living in your typical, run-of-the-mill love hotel in Kabukicho district, commonly known as the biggest entertainment zone of Tokyo, Japan. Takeo suffers from chronic insomnia, which turned his whole life upside down. His life is filled with nearly endless days that span across the weeks, while he earns his living as a janitor, cleaning up after guests. We quickly learn of his problems. His daily job is nothing but a cover for his true rason d'etre. In order to survive his disability, Takeo takes upon the offer of one of the leading gang's Bosses and works as an assassin during the nights; killing is the only way he can actually experience sleep.

    For both Takeo and Azami - back then still complete strangers, this was ought to be a night like any other. Little did they knew, the following events will make their paths cross again.
    This changes, after he meets Azami - a mysterious girl, he spots one day upon leaving to work, as usual. A pretty, young call girl, en-route to her client. Takeo didn't put much thought into it, until the next day his group discovers a dead body in the same exact room, she was supposedly to meet up; A pretty gruesome discovery too boot. upon finding out the man was actually an important member of the neighbourhooding group, Takeo's boss - Mamoru - orders him to find the culprit at all costs and bring her alive to prevent a potential gang war. At this point, Takeo couldn't care less about that, since he already had a reason of his own. Until now, Takeo considered himself a killer sheep - because he only killed upon a direct order. The sole fact of another killer like him, capable to bring down and gut a man of this size, regardless of consequences - an indicator of free will - makes Takeo boil with anger. For him, the mysterious girl becomes an actual wolf, which directly puts his life on the line. Unable to rest in peace, he vouches to find the girl himself at all costs and bloody murder her, so he can finally get a good night's sleep.

    Whoopsie~
    Takeo's personal investigation takes him across the streets of Kabukicho. Soon, he discovers the girl he chased after sports nearly inhuman strength and reflexes far beyond his own capabilities; he's forced to run for his own life. As it turns out, this was just the beginning of a wild road, that will inevitably bring an end to his current, peaceful existence.
    The trial version covers exactly, what could be considered a prologue to the whole story. It's incredibly well paced, drawing you into a vividly painted image of Kabukicho's underworld - back alleys, host clubs, brothels and many of it's criminal groups, fighting for supremacy in this world filled to the brim with human dreams and desires. I was honestly surprised with the amount of detail, that went into every single aspect of the game. Tatsuya is well known for his prose, that often shifts more into psychological side of things and Yourou uses it surprisingly well to create a colourful cast of characters teeming with life. It's one of those rare stories, that make you feel emotionally invested with heroes of the story and you'll often find yourself cheering for them, even though you know they aren't necessarily good people. In fact, the world of Yourou is painted with grey and greyer shades, while it's characters aren't some superfluous paper dolls, but plain people with their own dreams and goals. This is especially prevalent for both Takeo and Azami, as they aren't guided by some invisible hand, but act entirely based on their own assumptions, choices and more than often - emotions - which in turn makes for some really interesting situations. Things don't "just happen"; if they happen, they do happen for a reason.

    Each criminal group within the story is given a proper introduction, without sparing any details. This kind of intricate world-building greatly enriches the game and makes you emotionally invested with characters, no matter who they are.
    Nemurenu Hitsuji to Kodoku na Ookami convinces me there are still studios capable of creating original, adult-oriented, purely story driven experiences, instead of this uninspired trash relying on commonly found otaku tropes. I have high expectations of this game and - of course - can't wait for the release. No matter if you're a fan of ClockUp, or someone who's looking for a more mature story - one without highly-pitched animu gals, fawning over protag's virtually infinite manhood - Yourou might be what you're looking for.
    As of now, Yourou is scheduled for release on 22th of December. I couldn't ask for a better Christmas present.
     
     
    PS. Azami is a fantastic heroine. Read the game and you'll understand why
  11. Like
    Narcosis got a reaction from Dergonu for a blog entry, Nemurenu Hitsuji to Kodoku na Ookami - first impressions   
    Warning: this post contains screenshots and (very) minor spoilers from the trial version. If you completely don't want to spoil yourself, or haven't played the trial yet, I'd highly advise to postpone reading until you finish the game first.
    If you did not yet stumble upon one of those TIME TO LEARN JAPANESE reminders, you have a damn good reason to finally consider studying moon runes.

    Title: 眠れぬ羊と孤独な狼-A Tale of Love, and Cutthroat- (trial ver.)
    (eng. Sleepless Sheep and Lonesome Wolf - A Tale of Love, and Cutthroat / Yourou for short)
    Developer: ClockUp
    Genre: Psychological thriller
    Rating: AO/18+ as f*ck
    VNDB
    Official website
     
    I always had a mixed opinion about ClockUp and their games. It's one of those studios, you will either love or hate with a profound passion and one that's going to be blocked by many game news outlets, websites and forums. Gods forbid you from even talking about their games, unless you're a member of some obscure corner of the internet (like this one) or a member of the perverted sect, known as filthy eroge players. Why? Because their blockbuster games are not only addictive, but often delve into topics, that are - to be blunt - plain repulsive and/or very uncomfortable for most average people to tackle. When they aren't working on their next serious game, they typically tend to churn out low budget porn games, that borderline on rape and mind corruption, with occasional gems in-between (yes, I am looking at you, Zwei Vorter). Joyful, right?
    Yourou is their latest addition to that wonderful lineup, best described as a "thrilling crime tale". In comparison to their previous games, Tatsuya dropped fantasy based concepts in favor of a more down-to-earth setting. Yourou seems to focus more broadly on the environment itself, rather than portraying the lives of single characters or a particular group. In that manner, main characters play more of a central role, rather than just being forced into hero/heroine roles. This makes the whole game feel more akin to an actual digital story, rather than a classic visual novel, where everything is told mostly from protagonist's perspective. In all honesty, this was a perfect choice, as the world presented within becomes much more colourful, playing an important role itself, instead of being just a backdrop for the characters to play on.

    Heavy filtered, neon-like photographic backgrounds with an added touch of grunge stylistics remind of the reality within - coarse, twisted and brutal, yet insanely vivid. It's a world of prostitutes, carnal pleasures, yakuza and bustling nightlife.
    Yourou tells a tale of Takeo - a young man, living in your typical, run-of-the-mill love hotel in Kabukicho district, commonly known as the biggest entertainment zone of Tokyo, Japan. Takeo suffers from chronic insomnia, which turned his whole life upside down. His life is filled with nearly endless days that span across the weeks, while he earns his living as a janitor, cleaning up after guests. We quickly learn of his problems. His daily job is nothing but a cover for his true rason d'etre. In order to survive his disability, Takeo takes upon the offer of one of the leading gang's Bosses and works as an assassin during the nights; killing is the only way he can actually experience sleep.

    For both Takeo and Azami - back then still complete strangers, this was ought to be a night like any other. Little did they knew, the following events will make their paths cross again.
    This changes, after he meets Azami - a mysterious girl, he spots one day upon leaving to work, as usual. A pretty, young call girl, en-route to her client. Takeo didn't put much thought into it, until the next day his group discovers a dead body in the same exact room, she was supposedly to meet up; A pretty gruesome discovery too boot. upon finding out the man was actually an important member of the neighbourhooding group, Takeo's boss - Mamoru - orders him to find the culprit at all costs and bring her alive to prevent a potential gang war. At this point, Takeo couldn't care less about that, since he already had a reason of his own. Until now, Takeo considered himself a killer sheep - because he only killed upon a direct order. The sole fact of another killer like him, capable to bring down and gut a man of this size, regardless of consequences - an indicator of free will - makes Takeo boil with anger. For him, the mysterious girl becomes an actual wolf, which directly puts his life on the line. Unable to rest in peace, he vouches to find the girl himself at all costs and bloody murder her, so he can finally get a good night's sleep.

    Whoopsie~
    Takeo's personal investigation takes him across the streets of Kabukicho. Soon, he discovers the girl he chased after sports nearly inhuman strength and reflexes far beyond his own capabilities; he's forced to run for his own life. As it turns out, this was just the beginning of a wild road, that will inevitably bring an end to his current, peaceful existence.
    The trial version covers exactly, what could be considered a prologue to the whole story. It's incredibly well paced, drawing you into a vividly painted image of Kabukicho's underworld - back alleys, host clubs, brothels and many of it's criminal groups, fighting for supremacy in this world filled to the brim with human dreams and desires. I was honestly surprised with the amount of detail, that went into every single aspect of the game. Tatsuya is well known for his prose, that often shifts more into psychological side of things and Yourou uses it surprisingly well to create a colourful cast of characters teeming with life. It's one of those rare stories, that make you feel emotionally invested with heroes of the story and you'll often find yourself cheering for them, even though you know they aren't necessarily good people. In fact, the world of Yourou is painted with grey and greyer shades, while it's characters aren't some superfluous paper dolls, but plain people with their own dreams and goals. This is especially prevalent for both Takeo and Azami, as they aren't guided by some invisible hand, but act entirely based on their own assumptions, choices and more than often - emotions - which in turn makes for some really interesting situations. Things don't "just happen"; if they happen, they do happen for a reason.

    Each criminal group within the story is given a proper introduction, without sparing any details. This kind of intricate world-building greatly enriches the game and makes you emotionally invested with characters, no matter who they are.
    Nemurenu Hitsuji to Kodoku na Ookami convinces me there are still studios capable of creating original, adult-oriented, purely story driven experiences, instead of this uninspired trash relying on commonly found otaku tropes. I have high expectations of this game and - of course - can't wait for the release. No matter if you're a fan of ClockUp, or someone who's looking for a more mature story - one without highly-pitched animu gals, fawning over protag's virtually infinite manhood - Yourou might be what you're looking for.
    As of now, Yourou is scheduled for release on 22th of December. I couldn't ask for a better Christmas present.
     
     
    PS. Azami is a fantastic heroine. Read the game and you'll understand why
  12. Thanks
    Narcosis got a reaction from Tyr for a blog entry, Nemurenu Hitsuji to Kodoku na Ookami - first impressions   
    Warning: this post contains screenshots and (very) minor spoilers from the trial version. If you completely don't want to spoil yourself, or haven't played the trial yet, I'd highly advise to postpone reading until you finish the game first.
    If you did not yet stumble upon one of those TIME TO LEARN JAPANESE reminders, you have a damn good reason to finally consider studying moon runes.

