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solidbatman

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  1. Like
    solidbatman reacted to Plk_Lesiak for a blog entry, Steam Curator Wrap-up – Fall 2019 (Summer Meetings; Omnimus; Knife Sisters; The Far Rings; 4 Alice: Lorange Journey)   
    Hello and welcome to my seasonal Steam Curator Connect Wrap-up, where I’ll be looking at games sent to me for review through my Steam Curator profile during the last few months – particularly the shorter/simpler among them, for which I couldn’t make dedicated posts. This time, the quality of the VNs I’ve received was a positive surprise, with each title offering something interesting and most of them exceeding my expectations in some ways. The highlights of today’s list are definitely the virtual reality-themed thriller Omnimus and the uniquely-stylized, mildly-erotic queer VN Knife Sisters. However, all of the games I’ll be writing about are arguably worth your attention, so please stay with me while I explore their main perks and issues. As usual, links in each title will lead you straight to the Steam store page, so you can quickly check the games out at their source. Enjoy!
     
    Summer Meetings

    The growth of Mikołaj Spychał’s lineup of perfectly-generic romance VNs quite likely isn’t stopping any time soon, and his fourth game, Summer Meetings, is another incremental improvement to the previously-established formula. Much of the fun in his VNs come not from the very standard love stories, or especially from the minimalistic visuals (nearly no CGs and simple sprites), but from the ability to mess up the romance in an impressive number of ways. Dating a few girls at once without them knowing, cheating, randomly kissing the wrong girl at the concert you went to as a group… For people that just want to see the world burn, this might be the best opportunity since School Days (although without that significant bonus of hentai and/or gore).
                    At the same time, the core story is solid enough for what it tries to be and the writing feels like a step up from all the author’s previous titles: it has a nice flow to it and the English script feels pretty much devoid of translation issues I’ve noticed in his earlier games. The five heroines are decently fleshed-out and even can surprise you in some ways – like the step-sister's willingness to keep the romance non-committal and even tolerating other girl being the protagonist’s primary focus. The main thing stopping me from fully recommending it is the price: for a VN this simple visually and with 5-6 hours of content, 10 dollars feels like an overkill. If you find it for half of that price, however, it’s a surprisingly fun way of burning one or two evenings.
    Final Rating: Cautiously Recommended
    Read the full article at evnchronicles.blogspot.com
  2. Like
    solidbatman reacted to Plk_Lesiak for a blog entry, Maggot Baits (JP VN Review)   
    Maggot Baits is something of a Holy Grail of dark eroge, highly anticipated guro fans within the Western VN community and often hyped as possibly the greatest achievement of the company that produced it, Clock Up. As one the most gruesome VNs ever produced, and quite likely the most brutal one ever brought to the West, it contains dozens upon dozens of violent sex scenes, all accompanied by intricate CGs, with small variations in them so numerable that they sum to nearly 2500 unique illustrations. All of that placed in a highly-unique, modern-fantasy setting populated by amazingly-crafted characters and tackling interesting philosophical and religious topics. While it’s pretty much the furthest possible thing from what I usually write about on this blog, few games intrigued me as much as this one, particularly after my inconsistent, but extremely interesting experience with Clock Up’s another famous title, euphoria. Everything I’ve heard about Maggot Baits suggested that it was both more extreme and overall better than studio’s other bestseller, and after reading it to completion, I felt the need to share my thoughts about it in detail. Both because it’s a pretty fascinating case of strengths and pitfalls of this breed of eroge, and to warn those interested in it as a piece of storytelling – while in many ways an incredible achievement, this game is extremely hard to recommend for a “normie” reader such as myself. Why is that exactly?
                    Before I go into story details, it’s most important to deal with Maggot Baits’ greatest issue – its structure and general storytelling formula. This game is, at its core, a guro nukige and it’s incredibly dedicated to this template. It throws h-scenes at you at very consistent intervals, disregarding whatever might be going on in the story and sacrificing any sense of pacing or tension so it can constantly offer a new piece of violent hentai. Quite often, the scenes are not important for, or even directly connected to what’s happening in the plot, pretty much pausing the whole narrative to insert a new piece of fanservice. In this, it goes even further than euphoria, which did a much better job intertwining its scenes with the story and had a bit more restraint in the most dramatic and meaningful parts of the plot. Maggot Baits even goes to the length of adding a major side-branch in the first chapter of the story, which is nothing but 3-4 hours of futanari porn leading to a bad ending. All of it narratively empty and pretty much derailing your experience if you expect any kind of interesting reveals or a meaningful conclusion within it. I still don’t understand why it was a part of the main story, and especially inserted so early in the game, before you build any connection to the characters involved or can understand the full implications of what is happening in those scenes. 
    Read the full article at evnchronicles.blogspot.com
  3. Like
    solidbatman reacted to Plk_Lesiak for a blog entry, Our Lovely Escape (Western VN Review)   
    Few EVN studios leave me with such mixed feelings as Reine Works – a small team creating otome and yuri VNs at an impressive pace since 2017, known for titles such as Blossoms Bloom Brightest and Reflection ~Dreams and Reality~. While I enjoy the ideas behind much of their work and there’s usually a visible improvement in quality with each new release, the storytelling in their games always proved lacking, leaving me either bored or weirded out in the end. Still, I was invested enough to still support their increasingly ambitious and interesting-looking projects, including minor Kickstarter pledges. This is how I ended up playing Our Lovely Escape – a small VN with choosable protagonist gender and three female romance interests, which appeared on Steam in late September 2019, after many long delays. Marketed in a way that suggested a dark twist to every heroine arc, hidden under a façade of a cute, New Game!-like story about an all-female game studio, it seemed to mix many elements I personally enjoy. What I got, however, is quite likely the worst Raine Work’s game to date and will stay in my mind as one of the most upsetting VNs I’ve read to date.
    Read the full article at evnchronicles.blogspot.com
  4. Like
    solidbatman reacted to Plk_Lesiak for a blog entry, Perceptions of the Dead 2, Episode 2, 3 & 4 (VN DLC Review)   
    Perceptions of the Dead 2, released on Steam on June 2018, is a light-horror visual novel by Ithaqua Labs, a team whose titles stand out from the usual output of Western VN studios through their unique, vibrant artstyle and full voice acting. Soon after the game’s initial release, I’ve reviewed its then-available first chapter, Misty Mournings. It was an hour and a half piece of content tying together all the stories and characters from the first, freeware Perception of the Dead, with the main storyline revolving around nulls – mysterious ghost-devouring creatures that pose a mortal threat to both spirits and human mediums. This, however, was meant to be only the beginning of the game’s story, with three more chapters promised in the Kickstarter campaign and scheduled for release over the next year. With the fourth story, House Haunting, now available and Perceptions of the Dead 2 experience complete, I’ve decided to revisit the game and take a closer look at all that additional content. Did it maintain the positive impression I’ve got from the first chapter?
    Read the full article at evnchronicles.blogspot.com
  5. Like
    solidbatman reacted to Plk_Lesiak for a blog entry, Shall We Date? Blood in Roses+ & NTT Solmare's Despicable Business Model (Predatory Mobile VN Review)   
    I’ll be completely honest: I didn’t have a good opinion of NTT Solmare even before approaching the game this review is about. After exploring their sole non-otome visual novel, Moe! Ninja Girls, I was absolutely stunned with the predatory monetisation and poor quality of that title. I was still curious about their otome projects though and decided to check out one featuring the theme I personally enjoy a lot: vampires. Thus, I ended up playing Blood in Roses+, one of the over 20(!) games in the Shall We Date? series and what I found there was an extension of my Moe! Ninja Girl experience, along with some interesting surprises (which doesn’t mean any of them were particularly pleasant).
                    First, however, a bit of context is required. NTT Solmare is a Japanese company producing e-books and mobile games primarily for the Western market. Shall We Date? Otome games are their flagship product and can be split into two categories: paid apps, which are mostly Android/iOS, English-localized ports of Idea Factory otome VNs and free apps which are produced by NTT Solmare themselves. Since 2011, they’ve released literally dozens of cheaply-made, but aggressively monetized games, particularly in the free-to-play segment. This is also the category where Blood in Roses+ fits in, being a fully free-to-play mobile VN, in which you can theoretically experience an impressive and constantly-expanding pool of content without paying anything. There’s a catch though… Or a dozen, which are all worth discussing in detail due to the unbelievable abuse of the VN format they represent.
    Read the full article at evnchronicles.blogspot.com
  6. Like
    solidbatman reacted to Plk_Lesiak for a blog entry, No One But You (Western VN Review)   
    In our obscure EVN market, there are rarely games or events that could be described as major controversies – even the most unfortunate releases or Kickstarter disasters usually don’t involve enough people and money to gather the attention of the community for a longer period of time or spark a mass backlash. Along with Aeon Dream Studios’ k-pop fan game debacle (a really amazing story of incompetence and borderline-fraud, if you care to follow it), No One But You is possibly the most controversial and polarizing EVN ever released. Appearing on the relatively-barren landscape of early 2015 and promising experience similar to the high-budget Japanese VNs, it sparked a lot of interest and hope for the second coming of Katawa Shoujo – an EVN that would not feel overly niche or amateurish, but actually capture the charm of beloved Japanese titles and rival them in its storytelling.
                The reality, of course, proved much more underwhelming. The unexpected Kickstarter success (the campaign reached over 1200% of the initial, $1200 goal) resulted in a highly upscaled and complex project, developed within just a year by then still-unexperienced Unwonted Studios. Involving a network of over a dozen writers and artists, and a heavily-rushed release (which was never moved from the initial KS campaign claim despite of many major features being added through stretch goals), No One But You was eviscerated by many reviewers, with Fuwanovel notably giving it lowest possible score in two separate articles, and received only a mixed reception from the readers after showing up on Steam on January 2016. In a way, it remains one of the most infamous story-centric EVNs, possibly only beaten by the cheap ecchi titles such as Sakura games in the amount of hate and ridicule it gathered. However, looking at it three years later and with all the fixes and additional content added post-launch, is it really that bad?
    Read the full article at evnchronicles.blogspot.com
  7. Like
    solidbatman reacted to Plk_Lesiak for a blog entry, 2019 Steam Curator Clean-Up – Half of the Year Edition (Snowed IN, The Great Voyage, Manna for our Malices, Lyantei, Courage for a Kiss)   
    Hello and welcome to this year’s first EVN Chronicles Steam Curator Clean-up, where I look at the games that were sent to me in the past six months through Steam’s Curator Connect, but were either too small to warrant a full review, or I simply couldn’t cover them in detail due to time constraints. When I first did this kind of posts last year (you can check them out here: Part 1, Part 2), some of the games featured there waited extremely long for being covered. Because of this, I’ve decided that from this point forward, I’ll make this a twice-a-year event, being sure that every VN given to me gets its space on the blog within a reasonable time period. As always, I’m extremely thankful to all the developers that send me their work for assessment and it saddens me whenever my impressions are negative. I hope, however, that the feedback I can offer will be valuable to them, while believe it’s my duty to my readers to warn them against buying a game I find lacking. So, setting the introductory drivel aside, I hope you enjoy this brief overview of these four interesting VNs sent to me during the first half of 2019!
     
