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Tenkuru

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  1. Like
    Tenkuru reacted to Clephas for a blog entry, VN thoughts: Charage and heroine perspectives   
    Recently, I've had reason to consider precisely what it is that makes the difference between a strong charage and a kusoge charage.  There are a lot of important elements involved, from levels of character development to the overuse of the non-person protagonist.  However, there was one element - or rather a tool - that seems to get overlooked a lot, despite its ubiquitous presence in almost every first-class charage.  That tool is the heroine perspective.
    The heroine perspective is where the narrative switches from following the protagonist to following one or more of the heroines.  To be blunt, this is probably the single most powerful tool a charage writer has to make you fall in love with the heroine as a person, rather than as a one-dimensional talking doll.  If a charage writer is failing to drop you into heroines' perspectives on a regular basis in the common route, it isn't a good sign.  A single twenty-line peek into a heroine's head can often mean the difference between a wonderful, round heroine and a flat, boring heroine.  Few heroines have the personal charisma necessary to leave memories inside your heart without at least one scene like this one, whether it is in a charage or otherwise.  Whereas the everyday interactions between them and the protagonist provide you a broad outline of their character, it is the heroine perspective that is often needed to provide a drop of paint to the canvas, aiding in the process of filling in the lines.
    I mean, cute only goes so far. 
  2. Like
    Tenkuru reacted to Fiddle for a blog entry, Use the Oxford comma in speech, too.   
    Recent events have compelled me to contemplate the Oxford comma to an even greater extent than usual, so let me share a story to convince you that, in addition to using the Oxford comma in writing, you should enunciate it in your speech.
    I was getting pizza some time ago. But I must note that it was one of those pizza places where they make little quadrilateral pizzas for a single person ("single" having two meanings, probably). I normally wouldn't concede to the expenses associated with such a bourgeois establishment, but the meal is quite cheap when one orders a full-sized square pizza―probably because they aren't meant to be eaten in one sitting―and, most notably, the meal comes with a free side order.
    As such, the cashier asked which side I would like, and I will transcribe this in such a manner as to accurately represent her enunciation: "You want bread chips or carrots?"
    I cannot think of how to tell this anecdote without now giving away the catch, which the keenest among you may have already ascertained: The sentence was actually, "You want bread, chips, or carrots?"
    But I am not the keenest among us, and the fact that there was no pause between the "chips" and "or" suggested, in my mind rightfully accustomed to the Oxford comma, that there were only two items: bread chips and carrots. I sought to confirm this, asking, "Bread chips?"
    And she, wielding the apathy of an employee who unwittingly tempts the manager into automating all the cashiers, recited the items with the selfsame cadence or lack thereof―"Bread chips or carrots?"
    This corroborated my confusion, and I thought to myself, I have no idea what bread chips are, but I know I don't want carrots. So I said, "BREAD CHIPS."
    She replied, "Chips?" And then I might have said "BREAD CHIPS" again―I forget―but apparently I conceded to chips eventually, and went to await the production of my comestibles thereafter. Not even at this point had I come to realize the situation, as my friend labored for some time to explain it to me.
    The Oxford comma was not the instigator in this story; it was a reluctant spectator, a single tear running down its cheek. I implore you to take this experience to heart.
  3. Like
    Tenkuru reacted to Fiddle for a blog entry, On the Important Matter Regarding Cats and Laser Pointers   
    While the final cause of my chronic insomnia has been a subject of much consternation on my part, the answer was none too subtle last night. Indeed, something weighed heavily on my heart, compounding the recurring problem of Arby's-induced arterial blockage.
    If I were to own a cat, would it ever catch on to my laser-pointing diversions? As any former or current participant in this activity can attest, it is very entertaining, such that one should enjoy it in the absence of concerns that it may someday become infeasible. I ruminated on this question after recalling this gif that tangentially addresses the matter.
    In other words, may I consider the feline mind analogous to that of a dog who, in a like manner, readily fetches the stick only to endure the same Sisyphean struggle moments later and without cessation?
  4. Like
    Tenkuru reacted to Clephas for a blog entry, Baldr Heart   
    Now, for those who are wondering, the reason I chose to play Baldr Heart first is fairly simple... it is the VN most anticipated this month, at least by the people I talk to.   Baldr Heart is the fourth game (if you count the Skydive and Zero games as a single game each) in the 'primary series' started with Baldr Force.  This series follows the evolving interrelations between humans, the net, extreme VR, and AIs, storywise.  The gameplay in all the games is a relatively fast-paced battle mech action system that evolves a lot of explosions and bullets flying.  Except for Zero, the series retains a pixelated appearance that is reminscent of the ps2 or psx eras for its gameplay.  The series tends to be heavy on the dystopian elements, as well as transhumanism.  Zero's setting in particular is horrifyingly dystopian, with children selling reservations for their own body parts and dismemberment videos in advance to strangers on the streets.
    Baldr Heart doesn't go that far... though it definitely strays into the area of mad science.  I can't really say a whole lot about the setting without spoiling Skydive and Zero, sadly.  This game is based 200 years after those games and the events in them are the base upon which the entirety of the society in Baldr Heart is constructed. 
    Now, I feel a need to address the biggest complaint from those who were looking at this game.  The fact that most of the characters are students... a definite divergence, as the series has in the past had most of its main characters in their early to mid-twenties, save for a few rare exceptions.  That fact is one of the series' main attractions for many readers, as many VN fans go to the Baldr series specifically to escape the slice-of-life-in-a-school-setting that plagues  most VNs.  So, in the eyes of many fans of the Baldr series, this was a huge betrayal... or at least a turn-off.
    Typical of a Baldr game, this element, that would normally have been a simple way to dumb it down for the 'mainstream' (as so many readers name it contemptuously) is actually used to accentuate the sharp differences between the Baldr world and the modern Japanese settings of most normal VNs.  While it is true that Sou isn't as bitter and broken as a lot of Baldr protagonists either begin as or end up, he nonetheless has his own share of horrifying experiences in his past, and he has taken lives in combat before.  He is a mercenary who returns to his homeland after receiving a brain injury trying to save a young girl trapped in the net.
    There is a play order to this game... Tsukuyomi>Mao>Yuri>Nagi.  With each successive path, more of the game's mystery is revealed, until you reach the core of things in Nagi's path.  I'm going to be blunt... if you thought Yuri's path was a bit screwy, Nagi's is even twistier.  The Baldr series loves its mindfuck plot twists filled with pseudo-science and philosophy, and in that sense, this is the Baldr series at its best.  However, this story structure means that Tsukuyomi's path, in particular, is fairly unsatisfying since it reveals next to nothing about what happened in the past or what is going on during the story.  I also felt that the game fell back on emotionalism a bit too often for my tastes... while it almost always comes down to that in any given Japanese game, I honestly thought the 'Fay' were going a bit too far that way.  I know they were probably searching for a new theme after Zero, but I still found it a bit trite.
    That said, this is still a Baldr game, and thus a mix of filthy human desires and high ideals stain the world crimson with the blood of thousands along the way, leaving me satisfied that Giga didn't abandon the series core precepts.  They were just a bit too obvious when they designed the setting and theme, lol.
    Overall, this game will get mixed reactions from Baldr fans while being perhaps slightly more accessible for those who might have had trouble with the much darker atmosphere of the previous games... in that sense, I think Giga probably made a mistake, as that dark atmosphere is one of the series' attractions.  As a VN, it is very well written and smooth to play... showing off the skills of Giga's writing staff to their fullest.  It reminds me of why so many who read Giga games say 'Giga is great... if you just play the Baldr series.'
  5. Like
    Tenkuru reacted to Clephas for a blog entry, Floral Flowlove   
    Now, as I stated in the previous post, Saga Planets' has two types of VNs it primarily produces... a story-focused type that doesn't avoid the kind of bitter drama that charage/moege tend to despite the moege-type visuals... and a 'strong charage' type that essentially is a more character-focused VN with many of the same strengths as the former type.  Floral Flowlove is the former type, being much closer to Hatsuyuki Sakura and the other 'Four Seasons Series' VNs. 
    As such, as in all VNs by this company, there is a definite 'proper' play order, if you want to fully enjoy this game.  First, unless you are inexperienced at playing VNs, you probably would have figured out that Kano's path is the one that touches on the core elements of the story most intensively... and that is the case, so I seriously suggest you do her path last.  This is my suggested path order Adelheit>Aoi Suu>Kohane>Nanao>Kano.  My reasons are that Adelheit's ending is the one that goes the most out of its way to avoid touching on the protagonist's most intensely personal issues and is the most 'charage-like' path, and Suu is a sub-heroine whose path branches off of Kohane's path.  Nanao and Kano share a basic flow of events up to a point that basically requires you to choose one of them and it dramatically splits off, so it is best to play Kano's path right after Nanao's.
    Now that I got that out of the way, I'll make a few comments on the setting and subject matter.  For those who dislike Christian mythology, this VN might make you feel uncomfortable, though - given that it is a Japanese story - it isn't full of the moralist excess that a Western Christian writer would have put into it.  The focus on angels does have meaning, but for most of the VN, you won't know what meaning it has.  Another issue is the protagonist.  He isn't a cipher in any way, shape, or form.  He is an extremely emotionally-scarred, somewhat self-derisive character who also happens to be eminently capable at whatever he chooses to do (my favorite type, lol).  However, his tendency to distrust everyone, despite his ability to see the nature of people's intentions, will probably drive some people up the wall.  The guy is fundamentally a rationalist (which is fairly rare in Japanese VNs), save on a few issues regarding his emotional scars and the need to protect Kano from her own bad luck.