    Title: 眠れぬ羊と孤独な狼-A Tale of Love, and Cutthroat- (trial ver.)
    (eng. Sleepless Sheep and Lonesome Wolf - A Tale of Love, and Cutthroat / Yourou for short)
    Developer: ClockUp
    Genre: Psychological thriller
    Rating: AO/18+ as f*ck
    VNDB
    Official website
     
    I always had a mixed opinion about ClockUp and their games. It's one of those studios, you will either love or hate with a profound passion and one that's going to be blocked by many game news outlets, websites and forums. Gods forbid you from even talking about their games, unless you're a member of some obscure corner of the internet (like this one) or a member of the perverted sect, known as filthy eroge players. Why? Because their blockbuster games are not only addictive, but often delve into topics, that are - to be blunt - plain repulsive and/or very uncomfortable for most average people to tackle. When they aren't working on their next serious game, they typically tend to churn out low budget porn games, that borderline on rape and mind corruption, with occasional gems in-between (yes, I am looking at you, Zwei Vorter). Joyful, right?
    Yourou is their latest addition to that wonderful lineup, best described as a "thrilling crime tale". In comparison to their previous games, Tatsuya dropped fantasy based concepts in favor of a more down-to-earth setting. Yourou seems to focus more broadly on the environment itself, rather than portraying the lives of single characters or a particular group. In that manner, main characters play more of a central role, rather than just being forced into hero/heroine roles. This makes the whole game feel more akin to an actual digital story, rather than a classic visual novel, where everything is told mostly from protagonist's perspective. In all honesty, this was a perfect choice, as the world presented within becomes much more colourful, playing an important role itself, instead of being just a backdrop for the characters to play on.

    Heavy filtered, neon-like photographic backgrounds with an added touch of grunge stylistics remind of the reality within - coarse, twisted and brutal, yet insanely vivid. It's a world of prostitutes, carnal pleasures, yakuza and bustling nightlife.
    Yourou tells a tale of Takeo - a young man, living in your typical, run-of-the-mill love hotel in Kabukicho district, commonly known as the biggest entertainment zone of Tokyo, Japan. Takeo suffers from chronic insomnia, which turned his whole life upside down. His life is filled with nearly endless days that span across the weeks, while he earns his living as a janitor, cleaning up after guests. We quickly learn of his problems. His daily job is nothing but a cover for his true rason d'etre. In order to survive his disability, Takeo takes upon the offer of one of the leading gang's Bosses and works as an assassin during the nights; killing is the only way he can actually experience sleep.

    For both Takeo and Azami - back then still complete strangers, this was ought to be a night like any other. Little did they knew, the following events will make their paths cross again.
    This changes, after he meets Azami - a mysterious girl, he spots one day upon leaving to work, as usual. A pretty, young call girl, en-route to her client. Takeo didn't put much thought into it, until the next day his group discovers a dead body in the same exact room, she was supposedly to meet up; A pretty gruesome discovery too boot. upon finding out the man was actually an important member of the neighbourhooding group, Takeo's boss - Mamoru - orders him to find the culprit at all costs and bring her alive to prevent a potential gang war. At this point, Takeo couldn't care less about that, since he already had a reason of his own. Until now, Takeo considered himself a killer sheep - because he only killed upon a direct order. The sole fact of another killer like him, capable to bring down and gut a man of this size, regardless of consequences - an indicator of free will - makes Takeo boil with anger. For him, the mysterious girl becomes an actual wolf, which directly puts his life on the line. Unable to rest in peace, he vouches to find the girl himself at all costs and bloody murder her, so he can finally get a good night's sleep.

    Whoopsie~
    Takeo's personal investigation takes him across the streets of Kabukicho. Soon, he discovers the girl he chased after sports nearly inhuman strength and reflexes far beyond his own capabilities; he's forced to run for his own life. As it turns out, this was just the beginning of a wild road, that will inevitably bring an end to his current, peaceful existence.
    The trial version covers exactly, what could be considered a prologue to the whole story. It's incredibly well paced, drawing you into a vividly painted image of Kabukicho's underworld - back alleys, host clubs, brothels and many of it's criminal groups, fighting for supremacy in this world filled to the brim with human dreams and desires. I was honestly surprised with the amount of detail, that went into every single aspect of the game. Tatsuya is well known for his prose, that often shifts more into psychological side of things and Yourou uses it surprisingly well to create a colourful cast of characters teeming with life. It's one of those rare stories, that make you feel emotionally invested with heroes of the story and you'll often find yourself cheering for them, even though you know they aren't necessarily good people. In fact, the world of Yourou is painted with grey and greyer shades, while it's characters aren't some superfluous paper dolls, but plain people with their own dreams and goals. This is especially prevalent for both Takeo and Azami, as they aren't guided by some invisible hand, but act entirely based on their own assumptions, choices and more than often - emotions - which in turn makes for some really interesting situations. Things don't "just happen"; if they happen, they do happen for a reason.

    Each criminal group within the story is given a proper introduction, without sparing any details. This kind of intricate world-building greatly enriches the game and makes you emotionally invested with characters, no matter who they are.
    Nemurenu Hitsuji to Kodoku na Ookami convinces me there are still studios capable of creating original, adult-oriented, purely story driven experiences, instead of this uninspired trash relying on commonly found otaku tropes. I have high expectations of this game and - of course - can't wait for the release. No matter if you're a fan of ClockUp, or someone who's looking for a more mature story - one without highly-pitched animu gals, fawning over protag's virtually infinite manhood - Yourou might be what you're looking for.
    As of now, Yourou is scheduled for release on 22th of December. I couldn't ask for a better Christmas present.
     
     
    PS. Azami is a fantastic heroine. Read the game and you'll understand why
  13. Like
    Narcosis got a reaction from Akshay for a blog entry, Nemurenu Hitsuji to Kodoku na Ookami - first impressions   
    Warning: this post contains screenshots and (very) minor spoilers from the trial version. If you completely don't want to spoil yourself, or haven't played the trial yet, I'd highly advise to postpone reading until you finish the game first.
    If you did not yet stumble upon one of those TIME TO LEARN JAPANESE reminders, you have a damn good reason to finally consider studying moon runes.

    Title: 眠れぬ羊と孤独な狼-A Tale of Love, and Cutthroat- (trial ver.)
    (eng. Sleepless Sheep and Lonesome Wolf - A Tale of Love, and Cutthroat / Yourou for short)
    Developer: ClockUp
    Genre: Psychological thriller
    Rating: AO/18+ as f*ck
    VNDB
    Official website
     
    I always had a mixed opinion about ClockUp and their games. It's one of those studios, you will either love or hate with a profound passion and one that's going to be blocked by many game news outlets, websites and forums. Gods forbid you from even talking about their games, unless you're a member of some obscure corner of the internet (like this one) or a member of the perverted sect, known as filthy eroge players. Why? Because their blockbuster games are not only addictive, but often delve into topics, that are - to be blunt - plain repulsive and/or very uncomfortable for most average people to tackle. When they aren't working on their next serious game, they typically tend to churn out low budget porn games, that borderline on rape and mind corruption, with occasional gems in-between (yes, I am looking at you, Zwei Vorter). Joyful, right?
    Yourou is their latest addition to that wonderful lineup, best described as a "thrilling crime tale". In comparison to their previous games, Tatsuya dropped fantasy based concepts in favor of a more down-to-earth setting. Yourou seems to focus more broadly on the environment itself, rather than portraying the lives of single characters or a particular group. In that manner, main characters play more of a central role, rather than just being forced into hero/heroine roles. This makes the whole game feel more akin to an actual digital story, rather than a classic visual novel, where everything is told mostly from protagonist's perspective. In all honesty, this was a perfect choice, as the world presented within becomes much more colourful, playing an important role itself, instead of being just a backdrop for the characters to play on.

    Heavy filtered, neon-like photographic backgrounds with an added touch of grunge stylistics remind of the reality within - coarse, twisted and brutal, yet insanely vivid. It's a world of prostitutes, carnal pleasures, yakuza and bustling nightlife.
    Yourou tells a tale of Takeo - a young man, living in your typical, run-of-the-mill love hotel in Kabukicho district, commonly known as the biggest entertainment zone of Tokyo, Japan. Takeo suffers from chronic insomnia, which turned his whole life upside down. His life is filled with nearly endless days that span across the weeks, while he earns his living as a janitor, cleaning up after guests. We quickly learn of his problems. His daily job is nothing but a cover for his true rason d'etre. In order to survive his disability, Takeo takes upon the offer of one of the leading gang's Bosses and works as an assassin during the nights; killing is the only way he can actually experience sleep.

    For both Takeo and Azami - back then still complete strangers, this was ought to be a night like any other. Little did they knew, the following events will make their paths cross again.
    This changes, after he meets Azami - a mysterious girl, he spots one day upon leaving to work, as usual. A pretty, young call girl, en-route to her client. Takeo didn't put much thought into it, until the next day his group discovers a dead body in the same exact room, she was supposedly to meet up; A pretty gruesome discovery too boot. upon finding out the man was actually an important member of the neighbourhooding group, Takeo's boss - Mamoru - orders him to find the culprit at all costs and bring her alive to prevent a potential gang war. At this point, Takeo couldn't care less about that, since he already had a reason of his own. Until now, Takeo considered himself a killer sheep - because he only killed upon a direct order. The sole fact of another killer like him, capable to bring down and gut a man of this size, regardless of consequences - an indicator of free will - makes Takeo boil with anger. For him, the mysterious girl becomes an actual wolf, which directly puts his life on the line. Unable to rest in peace, he vouches to find the girl himself at all costs and bloody murder her, so he can finally get a good night's sleep.

    Whoopsie~
    Takeo's personal investigation takes him across the streets of Kabukicho. Soon, he discovers the girl he chased after sports nearly inhuman strength and reflexes far beyond his own capabilities; he's forced to run for his own life. As it turns out, this was just the beginning of a wild road, that will inevitably bring an end to his current, peaceful existence.
    The trial version covers exactly, what could be considered a prologue to the whole story. It's incredibly well paced, drawing you into a vividly painted image of Kabukicho's underworld - back alleys, host clubs, brothels and many of it's criminal groups, fighting for supremacy in this world filled to the brim with human dreams and desires. I was honestly surprised with the amount of detail, that went into every single aspect of the game. Tatsuya is well known for his prose, that often shifts more into psychological side of things and Yourou uses it surprisingly well to create a colourful cast of characters teeming with life. It's one of those rare stories, that make you feel emotionally invested with heroes of the story and you'll often find yourself cheering for them, even though you know they aren't necessarily good people. In fact, the world of Yourou is painted with grey and greyer shades, while it's characters aren't some superfluous paper dolls, but plain people with their own dreams and goals. This is especially prevalent for both Takeo and Azami, as they aren't guided by some invisible hand, but act entirely based on their own assumptions, choices and more than often - emotions - which in turn makes for some really interesting situations. Things don't "just happen"; if they happen, they do happen for a reason.

    Each criminal group within the story is given a proper introduction, without sparing any details. This kind of intricate world-building greatly enriches the game and makes you emotionally invested with characters, no matter who they are.
    Nemurenu Hitsuji to Kodoku na Ookami convinces me there are still studios capable of creating original, adult-oriented, purely story driven experiences, instead of this uninspired trash relying on commonly found otaku tropes. I have high expectations of this game and - of course - can't wait for the release. No matter if you're a fan of ClockUp, or someone who's looking for a more mature story - one without highly-pitched animu gals, fawning over protag's virtually infinite manhood - Yourou might be what you're looking for.
    As of now, Yourou is scheduled for release on 22th of December. I couldn't ask for a better Christmas present.
     