    Snowed IN

    Snowed IN is an unusual yuri nukige, focusing on pair for soldiers in the distant future, where cybernetic enhancement of the human body has reached incredible levels of sophistication. The protagonist, Sigma, is an experienced spec-ops officer who has modified her body to the point where little of it remains organic. For an infiltration mission against a cell of anti-augmentation radicals, she’s assigned with a fresh, talented recruit – a full “natural” named Linde, whose presence in the military is connected with an affirmative action plan for those not augmented. The two polar-opposite individuals, both through their background and attitudes, have to work together to survive the extremely dangerous assignment – and the mission itself hides even more threats and twists then the initial setup would suggest.
                    Sounds intriguing? It surely does, but the fact this is a nukige, and a very short one at that (up to an hour and a half of content), should be taken into account when setting your expectations. The game explores its main themes rather briefly, often switching to sex scenes that are only vaguely justifiable in the context of the tense plot – the writing and main intrigue are solid, but simply too rushed to provide a compelling narrative. There are also some highly-questionable elements to it, especially in the rather distasteful bad ending – that’s definitely one point at which h-content was very unnecessary, even if those scenes are the “main point” of the game. As a piece of yuri smut in an unusual setting, it's definitely not the worst thing around – just don't expect anything more than that.
    Final Rating: (Cautiously) Recommended
    Read the full article at evnchronicles.blogspot.com
  8. Like
    solidbatman reacted to Plk_Lesiak for a blog entry, Plk Lesiak’s Shovelware Adventures: AJTilley.com   
    Before Dharker Studio became the semi-competent producer of smut we know and (occasionally) love today, its founder, AJ Tilley, made a name for himself through his personal VN publishing brand, AJTilley.com. Throughout 2015 there has been an impressive number of decently-sized games released under that label, the whole endeavour fuelled by a never-ending stream of crowdfunding campaigns, making Tilley one of the most notable creators on the fledgeling EVN scene. At the same time, his activities were spawning increasing controversies, mostly over the appalling quality of some of the games in question and overuse of Kickstarter. In April 2016, after just a year and a half of presence within the EVN scene, the infamy around the label became intense enough that Tilley himself decided to terminate it, removing all of its online presence and transferring all the rights to his company’s “development arm”, Dharker Studio. The "restructured" company then both continued working on the franchises introduced by AJTilley.com and created new ones, including highly successful ecchi VNs such as Negligee or Army Gals, while its creator’s name was conveniently hidden from the public’s eye.
                    Despite the horror stories circulating around these “dark beginnings” of Dharker Studio, the games from that period always interested me quite a lot, both because of my usual, morbid curiosity and the significant role they played in the history of EVNs. While it’s easy to argue that titles like Sword of Asumi or Divine Slice of Life did a lot to reinforce the general impression of EVNs being cheap, awkward imitations of their Japanese predecessors, I wanted to find out whether they’re really as bad as people make them out to be. In today’s episode, I’ll cover four of those pre-Dharker projects – outside of the two mentioned above, I’ll be including Highschool Romance and Highschool Possession, which, amusingly enough, have exactly nothing to do with each other, utilizing drastically different artstyles and telling stories that could hardly be further away from each other, at least apart from the obligatory high school setting. The one game I’ll skip, for the time being, is Beach Bounce, initial episodes of which were published during this time, but which was later heavily reworked and fully released as a “proper” Dharker Studio title, Beach Bounce Remastered. After that, it even spawned its own little franchise – this series, with three VNs in total, deserves a separate look and will be the next topic for Shovelware Adventures.
                    So, going back to our main issue, are the AJTilley.com VNs really that bad? The answer is: no. Because in reality, if you treat them seriously to any extent, they’re even worse than I've expected – at least outside of one, notable exception.
     