    The common route of this VN is fairly dramatic and interesting, and Adelheit's path branches off from the rest almost immediately after the first dramatic point.  A second turning point occurs after the turn-off for Adelheit's path that sends you digging through the protagonist's half-healed emotional wounds and his past, and it is actually pretty interesting.  Save for Suu's, the paths and endings are universally first-rate (Suu's path is this game's abortion, though it is fun to watch the protagonist seduce a nun, lol).  I will say that I - as always - have to complain a bit about the fact that the endings only go a few months to a few years past the climax of the story (I really, really wanted to see Adelheit five or six years later, because I thought it would be rofl-worthy).  However, for most people this won't be a problem.
    Each of the paths gives you a final snippet of the past after the credits, and it is, in part, this that made me give you that order of completion.  To be blunt, Kano's revelation is a bit too big in comparison, and as a result, it would be problematic if you saw it too early on (it is meant to be viewed right before going to the final path). 
    About nine out of ten people are going to spend this VN wondering 'who the hell is Riku?' because the protagonist never really explains her in any of the game's main paths.  So... I'm not going to spoil it for you (though a lot of you will probably figure it out anyway).
    Emotionally, this VN definitely has impact... but a lot of it is pitying, sympathizing, or empathizing with the protagonist.  I will say that Kano has seriously awesome hidden depths that come out in all the paths (think a ditz with an intelligence of ten but a wisdom of five hundred in a D&D game), as she is perhaps the single wisest, most selfless and compassionate heroines I've seen.  She isn't terribly intelligent though.  On the other side, Adelheit is pretty hilarious... she is easily the laziest heroine I've ever seen (though she is also one of the more intelligent ones).  Kohane is the kind of girl who would make the perfect mother for a family of twenty adopted kids, and Nanao is basically your standard tsundere (on her own merits, she is probably the second-weakest heroine). 
    The true route... you will cry, so I predict (lol).  Anyway, the true route had me crying for a while, and it was definitely worth playing.  Unfortunately, it is also impossible to talk much about this route without spoiling the entire mess, so I'll just stop here.  I will say that they did manage to avoid the 'true route renders all the other routes meaningless/relevant only relative to the true route' screwup, which is what happens in most VNs with a true route.
    Overall, this VN is Saga Planets at its best, having learned from a lot of the little mistakes in their previous games.  For those who liked Saga Planets already, it is crack, and for those who like a good story-focused VN that isn't a chuunige, this is an excellent choice. 
  6. Like
    Tenkuru reacted to Clephas for a blog entry, Saga Planets   
    As I've been playing Floral Flowlove, I've been recalling my experiences with Saga Planets.  This is one of a very small group of companies that has never produced a 'complete kusoge' in my experience, and they always manage to maintain a certain level of quality, though they do their best work in VNs with a strong protagonist.
    Saga Planets is unusual amongst VN producers in that their games (at least in my experience) always maintain a certain baseline of quality... and in that they don't attempt to erase their protagonists' individuality.  In my opinion, this company's two best games are Natsuyume Nagisa and Hatsuyuki Sakura... and these two share elements that are common to Saga Planets' best works.  One is that they have stories with a certain 'ache of sorrow' to them.  Another is that the moe-like surface hides a more sorrowful, sometimes bitter experience that is generally not found in most games with a moege art style.  They follow a far older storytelling pattern, in that they don't try to eliminate bitter experiences and painful catharsis from the story, and this tends to benefit them immensely.
    More recent works, like Hanasaki Work Spring and Karumaruka Circle, have been closer to what I call 'normal charage', save in that they have strong protagonists.  I'm not saying they were 'weak' (in fact, by normal charage/moege standards, they leave a bit too strong of an impression as a whole), but they do suffer in comparison to the other works I listed above.
    Now, coming back to the topic at hand... there is one other quality that the best Saga Planets games share... and that is there is always at least one (sometimes two or three) heroine paths that are... abortive or just immensely weak in comparison to the others.  In Hatsuyuki, it was Shirokuma's path, and in Natsuyume Nagisa, it can be said that all paths other than the true one are abortions, considering the content of said path.
    This is a nearly unavoidable aspect of what I sometimes refer to as a 'story-focused VN'.  For better or worse, there is almost always a true/main heroine in these games, and it is hers and the protagonist's story that are most important.  Other heroines are frequently given less of an impact or the true heroine has an immense impact even on other heroine paths, as she is just so central to the game as a whole.  This can be somewhat frustrating if you happen to like/love the heroine in question, but it is just one of the prices of reading a great story, sometimes. 
    Edit: The above kind of ignores the 'side-trips' the company took into other genres early on, lol.
    Edit2: As an example of a heroine that some of the people here might be familiar with whose impact on the other paths in the VN is pretty obvious, Kagome from Comyu is a rather obvious example, as is Suzu in Ayakashibito.  To be blunt, there is not a single path in either game where either of those heroines is separated from the protagonist, making it rather obvious to anyone who played any of the paths in the game who they were 'supposed to' love the most, hahaha. 
  7. Like
    Tenkuru reacted to Clephas for a blog entry, JRPG: I am Setsuna   
    Yes, I went ahead and played this, having pre-ordered it on Steam. I've been pumping about three hours a day into it since it came out and my final level for my main party was 47 (which seems to be low, but that is apparently because people go for the 'beat the boss without weakening him first' trophy, pfft).  This is a game designed to bring nostalgia to the minds of those who are fans of the SNES and PS1 eras, and in that sense, it definitely succeeds.  It utilizes a battle system copied from one of the most famous kamige jrpgs of all time, Chrono Trigger... with a number of additions, both big and small.  The world map is also reminiscent of that estimable game... but the resemblance pretty much stops there, save for a few other superficial elements.
    First, I'll give you a basic rundown on the story concept.  Endir, a mercenary swordsman, is sent to a certain island to assassinate a young girl, and it is there that he finds out that she is destined to die in any case, giving her life for the sake of the world, to appease the monsters.  It really is, from the very beginning, a story of compassion, driven almost entirely by Setsuna herself, with Endir as a sounding board, more than anything else (your choices as Endir are fairly irrelevant). 
    It is easy to love Setsuna.  She is kind-hearted and genuinely compassionate, as one would have to expect of someone who is going willingly to their death to save the world.  As a character, she has, of course, been 'done before', but that isn't as problematic as you might think, considering how the entire VN is meant to stab you with nostalgia about as subtly as driving a nail into someone's forehead, lol.
    The world map's design style is identical to Chrono Trigger's (albeit with modern graphics), and many of the skills are drawn straight from that game, name and all... though there are about five times as many skills total.  All skills, save for a few found in chests and a few defaults, are obtained by selling items gotten from monsters to the Magic Associations, which gives you their 'Spritnite' if you sold them enough of the right item.  There is no need for more than one of the 'command' type spritnite, as each character's techniques and magic are unique to them, so don't waste your 'budget' of sold items by getting more than one of any of them, lol.  Support spritnite are another thing entirely... these give various effects, ranging from stat boosts to healing you when you kill enemies, and using them strategically can make the game immensely easier. 
    Most monster drops need you to meet certain conditions for them to be dropped, ranging from killing enemies with a specific element, killing them with damage close to their exact hp, or overkilling them (there are other conditions, but those are listed in the monster encyclopedia, so there is no need for me to go into detail here).  This can be a bit of a pain when it comes to items from bosses, but you can re-fight bosses in certain dungeons opened up in the late game, so don't worry too much about it, lol.
    One of the positives of this game is that there are multiple characters capable of healing... to be specific, both Setsuna and Endir can serve as healers, as well as damage dealers.  Not being bound to keep any one character in your party just to survive can be immensely helpful... especially when their attack element is useless against the local enemies, hahaha.
    The atmosphere of this game is not just shaped by the setting... but also by the music and the world itself.  Piano music dominates this game, giving it a somewhat 'realer' feeling than a lot of the half-synthesized music that is common in mid to low budget jrpgs.  However, while the tunes are just fine for activating your emotions, they tend to blend into one another after a while.  The world... is defined by snow.  Literally.  Blizzards, your feet leaving a path through snow drifts, monsters rolling balls of snow both before and during battle... this game is based in winter, and it doesn't even try to be anything other than a world in winter, hahaha.  Both aspects can leave you numb after a while... but the game is short enough that it isn't that noticeable if you play it in digestible bites of a few hours at a time.
    Story-wise... I'd say that the writing/localization is several levels above what you used to see in the same era as Chrono Trigger (one aspect of that era that I am glad is gone is the weirdly inconsistent translations).  The basic plot is classic jrpg, with endless excuses for taking the long route to get to the final destination, lol.  The ending is... a bit of a letdown, from my point of view.  I honestly don't see why they chose the classic 'dialog-free' ending type that used to be common in SNES era jrpgs, even if they were going for nostalgia, hahah.
    Overall, this is a first-rate effort, for what amounts to a mid-budget VN directed at retro-gamers.  It goes for the emotions, it ignores the intellect, and it breaks the fourth wall at times (you'll see what I mean if you go to a certain place once you get the airship).  In other words, it is a classic 'save the world' style jrpg, and for those who like the older console-style jrpgs, it is pure crack, though it does leave you wanting more (I'm probably going to yank Xenogears out and play it again sometime soon, lol).
  8. Like
    Tenkuru reacted to Fiddle for a blog entry, THIS LAMP SUCKS   
    SO I WAS PLANNING TO HAVE A PERFECTLY COMFORTABLE EVENING WITH THE ASSISTANCE OF MY GODDAMN LAMP

