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Deep Blue

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  1. Like
    Deep Blue got a reaction from mitchhamilton for a blog entry, One thousand lies Review   
    So this time I will review this doujin freeware kinetic visual novel created by Keinart Lobre which I enjoyed it a lot and I thought it needed a review for how good it was. I'm kinda lazy so this will be a pure text review and nothing more (sorry maybe I'll add some pics in the future xD )

    The story follows the life of Ciarán Endyein and his friends, Ciarán is in last year of high school, a few month from graduation. He spend his time doing jokes and pranks with his friends Ziva Shani a wanna be psychologist transfer student girl that constantly tries to psychoanalyze Ciarán and his long time friend Ausse Ealdwine a pervert guy who only thinks about women all the time.
    Ciarán is what you can call a pragmatic person, one that is constantly saying witty comments or full of irony, teasing his friends, doing crazy stuffs, starting speeches for no reason which always end in a comical way, he calls himself the Joker or clown of the class along with his friends. He reminded me a lot to Morita Kenichi from Sharin no Kuni and that's always a good thing because there is a serious lack of those types of characters in visual novels. 
    He is also a writer, he usually writes things in his little notebook that is always carrying around with him and because of this Ziva is always trying to analyze the reason behind that.
    Little spoilers ahead:
    The story really begins when he tells his friends some story about certain figure that he bought and got lost in the middle of the delivery and someone sent him an email about it, a really weird blackmail email which is not clear if it is actually a threat , some kind of joke or actually someone crazy writing nonsense.
    End of spoilers
    In the process of finding the real culprit behind that email Ciarán meets two new characters, a little girl (the loli) called Claire Argyris which is an airhead, a bit shy, constantly lost in her own world, saying things out of place but that from time to time will leave Ciarán speechless because she is not what it seems and last Luce Aurea, she is a kinda a tomboy but not to an extreme, I don't want to reveal too much about this character or Claire either. (There is another character but I can't say anything about him xD )
    So far you might think that this is your typical visual novel, some slice of life with comedy but there is more than meets the eye, aside from the excellent comedy (yes it is actually really funny, most of the time with good humor) and the good pace that this novel has because it doesn't get boring through out the 10 or more hours that the novel last, there are times when the characters have this conversations about life, happiness, things they want to be, expectation from others, a bit of philosophy in the middle that reminded me a lot to subarashiki hibi WARNING: RANTS ABOUT SUBAHIBI AHEAD (if you don't like to read bad things about it don't read it.) XD  this time it made sense and it wasn't forced than your throat in the most boring and weird way with scenes that went on and on and on just to get to the freaking point >_> END OF THE RANTS. The characters are well developed and all of them are very interesting, all of them with their own motivation and purposes, they are not there just to fill the gap, for example Claire is not the "loli" type just because the writer wanted a loli type between the girls.
    The music was good I think there are like 33 tracks and some of them are really good and stuck with me even after I finished reading the novel.
    About the art it was good too, maybe it lacked on the GCs a little bit but it is understandable, still the few once that you will encounter are really well done and they are in my opinion perfectly placed for moments that really deserve it. The sprites of the characters are good too, the artist is Bonkiru he is really talented ( image not from the vn xD ), so you can expect to see some good art.
    After reading the novel I had to re-read it again, yes it is that type of novel where you need to read it a second time because you discover new things that you missed the first time(specially to make sense some parts of the plot) and since I read it in Spanish the first time I did it in English the second, which brings me to the language topic, the translation was done pretty smooth, there were some jokes here and there that they didn't translate 100% but they were still funny.
    Overall I think this is one of those few exception to the OELVNs, it doesn't try to copy or mimic the Japanese visual novels, it's not about a Japanese boy (thanks good!) and even if the main character is in high school you wont find the cliche plot from the jap vns, it's also not a harem, yes even if it looks like one it is not.
    Right now is on BETA but the developer is asking for some help (he needs proofreaders) so maybe you want to wait until it's release or read it right now, either way I'm sure it wont disappoint you.
    Link to the thread of the novel
  2. Like
    Deep Blue reacted to Dergonu for a blog entry, Beat Blades Haruka Review   
    Beat Blades Haruka review,
    By Dergonu, Fuwanovel
     
    Beat Blades Haruka is a gameplay oriented nukige released by Alice Soft, which was recently translated and licensed by Mangagamer. The game offers 150 H-scenes, ranging from normal vanilla scenes to darker things like rape and beastiality. The game's appeal is clearly rooted in it's H-content, but does that mean that's everything the game has to offer?
     