    Sword of Asumi

    Imagine a game featuring a female assassin in an alternative-history Japan, where shogunate won the late XIX-century civil war and what in our world was the Meiji restoration followed a different path. The samurai class never lost its dominance, preserving its ethos and prestige till the modern day, while the militaristic government relies on secret police and agents such as our lead, Asumi, to keep people in check. At the same time, a new terrorist group rises, aiming to violently oppose the established order. Sounds pretty cool, right? Only in theory, as the reality of Sword of Asumi is one of the most amazing trainwrecks I’ve seen during my involvement with EVNs, rivalling Winged Cloud’s Legends of Talia with how absurdly stupid and tone-deaf it is.
                    The first thing you might notice after launching the game is that Asumi is possibly the dumbest assassin in the world, spewing edgy one-liners and engaging in small talk with her victims instead of focusing on getting the job done. A moment later, when a member of the Edo's (this universe’s Japan) secret police, a Justicar, shows in the house of Asumi’s latest hit and start discussing extremely delicate details of her next assignment in the middle of the murder scene, you know you’re up for a ride. And be sure, the stream of utter stupidity and inexplicable writing fu**ups never truly ends (like Asumi causally approaching other characters in her assassin’s clothes, while being undercover – I can understand that kind of mistake in writing, but when you can literally see it happening on the screen???). The somewhat-decent romance options, both male and female, help things a tiny bit, but can’t change the overall dreadful quality of the experience.
    The absurd fanservice (it seems assassins have a strong taste for overly-elaborate, sexy lingerie, especially when preparing for a mission) and the fact how seriously the game treats itself are pretty much the final nails to its coffin. While the likes of Sakura games are after dumb and trashy, they’re self-aware and try to have fun with the formula. In Sword of Asumi, the only fun you can have is the kind fully unintended by its authors: the high from how astonishingly bad and absurd it is. And unless that’s what you’re looking for, there’s really no reason to read it. Sorry Kaori, even you couldn’t save this one...
    Final Rating: Smelly Poo
    Read the full article at evnchronicles.blogspot.com
  9. Haha
    solidbatman got a reaction from Emi for a blog entry, Little Busters: The Apology   
    Hello. I am the guy who wrote that review of Little Busters that everyone hated because I did not like the game. Those poor people are doing just fine, however, even with my evil, vile, disgusting review out there still. I, on the other hand, have never been worse off. You see, I've been overwhelmed with guilt. I feel bad for what I did. I took a beloved visual novel, one that has changed the lives of many people, and slandered it with my negative review. Then I continued to ride that infamy I gained into relevancy allowing my hatred of Little Busters! to manifest itself as a false representation of my true opinion of it, much like I am doing right this moment. 
    The truth about my time with Little Busters! is that I enjoyed the VN. It had some bad routes (like all of them) and had a really unremarkable ending. But can I say I did not enjoy my time reading it? Not really. The 24 hour stream was a blast, and subsequent streams were a lot of fun, especially when people were involved in the jokes and discussion of the routes as I read them. For example, Lewycool's Sexy Seagull Legs during Mio's route was light in an otherwise forgettable, boring route (protip: a character with no personality other than "I like books" is not a recipe for a fun route) and allowed me to actually have fun with the route. Likewise, discussions of Kurugaya's Balloon Tits carrying me off into the sky made her Bill Murray wannabe route more enjoyable. Refrain was a blast to read right up until the ending. I didn't hate Rin and simply wished we saw far more development from her than what we got. She was a fun character. 
     
    The experience of reading Little Busters! was good. I had a good time. While my opinions on Little Busters! remain the same, that it is a bad VN (not horrid at least), I do not regret the time I spent on it and I sometimes wish I could read it over again on stream with everyone like I did before. 
     
    So, I owe everyone an apology. I'm sorry your favorite VN is so shit I had to bring in friends to enjoy it instead. I can't wait to get my hands on the official Rewrite release in 600 years. 

    Also, a review of an InvertMouse VN is coming very soon to this blog near you, assuming I'm not blocked first. 
  10. Like
    solidbatman got a reaction from Dreamysyu for a blog entry, Little Busters: The Apology   
    Hello. I am the guy who wrote that review of Little Busters that everyone hated because I did not like the game. Those poor people are doing just fine, however, even with my evil, vile, disgusting review out there still. I, on the other hand, have never been worse off. You see, I've been overwhelmed with guilt. I feel bad for what I did. I took a beloved visual novel, one that has changed the lives of many people, and slandered it with my negative review. Then I continued to ride that infamy I gained into relevancy allowing my hatred of Little Busters! to manifest itself as a false representation of my true opinion of it, much like I am doing right this moment. 
    The truth about my time with Little Busters! is that I enjoyed the VN. It had some bad routes (like all of them) and had a really unremarkable ending. But can I say I did not enjoy my time reading it? Not really. The 24 hour stream was a blast, and subsequent streams were a lot of fun, especially when people were involved in the jokes and discussion of the routes as I read them. For example, Lewycool's Sexy Seagull Legs during Mio's route was light in an otherwise forgettable, boring route (protip: a character with no personality other than "I like books" is not a recipe for a fun route) and allowed me to actually have fun with the route. Likewise, discussions of Kurugaya's Balloon Tits carrying me off into the sky made her Bill Murray wannabe route more enjoyable. Refrain was a blast to read right up until the ending. I didn't hate Rin and simply wished we saw far more development from her than what we got. She was a fun character. 
     
    The experience of reading Little Busters! was good. I had a good time. While my opinions on Little Busters! remain the same, that it is a bad VN (not horrid at least), I do not regret the time I spent on it and I sometimes wish I could read it over again on stream with everyone like I did before. 
     
    So, I owe everyone an apology. I'm sorry your favorite VN is so shit I had to bring in friends to enjoy it instead. I can't wait to get my hands on the official Rewrite release in 600 years. 

    Also, a review of an InvertMouse VN is coming very soon to this blog near you, assuming I'm not blocked first. 
  11. Sad
    solidbatman got a reaction from Plk_Lesiak for a blog entry, Little Busters: The Apology   
    Hello. I am the guy who wrote that review of Little Busters that everyone hated because I did not like the game. Those poor people are doing just fine, however, even with my evil, vile, disgusting review out there still. I, on the other hand, have never been worse off. You see, I've been overwhelmed with guilt. I feel bad for what I did. I took a beloved visual novel, one that has changed the lives of many people, and slandered it with my negative review. Then I continued to ride that infamy I gained into relevancy allowing my hatred of Little Busters! to manifest itself as a false representation of my true opinion of it, much like I am doing right this moment. 
    The truth about my time with Little Busters! is that I enjoyed the VN. It had some bad routes (like all of them) and had a really unremarkable ending. But can I say I did not enjoy my time reading it? Not really. The 24 hour stream was a blast, and subsequent streams were a lot of fun, especially when people were involved in the jokes and discussion of the routes as I read them. For example, Lewycool's Sexy Seagull Legs during Mio's route was light in an otherwise forgettable, boring route (protip: a character with no personality other than "I like books" is not a recipe for a fun route) and allowed me to actually have fun with the route. Likewise, discussions of Kurugaya's Balloon Tits carrying me off into the sky made her Bill Murray wannabe route more enjoyable. Refrain was a blast to read right up until the ending. I didn't hate Rin and simply wished we saw far more development from her than what we got. She was a fun character. 
     
    The experience of reading Little Busters! was good. I had a good time. While my opinions on Little Busters! remain the same, that it is a bad VN (not horrid at least), I do not regret the time I spent on it and I sometimes wish I could read it over again on stream with everyone like I did before. 
     
    So, I owe everyone an apology. I'm sorry your favorite VN is so shit I had to bring in friends to enjoy it instead. I can't wait to get my hands on the official Rewrite release in 600 years. 

    Also, a review of an InvertMouse VN is coming very soon to this blog near you, assuming I'm not blocked first. 
  12. Like
    solidbatman got a reaction from Narcosis for a blog entry, Little Busters: The Apology   
    Hello. I am the guy who wrote that review of Little Busters that everyone hated because I did not like the game. Those poor people are doing just fine, however, even with my evil, vile, disgusting review out there still. I, on the other hand, have never been worse off. You see, I've been overwhelmed with guilt. I feel bad for what I did. I took a beloved visual novel, one that has changed the lives of many people, and slandered it with my negative review. Then I continued to ride that infamy I gained into relevancy allowing my hatred of Little Busters! to manifest itself as a false representation of my true opinion of it, much like I am doing right this moment. 
    The truth about my time with Little Busters! is that I enjoyed the VN. It had some bad routes (like all of them) and had a really unremarkable ending. But can I say I did not enjoy my time reading it? Not really. The 24 hour stream was a blast, and subsequent streams were a lot of fun, especially when people were involved in the jokes and discussion of the routes as I read them. For example, Lewycool's Sexy Seagull Legs during Mio's route was light in an otherwise forgettable, boring route (protip: a character with no personality other than "I like books" is not a recipe for a fun route) and allowed me to actually have fun with the route. Likewise, discussions of Kurugaya's Balloon Tits carrying me off into the sky made her Bill Murray wannabe route more enjoyable. Refrain was a blast to read right up until the ending. I didn't hate Rin and simply wished we saw far more development from her than what we got. She was a fun character. 
     