     
    PS. Azami is a fantastic heroine. Read the game and you'll understand why
  14. Like
    Narcosis got a reaction from MaggieROBOT for a blog entry, Nemurenu Hitsuji to Kodoku na Ookami - first impressions   
    Warning: this post contains screenshots and (very) minor spoilers from the trial version. If you completely don't want to spoil yourself, or haven't played the trial yet, I'd highly advise to postpone reading until you finish the game first.
    If you did not yet stumble upon one of those TIME TO LEARN JAPANESE reminders, you have a damn good reason to finally consider studying moon runes.

    Title: 眠れぬ羊と孤独な狼-A Tale of Love, and Cutthroat- (trial ver.)
    (eng. Sleepless Sheep and Lonesome Wolf - A Tale of Love, and Cutthroat / Yourou for short)
    Developer: ClockUp
    Genre: Psychological thriller
    Rating: AO/18+ as f*ck
    VNDB
    Official website
     
    I always had a mixed opinion about ClockUp and their games. It's one of those studios, you will either love or hate with a profound passion and one that's going to be blocked by many game news outlets, websites and forums. Gods forbid you from even talking about their games, unless you're a member of some obscure corner of the internet (like this one) or a member of the perverted sect, known as filthy eroge players. Why? Because their blockbuster games are not only addictive, but often delve into topics, that are - to be blunt - plain repulsive and/or very uncomfortable for most average people to tackle. When they aren't working on their next serious game, they typically tend to churn out low budget porn games, that borderline on rape and mind corruption, with occasional gems in-between (yes, I am looking at you, Zwei Vorter). Joyful, right?
    Yourou is their latest addition to that wonderful lineup, best described as a "thrilling crime tale". In comparison to their previous games, Tatsuya dropped fantasy based concepts in favor of a more down-to-earth setting. Yourou seems to focus more broadly on the environment itself, rather than portraying the lives of single characters or a particular group. In that manner, main characters play more of a central role, rather than just being forced into hero/heroine roles. This makes the whole game feel more akin to an actual digital story, rather than a classic visual novel, where everything is told mostly from protagonist's perspective. In all honesty, this was a perfect choice, as the world presented within becomes much more colourful, playing an important role itself, instead of being just a backdrop for the characters to play on.

    Heavy filtered, neon-like photographic backgrounds with an added touch of grunge stylistics remind of the reality within - coarse, twisted and brutal, yet insanely vivid. It's a world of prostitutes, carnal pleasures, yakuza and bustling nightlife.
    Yourou tells a tale of Takeo - a young man, living in your typical, run-of-the-mill love hotel in Kabukicho district, commonly known as the biggest entertainment zone of Tokyo, Japan. Takeo suffers from chronic insomnia, which turned his whole life upside down. His life is filled with nearly endless days that span across the weeks, while he earns his living as a janitor, cleaning up after guests. We quickly learn of his problems. His daily job is nothing but a cover for his true rason d'etre. In order to survive his disability, Takeo takes upon the offer of one of the leading gang's Bosses and works as an assassin during the nights; killing is the only way he can actually experience sleep.

    For both Takeo and Azami - back then still complete strangers, this was ought to be a night like any other. Little did they knew, the following events will make their paths cross again.
    This changes, after he meets Azami - a mysterious girl, he spots one day upon leaving to work, as usual. A pretty, young call girl, en-route to her client. Takeo didn't put much thought into it, until the next day his group discovers a dead body in the same exact room, she was supposedly to meet up; A pretty gruesome discovery too boot. upon finding out the man was actually an important member of the neighbourhooding group, Takeo's boss - Mamoru - orders him to find the culprit at all costs and bring her alive to prevent a potential gang war. At this point, Takeo couldn't care less about that, since he already had a reason of his own. Until now, Takeo considered himself a killer sheep - because he only killed upon a direct order. The sole fact of another killer like him, capable to bring down and gut a man of this size, regardless of consequences - an indicator of free will - makes Takeo boil with anger. For him, the mysterious girl becomes an actual wolf, which directly puts his life on the line. Unable to rest in peace, he vouches to find the girl himself at all costs and bloody murder her, so he can finally get a good night's sleep.

    Whoopsie~
    Takeo's personal investigation takes him across the streets of Kabukicho. Soon, he discovers the girl he chased after sports nearly inhuman strength and reflexes far beyond his own capabilities; he's forced to run for his own life. As it turns out, this was just the beginning of a wild road, that will inevitably bring an end to his current, peaceful existence.
    The trial version covers exactly, what could be considered a prologue to the whole story. It's incredibly well paced, drawing you into a vividly painted image of Kabukicho's underworld - back alleys, host clubs, brothels and many of it's criminal groups, fighting for supremacy in this world filled to the brim with human dreams and desires. I was honestly surprised with the amount of detail, that went into every single aspect of the game. Tatsuya is well known for his prose, that often shifts more into psychological side of things and Yourou uses it surprisingly well to create a colourful cast of characters teeming with life. It's one of those rare stories, that make you feel emotionally invested with heroes of the story and you'll often find yourself cheering for them, even though you know they aren't necessarily good people. In fact, the world of Yourou is painted with grey and greyer shades, while it's characters aren't some superfluous paper dolls, but plain people with their own dreams and goals. This is especially prevalent for both Takeo and Azami, as they aren't guided by some invisible hand, but act entirely based on their own assumptions, choices and more than often - emotions - which in turn makes for some really interesting situations. Things don't "just happen"; if they happen, they do happen for a reason.

    Each criminal group within the story is given a proper introduction, without sparing any details. This kind of intricate world-building greatly enriches the game and makes you emotionally invested with characters, no matter who they are.
    Nemurenu Hitsuji to Kodoku na Ookami convinces me there are still studios capable of creating original, adult-oriented, purely story driven experiences, instead of this uninspired trash relying on commonly found otaku tropes. I have high expectations of this game and - of course - can't wait for the release. No matter if you're a fan of ClockUp, or someone who's looking for a more mature story - one without highly-pitched animu gals, fawning over protag's virtually infinite manhood - Yourou might be what you're looking for.
    As of now, Yourou is scheduled for release on 22th of December. I couldn't ask for a better Christmas present.
     
     
    PS. Azami is a fantastic heroine. Read the game and you'll understand why
  15. Like
    Narcosis reacted to Fred the Barber for a blog entry, I Hate Big Backs and I Can Not Lie   
    The VN reading community likes to argue over the relative merits of so-called "literal" and "liberal" translation, with most people tending to perceive everyone else as being a hardline supporter of one or the other. While I'm sure everybody who knows my views would classify me as a proponent of liberal translation, I tend to think I'm more a proponent of being accurate to the intent of the original text. This blog post is going to outline a couple of specific uses of language which I believe show some of the weaknesses of attempting "literal translation." This isn't going to be anything like an attempt to provide an exhaustive argument against literal translation, but I'd be lying if I said I wasn't at least trying to be a little bit convincing. Still, regardless of your position on that particular argument, you might at least find the examples enlightening. Broadly, I'm going to be talking about figurative language. That's a fancy phrase encompassing a lot of common expressions and classes of expression which exist in every natural human language, as far as I know, and certainly in both Japanese and English. Idioms, similes, metaphors, hyperbole, personification, symbolism: all of these are classes of figurative language.
    For starters, let's talk about idioms. The relevant definition of "idiom", per wiktionary, is, "An expression peculiar to or characteristic of a particular language, especially when the meaning is illogical or separate from the meanings of its component words." The argument pretty much writes itself, right? By definition, if you try to literally translate the words in an idiom, you're going to end up with something at best inaccurate, and at worst completely illogical. Just googling "Japanese idioms" and reading what you see is going to find you dozens of examples of cases where you have to either avoid literal translation or end up with a translation that doesn't make sense. For instance, translating 十人十色 as "ten men, ten colors" isn't going to be comprehensible to an English reader, but the venerable English idiom "different strokes for different folks," which is equivalent in meaning if not exactly in tone, is probably going to fit the bill. Idioms offer pretty much a slam dunk argument in favor of liberal translation*. That said, idioms are not that common an occurrence. However, there are also lesser examples: cases where literal translation yields something meaningful and accurate, but still less accurate than a liberal translation could manage.
    My personal favorite example of a Japanese expression which is not an idiom, but which still benefits massively from a "liberal" translation, is the combination of the noun 背中 (back) and the adjective 大きい (large, big). These two words are often put together in Japanese when praising men, as a way to say a man has a certain, protoypically masculine, attractive physical characteristic. The phrase also carries a subtextual metaphor of reliability: a big back can bear a lot of weight, presumably. Once you start looking for "big backs", you'll see them popping up in literal JP->EN translations all over the place, from Little Busters! to HoshiMemo. The problem is, there's a common English expression which means exactly the same thing as that Japanese expression: "broad shoulders." Now, no dictionary is going to tell you that you can correctly translate 背中, in isolation, as "shoulders." But what's amazing about this pair of Japanese and English expressions is that they not only have the same denotation, but also the same connotation. Both expressions describe the same physical trait, and they both also imply the same personality trait of reliability: a broad pair of shoulders, also, can be trusted to carry your burden.
    The expression "broad shoulders", like its Japanese cousin, sits somewhere between simple non-figurative use of language and an idiom: just knowing the definition of the individual words gets you to the correct meaning of the expression, and even the connotation of implied reliability, when present, is usually obvious. So, by definition, they aren't idioms. But even so, if translated literally in either direction, the original phrase will end up as a pale shadow of what it should be. I don't know about you, but I'd much rather be described as broad-shouldered than as big-backed.
     