     
    In Beat Blades Haruka you play as Ikusabe Takamaru, a boy who desperately wants a girlfriend. His friend, Narika, keeps getting in the way of his possible romances, something that irritates him quite a bit. But soon, his fairly normal life of being rejected by women and half-assing himself through school quickly comes to a halt when the beautiful ninja Haruka, who has traveled to our time from the past, suddenly appears in Takamaru's life.
    Chasing the evil Noroi who has lept through time with his follwers in order to turn the world into chaos, Haruka and her fellow Cresent moon members turn to Takamaru for help. It turns out, Takamaru is a descendant of the Dragonian, meaning he has the power to transfer strength to the blades of the crescent moon. (The blades being female ninjas.) This power, SP, is transfered from the Dragonian to the blades by ... Having sex.
    Takamaru's mission is to use the blades at his disposal to fight the four Tetra Sealers, Noroi's most powerful subordinates, take down the towers which connect to Noroi's realm, and to stop him once and for all.
    During the game, the player gets a whole lot of choices that will allow them to take full control of their destiny. Will you be the good guy, fighting to stop Noroi? Or will you give in to your dark desires, using the blades as tools for your own pleasure and gain?
    Offering a large variety of different endings, Beat Blades Haruka is a very unique gameplay nukige that allows its player to choose a lot more than just a singular ending, but they have the ability to impact the very way the entire game is played.
     

    The gameplay:
    During the story, a big part of your time will be spent preparing your heroines for battle. During the gameplay parts of the VN, you will be matched up against an enemy. You can spend SP, (sex power), that you accumulate through dragon syngery, (sex), to unleash powerful attacks against your opponent, and you train your heroines stats through either dragon synergy, training, castle raids or defeating enemies. The lower your stats are compared to your opponent, the harder it is to win. The stats highlited in blue, like the defense in this picture, means the stat is underleveled compared to your opponent, and the chances of winning are smaller. By losing a fight against a male Kainin, one of Noroi's lieutenants, the heroine will be raped and an option to skip the following rape H-scene will appear. (Unless you disable that feature in the option menu.)
    The gameplay is entertaining, though it is a little difficult at first. Getting used to what all the different stats does is a little bit hard and overwhelming, and the stats are also a little poorly balanced. For instance, by stacking a large amount of reflex, you will be able to sweep through the game, as your character will essentially never miss, and she will also dodge a lot of the opponent's attacks. But if it's the other way around, and your reflex stat is low but your other stats are high, you still wont do much damage, as most of your attacks will be dodged. Basically, there is too much focus on reflex, something that makes combat a little bit imbalanced at certain points in the game. Your opponents gets really strong in the late game, meaning their reflex stats are high, and so if you didn't train your heroine correctly, a bad end is waiting for you. (If you are defeated by a sealer, you get a bad end and a game over.)
    Still, these flaws aside, the gameplay is enjoyable. It's fun training up your heroine, either choosing to clear out the streets to protect the people like the good guy, or simply being an asshole and having your heroine raped over and over. (This increases her stats a great deal, however it gives you + brutality, and if the heroine is raped too much, it can lead to a brutal bad ending.) The variety offered to you makes playing the game a second, third or fourth time fun.
     