    The experience of reading Little Busters! was good. I had a good time. While my opinions on Little Busters! remain the same, that it is a bad VN (not horrid at least), I do not regret the time I spent on it and I sometimes wish I could read it over again on stream with everyone like I did before. 
     
    So, I owe everyone an apology. I'm sorry your favorite VN is so shit I had to bring in friends to enjoy it instead. I can't wait to get my hands on the official Rewrite release in 600 years. 

    Also, a review of an InvertMouse VN is coming very soon to this blog near you, assuming I'm not blocked first. 
  13. Sad
    solidbatman got a reaction from kokoro for a blog entry, Little Busters: The Apology   
    Hello. I am the guy who wrote that review of Little Busters that everyone hated because I did not like the game. Those poor people are doing just fine, however, even with my evil, vile, disgusting review out there still. I, on the other hand, have never been worse off. You see, I've been overwhelmed with guilt. I feel bad for what I did. I took a beloved visual novel, one that has changed the lives of many people, and slandered it with my negative review. Then I continued to ride that infamy I gained into relevancy allowing my hatred of Little Busters! to manifest itself as a false representation of my true opinion of it, much like I am doing right this moment. 
    The truth about my time with Little Busters! is that I enjoyed the VN. It had some bad routes (like all of them) and had a really unremarkable ending. But can I say I did not enjoy my time reading it? Not really. The 24 hour stream was a blast, and subsequent streams were a lot of fun, especially when people were involved in the jokes and discussion of the routes as I read them. For example, Lewycool's Sexy Seagull Legs during Mio's route was light in an otherwise forgettable, boring route (protip: a character with no personality other than "I like books" is not a recipe for a fun route) and allowed me to actually have fun with the route. Likewise, discussions of Kurugaya's Balloon Tits carrying me off into the sky made her Bill Murray wannabe route more enjoyable. Refrain was a blast to read right up until the ending. I didn't hate Rin and simply wished we saw far more development from her than what we got. She was a fun character. 
     
    The experience of reading Little Busters! was good. I had a good time. While my opinions on Little Busters! remain the same, that it is a bad VN (not horrid at least), I do not regret the time I spent on it and I sometimes wish I could read it over again on stream with everyone like I did before. 
     
    So, I owe everyone an apology. I'm sorry your favorite VN is so shit I had to bring in friends to enjoy it instead. I can't wait to get my hands on the official Rewrite release in 600 years. 

    Also, a review of an InvertMouse VN is coming very soon to this blog near you, assuming I'm not blocked first. 
  14. Like
    solidbatman reacted to Plk_Lesiak for a blog entry, Eldritch Academy (Yuri VN Review)   
    Disclaimer: I was provided with a free copy of the game by the developer. All opinions presented are solely my own.
    One of the interesting differences between yuri in Japanese and Western VNs is that while in Japan it’s mostly limited to a very specific niches, with either nukige or fluffy high-school romance dominating the genre (meaningful exceptions can literally be counted on two hands), among EVNs the theme is prevalent enough to frequently find its place in all kinds of stories. Eldritch Academy, a low-budget project by a single developer using the label Jackkel Dragon and the topic of today’s review, is among dozens of examples of this trend, mixing tame yuri romance with horror and chuunige elements – while it uses many tropes typical for Japanese media, they're all set in a configuration you would be unlikely to actually find in any of them.
                    Released in early January 2019, the game promised a fairly impressive amount of content (over 10 hours of reading) and a tense thriller story, starring a group of high school students put against a supernatural threat none of them even suspect to exist. Directly referencing magical girl stories and various other types of otaku media, while also being set in a Japanese all-ages school, it’s definitely one of those distinctly “weeb” projects, but one that avoids pointless fanservice or forced sexual content and dedicates itself to telling a compelling story, with mystery and romance subplots being of more or less equal significance. Does it manage, however, with it’s obviously limited resources, to make this concept actually enjoyable to read?
    Read the full article at evnchronicles.blogspot.com
  15. Like
    solidbatman reacted to Plk_Lesiak for a blog entry, Perseverance: Part 1 (Western VN Review)   
    While Japanese VNs are the prime source of inspiration for most EVN developers, some Western games, such as Telltale’s The Walking Dead series, also have a significant influence on the Western VN scene. This inspiration is pretty obvious when we look at the stylistic choices and main themes of Perseverance: Part 1, a debut title by the Polish studio Tap It Games, released on Steam in late July 2018. As you can imagine, this episodic release involves surviving an outbreak of a mysterious disease which turns people into cannibalistic monsters, with personal drama and conflict between the major characters a least as important as the apocalyptic events happening in the background. And while the short first act, which I’ll be writing about today, leaves us at the precipice of disaster,  focusing mostly on presenting the backstory of the protagonist and establishing the setting, it does so in a promising manner which will most likely left you wanting for more – even though, just as the adventure games by the now-defunct Telltale, it has its distinct share of problems.

    The first episode ends rather abruptly and leaves us with very little knowledge about the outbreak and the conspiracy behind it – it feels like the first, tiny bit of a rather grand story
    Perseverance follows the story of Jack – a painfully average and unfulfilled guy, living in a secluded, small town somewhere in the US interior (a place pretty much only kept alive by being in close proximity of a large military base), struggling with lack of purpose and trying to cope with his failing marriage. After leaving college to take care of his severely-ill father, he ends up without education and stable job, while his attractive wife, who also shortened her medical studies to join him in his hometown, works as a nurse at the local hospital. Together, they raise a young teenage daughter and the game opens with a rather vicious argument between Jack and his wife, centred around his ambition to teach their child how to hunt. After saying a few words too many, he leaves for his late father’s forest cabin to think things through, while, in his absence, the intrigue that might lead to humanity’s downfall unfolds in the usually-sleepy town.
                One lesson that Tap It Games definitely took from The Walking Dead is that compelling characters can, or maybe even should be deeply flawed and a survival story benefits from showing their shortcoming and exploring how they can overcome those in the moment of truth. Jack and his family are at times borderline unlikeable, but above all else feel like ordinary people, struggling with the challenges of everyday life and in no way prepared for the disaster coming for them. Most of Part 1 is dedicated to establishing them as characters and making the player invested in their story. From my perspective it worked pretty well, as both the main cast and the supporting characters (very few at this point) were interesting enough for me to want to learn more about them and, at least to some extent, care about what might happen to them. My only complaint in that respect is that devs overdid it with foreshadowing and minor “spoilers” in Jack’s narration – I would very much prefer to be left in the dark about some future developments within the story, like fate of certain crucial characters or the scale of the outbreak, but you can easily deduce much of it from the opening monologue and Part 1’s ending.

    Many of the game’s choices feel “off”, making little sense unless you enjoy playing your VNs as an over-the-top asshole
    One other problem I had with the game at this point is connected to the choices – most of them only seemed to serve a purpose of choosing whether Jack is a somewhat decent human being, or a complete asshole, with options in the latter category often feeling forced and insulting to common sense. Should you apologize to your wife after hurting her feelings in a horrible way, or is it a better idea to persist with emotional abuse? Is it better to calm her down while she’s hurt and most likely in shock, or to shout at her with anger? What makes these choices really bad is that they’re not about choosing between selfishness and altruism, or between the others and your personal safety, like it would be the case in The Walking Dead – it’s just about being a horrible human being for the sake of it and unless that’s your personal kink in regards to choice-based games, there’s no added value in that. The choices, also, don’t seem to have any real impact on the story at this point. While they might, in rare cases, lead you to an abrupt game over scene, they generally don’t affect anything beyond the immediate dialogue lines and it’s unclear at this point to what extent they might influence the storyline further down the line. If I was to guess, I’d say not that much, considering how near-impossible it is to create a genuine branching story in an episodic game, especially with the, most likely, very limited resources the devs of Perseverance have available. I personally don’t mind an illusion of choice, if it helps your immersion in the story, but it’s still something to keep in mind and downscale your expectations appropriately.