    AND THIS THING GETS SO HOT THAT IT BURNS ITSELF AND MELTS THE PLASTIC
    YOU CHINESE PEOPLE GOTTA PUT MORE EFFORT INTO DESIGNING SHIZZLE
  9. Like
    Tenkuru reacted to Clephas for a blog entry, Busy and a preview of July's releases   
    ... exactly how many times have I mentioned that I'm busy lately...?  Seriously.  I'm in the middle of VN withdrawal for the first time in over three years... and I'm realizing how addicted I am.  I'd be perfectly happy to play a kusoge for the second time, at the moment... if I had the time.  The best I can do these days is drop in for a few minutes and maybe a quick post or two. 
    Considering that I originally started this style of work because it made me enough money in a short enough period of time to both support me and my habits (gaming, anime, books, and importing VNs) while leaving me time to actually enjoy them...  Unfortunately, my choice seems to be backfiring for the second time in five years.  If anything, this time is worse, because I actually failed to deliver for the first time in the last decade. 
    Anyway, enough complaints...
    While I have the time, I'm going to list up the VNs I plan to read from July's releases, when they are released:
    Tsumikui (maybe, and only maybe because it is an otomege, and good otomege are rarer than kamige charage)
    Ojousama no Hanbun wa Ren'ai de Dekiteimasu
    Senren Banka (obviously)
    Muramasa: Shokuzai Hen (new Muramasa content? Whoohoo!)
    Aristear Remain
    Floral Flowlove (Saga Planets' games since Hatsuyuki Sakura have been much weaker... but I'll probably still give it a chance)
    Amatsutsumi (Purple Software has been on a roll with most of their releases in recent years... so I'm definitely playing this one)
    Kimi to Yumemishi (new company... hopefully it will be interesting)
  10. Like
    Tenkuru reacted to Clephas for a blog entry, Romanticization of War in Fiction   
    First, let me say this outright... I have absolutely no problem whatsoever with the romanticization of war in fiction.  I love bloody epic war stories even more than I love sushi and ice cream.  However, one thing I've noticed as I've read various historical fiction and fantasy is that the bloodier and more horrid a war is, the more it gets romanticized. 
    Western Examples
    The Hundred Years War- The Hundred Years War is perhaps the most obvious example of a war being romanticized in the Christian West.  Joan of Arc, the Black Prince... and dozens of other villains and heroes who have made their way from history into fiction and legend from that era.  However, the introduction of massive mercenary armies of this era scarred the continent for centuries to come, and millions died during this era from the war and diseases that spread as a result of the war.  It was also a period of the rise of French and English nationalism and the creation of professional standing armies, both of which are mixed blessings at best. 
    The Revolutionary War (US)- Now, I'm American... so naturally I instinctively take pride in our nation's war for independence... but as an amateur student of history, I am quite well-aware that the Revolutionary War was not a clear-cut conflict of freedom-seekers versus monarchists.  To be honest, just reading the original, pre-US constitution tells me everything I need to know about the motivations behind the delegates at the convention.  The self-interest, prejudice, and greed inscribed between the lines is fairly disgusting, considering the bluster that ended up in the papers at the time. 
    The Trojan War- This is a genocidal war that started because a married princess took a liking to a foreign prince, had sex with him, then ran away with him.  An entire civilization vanished because of this... a fact that I find unbelievably disgusting, looking at it from an objective point of view.
    World War II- I'm frequently fascinated by the degree to which this era is romanticized, despite the fact that there are still living witnesses to it.  It is the deadliest war in recorded history, but memories of the reality are already fading in some parts of the world less than a hundred years later. 
    Eastern Examples
    The Fall of the Han and the Three Kingdoms Era- This era is frequently portrayed as an era of military and civic heroes that eventually led to the rise of a great dynasty... but it was also a period that killed countless millions from famine, bandit raids, military plundering, and battles as massive as any seen in WWII.  In the last census taken before the fall of the Later Han Dynasty, there were over fifty-six million citizens of the empire... and in the first census after the rise of the Jin Dynasty, there were only slightly more than sixteen million.  This is perhaps the most romanticized conflict in history, and yet it is also the second-deadliest recorded war in human history as well (WWII being the deadliest). 
    The Sengoku Jidai- I've mentioned that this period of civil war in Japan is highly romanticized over there... and that is actually an understatement, when it comes down to it.  It was a period where power and influence were in a constant state of flux, with the Ashikaga Shogunate proven incompetent to rule and various warlords seeking to carve out their own pieces of the pie both for Clan and individual gain.  However, very few of the 'heroes' of the age are seen as 'evil'.  Nobunaga, while he was a social progressive, was also known for his ruthlessness and cruelty, as well as disregard for traditions and religion.  Tokugawa, while he was a repressive social conservative, was also a builder of cities and a brilliant administrator.  Hideyoshi, while he was a brutal conqueror, was also an example of a man clawing his way up from the cesspool to the heavens.  Similar contradictions defined most of the great warlords of the era, with the Imagawa being both military expansionists and great cultural patrons, and the Hojo being great architects and engineers as well as highly ambitious nepotists.  This is an era that has so many highly colorful characters whose actions were recorded in detail that it couldn't help but be romanticized... but the reality of it was that it was an era of starvation, desperate poverty, and immense uncertainty. 
    The Bakumatsu/Meiji Restoration- I don't think I need to go into the degree to which this era romanticized the samurai culture and fed Japanese nationalism, because its result was Japan's policies leading up to and during WWII.  This was essentially a large and brutal civil war between two factions (further split into many smaller factions) within Japan that disagreed violently over how to deal with foreign influence in the face of Ming China's rape-by-colonization on the mainland.  Assassinations, political terrorism, and brutal oppression defined this period.  In the end, what you got was a country who presented a strong face to the world but was still unable to come to terms with what it wanted to do at home. 
    As a conclusion
    Human beings have a fascination with war that leads to its romanticization, and I honestly am no exception to that rule.  I enjoy war period historical fiction immensely, and I have absolutely no objection to fantastical speculation on the capabilities and personality of individuals living in those eras.  However, the immense cost - both economic and human - of war is almost always forgotten afterwards... and I intensely dislike it when someone chooses to forget just what those costs are.  Fiction is harmless, but ignoring the lessons of history isn't.
  11. Like
    Tenkuru reacted to Clephas for a blog entry, Lamunation   
    ... wow, it has been a while since I've come across a VN where I can't use meta terms to explain everything. 
    If I had to put a genre type to this, it would be 'random/comedy/ecchi'.  There are a few really unique elements to this VN that I should probably explain before I go any further.  First, narration in this VN is almost nonexistent... roughly 98% of the game's text is dialogue, though the h-scenes are narrated.  Second, this VN makes no attempt whatsoever to be serious at any point.  I'm not kidding.  There are literally no serious points in this VN (I at first disliked it, then when a stuffed penguin appeared with the same brand of beer my father drinks in hand, I completely lost control and started rofling).