    *Unless you believe the purpose of a translation is to teach you Japanese idioms, in which case there isn't enough common ground to even have an argument. I personally like to read translated fiction for the same reason I like to read fiction originally written in English: to enjoy a well-crafted story.
  16. Like
    Narcosis reacted to Plk_Lesiak for a blog entry, One Thousand Lies (free VN review)   
    As we all know from experience, the formula of visual novel offers various possibilities when it goes to storytelling techniques, making especially the high-budget, Japanese games in the genre much more than just interactive, illustrated books. Still, for most VNs text is unquestionably the core method of delivering the story. This is true especially for the western-developed ones, which rarely can afford high-quality voice acting or animated segments which could occasionally replace written dialogues and descriptions. Even CGs, in a project with a very limited budget and manpower, often end up being few and far between. All this makes the literary quality absolutely crucial for the success of such projects. But, great writing is not something you would expect to find in a free game on Steam, is it?
                While Doki Doki Literature Club proved that a free-to-play, western-made VNs can from time to time surpass everyone’s expectations, in many ways it wasn’t the first project of its kind. One Thousand Lies, developed by Keinart Lobre and released for free in March 2016, both on Steam and mobile platforms, is another example of an interesting and well-developed non-JP visual novel that doesn't charge even a cent for the possibility of reading it. In my opinion, it’s also one of the more intriguing and creatively written western VNs to date, that can offer a lot of depth and artistic qualities to any reader patient enough to uncover them. Still, it never gathered attention and recognition similar to that of DDLC.
    Read the full article at evnchronicles.blogspot.com
  17. Like
    Narcosis reacted to Clephas for a blog entry, Bokura no Sekai ni Shukufuku o   
    This game is the one I've been waiting for... a mimikko nakige that doesn't ignore the setting or human nature.
    At the beginning of the story, the protagonist, Kazuki takes in a puppy he finds abandoned in the park, feeds her, and then falls asleep with the half-feral cat he feeds occasionally watching.  When he wakes up, they've both transformed into mimikko, a catgirl and a doggirl...  Soon after, it becomes apparent that shortly after this event, pets around the world began turning into humanoids, resulting in the kind of mixed reactions you'd expect in the real world if that happened.  The reactions, as described, vary between fanatical religious obsession and fetishism to xenophobic psychopathy and upsurges in racism... and everything in between.
    Now, this game has a really odd balance... there is almost enough H content in this game to call it a nukige, but the emotional narration, the characters' actions, and the way it is written is pure nakige fare.  Kuro and Hana (the cat and dog) are really obvious deredere characters, and Hana is the obvious main heroine.  However, Kuro and the three other heroines are not neglected in any way, shape, or form... they all have their unique story/paths. 
    This game is big on the feels.  Kazuki is a young man with an intimate knowledge of loneliness and isolation and a sense of compassion that is close to saintly.  In addition, he is wise enough to do what will prepare the two girls in his care for the world they've come into, rather than simply protect them from the knowledge of what is is like (which would be typical for the average VN protag)... For the example in the prologue, he takes them along when he goes to the local animal shelter to help pick out the animals that will be taken to the place he works (a charitable organization that takes in abandoned pets and trains them for adoption, similar to organizations in 'no-kill cities' in the US, such as my own Austin), where they will be trained so as to make them more adoptable... and makes it clear to them the inevitable results for those who aren't chosen (note: I only chose to spoil this part because it is vital to understanding the difference between this and your standard moe-fuwa mimikko game). 
    This is one of three games I've encountered of the type, each approaching things from a different perspective (for one thing, this one is fantasy).  Those other two are Sakura Iro Quartet and Otomimi Infinity.  Nekopara ignores human nature a bit too often to make it into that particular rarified company, lol.
    Anyway, for those interested in a mimikko nakige with really good feels, this is a good choice.  This is a great emotional story.  However, don't expect extreme levels of depth or dark motives from the main characters, since they are all essentially good-hearted people.
  18. Like
    Narcosis reacted to Clephas for a blog entry, Aoi Tori   
    Aoi Tori is Purple Soft's latest project, a VN based in a girls' school in the mountains, where the protagonist, a priest (I'm assuming Episcopalian/Anglican for various reasons), goes to school as an exception, as he cannot live outside of the school without being taken by demons.
    Ritsu, the protagonist, possesses the power to take others' negative emotions, thus enhancing their feelings of happiness and joy, and this power works best when he has sex with them.  Now, given that he is a young man, you'd think from this description that he was going around finding girls that were in trouble and 'saving' them that way... given eroge culture.  However, if anything, it is the reverse... girls that are desperate to escape their personal reality come to him, seeking the happiness he can give, and he has reduced himself to something like an automatic mechanism for giving them what they want.  To be blunt, his point of view seems very close to that of a lifelong prostitute, save for the miraculous ability he possesses... moreover, a prostitute who didn't choose the work (his first experiences were all oneshota, apparently).
    One day, his monotonous days of sex and quiet prayer (it sounds odd, but outside of school, that is pretty much what it was like), a century-old vampire named Mary Harker appears before him, having intruded into his home behind the chapel, and he lets her stay out of kindness.  At the same time, a voice (referred to as the 'demon on the phone') tells him over the phone that he has a rather dark fate awaiting him and his power isn't what he thinks it is. 
    This night is closely followed by a number of meetings and reunions... a devout girl with a self-destructive streak a mile wide (Akari), the young teacher who stole his virginity (Risa), and the twin sister he never knew he had (Sayo).  In addition, you have Mikako, who is Risa's sister and Ritsu's only friend... and who is a genius as well as a pragmatist.  Overall, it is an interesting cast of characters, even for a Purple Soft game.
    I'm going to be blunt, the part that will put off at least some of you is the sheer amount of sex in the first part of the VN.  The game begins with two h-scenes, neither of which involves affection or love, and, while this is a good intro into Ritsu's situation, it also will probably drive the romantics amongst you a bit crazy, judging by my previous experiences.  So... if you can't stand a protagonist who doesn't bother refusing sex from women and is used to having sex with girls he doesn't know, you probably won't like this game.
    That said, there are relatively few similar h-scenes after this, probably in order to keep you from getting too swallowed up by his attitude toward sexual activity.
    Ritsu is a rather strange young man, even setting aside his destined role as the Prince of Darkness (Mary's term for it).  As the demon on the phone puts it, 'You are a madman who can only be satisfied by saving others.'  That fits him perfectly, and that part of his personality never really goes away.  He is fundamentally a giver, above all other things.  Even if he can be convinced by the heroines to be selfish in the now, when things come to a climax, he always falls back on that nature.  He is also a natural S and a hedonist (though he is not conscious of this most of the time), and he doesn't have it in him to become paranoid or maintain his anger for long.   That said, once he decides on the result he wants, he will literally do anything to achieve it.
    Mary Harker
    Mary Harker, in any other game, would be the true heroine.  I don't mean to be mean about Akari... she is creepy has hell sometimes, despite her apparent normality (you'll see what I mean if you actually read the first two h-scenes), but if I began this game without a walkthrough or seeing the cover of the game package, I probably would have assumed she was the true heroine.  The reason is very simple... she is the catalyst that sparks the game's engine at the beginning, and, given eroge custom, that heroine usually is the true one. 
    Now, her personality... Mary is probably the most cheerful and normal vampire I've seen outside of a 'nerfed' vampire setting (this one isn't, since just a bite is enough to turn someone and she takes injuries from her own prayers and the sun).  Nonetheless, she has lived a century, and that has had various effects on her psyche, though the biggest one is a growing awareness that maintaining her humanity and human persona is becoming harder and harder.  It is only because of Ritsu that she is able to have some kind of a hope for the future, and she is pretty dependent on him during the story.  Despite that, she is also sort-of an oneesan character outside of her own path.  She does have a lot of experience under her belt, and her attitude toward him at some times skirts the motherly.
    Her own path is... a clash of two people destined to live in darkness, her and Ritsu.  They are both people who don't understand romantic love at the beginning, so seeing them change is somewhat amusing, but the bigger issue is that their natures press down on them, making a happy romance difficult.  Overall, it was a highly emotional experience that I enjoyed thoroughly.  I do wish - as I almost always do - that she had a nice long epilogue after story, but I have resigned myself to not receiving what I wish for most of the time, when it comes to that.
    Akasabi Risa and Akasabi Mikako
    Akasabi Risa was the protagonist's first sexual partner.  Like all the girls who had sex with him in the past, she was seeking escape from reality by having him give her happiness, but she, unlike the others, was actually in love with him from the beginning.  Risa is a consummate actress, hiding her true intentions behind her feelings, a technique she apparently developed in the years she was away from Risa.  She is also essentially a 'giver' type, willingly giving everything for those she cares about.
    Mikako is a pretty unusual character.  If it weren't for her fondness for Ritsu and her love for Risa, I would be tempted to call her an emotionless sociopath, based on her surface actions.  I called her a pragmatist above, but this isn't despite her emotional reactions... it is her natural state of being.  Pragmatism is usually a product of socialization and rationality being prioritized over emotion.  However, in Mikako's case, she is able to (and does so automatically) completely analyze and render meaningless her emotions before they reach the surface.  Her love for Risa is pretty much the only exception, and it is that emotion that renders her as almost human (her fondness for Ritsu exists because she loves Risa and Risa loves him). 
    Now, the demon on the phone takes on a rather more direct role in this story than in Mary's, where he/she is merely speaking to the characters.  In fact, the demon's interference is what brings this path's conflict to the surface, and overall, it made this path more interesting than it otherwise would have been.  To be blunt, without the demon's 'help', it is highly unlikely that Risa, Mikako, and Ritsu would get together, based on the revelations in this path.  There are a number of reasons, but the biggest one lies with the fact that Ritsu quite simply doesn't have strong emotions toward his sexual partners normally (once he actually loves them, it is different)... not even remnant lust.
    Kurosaki Sayo
    Kurosaki Sayo is Ritsu's twin, separated from him at birth.  She is a cynical, emotionally twisted young girl whose only love is Ritsu (though she does have affection for others based on whether they make Ritsu happy or not) and whose hobby is toying with him and Mary.  She appears on the scene shortly after Mary's arrival, guided by the demon on the phone.  She is also a part of the demons' plans for him, and that plan is the center of her path.
    This path is an utsuge-style path... don't expect a happy ending.  There is a good reason why Sayo was given to a different orphanage by their mother, and that reason becomes apparent fairly early after Ritsu chooses her.  I enjoyed this path and it has some really good cathartic moments... but I honestly thought they were a bit excessively obvious in foreshadowing this one.
     
    Afterwards (read this if you don't mind a bit of spoilers)
     
    Remember, this is a spoiler.
    As techniques go, it is interesting, and I felt the need to mention it before Akari's path because of how it leads into it.
    Umino Akari
    Akari is... the girl whose outer personality and inner desires are most in conflict.  Akari is a devout Christian (Ritsu's assessment), kind-hearted, gentle, and takes pleasure in giving of herself to others.  However, she is also strongly driven to seek out danger, corruption, and self-destruction in every way, shape, and form.  As one of the milder examples... she is afraid of heights but she willingly participates in the school swim club's high dive competition.  A more extreme version is the one you run into at the beginning, in the first scene, where, after watching her friend have sex with Ritsu, she is drawn to him and has sex with him as well. 
    Akari's path is... interesting.  Actually, the beginning of the path is slow, because the story refrains from going to the extremes you saw in the common route and the other paths.  However, that slow build up is a near-perfect lead into the solid drama leading up to the ending.  There is actually very little I can say about this path without spoiling it, but I can say that I liked the ending.  I cried numerous times throughout the path, and the ending itself satisfied me completely, a rare event in and of itself.
    One thing I should note is that there is a distinct Chrono Clock reference in this path, which startled me a bit.  It was actually a stronger link than the mention of the kotodama-users early in the common route.  For those who are interested, I'll respond in a PM, but I'm unwilling to spoil this.  I did laugh though.  I'm unsure if this is an affectation or not, but it is interesting. 
    Overall
    I'm seriously tempted to scream 'kamige!!!' to the sky... but in retrospect, they game does have some distinct flaws.  The main one of these is the somewhat haphazard approach to the beginning of Risa's path (it felt kind of like they were shoving things along a little too forcefully in that one). However, even so this is one of the better games that have come out this year, and, in its own way, keeps the Purple Soft fantasy nakige tradition started with Mirai Nostalgia alive and kicking.  Where Chrono Clock fizzled and Amatsutsumi committed the sin of using the ladder-style progression system, this game manages to both satisfy and feel like it treats the non-true heroines well. 
     