    A riddle – what do you use to cut a rope? Thankfully, it’s not one that you can fail – the choices, apart from one or two dead ends, don’t seem to matter at this point
    The visuals are definitely one of the strongest aspects of the game, with a distinct artstyle that feels inspired by Western comic books more than anime (and by that virtue once again resembling Telltale adventure games more than the typical, Japanese-style VNs). While it’s not super-heavy on details, the sprites are distinct in their designs and expressive, while the backgrounds and CGs are simply nice to look at and feel very consistent with the overall aesthetic. The sound and music are minimalistic and support the general, eerie vibe of the story without standing out much. What stands out, unfortunately, is the technical aspect of the game. Perseverance was made in unity rather than a dedicated VN engine and lacks some typical quality-of-life features, like the skip option, possibility to roll back the text, easily switch auto-mode on and off, or even convenient access to the backlog. For someone like me, used to EVNs made in Ren’Py, these omissions were quite painful at times and made replaying the game to check out alternative choices a chore.
                In the end though, what mattered the most – the story and production quality of the game – did deliver and from this point of view, I’d consider reading Perseverance: Part 1 a positive experience. It’s a really solid first act, which might develop into something truly exceptional if Tap It Games directs it well. I just hope that the future episodes will be at least a little bit longer – reading a story in hour-long bits every few months is never a great formula and if the Part 2 doesn’t offer a more substantial piece of storytelling, it might damn the whole project into obscurity. That is, if the future episodes ever happen – the radio silence from the studio is worrying and I would not recommend buying this as long as we don’t know whether it will receive at least some continuation. Without that, Part 1 is only an extensive demo – a good one, but not really something worth investing your time in, if we’re never getting a full story. Time will tell.
     
    Final Score: 3/5
     
    Pros:
    + Solid, well-stylized visuals
    + Interesting, realistically flawed characters
    Cons:
    - Unconvincing and inconsequential choices
    - Clunky interface
    - Very short
     
    VNDB Page
    Buy Perseverance, Part 1 on Steam
  16. Like
    solidbatman got a reaction from ChaosRaven for a blog entry, Heart of the Woods Review   
    Studio Elan, and I refuse to copy and paste the accent mark like they do on their Twitter account, bursts out onto the EVN scene with their long awaited debut visual novel, Heart of the Woods. A mix of Ghost Adventurers, fluffy yuri relationships, and a magical elements, Heart of the Woods is an ambitious showcase of talent wrapped up in a tightly woven tale of love and sacrifice.
     
    From the very beginning of this roughly 4-6 hour long VN, Heart of the Woods sets a tense tone that persists throughout the entire run time. Tara and Maddie, the team behind the viral paranormal internet show, Taranormal, are on their way an isolated town located in the woods at the behest of Morgan, a fan of the show who tips them off at paranormal activities within her town. Conflict is bubbling, though, as this is the final episode that Maddie will be working on, and this month long trip to produce the episode has pushed their now strained friendship to the breaking point. What follows is a series of rapidly escalating events where the very lives of the characters hang in the balance.
     
    The story itself is generally solid with a few hiccups due in large part to how the passage of time is handled in this VN. Events progress at a whiplash pace in the VN which leads to the relationships between characters feeling more than a little contrived. This is something many VNs suffer from, however, and might be the most difficult aspect of writing a romance VN without feeling it completely with fluff pieces to flesh out character relationships for the sake of believability. While normally I despise long periods of fluff, Heart of the Woods would have benefited from a padded run time with more light hearted character interactions without the main conflict looming overhead. One half of our main cast, Maddie and Abigail do get far more of this type of treatment when compared to Tara and Morgan who are relegated more towards the advancement of the plot at the expense of a more evenly paced relationship.
     
    The light hearted moments that do exist are tender and well done generally. Tara is a magnificent goofball, Abigail is a not so pure cinnamon roll, Morgan (my personal favorite character) features a great amount of excellent character growth, and Maddie is versatile, able to smoothly interact with every character in an interesting way, even when the interactions are less than amiable. More often than not, the interactions between couples, is incredibly cheesy and I feel that once again, the lack of establishing scenes for the relationships is the main cause of this. With that said, just because they are cheesy does not mean that they are poorly done or bad. Perhaps my inexperience in reading yuri VNs is showing here and the purpose is to create a more light, fluffy feel, in which case, the cheesy love dialogue achieves its goal.
     
    Setting aside the character interactions, the storytelling is an improvement over the standard skeleton that director Josh Kaplan’s previous work, Highway Blossoms, follows. Far more ambitious and fantastical, Heart of the Woods’ story features some unexpected developments that caught me off guard. Aided by a writing style that seamlessly switches from whimsical and comedic to foreboding and brooding the story rarely misses a beat and when it does, its due to the previously mentioned passage of time. Of special note is how the writers successfully pulled off narration perspective changes in seamless fashion. Usually when a VN switches the narration character to tell a different side of the story, I find that one character’s side of the story is far stronger, more engaging than the other character. This is not the case in Heart of the Woods. Each perspective shift is treated with equal amounts of effort and I never found myself wishing I could go back to a different character’s narration/story.  
     
    The VN features phenomenal artwork from Adirosa and Rosuuri which establishes the magical world that the reader enters and also gives each character a highly unique appearance to match their personality. For example, just what in the hell are Tara’s hair clips? This question will inevitably lead you to “Why can Tara not even cook toast without nearly burning down an entire ecosystem of magical creatures.” Each character’s look matches perfectly with their personality. Once again, I have to show some love to my favorite character, Morgan, who’s sprite work is downright unsettling at times giving her a very mysterious feel which helps establish the magical strange setting for this VN.
     
    The final piece of the puzzle for establishing this world is the music, which I am pleased to say is top notch. Featuring the talents of Sarah Mancuso and Astartus, the soundtrack is heavy on the use of stringed instruments but never overpowering which gives the reader the same level of comfort, or discomfort as the characters in the VN. When a soundtrack can assist in the world building and storytelling as the soundtrack in this VN does, that is the sign of great composition and direction.
     
    The characters, art, story, and music all come together magnificently in creating the world of Heart of the Woods and therein a major hindrance to the VN comes into play. It is quite literally too fantastic of a world and story to be told in a VN. The limitations of the VN medium are on full display as despite all of the efforts taken to create this magical world, it never really feels like it is used to its full potential. Technically the VN is sound, utilizing clever camera movement, character positioning, and particle effects to bring this world to life, but I still felt it did not quite reach its full potential because it felt too static. This is in no way a knock on the team behind this work, but rather a criticism of the medium as a whole. This story and world would be far better suited in the form of an animated movie to allow the environment to truly come to life. I want Studio Elan to take this as a compliment, rather than a criticism. The work they did was too good to be trapped within the VN medium.

    Heart of the Woods is a welcome entry to the EVN scene injecting a strong dose of professionalism into the market. While it does feature a couple of flaws, the overall package is an well polished work that is well worth the time to read if you want to spend a few hours in a world of yuri and magic. This is a fantastic debut work and leaves me excited to see just what Studio Elan has in store for the future.

    Rating: 4.5/5
  17. Like
    solidbatman got a reaction from Mr Poltroon for a blog entry, Heart of the Woods Review   
    Studio Elan, and I refuse to copy and paste the accent mark like they do on their Twitter account, bursts out onto the EVN scene with their long awaited debut visual novel, Heart of the Woods. A mix of Ghost Adventurers, fluffy yuri relationships, and a magical elements, Heart of the Woods is an ambitious showcase of talent wrapped up in a tightly woven tale of love and sacrifice.
     