    ... which is its attraction.  This VN feels a lot like an eroge-version of an American cartoon of the same type as the Simpsons or Family Guy, right down to the movie references and low humor (repeated jokes, sex humor situational comedy, and jokes related to defecation and other weirdness).  There are also a huge number of old American movie references (mostly 1980's to the turn of the century) and a few references to TV shows that were old when I was born, such as the Lone Ranger.  To be honest, this VN is all over the place...
    This VN is immensely fun if you are fine with the kind of insensitive, low humor that is common in the American cartoons I mentioned above, as well as Japanese humor.  However, if you don't like that kind of thing, this will probably be pure torture. 
    PS: All the heroines are bisexual.
  12. Like
    Tenkuru reacted to Clephas for a blog entry, Otome Domain   
    Well, this is the first June's releases I've dug into, and it was an... interesting experience. 
    This VN is a thematic trap protagonist VN that is fully voiced.  I say it is 'thematic' because all the heroines share the same general quality/direction... to be specific, they are all from the 'ponkotsu ojousama' sub-archetype.  Rich girls who are cute and generally nice to look at... and have an overwhelmingly high number of seeming irredeemable flaws. 
    Kazari, the VN's main heroine, is perhaps the most obvious of the three...  from the very first.  For about ninety-percent of the people who play this VN, the first scene of this will decide whether you immediately drop the VN or continue on.  In fact, Kazari is the reason why I think the ratings on vndb tend to be either near the top or the bottom of the scale.  While the protagonist resigns himself to her... eccentricities, I seriously considered dropping this VN during the first scene of the game.
    Yuzu... is a more classic type.  She looks like a yamato nadeshiko (ideal of the Japanese woman leftover from the pre-war era) on the surface, but underneath she is a glutton with an inordinate fondness for the smelliest foods on the planet who will eat just about anything (in massive amounts). 
    Hinata is a straight-out chuunibyou heroine.  The only difference between her and the other chuunibyou heroines who have been produced en masse in the last few years is that she is also an ojousama, lol.
    The protagonist in this VN is the best type of trap protagonist... the one who can do just about anything and everything better than everyone else around him.  The fact that he settles into the role of taking care of the three girls like a sharp-tongued mother figure who nonetheless spoils them rotten is the biggest ongoing joke of the game in my mind.  That he is fully-voiced means that this is one of those rare VNs where you have that element of characterization to add to the protagonist.  Otherwise, he is your classic trap protagonist, who is girlier than the heroines but wants to think he is manly, lol.
    This VN's paths aren't terribly unique... except in the case of Kazari, where the actual path to her and the protagonist becoming lovers takes some really queer turns.  However, taken for what they are, they are definitely at the higher levels for their types.  This is your classic charage setup, where all drama is relatively minor and resolved in a way that doesn't leave a bad aftertaste behind.  It is executed well enough that it doesn't feel like the writers wasted my time, but not so well that this will be one of the VNs I remember permanently, lol.
    Overall, when it comes down to it, this is just a thematic charage with some added elements (such as a fully-voiced protagonist and some weird heroines) that make it rise above the other ones like it out there.  However, it is amusing and generally enjoyable... if you can get past Kazari's personal habits.
  13. Like
    Tenkuru reacted to Clephas for a blog entry, *cries* Soshite Hatsukoi ga Imouto ni Naru   
    ... I'm going to be blunt.  It has been a while (think 2014) since any company has produced a nakige that compares to this one.  The characters, their backgrounds, their personalities, and the setting all come together to form a story of deep affection, pain, and tears that had me crying more than a dozen times throughout the VN.
    In terms of heroines, this VN's imoutos are the best.  Shinobu is the twisted, obsessive half-yandere, super-capable imouto who adores her niisan (with good reason).  Tsubasa is the honest, affectionate, straightforward imouto who is incapable of hiding anything.  While the other two heroines kind of pale compared to those two, their routes are another story entirely.
    I'm going to be straight... there are no bad or under-developed paths in this VN.  The characters' emotional and real-life (to them) struggles are intense, engrossing, and emotional.  Neneko's and Yuuka's paths are cases of the 'paths surpassing the heroines', a phenomenon that has become sadly rare in recent years, as writing quality has fallen drastically in the charage 'genre'. 
    Technically, Tsubasa's is the true route, but none of the routes were neglected in favor of hers, though I could have wished for an epilogue based a few years later for Shinobu's path (a matter of personal taste).  This is a mark of the skill of the writer and the person who designed the scenario, as the fact is that in most cases where there is a true or central heroine, the other heroines tend to be neglected, at least in my experience.
    The protagonist in this story will probably get mixed reactions out of people, if only because he is a bit angsty, especially when issues of parents come up.  He has good reason, as he is a victim of child abuse (he doesn't hide this, and it is revealed within the first half-hour of reading).  At heart, he is a good person, but he is very exclusive in the people he cares about and insanely protective of those chosen few.  His obsession with his role as a big brother causes some big problems in Shinobu's route, but that is mostly because he is very hard-headed and straight-laced... the type of guy who makes a vow to himself and never breaks it, even in the particulars.
    Story-wise... this is classic non-Key nakige fare.  The protagonist deals with his own issues (to varying degrees) while doing his best for the heroines, the troubles and drama along the way designed to drag the tears out of you, though it all ends happily eventually.  I was particularly touched by the healing that occurs in the protagonist in Tsubasa and Neneko's endings (through different methods), and I, for once, wasn't frustrated with the protagonist and heroine's struggles in Shinobu's path. 
    None of the characters' struggles felt forced or unnatural, the way many charage make them seem, which was impressive in and of itself.
    Overall, this is a first-class addition to anyone's nakige collection, and it is definitely going to be stiff competition for my VN of the Month for May.  I wept, I laughed, and I suffered along with the characters and out of sympathy for them.  I come out of this VN glad that I played it, a rare experience for a person who is as jaded as I am when it comes to VNs.
  14. Like
    Tenkuru reacted to Clephas for a blog entry, Sakura no Mori Dreamers (Clephas returns to the internet)   
    …Wow.  After the disappointments of last month, it is so nice to encounter such a great VN on my first one of the month this one.  Sakura no Mori Dreamers is a horror/mystery nakige based in a medium-sized Japanese town.  It is primarily focused on the protagonist, Shinji, and his quest to discover the killer of his first love, Madoka.  However, if you ask me if this is a story of revenge in the vein of Hello, Lady, that isn’t the case.