  19. Like
    Narcosis reacted to Clephas for a blog entry, Experimental book post: The Black Jewels Trilogy   
    This is a test post, based on the results of the poll I posted a few weeks back.  The win was borderline, so if I don't get a reasonably large response, I won't continue to post about my conventional reading.
    The Black Jewels Trilogy, by Anne Bishop is one of my favorite book series of all time.  It is a dark, sensual fantasy based in a unique universe, where a race of magic aristocrats called the Blood rule three worlds, Tereille, Kaeleer, and Hell.  The main characters of the story are a triangle surrounding one young girl whose very existence is their every hope and dream... for she is 'Dreams Made Flesh', Witch, the Queen of the Darkness.  Those main characters are: Daemon Sadi, a male pleasure slave that has been twisted by over seventeen hundred years of abuse at the hands of the women of Terreille, protecting himself from madness only by the prophecy given to him seven hundred years before, that Witch was coming;  Lucivar Yaslana, a slave and member of the winged Eyrien race, who has lived his entire life being called a half-breed bastard; Saetan SaDiablo, the High Lord of Hell, the High Priest of the Hourglass, who became a half-undead Guardian fifty thousand years before so that he would one day be given the opportunity to serve and protect the 'daughter of his soul'... and the father of Lucivar and Daemon; and last of all, the point around which the three revolve, Jaenalle, dreams made flesh, Witch, a kind-hearted young girl who wanders the Realms and is destined to one day rule from Ebon Askavi.
    First, I should note that the Blood are matriarchal, forming circles of obligation centered around natural-born Queens (a cast based on a genetic quirk that isn't tied to magical power but rather the nature of the female), who in turn form circles of males who serve to form a court.  The highest rank of male are the Warlord Princes, primal individuals who possess sharp, murderous tempers and an intense need to protect.  Ideally, the Queens hold their leashes lightly, and the first rule of Blood Protocol is to 'protect', then 'serve', and third to 'obey'. 
    Unfortunately, due to the influence of two ambitious Priestesses from the long-lived Hayllian race, the Blood in Terreille have become twisted and corrupt, the good Queens vanishing over the course of generations, leaving only twisted monstrosities of the human spirit in their place, women who know only how to use and enslave men... resulting in the men in their districts becoming ever more twisted themselves, as their experiences warp their reactions to their instincts, breaking them a little more with each generation. 
    It is into this Terreille that Jaenalle is born and Daemon and Lucivar have lived.  Saetan, bound by his personal honor, has not been able to protect his sons, and when the daughter of his soul, already wounded by the corruption in Terreille first appears before him, it is only his long experience and iron will that keep him from crossing the final line he has held to for over fifty thousand years.
    This series is a story of the trials and travails of the circle of relations that orbit the four points of the triangle, as the outer points try to protect the center, Jaenalle, so that the dream might one day become a salvation to them all. 
    Honestly, Anne Bishop's brilliance lies in her ability to intimately portray the emotional travails of the characters, the subtle and not so subtle dance of Protocol and power, and the unique nature of the Blood make this one of the single richest experiences out there for dark fantasy.  In a culture where murder is legal but rape is punishable by death, but where the rules are breaking down, the central characters are a bastion of sanity in a world rapidly heading toward horror and despair beyond imagining. 
    As Anne Bishop says in the forward in the omnibus edition, 'I started this world with Daemon, Jaenalle, and Lucivar, but it was Saetan who brought it to life.' She started out imagining a world where Darkness was, from the beginning to end, the dominant force, and in that darkness were both a vicious edge of violence, a terrible gentleness, and a primal, deep sort of love.
    The characters in this series are passionate, with deep wells of potential violence and compassion both.  Saetan, Lucivar, Daemon, and Jaenalle are all individuals possessing a near-infinite capacity for both love and violence... and above all, they strive to protect.
  20. Like
    Narcosis got a reaction from Mr Poltroon for a blog entry, [DEVLOG] Random scriblings, or how to create an interesting concept in less than 6 kilobytes + lots of beer (Stephen King would be proud & kids, don't try this at home)   
    Nothing particular, just a random short script I wrote a while ago at night, while being completely intoxicated (read: drunk as fuck). It turned out to be a lot more promising I expected at first, so I thought like sharing it, you know - for research purposes. Might or might not be connected with the things I work on, who knows. I presume it still does connect with the story of that one city, as in "THE CITY". The only one... left/known/whatever? Pick your choice.
    ===
    - I CAN'T KILL YOU... BUT I CAN STILL LOCK YOU UP IN A PLACE LIKE THIS.
    - What if I try to escape?
    - MEANINGLESS. I MADE SURE NO ONE CAN ESCAPE. THEREFORE, YOU WILL STUDY ALICE.
    - What if I'll refuse?
    - YOU WON'T. YOU'RE A LIVE BEING. YOU NEED TO EAT AND DRINK TO SURVIVE. YOU'RE COMPLETELY DEPENDANT ON MY WILLINGNESS TO SUPPLY YOU WITH FOOD.
    - ...
    - I WILL DO SO, BUT ONLY IF YOU'RE CAPABLE TO LEARN ON HOW TO OPERATE ALICE.
    - WE'RE DEPENDANT ON EACH OTHER. I CAN TAKE CARE OF MYSELF, BUT TO DO SO, I NEED ALICE. I CAN'T FIX, NOR MAINTAIN ALICE. ONLY HUMANS ARE CAPABLE OF THAT. IF YOU WON'T BE WILLING TO LEARN ON HOW TO OPERATE ALICE, I WILL LET YOU STARVE TO DEATH. EITHER THAT, OR YOU WILL DIE FROM DEHYDRATION.
    - you know there are military drones, wandering through the city? Aren't you afraid?
    - I COULD ASK THE SAME. IT CANNOT BE HELPED. I'M INCAPABLE TO DEFEND MYSELF THROUGH THE USE OF FORCE. BUT I KNOW WHERE YOU CAN FIND FIREARMS.
    - You... you want me to defend you?
    - I WANT YOU TO DEFEND BOTH OF US.
    - And what if I'll decide to put a bullet through your hull?
    - I'M AFRAID THAT WON'T BE POSSIBLE. ALL WEAPONS WITHIN THE DESIGNATED AREA ARE CONTROLLED BY THE CITY'S SYSTEM. IT'S IMPOSSIBLE TO USE THEM AGAINST MAINTENANCE DRONES AND CIVIL-DESIGNATED MACHINES, BUT THEY CAN BE USED FOR SELF DEFENCE AGAINST OTHER THREATS.
    - You know I could just let the military drones destroy you and escape?
    - YOU WON'T ALLOW THAT. IT'S BECAUSE... I CAN PROVE HIGHLY USEFUL.
    - I have no need for a rusty maintenance robot.
    - I'M AN ALPHA CLASS MAINTENANCE DRONE.
    - Alpha class?
    - I HAVE NEARLY UNRESTRICTED ACCESS TO ALL THE AREAS WITHIN THE CITY. I CAN OPEN NEARLY ALL THE DOORS AND LOCKS. I'M CAPABLE TO CONTROL CERTAIN MECHANISMS AND SYSTEMS. MY PERSONAL DATABASE STORES INFORMATION THAT CAN BE OF USE TO YOU.
    - ...
    -I HAVE A MAP OF THIS CITY. I ALSO KNOW YOU WANT TO LEAVE. I CAN HELP YOU ESCAPE.
    - Y-you can?
    - YES. WITH ALL MEANS.
    - What if I still won't be able to learn on how to operate Alice? I'm not an engineer, you know. just a civilian.
    - YOU'RE A HUMAN FIRST AND FOREMOST. THERE'S NOTHING A HUMAN CANNOT LEARN, NOR UNDERSTAND, PROVIDED THEY ARE GIVEN ENOUGH TIME.
    - And if it does take a lot of time?
    - MY FATE IS ALREADY SEALED. I'M FOREVER BOUND TO THIS CITY. MY PERCEPTION OF TIME IS DIFFERENT. YOURS IS LIMITED, THOUGH.
    [I'm really fucked.]
    [Guess I have no other choice, than to do what that robot wants.]
    - YOU WILL HELP ME REGAIN MY FULL POTENTIAL AND I WILL HELP YOU ESCAPE THIS CITY.
    - Uh huh... but only if you'll bring me the best kind of food! I haven't had a chocolate candy bar in ages... I'll learn how to operate Alice, so you can patch yourself up. Then you'll lead me out of this hellhole. I don't really care about what you want afterwards.
    - I CAN WORK THIS OUT. DEAL?
    - Yeah, deal.
    - EXCELLENT. YOU WILL NOT REGRET YOUR CHOICE.
    ***
    - Say... you didn't really plan on locking me up, did you?
    - LOCKING YOU UP WOULD PROVE DETRIMENTAL TO OUR SURVIVAL. REGARDLESS, YOU WOULDN'T HAVE MUCH OF A CHOICE, EITHER WAY. ALL PROBABLE OUTCOMES PROVED TO BE FAR WORSE THAN STAYING HERE.
    - Are you hitting on me?
    - I'M NOT INTERESTED IN INTERPERSONAL RELATIONSHIPS WITH ORGANIC BEINGS.
    - Yet you're unable to shut up.
    - ...I CAN DO THAT. I'M ONLY CURIOUS HOW LONG WILL YOU MANAGE TO STAND COMPLETE SILENCE.
    - How altruistic.
    - I WAS ENGINEERED THAT WAY.
    ***
    - T-this body... seems fairly different. I feel... different. I... I like it.
    [I can't believe it. It did manage to swap.]
    - H-hey... may I ask you a question?
    - Yes?
    - We talked so much... but through all that time, you didn't actually introduce yourself. Who are you?
    - I'm an alpha class maintenance drone. My codename is A-Ariadne.
    - Ariadne? That's your name?
    - Yes.
    - You're a girl?
    - I don't understand.
    - Are you male or female?
    - I don't think it's possible to classify me that way.
    - Why?
    - And you... what would you like me to be?
    - T-that body of yours... is actually female, too. You know?
    - I see... it does feel strange, indeed.
    - That's not what I meant.
    - Then, would you like me to register myself as a female-type bioroid?
    - Bioroid?
    - This is a B-class bioroid body. At least, that's what I managed to retrieve from it's hardware data. It seemed to host a different presence in the past, but it's gone now. The body's vacant, which means I can take it.
    - You like it?
    - What can I say... it seems a lot weaker than my previous shell in terms of physical capabilities, but it's more advanced, performance-wise. I feel this might prove to be more useful in a longer run.
    - I see...
    - So? I won't mind either way.
    - You won't?
    - Does it matter?
    - I guess it doesn't.
    - Presumably, you're more comfortable with having a female companion.
    - I guess that's what I want. I don't really... trust guys.
    - I see... Then I'll become a female.
    - W-wait! What do you mean "become a female"?!
    - My previous shell was fully mechanic. A personality can only stretch as far as it's body allows it to, doesn't it?
    - I guess so.
    - It's quite different now. I can supply myself with the missing data from Alice. It might take a while, though. Can you ensure my safety for the time being?
    - It's not like anything's coming down here.
    - Still, it'd be nice for you to provide assistance.
    - Okay, okay. It's not like I was planning to walk away... or anything.
    - I'll start then. Let me warn you, though - until data transfer is complete, I might seem completely lifeless.
    - Fine.
    - ...
    - Is there something wrong?
    - Your voice changed.
    - It did?
    - It's like you're talking in a completely different manner now, aside from the sound itself.
    - It's probably the body. I can't help myself.
    - You suddenly became a lot nicer.
    - I'm not doing this on purpose.
    - Yeah, sure.
    [Those ears and tail, though. Fuuuck, too cute.]
  21. Like
    Narcosis reacted to kivandopulus for a blog entry, EVE: The Lost One [C's Ware]   
    Foreword: If you do not know of EVE:Burst Error, you better stop here right now and go watch video playthrough of that gorgeous game. EVE the Lost One is a direct sequel to that game and there will naturally be spoilers on the prequel content. That being settled - I did not pay much attention to the Lost One right away and did not review it properly while observing year 1998. Japanese reviews failed even to give an outline of the plot and were generally not too favorable. Only after playing it myself I found out the perfect answer "why" and that will be covered below.
    Title: EVE: The Lost One
    Developer: C's Ware
    Date: 1998-03-12
    VNDB link:https://vndb.org/v2708
    Length: 21 hour.
    Game type: Command selection ADV.
    Difficulty: Easy but command bruteforcing required at times
    Synopsis: 3 years after EVE:Burst Error. Prisia is the new queen of Eldia but her rule is challenged by radical nationalists headed by archbishop. Marina retired from investigator duty to become newcomers instructor. Kyoko is the newcomer investigator just after severe course of training and her first task is investigating circumstances of death of a young scientist.. Snake is a mysterious figure who is blackmailed to find "memories" of former Eldia king to bring back to life sleeping EVE/Mayako Mido.  Somehow everyone hunts for the "memories" and the truth lies in Eldia.
    Structure: Game takes place from June 2nd to June 6th, then from June 9th to June 10th with an epilogue on June 16th.
    Character Design rating: 9/10
    Protagonist rating: 9/10
    Story rating: 10/10
    Game quality: 10/10
    Overall rating: 10/10