    From the very beginning of this roughly 4-6 hour long VN, Heart of the Woods sets a tense tone that persists throughout the entire run time. Tara and Maddie, the team behind the viral paranormal internet show, Taranormal, are on their way an isolated town located in the woods at the behest of Morgan, a fan of the show who tips them off at paranormal activities within her town. Conflict is bubbling, though, as this is the final episode that Maddie will be working on, and this month long trip to produce the episode has pushed their now strained friendship to the breaking point. What follows is a series of rapidly escalating events where the very lives of the characters hang in the balance.
     
    The story itself is generally solid with a few hiccups due in large part to how the passage of time is handled in this VN. Events progress at a whiplash pace in the VN which leads to the relationships between characters feeling more than a little contrived. This is something many VNs suffer from, however, and might be the most difficult aspect of writing a romance VN without feeling it completely with fluff pieces to flesh out character relationships for the sake of believability. While normally I despise long periods of fluff, Heart of the Woods would have benefited from a padded run time with more light hearted character interactions without the main conflict looming overhead. One half of our main cast, Maddie and Abigail do get far more of this type of treatment when compared to Tara and Morgan who are relegated more towards the advancement of the plot at the expense of a more evenly paced relationship.
     
    The light hearted moments that do exist are tender and well done generally. Tara is a magnificent goofball, Abigail is a not so pure cinnamon roll, Morgan (my personal favorite character) features a great amount of excellent character growth, and Maddie is versatile, able to smoothly interact with every character in an interesting way, even when the interactions are less than amiable. More often than not, the interactions between couples, is incredibly cheesy and I feel that once again, the lack of establishing scenes for the relationships is the main cause of this. With that said, just because they are cheesy does not mean that they are poorly done or bad. Perhaps my inexperience in reading yuri VNs is showing here and the purpose is to create a more light, fluffy feel, in which case, the cheesy love dialogue achieves its goal.
     
    Setting aside the character interactions, the storytelling is an improvement over the standard skeleton that director Josh Kaplan’s previous work, Highway Blossoms, follows. Far more ambitious and fantastical, Heart of the Woods’ story features some unexpected developments that caught me off guard. Aided by a writing style that seamlessly switches from whimsical and comedic to foreboding and brooding the story rarely misses a beat and when it does, its due to the previously mentioned passage of time. Of special note is how the writers successfully pulled off narration perspective changes in seamless fashion. Usually when a VN switches the narration character to tell a different side of the story, I find that one character’s side of the story is far stronger, more engaging than the other character. This is not the case in Heart of the Woods. Each perspective shift is treated with equal amounts of effort and I never found myself wishing I could go back to a different character’s narration/story.  
     
    The VN features phenomenal artwork from Adirosa and Rosuuri which establishes the magical world that the reader enters and also gives each character a highly unique appearance to match their personality. For example, just what in the hell are Tara’s hair clips? This question will inevitably lead you to “Why can Tara not even cook toast without nearly burning down an entire ecosystem of magical creatures.” Each character’s look matches perfectly with their personality. Once again, I have to show some love to my favorite character, Morgan, who’s sprite work is downright unsettling at times giving her a very mysterious feel which helps establish the magical strange setting for this VN.
     
    The final piece of the puzzle for establishing this world is the music, which I am pleased to say is top notch. Featuring the talents of Sarah Mancuso and Astartus, the soundtrack is heavy on the use of stringed instruments but never overpowering which gives the reader the same level of comfort, or discomfort as the characters in the VN. When a soundtrack can assist in the world building and storytelling as the soundtrack in this VN does, that is the sign of great composition and direction.
     
    The characters, art, story, and music all come together magnificently in creating the world of Heart of the Woods and therein a major hindrance to the VN comes into play. It is quite literally too fantastic of a world and story to be told in a VN. The limitations of the VN medium are on full display as despite all of the efforts taken to create this magical world, it never really feels like it is used to its full potential. Technically the VN is sound, utilizing clever camera movement, character positioning, and particle effects to bring this world to life, but I still felt it did not quite reach its full potential because it felt too static. This is in no way a knock on the team behind this work, but rather a criticism of the medium as a whole. This story and world would be far better suited in the form of an animated movie to allow the environment to truly come to life. I want Studio Elan to take this as a compliment, rather than a criticism. The work they did was too good to be trapped within the VN medium.

    Heart of the Woods is a welcome entry to the EVN scene injecting a strong dose of professionalism into the market. While it does feature a couple of flaws, the overall package is an well polished work that is well worth the time to read if you want to spend a few hours in a world of yuri and magic. This is a fantastic debut work and leaves me excited to see just what Studio Elan has in store for the future.

    Rating: 4.5/5
  18. Like
    solidbatman got a reaction from Plk_Lesiak for a blog entry, Heart of the Woods Review   
    Studio Elan, and I refuse to copy and paste the accent mark like they do on their Twitter account, bursts out onto the EVN scene with their long awaited debut visual novel, Heart of the Woods. A mix of Ghost Adventurers, fluffy yuri relationships, and a magical elements, Heart of the Woods is an ambitious showcase of talent wrapped up in a tightly woven tale of love and sacrifice.
     
    From the very beginning of this roughly 4-6 hour long VN, Heart of the Woods sets a tense tone that persists throughout the entire run time. Tara and Maddie, the team behind the viral paranormal internet show, Taranormal, are on their way an isolated town located in the woods at the behest of Morgan, a fan of the show who tips them off at paranormal activities within her town. Conflict is bubbling, though, as this is the final episode that Maddie will be working on, and this month long trip to produce the episode has pushed their now strained friendship to the breaking point. What follows is a series of rapidly escalating events where the very lives of the characters hang in the balance.
     
    The story itself is generally solid with a few hiccups due in large part to how the passage of time is handled in this VN. Events progress at a whiplash pace in the VN which leads to the relationships between characters feeling more than a little contrived. This is something many VNs suffer from, however, and might be the most difficult aspect of writing a romance VN without feeling it completely with fluff pieces to flesh out character relationships for the sake of believability. While normally I despise long periods of fluff, Heart of the Woods would have benefited from a padded run time with more light hearted character interactions without the main conflict looming overhead. One half of our main cast, Maddie and Abigail do get far more of this type of treatment when compared to Tara and Morgan who are relegated more towards the advancement of the plot at the expense of a more evenly paced relationship.
     
    The light hearted moments that do exist are tender and well done generally. Tara is a magnificent goofball, Abigail is a not so pure cinnamon roll, Morgan (my personal favorite character) features a great amount of excellent character growth, and Maddie is versatile, able to smoothly interact with every character in an interesting way, even when the interactions are less than amiable. More often than not, the interactions between couples, is incredibly cheesy and I feel that once again, the lack of establishing scenes for the relationships is the main cause of this. With that said, just because they are cheesy does not mean that they are poorly done or bad. Perhaps my inexperience in reading yuri VNs is showing here and the purpose is to create a more light, fluffy feel, in which case, the cheesy love dialogue achieves its goal.
     
    Setting aside the character interactions, the storytelling is an improvement over the standard skeleton that director Josh Kaplan’s previous work, Highway Blossoms, follows. Far more ambitious and fantastical, Heart of the Woods’ story features some unexpected developments that caught me off guard. Aided by a writing style that seamlessly switches from whimsical and comedic to foreboding and brooding the story rarely misses a beat and when it does, its due to the previously mentioned passage of time. Of special note is how the writers successfully pulled off narration perspective changes in seamless fashion. Usually when a VN switches the narration character to tell a different side of the story, I find that one character’s side of the story is far stronger, more engaging than the other character. This is not the case in Heart of the Woods. Each perspective shift is treated with equal amounts of effort and I never found myself wishing I could go back to a different character’s narration/story.  
     