    Shinji is one of those rarest of things in a VN protagonist these days… a young man with a strong will and who is actually intelligent enough to figure out the best way to act in most situations.  That isn’t to say he is some paragon of the avenger archetype… if anything, he is a normal guy… but he has encountered enough loss in his life that it is pretty easy to empathize with him and his reactions to tense situations lack the frustrating aspects you see in a lot of VN protagonists.

    Madoka, his deceased girlfriend, plays a vital role in the story, with the prologue thoroughly introducing her and the relationships between the protagonist and his adopted family (his parents are deceased).  To be honest, the sense of loss at the end of the prologue is devastating, even though you know – since every single summary on the web reveals it to you – what is going to happen.

    In terms of structure, about thirty-percent of this VN is slice-of-life, with the rest being raw plot.  Most of the story is told as part of the ‘common route’, which makes up about 80% of the VN.  In fact, the main conflict is resolved in the common route, so afterward it moves from the protagonist’s own personal conflict to that of the heroines… with the exception of Kureha’s path, which becomes something of an extension of the common route near the end.

    This VN really touches on the darker side of human nature, with multiple psychopathic killers involved.  There is a lot of semi-guro imagery in this VN (like pencils sticking out of the eye of a rotting corpse, a half-pancaked schoolgirl, etc).  As such, I can’t recommend it for the faint of heart, especially since it is pretty frequent in the common route.  

    The protagonist and friends dive into the dreams of killers in this VN and eliminate the evil spirits waiting there… but that part of the VN is actually relatively small in comparison to the ‘background’ that gets formed around each major incident and its human cause.  The fantasy-horror element is vital to the story, but it tends to take a backseat in two of the four heroine routes (Mahoro and Hatsune’s routes), whereas it is more vital to the other two (Kureha and Mifuyu’s). 

    In all honestly, it is quite possible to be perfectly satisfied with this VN after playing only Kureha’s route, which is why I think it should have been locked until you finished the others.  There is a definite sensation of ‘true route flavor’ to her route, and I made the mistake of playing it first.  That doesn’t mean that the other routes were neglected, but it is the only route where the common route’s main storyline is continued.

    Hatsune’s route is probably the mildest… it is basically your classic nakige route with a few minor twists born of the fantasy element.  Mahoro’s route is quite similar in this respect.  However, Mifuyu’s route is seriously dark at times… primarily because Mifuyu is carrying a bit more baggage than the other two heroines, lol.

    Overall, this VN is one of the better ones this year so far.  For some reason, this seems to be the year for fantasy-horror VNs (with Tokyo Necro and Akeiro Kaikitan both standing out like burning flagpoles).  There are some issues with the setting that prevent it from being a kamige – the evil spirits are a bit too… opaque as an existence, even at the end – but it is definitely worth playing and a solid candidate for May’s VN of the Month.

    I actually finished this VN and this post before I went to sleep, but since I lost internet access due to a freak lightning strike (curse you, oh Lady of Storms!), I haven’t been able to get online to take care of things.  This VN took me roughly twenty-one hours over the course of five days, but a lot of that was because, until the internet got knocked out, I was working like crazy to meet some short-term deadlines.  Moreover, the loss of internet access completely screwed up my work schedule (while also hurrying my play schedule), which I’d re-geared since my doctor pronounced me semi-recovered. 

    Anyway, I’ve already started Soshite Hatsukoi ga Imouto ni Naru.  For those who are wondering… the VN is absolutely nothing like what I expected so far, in a good way, lol.  *smiles enigmatically*

  15. Like
    Tenkuru reacted to Flutterz for a blog entry, Moe Repository #35   
    Gathering MOE has been a bit slow, not as many intro threads, but I persevere for the sake of MOE!