    The phase system, Libido and your dice
    While we are still on the gameplay part of the VN, there is a few things to note. The game itself is split into four parts, 3 phases and then actual story. The 3 phases are morning, afternoon and night phase. Between these phases the game's story progresses, and you see normal VN style dialogue as well as choices that you can use to impact the story, as well as your heroine's stats.
    During the morning and afternoon phase, you either train up your heroine by having sex, raise your libido or rest, in order to get more dice recovered. The night phase is spent actually fighting your opponents, and going on castle raids.
    (What exactly are these dice and how do they work?)
    The dice system in Beat Blades Haruka is what let's you make your "moves" in the phases. You get X amount of dice each day, based of your dice recovery. You can have a maximum of 8 dice at a time. The dice can be a number between 1 and 6, and the dice itself is used to "pay for" actions. As an example, if you want to sleep with haruka to increase some of her stats and her SP, you have to "pay" some dice. The lower levels of dragon synergy are cheaper, but give less stats, the higher levels are more expensive but give you more stats. The system is very forgiving. If you roll a 7 on something that needs 8 to complete, 7 will be subtracted from the action, so that in the next phase, it will only cost 1 dice. The dice itself is based off RNG, though do note that it is essentially impossible to soft reset for. Still, with the way the system is made, soft reseting for dice is not even needed, so there is nothing to worry about there. If you do it right, completing the game in the 99 days given to you is a walk in the park.
    Lastly, libido is a strange stat. It is what makes your dice recovery higher. Every 10 points of libido, your dice recovery goes up by 1. What does this mean? It means that after the night phase, you will get back X dice. So if you have a dice recovery of 5, the next day following a night phase, you are given 5 dice. Raising your libido is simple, and is done by either having sex with a female Kainin, choosing an option at a choice screen with (libido) next to it, or just clicking "raise libido".
     

    The game's value beyond H-content?
    We have already talked about the gameplay side of the game. It's entertaining, though very repetative and it's also focused strongly around H-scenes. (In order to prepare your heroine for a battle you have to have sex, and if you lose a battle, you get into a rape scene. H is a big part of this nukige, obviously.)
    But what about the story itself? Music, art, characters and such. What is the value of the game outside just the H-scenes?
     
    The character designs and art in the game is overall very nice. A lot of work seems to have been put into each character's design, though the personalities of the the main characters are fairly bland and simple. Most work seems to have been put into the kainins and tetra sealers. They are all very badass, pretty, hot, what have you. Each one of them has many small details that stand out, and are just overall very well made. The main characters are by no means poorly designed, but in comparison they do fall a little short.
    The art itself is very nice, with animated cut-scenes, well drawn backgrounds and detailed character sprites.
    The music in the VN is pretty good, offering a variety of tracks for different situations that fits well with the atmosphere of the scene.
     
    The story itself is what it is. The game does take itself seriously; it's not like it just jokes around and put all focus on H. The story is decent. There is moments where it will take you by suprise, certain moments that are more emotional than others, though the actual story is fairly short. The main focus of the dialogue aspects of the game lies in the different scenes you can get with the heroines and side characters by making choices. If you focus on one girl a lot, increasing her love hearts in the game, you will go on dates with her and get close with her. If you are an asshole and just have your blades raped and defeated, you will get unique scenes that deal with this.
    The actual main story that remains the same through all playthroughs is therefore minimal, as the game wants to keep the focus on your choices as the player. This is both a flaw and a strength in the VN. It's a flaw because it means that ultimately, the story itself is slightly underwhelming and short, but it's also a strength because it does mean the player feel like he or she is more in control of the outcome.
     
    All in all Beat Blades Haruka is a solid VN, offering unique and entertaining gameplay, a big variety of choices that lets the player impact the game's ending, though it does lack some impact in its delivery of the story.
     
    + Entertaining gameplay
    + Good art, music and character designs
    + A huge variety of choices that let's the player choose how the game is played
     
    - Slightly underwhelming main story
    - The main characters are a little bland and some more time should have been put into them
    - The stat system is a little imbalanced
  3. Like
    Deep Blue got a reaction from Arcadeotic for a blog entry, One thousand lies Review   
    So this time I will review this doujin freeware kinetic visual novel created by Keinart Lobre which I enjoyed it a lot and I thought it needed a review for how good it was. I'm kinda lazy so this will be a pure text review and nothing more (sorry maybe I'll add some pics in the future xD )