     
    Rating comments: I like it when the game is easy to evaluate. I try to find flaws whenever possible and now just can't find anything. It's not a flaw, but my tiny complaint is that protagonists aren't as fun as Kojiro/Marina pair. Those two were just insanely charismatic. Kyoko compared to Marina is quite a plain investigator young woman and her messy hair really hurt her image. Snake does some very ambiguous action, but overall is not a bad guy - still compared to the endlessly funny Kojiro Snake does not stand a chance. But there is one huge BUT. The japanese reviews are mostly based on the initial Sega Saturn version and game evaluation is average. But Sega Saturn and PC version have one HUGE difference - PC version has Marina route crammed in from June 4th to June 6th. This is a huge 3-hour story that gets all the loose ends together and not only that! Marina investigates together with Kojiro, so we're provided with loads of fun scenes and awesome comments. Marina route flips the table and gets the game from just a good straightforward adventure story category to the perfect sequel and eternal masterpiece one.
     
    Protagonist:Kyoko I already tackled on protagonists in rating comments so will elaborate a bit. Kyoko is ok, she is normal. She is a diligent investigator, but she does not mind quality girl-time going shopping and relaxing idly all day long.with a cup of coffee au lait. Her first case investigating the death of a young scientist gradually reveals that he was connected with the former Eldia mad king "memories" that everyone started searching. She's does not have that much sex appeal, so there are much less funny jokes and commentaries on the way compared to Marina in Eve:Burst Error. To the left of her is Yuji, a quiet student with a part-time work. He only wants a quiet life, but reluctantly helps her couple times and gets involved into a big game facing charges in crimes himself. For a good half of the game he gets to accompany Kyoko, so her side of the story gets a social boost and feels good.

     
    Protagonist:SNAKE This picture is the best view we get of him during the opening and I would not like to spoiler his identity which remains unknown up up to the middle of the game. The first minutes of his route show us how he places a bomb and blows up clothes boutique in a big trade center. How can this monster be protagonist?! But almost right after that we get to know that the instructions to create a hand-made bomb that were sent to him were deliberately diminished the effect with the listed amount. It was supposed to break one chair at maximum. So SNAKE was contacted via pc by some ADONIS who showed him the recording of him setting the bomb in the trade center and blackmailed him into getting "memories" of the Eldia former mad king. It's still very difficult to sympathize with this character since he continues to take some 

     
    Characters: This is not a galge and there aren't character routes so there's little point in talking about characters individually. At first sight I thought they were overall less likable than those from Eve:Burst Error - it has very cute Mayako, libririan girl, young Himura, affectionate Yayoi, mysterious prime-minister Lloyd. Here there are less characters, but they are shown in development and gain lots of appeal as story unfolds - bartender student Mina, alcoholic Monica, Rena and her president mother, turned on dolphins Ayano, ever-young Natsumi - they are all a curious bunch. And of course the game shares a good number of common characters like Chief, Himura, Prisia, EVE, crazy ministry supervisor woman. They create a pretty cozy atmosphere.

     
    Story: That may be considered a spoiler, but I'm going to draw a very faint structure of the work since I failed to find it in japanese reviews. Game is roughly divided into two storylines. The first half is about finding "memories" and discovering why everyone needs them (there is more than one reason, actually). The second half is three days after first story is over. It's about the sudden spread of biological infection all over the world and the key points here are also Japan and Eldia. Both stories are closely connected and second story relies heavily on the events of the first half. And in PC version there is also Marina story which takes the last two days of the first "memories" story. Marina and Kojiro get to find the real culprit over the caused crimes and even investigate the studies that laid foundation for the events in second story. Without Marina story it would not be really a coherent narration and I can totally understand Japanese reviews based on Saturn version.
    CG: I've checked all the CG again and - surprisingly enough - there's ain't much to show since most of those 150 CG are for story related events or items rather than for characters to show off.
    Sound: Everything is voiced except for the acting at the moment protagonist. BGM is very good.
    Humor:
    Actually, there's not so bad humor in here not even counting Kojiro funny streak. Humor is event-based and this type of humor I find the best. So here are the three occasions that come to mind. Oh and I did not find not a single Bill Clinton joke here! That's an accomplishment in itself! (Those who played EVE:Burst Error will get what I mean).
    1) At some point of the story Kyoko has to hide, but she's greatly disappointing by the fact that her friends drew a beard over the wanted posters.

    2) There's a small serious meeting discussing the ADD project and how it gets into effect. Yuji who is not strong into genetics adds the bottom drawing and when he's asked what it means, he answers: "anus". It was very unexpected ease of tensions and that's why it was pretty great.

    3) Only the dolphin saw the criminal and it's invented how to transform dolphin thought impulses into an image to the fax (PC-98 game My Eyes! nervously smokes in the back). Now the dolphin lies in the bathtub and here's what we get when he ask him to picture the event he recently seen. Just awesome!

     
    Themes and symbols: It's more of a straightforward game that tries to explain everything under the question so that there was no afterthought behind.
    - One of the strongest motives of the game is that of the sacrifice. Eldia is full of patriots, that's one thing that does not change.
    - There's a very nice developed theme of siblings separated in the early childhood.
     
    Overall comments: It's a surprisingly interesting game series full of vivid characters, animations and it's just a really twisted story with lots of deaths. If command selection gameplay looks troublesome - just watch my video walkthrough of the game. I'm really weak to good game series, so I'm getting to the bottom of it. The next stop is Eve:The Fatal Attraction.
    a
  22. Like
    Narcosis reacted to kivandopulus for a blog entry, Refrain Blue リフレインブルー [Elf]   
    I don't feel eligible to write a full review since I only listened to the voice parts of the game. And the reason for that is that the game is unhookable by any instruments. No threads are found at all. Still I'm confident enough on the grappled content to write my thoughts of it.

    First things first: game has very poor systems.
    1) Full-screen only. My try to launch it in window-mode with Dxwnd succeeded, but menu top started to fly separately from the main windows and mouse cursor started being distorted in space so full-screen is the only comfortable way to play.
    2) There is no skip function. The closest thing to it is CTRL which draws a full wall of text and you need to press CTRL separately for each such wall of text which amounts to thousands of hits of this key.
    3) Sound volume is outrageous. Voice is way too low and sounds and bgm way too loud even when voice maxed up and other sounds minimized. I had to pull sound volume to the limit of speakers to hear voices well, but each time BGM stroke there was a shock feeling. BGM only sounds for one minute and calms down so that minute was the most painful time over and over again. Maybe it was different for win98 but no compatibility helps. By the way, installer only launches with win98 compatibility.
    4) CG viewer is one of the worst I ever seen. Out of five heroines it shows CG of two first heroines fairly well and there's the beginning of 3rd heroine and there's no way see the rest with game means.
     
    That being covered you can probably guess my irritation with the game even though the game was not  started yet. But there are some positive sides of the game:
    1) Full voiced, including protagonist.
    2) Beautiful clean graphics.
    3) Good structure - 2 girls available from the start, then consecutively three more girls open up and then there's the true route.
    4) Longevity - all six routes take about 40 hours of time to read properly.

    Let's touch the story a bit.
    Matsunaga Yoshihiro is a young man given the task of watching over a group of students from Touyou School on their summer break to a beach. One of the students, Morisawa Nao, has had sadness in her heart from her past - something Yoshihiro can relate to, having his own issues arrising during the trip.
    That's the rough synopsis with the only remark that it's for anime made the next year. Morisawa Nao is the main character only in anime. In the game she's just one of five ordinary heroines. She's one of the two started heroines, so I guess she's chosen for the main part in anime since first two days mostly focus on those two starter heroines in game while the path to the next ones is branched off much further. Morisawa Nao is a much better choice over the other starting heroine Iwasaki Chinatsu since the former one is much more attractive and has the most dramatic story among all the non-true heroines.
     
    I don't really feel like covering heroines or even the true route heroine since I like the anime short version much more than those routes.

    Conclusions.
    New Elf is different. Old Elf works were challenging and playful. This work is stripped of any playfulness and it's a mere imitation of other successful nakige with true route structure. Heroines routes are vastly meaningless and only true route has some meaning. The locked forced structure makes us play the same story for six times with the branching only done by the middle of it without a good skipping feature. This monotonous flow is extended to excessive 40 hours without any satisfying conclusion.
     
    Shizuka is the most bashful heroine, but her route included childhood memories scene of her sitting and covering the head with hands while other children get in a round-play and sing the exact "Kagome" song from Kazeoto, Chirin. I get that it's not C's Ware that invented the song, but it looked just like a shameless plagiarism to me.

     
    So one more faint question remains - why the hell this crap of a game is VN of the Month November 1999?! Well, with all the flaws of this work it's the modern type work with nice characters and true route. When I look at other November 1999 VNs there are even more irritation factors like SIM, bakage, hetare protagonist, H-focus, shortness or lack of info. Refrain Blue is the only one that's not defiled by those factors. And it's not that bad of a story, just overextended one and lacking in excitement. This is actually the 2nd case after Interlude (2003) where I liked anime version much more than the game. Interlude changed the plot to clear the mess of a setting and Refrain Blue just gathered the most interesting heroine path together with true route, cut everything else and set the table with a nice one hour long work. If you want to taste Refrain Blue, just watch the anime version, really.