  16. Like
    Tenkuru reacted to Clephas for a blog entry, VN of the Month: April 2016   
    I'm going to be honest... this was a month of unrealized potential and over-hyped games.  To put things straight in my own words... I really, really don't want to name anything from this month as VN of the Month.  If I were to name a VN of the Month based solely on quality and ignoring my own policies on sequels and remakes, it would definitely be Sengoku Koihime X.  Nothing this month even gets in the same region as that VN, for all its flaws.  Unfortunately, I do have a personal policy on naming direct sequels, fandics, and remakes as VN of the Month, so it isn't a full candidate.
    On the other hand, Island, for all its hype, turned out to be something of a disappointment for me.  I like Front Wing's games, for the most part, though I do end up disliking some of them.  I honestly thought like the setting and characters looked interesting when I was reading up to it in the weeks preceding its release.  However, when I got into it, I had a definite sense of dejavu, and not in a good way.  To be honest, though I do like a good mindfuck sometimes, the somewhat absurd nature  of the ones in Island left me  a bit irritated.  Moreover, the weakness of the initial paths and the true ending were enough to push it below the level I demand of VN of the Month vns, even if it will still be named on my potential recommendations for the year as a whole.
    Wizard's Complex was, in some ways, my biggest disappointment for the month.  It comes from Windmill, a company that has produced a number of first-class games (such as Kamigakari Cross Heart and HHG).  However, the hopes I had crumbled with surprising speed once I actually started playing the VN.  My misfortune in playing this VN was expecting more just because the company in question had produced more in the past.
    Almost by default, this leaves Wagamama High Spec as the VN of the Month 2016... though I feel it is unfortunate that Island didn't blow it out of the water, as I'd hoped it would.  Dal Segno, for all that it had its good points, had some severe problems that just made it impossible to take seriously, in the end.
  17. Like
    Tenkuru reacted to Clephas for a blog entry, Island   
    Now... I've already commented on this VN elsewhere, at least to a point.  So, I'll just do a quick recap of my initial feelings on this VN.  I'll go ahead and get the negative out of the way first.
    First, the common, Sara, and Karen routes... as I've said elsewhere, these routes exist solely to give you certain information that adds depth to the story of Rinne and Setsuna.  So, lolicons and fans of heroines like Karen, you are wasting your time if you go into this VN if you are expecting something truly great out of those two.  Sadly, those routes are about as weak as some of the worst charage routes I've played. 
    Things change dramatically during the Rinne, Winter, and Summer routes (they extend from one another).  The degree of character development quality, story-writing, and narrative is incomparably better than that of the common and sub-heroine routes.  This is perhaps inevitable, as this VN is basically a kinetic novel using chameleon-like techniques to make itself look like a normal multi-path VN.  Do you think I'm joking?  I'm not, seriously. 
    I'm going to be blunt... I wasn't moved emotionally at all until the Rinne route.  I can honestly say that if you are looking for emotional stimulation, the Rinne>Winter>Summer progression is ideal.  There is a lot of mindfucking involved (those who compared this to other VNs with similar themes are more or less correct).  The biggest complaint I might decide to bring up would be a very simple one... in the VN's 'true' ending (there is a 'good' and a 'true' one, whose actual names I won't reveal, since they are spoilers) the story as a whole isn't actually brought to a resolution.  Of course, there is a definite sense of hope that comes out of it, but the writer chose to leave the story unresolved, probably for similar reasons to the people who did so with other VNs of the type.
    Intellectually, this VN isn't nearly as stimulating as you might think.  For one thing, the protagonist is too much of an idiot to grasp most of what is going on.  For another, there isn't much food for thought that hasn't already been covered if you've taken an advanced physics course or two (at least conceptually).  The humor in this VN tends toward shimoneta (sexual humor), which is kind of ironic, considering it is an all-ages VN.  I honestly enjoyed the humorous character interplay in the various paths, and they did a really good job in the latter half of the game of bringing the various characters and the settings to life.  Edit: One thought that occurs to me is that this might be intellectually stimulating if you aren't accustomed to juggling sci-fi and science fiction weirdness, such as the stuff from the Hyperion book series.  The protagonist's perspective in this VN isn't so much ignorant as limited by his own psychological immaturity (like a five year old in an adult's body, his immaturity enforced and reinforced by his amnesiac state).
    Is this a kamige?  No.  Three elements make this an impossibility... the common, Karen, and Sara routes, the inconclusive final ending, and the somewhat stale attempt (in my eyes, at least) at intellectual stimulation.  However, this is definitely one of those VNs I'll name as 'one to remember from 2016'.  It won't make it onto my personal favorites list, because I intensely dislike inconclusive endings, but it is still worth mentioning, just as many flawed VNs I've played have been.
    Overall... this VN will probably appeal to the sci-fi mystery crowd and inveterate romantics (love across time, lol) the most.  This isn't a moe-type story, despite the art style, but it does take a page from the playbook at times.  This is also a relatively short VN, considering how much content they tried to force into it... think about seventeen hours of playtime, total (that is what my clock is saying, anyway).  It is about the same length as an medium-length charage, so that isn't necessarily short... but for a story-focused VN that is pretty short.  If you were to ask me straight out whether I liked it as a whole, I'd say yes, but if you ask me if I'll replay it, I'll say 'only if they remake the ending'.
  18. Like
    Tenkuru reacted to Clephas for a blog entry, Some explanations about my current state   
    Some people here already know that I hurt my knee falling down the stairs a while ago... what most of you don't know is that the stuff they have me on (non-narcotic pain drugs, sleep pills, and antibiotics) in combination make me a zombie for most of the day... I sleep around twelve hours a day, am fuzzy for two to three hours more, have to do rehab exercises for another two hours, and I spend around four hours of what is remaining working. 
    Needless to say, this doesn't leave much time for anything else... which is why VN of the Month is so far behind.  Normally, by this point I would have played through at least four or five of the month's VNs, and I would probably be considering which one - if any - was worth the VN of the month rating... as it is, it has taken me a little over seventeen days to finish just two VNs from April's releases. 
    I'm basically venting my frustration right now... since I lose money with every day I can't work at full capacity and I go a little more stir crazy with every day I can't go out and get some fresh air without using crutches.  For the first time in almost nine years, I actually had to use up my entire pay for a month for bills and food  (the medical bills being the highest, obviously). 
    Needless to say, I'm in a sour mood.
    If I seem harsh toward the remaining VNs this month, please forgive me.  It is really, really hard to concentrate outside of work right now... and I'm actually having to reconsider a lot of my plans for the rest of the year based on the costs I project for the rest of the next few months.  Nothing pisses me off more than being unable to rectify everyday money problems (which is why I work so much normally)....
    Anyway, that's enough moaning from me for now.  The two key points are that the above are the reasons VN of the Month is so far behind and I so rarely post, despite the fact that I'm technically 'online' (I rarely if ever shut down the fuwanovel tab, lol) all the time.  If I'm slow to respond, it is because I'm not myself, not because I'm not interested in doing so.
  19. Like
    Tenkuru reacted to Clephas for a blog entry, Sengoku Koihime X ~Otome Kenran Sengoku Emaki   
    This is a partial remake/rewrite of Sengoku Koihime, which was released back in 2013.  It is by Baseson, the makers of the Koihime Musou series, and the protagonist is the nephew of the protagonist from that series.  It is based on the Moeshouden fandisc ending (where the Shin Koihime Musou heroines are all together).  In addition to h-scenes, the text itself has been partially rewritten (it is more noticeable later in the game), and they added on the Houjou Chapters, a ten-hour after story.
    The story begins at the battle of Dengaku Hazama (the point where about ninety percent of all Sengoku Jidai-based historical fiction begin), where Oda Nobunaga, the lord of Owari, ambushes and kills the Imagawa Yoshimoto, who was considered to be one of the greatest lords of Japan at the time.  The protagonist is pulled from his own (modern) world and arrives there in a ball of light, where he is taken in by the female version of Nobunaga (Kuon). 
    Unlike the Koihime Musou series, there is no battle system involved here, which is great, considering that the story of this thing alone is about 1.5 times the size of Shin Koihime Musou, which was twice as long as the original Koihime Musou.  In other words, this is probably the longest kinetic VN in existence, right now, easily surpassing ChuSinGura and leaving works like Grisaia in the dust as far as sheer size goes.  This has its upsides and downsides... but it does manage to develop the heroines to a decent level, if at the cost of a certain degree of fatigue on my part.
    In terms of structure, this VN is actually a bit closer to the original Koihime Musou, in that there is only one path and all the heroines from the various clans end up with the protagonist.  There are five major arcs... first is the Owari and Mino chapters, where the protagonist earns the trust of the Oda clan and begins to build his own unit.  The second is the Kyouto/Oumi/Echizen chapters, whose ending is the midgame turning point.  The third one is the Echigo chapters, where the protagonist gets involved with Kagetora (Miku) and her clan.  The fourth is the Takeda arc, where the protagonist gets involved with the equivalent of Takeda Shingen (Hikari), who was considered one of the best strategists of the era.  The fifth and final arc of the main story is the violent conclusion to the battle with the oni.  The Houjou arc, which is an after-story, I count separately since the main conflict of the original story is over before it starts.
    In terms of raw narrative quality... this VN is top-level.  Baseson has a lot of talent available, and this VN shows it off to best advantage.  The writing is detailed and gripping, the dialog generally interesting and/or dramatic, and the VN as a whole is well-paces for something so long and drawn out.  
    If I have a complaint, it is that they didn't voice the protagonist... considering how completely central to the story he is, there really was no reason not to do so, considering the sheer amount of money they have to have spent on this thing in the first place, lol.  In terms of raw numbers, there are also a massive number of h-scenes, but they don't dominate things, for the most part (main heroines generally get two or three, with sub-heroines getting one for the most part).   This is inevitable, as there are something like thirty heroines in all, making for a rather massive cast, lol. 
    One huge difficulty at least some readers will experience is the sheer amount of historical background knowledge this VN demands of the reader.  For someone born in Japan, it is all learned as a matter of course by the end of middle school, but for those of us on this side of the puddle, it takes research to really grasp a lot of what is going on.  In particular, things like the Southern Court and the Onin War aren't generally given much attention in most anime or VNs based in the era, so even if you've played other games or read other stories based in the same era, you might not be able to grasp what is going on fully. 
    Another issue is that the traditional roles of the Imperial Court and the Bakufu (whichever Bakufu that is) are things non-Japanese will have trouble grasping.  The role of the Imperial Court after the Heian era ended is very much  symbolic, cultural, and religious rather than political, though it is used as a political tool by each incarnation of the Bakufu (Shogunate).  The duality of the reverence held for the Imperial line and the disregard (though it isn't presented as such) for them in political matters is a bit hard for Westerners to grasp... it took me a while, too. 
    The second huge difficulty is... the sheer amount of archaic language involved.  A lot of terms that went out of use in common Japanese decades ago are common throughout this VN, and I can guarantee that even people who are able to follow Dies Irae might have trouble with this VN at times due to this.  In particular, the political terms of the era can be difficult to grasp and actually require some research to fully understand, as their translation doesn't really get across their actual nature without a lot of context.
    My conclusion? If you liked Shin Koihime Musou, you'll probably love this VN, though it is quite a bit darker and more visceral at times.  The sheer length of this VN means you'll probably suffer from fatigue long before you finish it, so I recommend taking it in smaller doses (finish one of the major arcs, then take a day off, for example), as it takes a while to process all the information involved at times.  The addition of the Houjou arc, which is about equal in length to the Echigo arc, is a huge plus for the VN, but finishing this thing has left me pretty exhausted, hahaha.
  20. Like
    Tenkuru reacted to Flutterz for a blog entry, Moe Repository #34   
    Had to smuggle some illegal MOE over President Trump's new wall!