    The VN features phenomenal artwork from Adirosa and Rosuuri which establishes the magical world that the reader enters and also gives each character a highly unique appearance to match their personality. For example, just what in the hell are Tara’s hair clips? This question will inevitably lead you to “Why can Tara not even cook toast without nearly burning down an entire ecosystem of magical creatures.” Each character’s look matches perfectly with their personality. Once again, I have to show some love to my favorite character, Morgan, who’s sprite work is downright unsettling at times giving her a very mysterious feel which helps establish the magical strange setting for this VN.
     
    The final piece of the puzzle for establishing this world is the music, which I am pleased to say is top notch. Featuring the talents of Sarah Mancuso and Astartus, the soundtrack is heavy on the use of stringed instruments but never overpowering which gives the reader the same level of comfort, or discomfort as the characters in the VN. When a soundtrack can assist in the world building and storytelling as the soundtrack in this VN does, that is the sign of great composition and direction.
     
    The characters, art, story, and music all come together magnificently in creating the world of Heart of the Woods and therein a major hindrance to the VN comes into play. It is quite literally too fantastic of a world and story to be told in a VN. The limitations of the VN medium are on full display as despite all of the efforts taken to create this magical world, it never really feels like it is used to its full potential. Technically the VN is sound, utilizing clever camera movement, character positioning, and particle effects to bring this world to life, but I still felt it did not quite reach its full potential because it felt too static. This is in no way a knock on the team behind this work, but rather a criticism of the medium as a whole. This story and world would be far better suited in the form of an animated movie to allow the environment to truly come to life. I want Studio Elan to take this as a compliment, rather than a criticism. The work they did was too good to be trapped within the VN medium.

    Heart of the Woods is a welcome entry to the EVN scene injecting a strong dose of professionalism into the market. While it does feature a couple of flaws, the overall package is an well polished work that is well worth the time to read if you want to spend a few hours in a world of yuri and magic. This is a fantastic debut work and leaves me excited to see just what Studio Elan has in store for the future.

    Rating: 4.5/5
  19. Like
    solidbatman reacted to Plk_Lesiak for a blog entry, EVN Developer Spotlight: NewWestGames (interview)   
    A while ago I’ve made a Shovelware Adventures episode about NewWestGames, a one-person studio from Canada creating primarily erotic yuri titles. For the first time since I’ve started doing my semi-serious (and borderline mockery) short reviews, I was actually approached by the developer and had an opportunity to discuss my criticism of their games, in a respectful and constructive manner, that was probably way more forgiving than the tone of my original post would warrant. After a brief exchange, I proposed to take this discussion public, giving Katie, the person behind the NewWestGames label, a chance to respond to my commentary on her work and talk a bit about the general ideas behind her VNs. I also decided it was a good moment to take a look at the NWG titles I haven’t reviewed before, completing my coverage of the studio’s catalogue and giving Katie the ability to comment on it in full. So, without further ado, I hope you’ll all enjoy my reviews and the conversation that comes after them!
     
    Frequent Flyer: A Long Distance Love Story

    Frequent Flyer, released on Steam in March 2018, went unnoticed by most EVN readers and received mixed reviews, mostly due to its simplistic visuals and a relatively brief, linear storyline. It is, however, arguably one of the most interesting NewWestGames titles, telling a story about a toxic relationship between two girls with some apparently autobiographical elements. The protagonist, Emi, is an average-looking girl, living in a large American city and working as a freelance journalist. Rejected by her family due to her sexual orientation, depressed because of her failed ambitions of becoming a writer and recovering from another failed relationship, she decides to go for a trip to Scotland, hoping that a change of scenery and an opportunity to meet a close online friend can invigorate her. There, while watching an evening stand-up comedy show at a local bar, she meets Isobel, a gorgeous and charismatic young Scotswoman. The two quickly forms a connection, leading to an affair that first restores Emi’s happiness and then crushes it in the most disturbing ways.
                Those that experienced a toxic relationship with a mentally-unstable person themselves or know stories of such couples, will find many elements in Frequent Flyer familiar – all the lies, manipulation and emotional blackmail involved, along with Emi’s reactions to more and more obvious betrayal from the person she loves, are portrayed in a believable and properly heart-wrenching manner. The minimalistic & inconsistent presentation might take away from the overall impact of the story, and many of the events are pretty easy to predict, at times making the whole experience feel a bit like a PSA, rather than a “proper” piece of fiction. Still, it is a game with an important story to tell and an underlying message that is worth hearing out, and despite all the gripes I had with its execution, I couldn’t help but appreciate it.
    Final Score: Recommended
    Read the full article at evnchronicles.blogspot.com
  20. Like
    solidbatman reacted to Plk_Lesiak for a blog entry, Kaori After Story (Western VN Review)   
    A short while ago I’ve reviewed PixelFade’s Crystalline, expressing my disappointment at what was a visually brilliant, but rather hollow experience, in many ways inferior to that studio's first project, Ace Academy. While AA, a mecha-themed game set in near future’s Japan, mixed convincing drama, a cast of archetypical, but compelling heroines and great SoL sections, providing a fairly balanced and enjoyable game, Crystalline focused much more on comedy and despite the fantasy adventure framework, failed to produce an engaging plot or characters interesting enough to make the whole experience satisfying. The genuine chemistry between Ace Academy’s characters and its compelling atmosphere let me even forgive its anticlimactic ending – PixelFade struggled heavily with that game's development, being forced to cut a large portion of the plot and rush the conclusion, infuriating many fans. The cuts and omissions were definitely visible, for me however, what was already there was simply too good to disregard and I still consider AA as one of the best EVNs I’ve ever read.
                As you can imagine, it was hard for me not to get excited when, shortly after Crystalline’s release, the studio announced Kaori After Story – a spin-off to Ace Academy, continuing the romance arc of Kaori, arguably the primary heroine of the first game. Using the Live 2D engine and animations from Crystalline, it promised to be another eye-candy, this time directed to the fans of PixelFade's debut title. What worried me, however, was that it was also described by the devs as primarily a comedy, most likely ignoring the bitter-sweet climate of the original and its somewhat ambivalent ending. Thankfully, as much as some might be disappointed with this game’s obvious disinterest in continuing Ace Academy’s main intrigue, connected to protagonist’s father’s scientific research and tragic death, there are many things here they should find highly satisfying – and even I, as reserved as I was when approaching KAS, couldn’t help but to enjoy it quite a lot.
    Read the full article at evnchronicles.blogspot.com
  21. Like
    solidbatman reacted to Plk_Lesiak for a blog entry, A Winter’s Daydream (Western VN Review)   
    The New Year is just a few days away, so why not take a look today at another appropriately-themed VN? Ebi-hime is probably best known for both yuri romances and horror VNs, but in reality created a huge variety of slice-of-life and mystery titles, both borrowing from different formulas and simultaneously breaking their rules, ultimately escaping any kind of easy classification. Games like Empty Horizons or Asphyxia are clearly identified with common labels such as “otome” or “yuri”, but they pretty much never cater to the reader’s expectations taken from reading other visual novels within those genres.
                There are also certain elements extremely common for ebi’s work, regardless of topics or conventions she’s trying to tackle. Deeply flawed, painfully realistic characters, extensive internal monologues of the protagonists and a nostalgic aura are almost constant elements of her writing, making most of her stories fairly easily recognizable and differentiating them from the typical Western-produced VNs. Ebi’s latest release, A Winter’s Daydream, while at first glance might look like a silly comedy, can be accurately described in only one way. It’s an ebi-hime VN through and through: slow-paced, introspective and handling serious, existential topics despite any humorous elements and the wacky premise. And, as you can easily expect from this particular author, it does all those things in a thoroughly satisfying way. 
    Read the full article at evnchronicles.blogspot.com
  22. Like
    solidbatman reacted to Plk_Lesiak for a blog entry, Highway Blossoms: Remastered (Western VN Review)   
    Since being published by Alienworks in mid-2016, Highway Blossoms earned its place as one of the highest-rated yuri VNs on VNDB and could easily be considered as one of the most successful Western visual novels to date. The game from the very beginning stood out through its unusual setting, plot structure and high production qualities, seemingly appealing even to the more demanding or JP-focused yuri fans. It wasn’t a great surprise then that Highway Blossoms’ authors, despite their second title, The Human Reignition Project, being stuck in a development hell, decided to further capitalize on their previous success and create an updated version of HB, with features such as partially reworked art and full voice acting (the initial release had none). The Remastered edition was released on May 18th 2018, two years after the game’s premiere, with quite a lot of fanfare and became available as a free update for both existing and potential owners of the game. So, how that does the enhanced version of everyone’s favourite yuri EVN presents itself, and does it live up top the hype? Spoiler: it does. Kind of...
    Read the full article at evnchronicles.blogspot.com
  23. Like
    solidbatman reacted to Fiddle for a blog entry, A Tribute to Tiag   
    In response to my friend @Mr Poltroon's grammatically-questionable-but-nevertheless-generous patronage, I've decided to utilize my artistic skills and produce a drawing that does justice to his favorite character, Kilometers Edgeworth.
    In short, I labored to reproduce the following piece that I found on an insider artists' hub known as Google Images:


    (I forgot to replace the transparency in his eyes with whiteness, so please don't use a dark skin or he'll look scary and deformed.)
  24. Like
    solidbatman got a reaction from Plk_Lesiak for a blog entry, Killer is Dead: The Case for Aesthetics   
    About a year and a half ago, I completed the Suda51 title, Killer is Dead. I honestly am not sure what happened but I will do my best to sort it out. Despite me not knowing really what was happening, something aside from the mediocre gameplay kept me going. It was the aesthetics. I'm done with that bit now btw. 

    Spoilers ahead.
     
    The whole point of this post isn't to discuss the story or the quality of the game Killer is Dead, but rather to examine the art style and how it made me want to complete the game. Killer is Dead is a hack and slash game from the mind of Suda51. Opinions on his ability to craft a good game aside, his art direction tends to be on the more creative side. The art of Killer is Dead is why I set aside my qualms I had for the gameplay and story and found myself continuing to play it to completion. Take David for example...

     
    He some sort of king or something living on the dark side of the moon. But what stands out to me isn't his story. It's his god damn gold clothes. When the first major boss of the game looks like this, I cannot help but be intrigued. I honestly remember nothing about David except that the little shit shows up and ruins breakfast at one point in the game while wearing a stupid shit eating grin as shown here.

     
    This is a man set on ruining your breakfast. I think he might have been your brother or something but he time traveled and killed your mom at breakfast [citation needed]. But lets take a look at some of the other screenshots from the game.

     
    I honestly don't remember what any of these are from in the game, but the actual visuals of the game are what stick with me after all this time. Not the gameplay, or the story, but just the visuals. That leads me to my rambling point that I haven't argued. Graphics can totally be the only thing a game has going for it and that is fine. Killer is Dead is a prime example of this. The gameplay is forgettable, while the story is only memorable because it is driven entirely by the unique art direction of the game. Killer is Dead was entirely worth the time and money I spent on the game for one reason: it was so damn interesting to look at. 

    Now I want to look at a more mainstream example of a game with a strong, unique, direction of art. Persona 5. Now now, I am not shitting on the game right now. That is for an upcoming blog post. But, when we get down into the nitty gritty details of the gameplay of the sequel, it really isn't much of a step forward for the Persona series as a whole. Some interviews from the development team likened to jump from 4 to 5 like the jump from the P2 duology to Persona 3 [citation needed]. What we got, however, was just an expanded 4 with most mechanics renamed and a mild rehash of the story from 4. What makes the game seem as if it is a completely new leap forward for Persona, in my eyes, is the amazingly slick visuals and art direction. The art sets the game completely apart from Persona 3 and 4 with character cut ins and super stylized labels and text. Persona 5, unlike Killer is Dead, has much more solid gameplay that actually does hold up on its own without the eye popping art direction.

    I'm not so sure that if Killer is Dead featured a more bland style of art, that I would remember it, or even finished it. Lets take another Suda51 game as an example; Lollipop Chainsaw. I never could finish the game. The game's poor frame rates and some what repetitive gameplay killed it for me, but what had kept me going was the candy popping colors of the game. Then I got stuck on some part and stopped caring, but before that, the art direction, once again, had kept me going in that pretty mediocre game.


    What is the final point I want to make? Well, that I am a fucking idiot that lets pretty colors dictate what games I finish and what I set aside. Also look at this unicorn from Killer is Dead


     
     
  25. Thanks
    solidbatman got a reaction from 1P1A for a blog entry, Killer is Dead: The Case for Aesthetics   
    About a year and a half ago, I completed the Suda51 title, Killer is Dead. I honestly am not sure what happened but I will do my best to sort it out. Despite me not knowing really what was happening, something aside from the mediocre gameplay kept me going. It was the aesthetics. I'm done with that bit now btw. 

    Spoilers ahead.
     
    The whole point of this post isn't to discuss the story or the quality of the game Killer is Dead, but rather to examine the art style and how it made me want to complete the game. Killer is Dead is a hack and slash game from the mind of Suda51. Opinions on his ability to craft a good game aside, his art direction tends to be on the more creative side. The art of Killer is Dead is why I set aside my qualms I had for the gameplay and story and found myself continuing to play it to completion. Take David for example...

     
    He some sort of king or something living on the dark side of the moon. But what stands out to me isn't his story. It's his god damn gold clothes. When the first major boss of the game looks like this, I cannot help but be intrigued. I honestly remember nothing about David except that the little shit shows up and ruins breakfast at one point in the game while wearing a stupid shit eating grin as shown here.

     
    This is a man set on ruining your breakfast. I think he might have been your brother or something but he time traveled and killed your mom at breakfast [citation needed]. But lets take a look at some of the other screenshots from the game.

     
    I honestly don't remember what any of these are from in the game, but the actual visuals of the game are what stick with me after all this time. Not the gameplay, or the story, but just the visuals. That leads me to my rambling point that I haven't argued. Graphics can totally be the only thing a game has going for it and that is fine. Killer is Dead is a prime example of this. The gameplay is forgettable, while the story is only memorable because it is driven entirely by the unique art direction of the game. Killer is Dead was entirely worth the time and money I spent on the game for one reason: it was so damn interesting to look at. 

    Now I want to look at a more mainstream example of a game with a strong, unique, direction of art. Persona 5. Now now, I am not shitting on the game right now. That is for an upcoming blog post. But, when we get down into the nitty gritty details of the gameplay of the sequel, it really isn't much of a step forward for the Persona series as a whole. Some interviews from the development team likened to jump from 4 to 5 like the jump from the P2 duology to Persona 3 [citation needed]. What we got, however, was just an expanded 4 with most mechanics renamed and a mild rehash of the story from 4. What makes the game seem as if it is a completely new leap forward for Persona, in my eyes, is the amazingly slick visuals and art direction. The art sets the game completely apart from Persona 3 and 4 with character cut ins and super stylized labels and text. Persona 5, unlike Killer is Dead, has much more solid gameplay that actually does hold up on its own without the eye popping art direction.

    I'm not so sure that if Killer is Dead featured a more bland style of art, that I would remember it, or even finished it. Lets take another Suda51 game as an example; Lollipop Chainsaw. I never could finish the game. The game's poor frame rates and some what repetitive gameplay killed it for me, but what had kept me going was the candy popping colors of the game. Then I got stuck on some part and stopped caring, but before that, the art direction, once again, had kept me going in that pretty mediocre game.


    What is the final point I want to make? Well, that I am a fucking idiot that lets pretty colors dictate what games I finish and what I set aside. Also look at this unicorn from Killer is Dead


     
     
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