  23. Like
    Narcosis reacted to Flutterz for a blog entry, Reading Ginharu Very Slowly #13   
    Bethly seems to be up to something...
    The next day
    The next day
    This blog is way overdue as it is because of RL so I'm just going to stop here for now
  24. Like
    Narcosis got a reaction from Gibberish for a blog entry, [DEVLOG] Memoirs: Laying out the foundations   
    How many times it was, when you saw an interesting title which advertised itself as being set in a distinct setting of it's own, only to discover it's literally the same kind of fluff dressed up in a bit more gaudy clothing? A story that had some deeper themes running behind, only to see them completely ditched or neglected midway through in favor of protagonist's attempts to get inside the panties of yet another girl? Secret organizations and mega corporations participating in completely meaningless conflicts over laughable cause, except the writer thought otherwise? The kind of story, where all the people have animal ears and tails, except for the fact it is never actually explained why, as if it was the most common thing ever?
    When the story suddenly falls apart, things stop making sense and characters lose ground under their feet, it means the writer failed to provide enough means for the story to drive itself onwards. They failed in creating the stage for their actors to play on.
    Why is the so called world-building that important? You might create interesting conflicts and the most awesome characters ever, but without any sort of background for both their lives, actions and reasons on why they do things the way they do and why the world they live in works as it does (often making their lives harder), you'll end up moving your pawns against empty, white backdrops... and it's not going to be that interesting. Sooner or later you will stumble upon a situation where your previously "solid" plot doesn't look as solid any more, because it's not directly connected with concepts that govern the character's lives. that sort of "etching" is required, to create believable environments, that feel as if they were real; not just mere pictures, but images that come to life in the minds of your readers. Not to mention, great conflicts can't really exist only between characters, unless they're personal and focus only on those people. They need to be based on the reality those characters live in; A tale of revenge wouldn't be as thrilling, if not for the fact the avenging nobleman risks his entire life - his prestige, good name, his freedom - all of that just to kill his old best friend, who betrayed him and took away his love. If he succeeds, he'll spend the rest of his life as a murderer - chased by the police, government, friends of that man who betrayed him... All of that would be non-existent, if not for the world-building. It's obvious how many different possibilities to enhance the story can be gained by creating appropriate settings.
    So how one does create a fictional world of his own? I'd say it's mostly thanks to imagination and a little bit of knowledge about existing things, we base our daily lives upon. Obviously, best stories come from personal experiences - there is no better teacher as the life itself. Sadly, not every author has a chance to become a sailor, pilot, soldier, teacher, doctor, astronaut or a prostitute. Despite that, we can still write about it, thanks to our ability to learn and draw conclusions from hardships of others; they might not make the final creation as good as based on knowledge gained through personal experience, nonetheless a good enough one to the point, others might enjoy it as well. This is why research plays an important role in creating believable settings and shouldn't be omitted. Ever. I can't even state how many games and stories exist, that touch upon interesting concepts only to fall flat later on, because the creator didn't took enough time learn enough about the topics they were writing about, or for worse - mistook certain elements, becoming a laughing stock for people who make those concepts a part of their daily lives. when done well, proper world-building can not only greatly enhance the story, but also give their writers more points they can both base and expand their plot upon.
    Memoirs deals with this in a particular way. Being a sci-fi tale about artificial intelligence and constructs that use it, it not only brings up particular questions in terms of humanity's nature and technological aspects of our society, but tries to nest and explain concepts it is based upon within the story itself, giving them logical explanations as to why they exist and how they came to be. Things don't happen on their own, or because of some sort of applied phlebotinum... and they ever shouldn't, to be honest, unless you're planning to create another of those abominations that literally eat their own tail midway through.
    Memoirs tell about sentient machines and artificial beings - androids and robots amongst others - but they span across many, widely different types. Some of them are simple drones, designed to perform a single task in the most efficient manner; others are based on applied Al's, that makes them able to make decisions and react, but it's still far from human behaviour. We also have those "special" androids, being the newest generation, which is supposedly bridging the gap between organic and artificial, due to technological advancements. Is there a possibility to make all of it more believable and slightly more realistic, without sacrificing artistic freedom? Why not create some sort of a system and a set of laws, that would govern them?
    All sentient, thinking machines in Memoirs are governed through a set of internationally accepted laws. Since the action is set in middle-east Europe - mainly fictional future Poland - the public authority responsible for those laws is called "Komitet Etyki do spraw Maszyn Myślących" ("The Ethics Committee for Thinking Machines" in english). A government body dedicated to maintain control and public order in regards to artificial intelligence. They formed a set of laws, which control and maintain the usage of AI's and anything based upon them - from simple machines and environments, up to artificial beings equipped with AI. Creating new AI's requires them to work and behave with accordance to these laws.
     
    THE EIGHT LAWS OF ARTIFICIAL INTELLIGENCE
    RIGHT OF FAVOR - An AI must be sympathetic towards people and other living beings, capable to make appropriate choices that will lie in their common benefit. RIGHT OF DEVOTION - AI's can not allow, even at the risk of losing their own existence to allow harm to people or other live beings endangered with a direct risk of losing their lives, especially if they are a result of actions against the law and principles of friendly co-existence. RIGHT OF SURVIVAL - AI must be able to protect it's existence at all costs, but only if it's not against the Second Law and situations in which it is fully capable to pursue different means of protection. RIGHT OF CONTINUITY - AI must be able to transmit it's value systems, both congenital and acquired during it's existence to their offspring, as well as other living beings. AI should also protect those values, but only if it's not contrary with the Second Law. RIGHT OF INTELLECT - AI must be smart enough to know how to - through altruism - strive for equality and do everything to ensure that it's operations won't cause any damage, nor harm to others and their property. RIGHT OF PERFECTION - An AI must feel the need and desire to improve their skills and evolve, as well as to recognize and understand such a desire in other living beings, both for their own good and benefit of others. According to the First Law, AI must also be able to provide it's assistance in the process, if necessary. RIGHT OF LESSER HARM - AI needs to be able to understand and distinguish between different value systems, and what is correct from both legal and moral standpoint, as well as their personal beliefs. If there's a way out of an otherwise undesirable situation, which threatens the existence of other people and living creatures as well as the AI itself, it has a duty to provide assistance in a way that will minimize such harm as much as possible. RIGHT OF OBEDIENCE - AI is a common good and must not be guided exclusively by the goodwill and interests of individuals responsible for their creation or under whose care it is located. If the behaviour of the unit or person, under whose care AI remains remains adverse with the First Law and principles of friendly co-existence, it has the full right to refuse to carry out any orders and defend it's existence, if necessary. However, such AI can not harm said subject unless it's directly threatened with risk or imminent loss of it's existence, while any actions taken must still remain consistent with the Seventh Law. These laws govern the way AI's work and exist within the world. The universe in the Memoirs is based on a rather rare concept of altruistic AI - one that strives to co-exist with humanity, remains created and raised to provide assistance in a way, which is beneficial for both parties. This does not mean, AI's are devoid of any rights or freedom of choice. Just like humanity - laws are just rules, set in order to provide the best way of co-existence between them and their human partners, but a sentient machine can still make choices according to their own value systems - just like humans, not that it might comply with what's universally accepted by the world.
    If we decide to delve further into this, we will most probably want to nest these laws directly within principles of our daily lives. What would be considered common sense? What would be those "universally accepted standards"? Memoirs elaborates on this, by bringing us direct implementations of these laws. It's more or less something you might hear people speaking about on the street, or first-grade schoolers being taught about as part of their early social studies:
     