  21. Like
    Tenkuru reacted to Flutterz for a blog entry, Moe Repository #33   
    Welcome to the moeblog! Hope you enjoy your stay!
    Have a MOE:


  22. Like
    Tenkuru reacted to Clephas for a blog entry, My attitude toward moege/charage   
    Since most of the people who read my blog at all are probably already aware of this, I'm not going to hide the fact that moege/charage aren't my favorite sector of the VN industry.  I see VNs in general as a storytelling medium first and a visual art third or fourth, so the overfocus on visual elements that defines 'true moege' and the inevitable inconsistencies and storytelling incompetence in charage can be pretty irritating for me. 
    That said, I have and do enjoy some charage/moege.  Ones like Nekopara, that are cute and over relatively quickly, can actually be an enjoyable bit of relaxation, and the best charage - such as Lovesick Puppies or the various Alcot comedy-focused VNs - can be truly amusing to read.  However, there are some things I can't stand about some charage...
    One of the most annoying aspects of charage is the tendency to go to a lot of trouble to build an interesting setting for the heroines or protagonist... and then either fail to utilize it as part of the characters' story, underuse it, or 'change their minds' because it is inconvenient for a particular heroine path.  This is a complaint those of you who read my blog or have read my blog have probably heard before.  To be blunt 'if you build it, at least use it well' is my attitude toward efforts at building a setting.  Give the protagonist a tragic past and psychological scars?  Then you should make his healing a part of the story of the heroine paths.  Give the heroine a major issue/problem that is a fundamental part of her life and she can't resolve on her own?  Please don't insult my intelligence by resolving it in ten seconds with no real drama whatsoever.  This is a pet peeve of mine that drives me up the wall, and when I come across charage that actually manage to break past this kind of failure, I am generally happy to praise them up one side and down the other.
    An excess of random (and I do really mean random) h-scenes used in place of character development in a heroine path.  Now, let me tell you that it is quite possible to utilize an h-scene as a part of character development.  Alcot in particular favors this technique and it is the primary reason why I read all their h-scenes (actually, this habit annoys me, as I normally skip h-scenes).  There is absolutely nothing wrong with using an h-scene to develop a character... in fact, VNs like Vermilion, Jingai Makyou, Uruwashi no, and Dies Irae actually have h-scenes that are used to further develop the characters.  However, h-scenes that take the place of telling the characters' story are an occasional bad habit that pops up in about one third of all charage.  Yes, eroge characters tend to be like randy monkeys when they cross the line into loverhood... but that isn't an excuse for ignoring further character development entirely. 
    Ichaicha.  Now, the concept of 'ichaicha' is so fundamental to Japanese romance in VNs that it is unavoidable even in many more serious games.  I honestly don't have a problem with it... in reasonable amounts.  However, there is a phase in about two-thirds of all moege/charage where there is literally nothing but this!!!  If it were spaced out a bit with more story progression and/or character development (in the case of moege/charage dealing with the heroines' and/or the protagonist's personal issues) it really would never be a problem.  Unfortunately, the 'endless dating phase' can often be interminably long... does anyone really want to suffer through eight dates (frequently to the same places and with no real change in the events involved) for each heroine?
    That said, charage do have a lot to offer.  There are some seriously well-designed and written ones out there that actually tackle all the issues introduced as part of the story.  Lovesick Puppies was one of those, and there are yet others who take the setting and run with it such as Suzukaze and Maikaze (a game and fandisc) by Whirlpool.  I honestly have to applaud when a VN focused almost entirely on the characters manages to fully utilize a reasonably well-designed setting.  Consistency isn't always necessary in a charage (in fact, it is frequently ignored), but a charage that actually manages to keep the individual routes consistent with the base setting is more attractive than one that doesn't, generally speaking.  For all that charage are composed almost entirely of tropes and archetypes in most cases, I can forgive that if they manage to do so in a way that is pleasing and makes sense without being excessively trite. 
    What does all of this come down to?  A good game is a good game even if it is a charage or a moege, and a kusoge is a kusoge even if it is one of my beloved chuunige.  I could go on to name a half-dozen chuunige that are so terrible I don't even want to recall them as a demonstration, but I'm sleepy, so I'm going to leave it at this.
  23. Like
    Tenkuru reacted to Flutterz for a blog entry, Moe Repository #32   
    I post Moe Repository #32 and a day later it gets deleted in a rollback. taypls
    ...wait, wrong blog.
    MOE
     