    The story follows the life of Ciarán Endyein and his friends, Ciarán is in last year of high school, a few month from graduation. He spend his time doing jokes and pranks with his friends Ziva Shani a wanna be psychologist transfer student girl that constantly tries to psychoanalyze Ciarán and his long time friend Ausse Ealdwine a pervert guy who only thinks about women all the time.
    Ciarán is what you can call a pragmatic person, one that is constantly saying witty comments or full of irony, teasing his friends, doing crazy stuffs, starting speeches for no reason which always end in a comical way, he calls himself the Joker or clown of the class along with his friends. He reminded me a lot to Morita Kenichi from Sharin no Kuni and that's always a good thing because there is a serious lack of those types of characters in visual novels. 
    He is also a writer, he usually writes things in his little notebook that is always carrying around with him and because of this Ziva is always trying to analyze the reason behind that.
    Little spoilers ahead:
    The story really begins when he tells his friends some story about certain figure that he bought and got lost in the middle of the delivery and someone sent him an email about it, a really weird blackmail email which is not clear if it is actually a threat , some kind of joke or actually someone crazy writing nonsense.
    End of spoilers
    In the process of finding the real culprit behind that email Ciarán meets two new characters, a little girl (the loli) called Claire Argyris which is an airhead, a bit shy, constantly lost in her own world, saying things out of place but that from time to time will leave Ciarán speechless because she is not what it seems and last Luce Aurea, she is a kinda a tomboy but not to an extreme, I don't want to reveal too much about this character or Claire either. (There is another character but I can't say anything about him xD )
    So far you might think that this is your typical visual novel, some slice of life with comedy but there is more than meets the eye, aside from the excellent comedy (yes it is actually really funny, most of the time with good humor) and the good pace that this novel has because it doesn't get boring through out the 10 or more hours that the novel last, there are times when the characters have this conversations about life, happiness, things they want to be, expectation from others, a bit of philosophy in the middle that reminded me a lot to subarashiki hibi WARNING: RANTS ABOUT SUBAHIBI AHEAD (if you don't like to read bad things about it don't read it.) XD  this time it made sense and it wasn't forced than your throat in the most boring and weird way with scenes that went on and on and on just to get to the freaking point >_> END OF THE RANTS. The characters are well developed and all of them are very interesting, all of them with their own motivation and purposes, they are not there just to fill the gap, for example Claire is not the "loli" type just because the writer wanted a loli type between the girls.
    The music was good I think there are like 33 tracks and some of them are really good and stuck with me even after I finished reading the novel.
    About the art it was good too, maybe it lacked on the GCs a little bit but it is understandable, still the few once that you will encounter are really well done and they are in my opinion perfectly placed for moments that really deserve it. The sprites of the characters are good too, the artist is Bonkiru he is really talented ( image not from the vn xD ), so you can expect to see some good art.
    After reading the novel I had to re-read it again, yes it is that type of novel where you need to read it a second time because you discover new things that you missed the first time(specially to make sense some parts of the plot) and since I read it in Spanish the first time I did it in English the second, which brings me to the language topic, the translation was done pretty smooth, there were some jokes here and there that they didn't translate 100% but they were still funny.
    Overall I think this is one of those few exception to the OELVNs, it doesn't try to copy or mimic the Japanese visual novels, it's not about a Japanese boy (thanks good!) and even if the main character is in high school you wont find the cliche plot from the jap vns, it's also not a harem, yes even if it looks like one it is not.
    Right now is on BETA but the developer is asking for some help (he needs proofreaders) so maybe you want to wait until it's release or read it right now, either way I'm sure it wont disappoint you.
    Link to the thread of the novel
  4. Like
    Deep Blue got a reaction from Rose for a blog entry, One thousand lies Review   
    So this time I will review this doujin freeware kinetic visual novel created by Keinart Lobre which I enjoyed it a lot and I thought it needed a review for how good it was. I'm kinda lazy so this will be a pure text review and nothing more (sorry maybe I'll add some pics in the future xD )