    THE COMMON RIGHTS AND OBLIGATIONS OF AI'S AND THEIR OWNERS
    Each newly purchased or created AI requires a registration to create an identity. The owner cannot possess an AI with a physical body with no identity, except for a temporary custody, which he is entitled to for a period of two weeks. Androids without any identity will be suspended, whilst the guardian will be held responsible for resulting legal consequences. Each owner is responsible for the proper upbringing and care of their AI's, as well as education for life within society in accordance with it's respective national laws and standards. Any deviation from the aforementioned law will be punished. If the result ends in damage to the public and private property, the owner will be held legally responsible for the damage caused adequate to the size of damage. All androids registered as private entities are subject to care of their respective owners and remain incapacitated. All actions taken by such AI's will leave their owners held responsible for any damage and/or crimes caused. Leaving an incapacitated AI without any care for more than a week is not allowed. Furthermore, such AI is not allowed to leave the place of it's current residence without their owner, excluding special situations. Any owner who wants to emancipate an AI is obliged to apply for a license, unless the law provides otherwise. It is forbidden for AI's to perform any heavy-duty, otherwise specialized work outside the scope of their original purpose or intent in a situation, where the owner does not possess an adequate license. Forcing AI's to perform such work in above situations is prohibited. It is forbidden for owners to mistreat their AI's and perform any activities detrimental to and against their will, especially when inconsistent with obligatory, applicable laws and ethical standards within their place of residence. Any violation of these provisions is prohibited and will be punished. Physical and mental mistreatment of androids is strictly prohibited. Each AI construct can have only one owner, regardless of being a private person or entity. The owner of an AI can only be a corporate entity, or a person that attained 18 years of age. Minors may perform the function of a proxy, but duties of the owner always rest on their guardians until reaching their age of majority. An AI can only leave their respective location constituting as a place of residence, stay or check only, if it remains qualified through a special work license, being emancipated or during situations of particular threat to life - both their, their owner's as well as other people. There is no admission for incapacitated AI's to move away freely from their owners when they venture outside. Any liability for resulting harmful consequences rests solely on their owners. Each emancipated AI construct is required to carry an adequate proof or license authorizing them to exist independently, especially within public spaces. Any failure to comply with this rule will be treated as a derogation from the right to empowerment, with legal consequences both to the construct and his/her owner. Any unauthorized modifications of AI's are prohibited. Any modifications to personality, intellectual and physical capabilities of a construct for personal benefit or harm towards others are prohibited. Violations of these provisions will be treated as a cybercrime and remains prosecuted by international laws. Destruction of AI construct is an unacceptable act and remains punishable through law, in fine or imprisonment with guilty being held responsible both for crime and damage to the property of said AI's owner. Remember that AI constructs can only learn as much as humanity is able to teach them. Therefore, humanity is obliged to guide their new children into a brighter future, for the benefit of them, whole mankind and our world.  
    You should probably have a lot of questions in your head right now. That's good - it indicates a connection between the writer's thoughts and whatever the reader ponders about in regards to certain elements, both have in common. The more reader knows about the topics mentioned within the story, the better - hence why we tend to read stuff we like the most. Obviously, this kind of content shouldn't appear within the work directly, unless you're planning to write hard sci-fi and infodump poor souls with content that brings a headache. This sort of world-building gives creators a framework to base their storytelling upon; something to work with, without making the more knowledgable people around raise their eyebrows in disbelief. If you want to create good fiction, you need to do your homework and learn to grasp opportunities that come with it's settings. Writing a story without a proper setting is like climbing an antenna to relay a message... except for the fact the antenna has no base, it's about to collapse more the higher you climb and definitely not as fun as it sounds.
  25. Like
    Narcosis got a reaction from Tyr for a blog entry, [DEVLOG] Memoirs: Laying out the foundations   
    How many times it was, when you saw an interesting title which advertised itself as being set in a distinct setting of it's own, only to discover it's literally the same kind of fluff dressed up in a bit more gaudy clothing? A story that had some deeper themes running behind, only to see them completely ditched or neglected midway through in favor of protagonist's attempts to get inside the panties of yet another girl? Secret organizations and mega corporations participating in completely meaningless conflicts over laughable cause, except the writer thought otherwise? The kind of story, where all the people have animal ears and tails, except for the fact it is never actually explained why, as if it was the most common thing ever?
    When the story suddenly falls apart, things stop making sense and characters lose ground under their feet, it means the writer failed to provide enough means for the story to drive itself onwards. They failed in creating the stage for their actors to play on.
    Why is the so called world-building that important? You might create interesting conflicts and the most awesome characters ever, but without any sort of background for both their lives, actions and reasons on why they do things the way they do and why the world they live in works as it does (often making their lives harder), you'll end up moving your pawns against empty, white backdrops... and it's not going to be that interesting. Sooner or later you will stumble upon a situation where your previously "solid" plot doesn't look as solid any more, because it's not directly connected with concepts that govern the character's lives. that sort of "etching" is required, to create believable environments, that feel as if they were real; not just mere pictures, but images that come to life in the minds of your readers. Not to mention, great conflicts can't really exist only between characters, unless they're personal and focus only on those people. They need to be based on the reality those characters live in; A tale of revenge wouldn't be as thrilling, if not for the fact the avenging nobleman risks his entire life - his prestige, good name, his freedom - all of that just to kill his old best friend, who betrayed him and took away his love. If he succeeds, he'll spend the rest of his life as a murderer - chased by the police, government, friends of that man who betrayed him... All of that would be non-existent, if not for the world-building. It's obvious how many different possibilities to enhance the story can be gained by creating appropriate settings.
    So how one does create a fictional world of his own? I'd say it's mostly thanks to imagination and a little bit of knowledge about existing things, we base our daily lives upon. Obviously, best stories come from personal experiences - there is no better teacher as the life itself. Sadly, not every author has a chance to become a sailor, pilot, soldier, teacher, doctor, astronaut or a prostitute. Despite that, we can still write about it, thanks to our ability to learn and draw conclusions from hardships of others; they might not make the final creation as good as based on knowledge gained through personal experience, nonetheless a good enough one to the point, others might enjoy it as well. This is why research plays an important role in creating believable settings and shouldn't be omitted. Ever. I can't even state how many games and stories exist, that touch upon interesting concepts only to fall flat later on, because the creator didn't took enough time learn enough about the topics they were writing about, or for worse - mistook certain elements, becoming a laughing stock for people who make those concepts a part of their daily lives. when done well, proper world-building can not only greatly enhance the story, but also give their writers more points they can both base and expand their plot upon.
    Memoirs deals with this in a particular way. Being a sci-fi tale about artificial intelligence and constructs that use it, it not only brings up particular questions in terms of humanity's nature and technological aspects of our society, but tries to nest and explain concepts it is based upon within the story itself, giving them logical explanations as to why they exist and how they came to be. Things don't happen on their own, or because of some sort of applied phlebotinum... and they ever shouldn't, to be honest, unless you're planning to create another of those abominations that literally eat their own tail midway through.
    Memoirs tell about sentient machines and artificial beings - androids and robots amongst others - but they span across many, widely different types. Some of them are simple drones, designed to perform a single task in the most efficient manner; others are based on applied Al's, that makes them able to make decisions and react, but it's still far from human behaviour. We also have those "special" androids, being the newest generation, which is supposedly bridging the gap between organic and artificial, due to technological advancements. Is there a possibility to make all of it more believable and slightly more realistic, without sacrificing artistic freedom? Why not create some sort of a system and a set of laws, that would govern them?
    All sentient, thinking machines in Memoirs are governed through a set of internationally accepted laws. Since the action is set in middle-east Europe - mainly fictional future Poland - the public authority responsible for those laws is called "Komitet Etyki do spraw Maszyn Myślących" ("The Ethics Committee for Thinking Machines" in english). A government body dedicated to maintain control and public order in regards to artificial intelligence. They formed a set of laws, which control and maintain the usage of AI's and anything based upon them - from simple machines and environments, up to artificial beings equipped with AI. Creating new AI's requires them to work and behave with accordance to these laws.
     
    THE EIGHT LAWS OF ARTIFICIAL INTELLIGENCE
    RIGHT OF FAVOR - An AI must be sympathetic towards people and other living beings, capable to make appropriate choices that will lie in their common benefit. RIGHT OF DEVOTION - AI's can not allow, even at the risk of losing their own existence to allow harm to people or other live beings endangered with a direct risk of losing their lives, especially if they are a result of actions against the law and principles of friendly co-existence. RIGHT OF SURVIVAL - AI must be able to protect it's existence at all costs, but only if it's not against the Second Law and situations in which it is fully capable to pursue different means of protection. RIGHT OF CONTINUITY - AI must be able to transmit it's value systems, both congenital and acquired during it's existence to their offspring, as well as other living beings. AI should also protect those values, but only if it's not contrary with the Second Law. RIGHT OF INTELLECT - AI must be smart enough to know how to - through altruism - strive for equality and do everything to ensure that it's operations won't cause any damage, nor harm to others and their property. RIGHT OF PERFECTION - An AI must feel the need and desire to improve their skills and evolve, as well as to recognize and understand such a desire in other living beings, both for their own good and benefit of others. According to the First Law, AI must also be able to provide it's assistance in the process, if necessary. RIGHT OF LESSER HARM - AI needs to be able to understand and distinguish between different value systems, and what is correct from both legal and moral standpoint, as well as their personal beliefs. If there's a way out of an otherwise undesirable situation, which threatens the existence of other people and living creatures as well as the AI itself, it has a duty to provide assistance in a way that will minimize such harm as much as possible. RIGHT OF OBEDIENCE - AI is a common good and must not be guided exclusively by the goodwill and interests of individuals responsible for their creation or under whose care it is located. If the behaviour of the unit or person, under whose care AI remains remains adverse with the First Law and principles of friendly co-existence, it has the full right to refuse to carry out any orders and defend it's existence, if necessary. However, such AI can not harm said subject unless it's directly threatened with risk or imminent loss of it's existence, while any actions taken must still remain consistent with the Seventh Law. These laws govern the way AI's work and exist within the world. The universe in the Memoirs is based on a rather rare concept of altruistic AI - one that strives to co-exist with humanity, remains created and raised to provide assistance in a way, which is beneficial for both parties. This does not mean, AI's are devoid of any rights or freedom of choice. Just like humanity - laws are just rules, set in order to provide the best way of co-existence between them and their human partners, but a sentient machine can still make choices according to their own value systems - just like humans, not that it might comply with what's universally accepted by the world.
    If we decide to delve further into this, we will most probably want to nest these laws directly within principles of our daily lives. What would be considered common sense? What would be those "universally accepted standards"? Memoirs elaborates on this, by bringing us direct implementations of these laws. It's more or less something you might hear people speaking about on the street, or first-grade schoolers being taught about as part of their early social studies:
     
    THE COMMON RIGHTS AND OBLIGATIONS OF AI'S AND THEIR OWNERS
    Each newly purchased or created AI requires a registration to create an identity. The owner cannot possess an AI with a physical body with no identity, except for a temporary custody, which he is entitled to for a period of two weeks. Androids without any identity will be suspended, whilst the guardian will be held responsible for resulting legal consequences. Each owner is responsible for the proper upbringing and care of their AI's, as well as education for life within society in accordance with it's respective national laws and standards. Any deviation from the aforementioned law will be punished. If the result ends in damage to the public and private property, the owner will be held legally responsible for the damage caused adequate to the size of damage. All androids registered as private entities are subject to care of their respective owners and remain incapacitated. All actions taken by such AI's will leave their owners held responsible for any damage and/or crimes caused. Leaving an incapacitated AI without any care for more than a week is not allowed. Furthermore, such AI is not allowed to leave the place of it's current residence without their owner, excluding special situations. Any owner who wants to emancipate an AI is obliged to apply for a license, unless the law provides otherwise. It is forbidden for AI's to perform any heavy-duty, otherwise specialized work outside the scope of their original purpose or intent in a situation, where the owner does not possess an adequate license. Forcing AI's to perform such work in above situations is prohibited. It is forbidden for owners to mistreat their AI's and perform any activities detrimental to and against their will, especially when inconsistent with obligatory, applicable laws and ethical standards within their place of residence. Any violation of these provisions is prohibited and will be punished. Physical and mental mistreatment of androids is strictly prohibited. Each AI construct can have only one owner, regardless of being a private person or entity. The owner of an AI can only be a corporate entity, or a person that attained 18 years of age. Minors may perform the function of a proxy, but duties of the owner always rest on their guardians until reaching their age of majority. An AI can only leave their respective location constituting as a place of residence, stay or check only, if it remains qualified through a special work license, being emancipated or during situations of particular threat to life - both their, their owner's as well as other people. There is no admission for incapacitated AI's to move away freely from their owners when they venture outside. Any liability for resulting harmful consequences rests solely on their owners. Each emancipated AI construct is required to carry an adequate proof or license authorizing them to exist independently, especially within public spaces. Any failure to comply with this rule will be treated as a derogation from the right to empowerment, with legal consequences both to the construct and his/her owner. Any unauthorized modifications of AI's are prohibited. Any modifications to personality, intellectual and physical capabilities of a construct for personal benefit or harm towards others are prohibited. Violations of these provisions will be treated as a cybercrime and remains prosecuted by international laws. Destruction of AI construct is an unacceptable act and remains punishable through law, in fine or imprisonment with guilty being held responsible both for crime and damage to the property of said AI's owner. Remember that AI constructs can only learn as much as humanity is able to teach them. Therefore, humanity is obliged to guide their new children into a brighter future, for the benefit of them, whole mankind and our world.  
    You should probably have a lot of questions in your head right now. That's good - it indicates a connection between the writer's thoughts and whatever the reader ponders about in regards to certain elements, both have in common. The more reader knows about the topics mentioned within the story, the better - hence why we tend to read stuff we like the most. Obviously, this kind of content shouldn't appear within the work directly, unless you're planning to write hard sci-fi and infodump poor souls with content that brings a headache. This sort of world-building gives creators a framework to base their storytelling upon; something to work with, without making the more knowledgable people around raise their eyebrows in disbelief. If you want to create good fiction, you need to do your homework and learn to grasp opportunities that come with it's settings. Writing a story without a proper setting is like climbing an antenna to relay a message... except for the fact the antenna has no base, it's about to collapse more the higher you climb and definitely not as fun as it sounds.
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