  24. Like
    Tenkuru reacted to Flutterz for a blog entry, Moe Repository #31   
    If you don't like MOE I only have one thing to say to you... read this blog until you love it!

  25. Like
    Tenkuru reacted to Darbury for a blog entry, Tackling More Complex Graphics [VN Image Editing]   
    Here in the United States, we’ll be spending Thursday the way The Lord God intended: eating our weight in meat, potatoes, and gravy, then farting ourselves to sleep on our uncles’ living room couches. Those of you from other countries have good reason to be jealous; there’s no slumber quite as deep or blissful as the post-Thanksgiving coma. But guess what, my forlorn foreign friends? This year, you’re in luck. That’s right — I’ve decided to write another image editing post. With any luck, this’ll put you to sleep faster than the second season of The Walking Dead.
    I know. Those are lofty claims, but I’m ready to deliver a Thanksgiving miracle. You’re welcome.
    Insomniacs of the World, Good Night.
    So at the tail end of image editing on a yet-to-be-released otome translation, I got a care package from the TL team with an additional set of graphics that needed retouching. Most of it was straightforward stuff — modal UI elements, chapter title screens, etc. — but one folder in particular seemed to emanate waves of pure evil. You know that feeling you get when your phone rings at 7 o’clock on a Sunday morning? And you can see it’s your boss calling? And every hung-over bone in your body screams at you not to answer, but you know you have to? Yeah, kind of like that.
    So I opened it.
    Inside were 13 different full-screen maps, all very similar to the one above, showing the in-game route from one castle to another. I could already see it was going to be a relatively painful retouching job — lots of smallish text set against an intricately illustrated and heavily weathered map. Complicating matters was the fact that the same map was then repeated 12 more times with slight variations, each image representing the path traveled by the characters over the course of a particular chapter.
    Ouch.
    Image editing is all about measuring twice and cutting once. The more you mess with an image, the more room there is for errors and inconsistencies to creep in — and the more time you waste. So in this case, my first job was to see how much each map actually differed from the next. With any luck, I could create a base map template that contained 90% of the heavy retouching — those elements that were common to all maps — then paste the individual elements for all the other maps on top of that. In Photoshop, the easiest way to do this is layering one image over another, then applying the Difference blending mode. (For you programmers out there, you can think of this as running a diff command on two text files.) The result looks something like this:
    The black pixels represent areas where the two images are identical; the non-black pixels show where they differ. In this case, after doing this with all the images, I could see there were two main points of difference between the maps. First, the inset box on the lower right, which shows the characters’ origin, destination, and the direction of travel, along with thumbnail pictures of each location. Second, the path indicator along the road, with a highlighted road marker showing the characters’ final destination. With this info in hand, I could now start tackling the retouching itself, while setting the Photoshop file up for maximum efficiency and flexibility.
    The first step in building a map template was to remove the Japanese text from the image:
    Tedious stuff, but fairly standard. You might notice that I only removed the text from one of the orange road marker “capsules.” There were a couple reasons for that. For one, there weren’t a lot of similar patches of texture to pull from for cloning, so retouching them all would be a pain in the ass and produce uneven results. Moreover, it would be inefficient, since other than the weathering, they all look more or less identical. So in this case, I drew a selection path around the one retouched capsule, turned it into a smart object, then duped it about 20 times for all the other markers along the road:
    Better, but not quite there yet. It’s painfully obvious that all the capsules are identical, and they stick out like sore thumbs; they’re crisp and clean while the rest of the map looks beat up and worn. So my next step was to blend them into the map and add an element of irregularity by duplicating the original map image, floating it up to the top, then applying the Lighter Color blending mode. This mode compares the two images pixel by pixel, and whichever pixel is lighter gets displayed in the final image. Since the capsules were comparatively dark, this effectively lets me pick up the weathered areas of the map where the lighter parchment shows through and apply it only to the capsules.
    Much better. They look baked into the map now. As a final touch, I also added the slightest bit of canvas texture as an FX layer set to Color Burn to bring back some level of darker noise to the capsules. Not too much, though; since we have to be able to read 4-9 small English letters as opposed to a couple large kanji characters, we need to allow for some increased contrast.
    Done and done. I was finally in a position where I could start adding the translated text to the map. And that’s where I decided to break one of my cardinal rules: never set English type in vertical stacks. Every rule has its exception, though, and this was one right here. The lettering in older, hand-drawn maps was often a loosey-goosey affair, with cartographers squeezing in type wherever they could, however they could. Horizontal, vertical, curved — whatever it took to cram words into the space available. English vertical type would have been right at home on a document like this. Since most of the place names on this map were short, and the space available to me was largely vertical blocks, I decided to go for it. I picked a Western font I thought captured the feel of the original map lettering, then re-set all the type.
    With the base map template finished, I could quickly set about outputting those other 12 map variants. This basically involved creating a dozen layer group overlays for the inset box in the lower right, each one holding updated text and location images copy/pasted from the original maps, along with UI indicators as needed — the blue swirl indicating current location, and the hand-drawn arrow indicating direction of travel. Then I created another set of overlays for the red path line drawn over the map itself. Since the capsules were all smart objects, I could easily highlight individual ones as needed by selectively applying a light orange Color Overlay FX with a Soft Light blending mode.
    Think that bright red line and arrow on the road looks shockingly bad? Me too, especially considering how well art directed the rest of the VN is. It’s almost like the devs had an intern add it in Windows Paint at the last second or something. Oy vey.
    Anyway, everything else came together quickly after that. In short order, all the maps were exported and the new files were back in the hands of the team.
    Asleep yet?
    All told, the project took about 90 minutes for 13 images, with the first half an hour or so spent reviewing the maps and coming up with a plan of attack. Had I not “wasted” that time up front, I could have easily spent 2-3X longer trying to get things done in less efficient ways — if not more.
    So what have we learned today?
    When it comes to image editing, always measure twice and cut once. Plan ahead, especially on more complex projects. Always be willing to break, or at least bend, your own rules if a situation demands it. I will be made up of approximately 93% pumpkin pie by this time tomorrow. #3 is a very conservative estimate.
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