    The story follows the life of Ciarán Endyein and his friends, Ciarán is in last year of high school, a few month from graduation. He spend his time doing jokes and pranks with his friends Ziva Shani a wanna be psychologist transfer student girl that constantly tries to psychoanalyze Ciarán and his long time friend Ausse Ealdwine a pervert guy who only thinks about women all the time.
    Ciarán is what you can call a pragmatic person, one that is constantly saying witty comments or full of irony, teasing his friends, doing crazy stuffs, starting speeches for no reason which always end in a comical way, he calls himself the Joker or clown of the class along with his friends. He reminded me a lot to Morita Kenichi from Sharin no Kuni and that's always a good thing because there is a serious lack of those types of characters in visual novels. 
    He is also a writer, he usually writes things in his little notebook that is always carrying around with him and because of this Ziva is always trying to analyze the reason behind that.
    Little spoilers ahead:
    The story really begins when he tells his friends some story about certain figure that he bought and got lost in the middle of the delivery and someone sent him an email about it, a really weird blackmail email which is not clear if it is actually a threat , some kind of joke or actually someone crazy writing nonsense.
    End of spoilers
    In the process of finding the real culprit behind that email Ciarán meets two new characters, a little girl (the loli) called Claire Argyris which is an airhead, a bit shy, constantly lost in her own world, saying things out of place but that from time to time will leave Ciarán speechless because she is not what it seems and last Luce Aurea, she is a kinda a tomboy but not to an extreme, I don't want to reveal too much about this character or Claire either. (There is another character but I can't say anything about him xD )
    So far you might think that this is your typical visual novel, some slice of life with comedy but there is more than meets the eye, aside from the excellent comedy (yes it is actually really funny, most of the time with good humor) and the good pace that this novel has because it doesn't get boring through out the 10 or more hours that the novel last, there are times when the characters have this conversations about life, happiness, things they want to be, expectation from others, a bit of philosophy in the middle that reminded me a lot to subarashiki hibi WARNING: RANTS ABOUT SUBAHIBI AHEAD (if you don't like to read bad things about it don't read it.) XD  this time it made sense and it wasn't forced than your throat in the most boring and weird way with scenes that went on and on and on just to get to the freaking point >_> END OF THE RANTS. The characters are well developed and all of them are very interesting, all of them with their own motivation and purposes, they are not there just to fill the gap, for example Claire is not the "loli" type just because the writer wanted a loli type between the girls.
    The music was good I think there are like 33 tracks and some of them are really good and stuck with me even after I finished reading the novel.
    About the art it was good too, maybe it lacked on the GCs a little bit but it is understandable, still the few once that you will encounter are really well done and they are in my opinion perfectly placed for moments that really deserve it. The sprites of the characters are good too, the artist is Bonkiru he is really talented ( image not from the vn xD ), so you can expect to see some good art.
    After reading the novel I had to re-read it again, yes it is that type of novel where you need to read it a second time because you discover new things that you missed the first time(specially to make sense some parts of the plot) and since I read it in Spanish the first time I did it in English the second, which brings me to the language topic, the translation was done pretty smooth, there were some jokes here and there that they didn't translate 100% but they were still funny.
    Overall I think this is one of those few exception to the OELVNs, it doesn't try to copy or mimic the Japanese visual novels, it's not about a Japanese boy (thanks good!) and even if the main character is in high school you wont find the cliche plot from the jap vns, it's also not a harem, yes even if it looks like one it is not.
    Right now is on BETA but the developer is asking for some help (he needs proofreaders) so maybe you want to wait until it's release or read it right now, either way I'm sure it wont disappoint you.
    Link to the thread of the novel
  5. Like
    Deep Blue got a reaction from Keinart for a blog entry, One thousand lies Review   
    So this time I will review this doujin freeware kinetic visual novel created by Keinart Lobre which I enjoyed it a lot and I thought it needed a review for how good it was. I'm kinda lazy so this will be a pure text review and nothing more (sorry maybe I'll add some pics in the future xD )

    The story follows the life of Ciarán Endyein and his friends, Ciarán is in last year of high school, a few month from graduation. He spend his time doing jokes and pranks with his friends Ziva Shani a wanna be psychologist transfer student girl that constantly tries to psychoanalyze Ciarán and his long time friend Ausse Ealdwine a pervert guy who only thinks about women all the time.
    Ciarán is what you can call a pragmatic person, one that is constantly saying witty comments or full of irony, teasing his friends, doing crazy stuffs, starting speeches for no reason which always end in a comical way, he calls himself the Joker or clown of the class along with his friends. He reminded me a lot to Morita Kenichi from Sharin no Kuni and that's always a good thing because there is a serious lack of those types of characters in visual novels. 
    He is also a writer, he usually writes things in his little notebook that is always carrying around with him and because of this Ziva is always trying to analyze the reason behind that.
    Little spoilers ahead:
    The story really begins when he tells his friends some story about certain figure that he bought and got lost in the middle of the delivery and someone sent him an email about it, a really weird blackmail email which is not clear if it is actually a threat , some kind of joke or actually someone crazy writing nonsense.
    End of spoilers
    In the process of finding the real culprit behind that email Ciarán meets two new characters, a little girl (the loli) called Claire Argyris which is an airhead, a bit shy, constantly lost in her own world, saying things out of place but that from time to time will leave Ciarán speechless because she is not what it seems and last Luce Aurea, she is a kinda a tomboy but not to an extreme, I don't want to reveal too much about this character or Claire either. (There is another character but I can't say anything about him xD )
    So far you might think that this is your typical visual novel, some slice of life with comedy but there is more than meets the eye, aside from the excellent comedy (yes it is actually really funny, most of the time with good humor) and the good pace that this novel has because it doesn't get boring through out the 10 or more hours that the novel last, there are times when the characters have this conversations about life, happiness, things they want to be, expectation from others, a bit of philosophy in the middle that reminded me a lot to subarashiki hibi WARNING: RANTS ABOUT SUBAHIBI AHEAD (if you don't like to read bad things about it don't read it.) XD  this time it made sense and it wasn't forced than your throat in the most boring and weird way with scenes that went on and on and on just to get to the freaking point >_> END OF THE RANTS. The characters are well developed and all of them are very interesting, all of them with their own motivation and purposes, they are not there just to fill the gap, for example Claire is not the "loli" type just because the writer wanted a loli type between the girls.
    The music was good I think there are like 33 tracks and some of them are really good and stuck with me even after I finished reading the novel.
    About the art it was good too, maybe it lacked on the GCs a little bit but it is understandable, still the few once that you will encounter are really well done and they are in my opinion perfectly placed for moments that really deserve it. The sprites of the characters are good too, the artist is Bonkiru he is really talented ( image not from the vn xD ), so you can expect to see some good art.
    After reading the novel I had to re-read it again, yes it is that type of novel where you need to read it a second time because you discover new things that you missed the first time(specially to make sense some parts of the plot) and since I read it in Spanish the first time I did it in English the second, which brings me to the language topic, the translation was done pretty smooth, there were some jokes here and there that they didn't translate 100% but they were still funny.
    Overall I think this is one of those few exception to the OELVNs, it doesn't try to copy or mimic the Japanese visual novels, it's not about a Japanese boy (thanks good!) and even if the main character is in high school you wont find the cliche plot from the jap vns, it's also not a harem, yes even if it looks like one it is not.
    Right now is on BETA but the developer is asking for some help (he needs proofreaders) so maybe you want to wait until it's release or read it right now, either way I'm sure it wont disappoint you.
    Link to the thread of the novel
  6. Like
    Deep Blue got a reaction from Dergonu for a blog entry, One thousand lies Review   
    So this time I will review this doujin freeware kinetic visual novel created by Keinart Lobre which I enjoyed it a lot and I thought it needed a review for how good it was. I'm kinda lazy so this will be a pure text review and nothing more (sorry maybe I'll add some pics in the future xD )

    The story follows the life of Ciarán Endyein and his friends, Ciarán is in last year of high school, a few month from graduation. He spend his time doing jokes and pranks with his friends Ziva Shani a wanna be psychologist transfer student girl that constantly tries to psychoanalyze Ciarán and his long time friend Ausse Ealdwine a pervert guy who only thinks about women all the time.
    Ciarán is what you can call a pragmatic person, one that is constantly saying witty comments or full of irony, teasing his friends, doing crazy stuffs, starting speeches for no reason which always end in a comical way, he calls himself the Joker or clown of the class along with his friends. He reminded me a lot to Morita Kenichi from Sharin no Kuni and that's always a good thing because there is a serious lack of those types of characters in visual novels. 
    He is also a writer, he usually writes things in his little notebook that is always carrying around with him and because of this Ziva is always trying to analyze the reason behind that.
    Little spoilers ahead:
    The story really begins when he tells his friends some story about certain figure that he bought and got lost in the middle of the delivery and someone sent him an email about it, a really weird blackmail email which is not clear if it is actually a threat , some kind of joke or actually someone crazy writing nonsense.
    End of spoilers
    In the process of finding the real culprit behind that email Ciarán meets two new characters, a little girl (the loli) called Claire Argyris which is an airhead, a bit shy, constantly lost in her own world, saying things out of place but that from time to time will leave Ciarán speechless because she is not what it seems and last Luce Aurea, she is a kinda a tomboy but not to an extreme, I don't want to reveal too much about this character or Claire either. (There is another character but I can't say anything about him xD )
    So far you might think that this is your typical visual novel, some slice of life with comedy but there is more than meets the eye, aside from the excellent comedy (yes it is actually really funny, most of the time with good humor) and the good pace that this novel has because it doesn't get boring through out the 10 or more hours that the novel last, there are times when the characters have this conversations about life, happiness, things they want to be, expectation from others, a bit of philosophy in the middle that reminded me a lot to subarashiki hibi WARNING: RANTS ABOUT SUBAHIBI AHEAD (if you don't like to read bad things about it don't read it.) XD  this time it made sense and it wasn't forced than your throat in the most boring and weird way with scenes that went on and on and on just to get to the freaking point >_> END OF THE RANTS. The characters are well developed and all of them are very interesting, all of them with their own motivation and purposes, they are not there just to fill the gap, for example Claire is not the "loli" type just because the writer wanted a loli type between the girls.
    The music was good I think there are like 33 tracks and some of them are really good and stuck with me even after I finished reading the novel.
    About the art it was good too, maybe it lacked on the GCs a little bit but it is understandable, still the few once that you will encounter are really well done and they are in my opinion perfectly placed for moments that really deserve it. The sprites of the characters are good too, the artist is Bonkiru he is really talented ( image not from the vn xD ), so you can expect to see some good art.
    After reading the novel I had to re-read it again, yes it is that type of novel where you need to read it a second time because you discover new things that you missed the first time(specially to make sense some parts of the plot) and since I read it in Spanish the first time I did it in English the second, which brings me to the language topic, the translation was done pretty smooth, there were some jokes here and there that they didn't translate 100% but they were still funny.
    Overall I think this is one of those few exception to the OELVNs, it doesn't try to copy or mimic the Japanese visual novels, it's not about a Japanese boy (thanks good!) and even if the main character is in high school you wont find the cliche plot from the jap vns, it's also not a harem, yes even if it looks like one it is not.
    Right now is on BETA but the developer is asking for some help (he needs proofreaders) so maybe you want to wait until it's release or read it right now, either way I'm sure it wont disappoint you.
    Link to the thread of the novel
  7. Like
    Deep Blue reacted to Clephas for a blog entry, Amaekata wa Kanojo nari ni   
    First, this VN is by Giga.  Yes, Giga, the same people who did the Baldr series.  However - and I have said this repeatedly in my comments on other non-Baldr Giga VNs - the second Giga steps outside of hard, complex, violent sci-fi... they get third-rate (except the visuals).  The best non-Baldr VN I've even tried to play by Giga was Harvest Overray, and even that was only just above average for a charage with a central story (though the humor was the best of Giga).  In fact, if you ignore the visuals, every charage they've made other than Harvest has been just below the charage average. 
    This one doesn't escape that trap, unfortunately.  To be honest, I thought from the description on Getchu that they might have actually made something worth playing this time (despite the crappy character profiles).  Unfortunately, what I got was a surprisingly shallow VN, whose best content is based entirely in parts (not the whole of) the heroine routes and where the rest stinks of potential but never quite manages to make it live. 
    I really and honestly thought I would like the characters... after all, if there is one thing Giga seemed to be capable of doing outside of its visuals and the Baldr series, it was a halfway-decent characterization, right?  Right? 
    Wrong.
    I honestly couldn't believe how shallow the characterization is, especially in the common route.  The best you get in the common route is a vague, archetypical idea of what the characters might be like (Kanae being the most obvious).  Unfortunately, the heroine routes basically say 'what you saw in the common route is mostly just a bit extended here'.  Tomomi's path had some moments... but the other heroine paths were a patchwork of poor character development and a sudden shift to the 'endgame' after a relatively short bit of story progression. 
    Is this a kusoge?  Not necessarily.  I've played much, much worse charage in the past and not criticized them this viciously.  Unfortunately, I'm also not in a charitable mood at the moment, because I was hoping this would wash the Kadenz Fermata flavor out of my mouth so I could play Tsumi no Hikari with a calm, reasonable heart.  This is basically a very, very short charage with a very minimalist approach to... everything.  When carried out properly, a 'minimalist' charage can sometimes be better than a longer one.  Unfortunately, the failure to properly develop the characters (especially the protagonist) in the common route led to me being unable to care very much about the heroine routes.  This made for a very 'rough' and 'slapdash' experience, at least in my (biased at the moment) opinion. 
  8. Like
    Deep Blue reacted to Dergonu for a blog entry, Shuffle! Review   
    Before I begin, I just wanted to say that I've gotten some feedback lately that my "reviews" have been fairly ... Laid back and not too serious. This is completely true, and I've written this with that feedback in mind. This is a much more objective, serious review of a game that I've wanted to review for a while. Hope you enjoy reading it, and please keep giving me feedback that can help me improve, I do appriciate it.
     
    Shuffle! Review,
    By Dergonu, fuwanovel
     
    Shuffle is a romance / fantasy visual novel originally released by Navel in 2003/2004. The game was later licensed and translated by Mangagamer, along with its two sequels Tick! Tack! and Really? Really! (You can buy the games here: (nsfw content on the game's page.)
    In the game you play as Tsuchimi Rin, a fairly normal high school student. When Rin was younger he met two beautiful young girls by chance, and spent the day playing with them. It turns out though, that these fate encounters would later change Rin's life forever.

    Shuffle offers 5 romantic routes as well as a common route, the story featuring elements of romance, drama, fantasy and comedy. (Note that a newer version of the game called Essence+ offers a whole roster of new characters and heroine routes not found in the original release, but this version is un-translated, and is not the version covered in this review.)
    The main story takes place in a fantasy universe where two portals have opened in the human world. These portals connects our world to the world of the Gods and the Devils. Contrary to popular belief, Devils and Gods are not omnipotent almighty beings which hate one another, but instead they are fairly similar to us, and the two races live alongside each other in peace. The Devils and Gods do have magical powers, and certain features does make them look slightly different, the primary attribute being their long ears. In the game, we follow Tsuchimi Rin in his everyday life. It has been 10 years since the portals opened, and Gods, Devils and humans live alongside each other peacefully.
     
    The overall look of the game is very nice for such an old novel. The art is pretty to look at, with nice sprites and colorful, well drawn backgrounds.  The menu is detailed and easy to navigate, offering a great variety of settings to improve your experience. There is a date display in game, and choices will affect which heroine's route you enter. The choices are very plain and easy to understand, often literally containing the name of the characters to make it easy to choose the heroine route. In addition, the game has no bad endings, so playing it blindly with no walkthrough is risk free.
    Once you enter a heroine route, a sprite of the heroine will be displayed during scene changes, so you know when you have entered a route. All these things taken into consideration, Shuffle is a very laid back and casual visual novel experience, but that in itself isn't necessarily a bad thing.

     
    The music in shuffle goes hand in hand with the other elements we have discussed so far. It's very light and very simple. Each one of the normal tracks played throughout the primary part of the common route and the start of the heroine routes are simple, light and cute. They offer simple instrumental music with slight variation that glide smoothly into the background.
    The tracks unlocked later on during the final dramatic parts of the routes, feel like they are on a different level from the earlier ones. They do a better job of making the player feel engaged in the game, as they feature more detailed instrumental music which fits the setting very well.
    The music tracks in the game are all enjoyable of course, and fit nicely with the feel of the game, but if more effort was put into making all the tracks like the last few ones, then it would allow for even greater immersion in the game, something that could possibly make the game better than it already is.  
    Still, every track is very comfortable to listen to and none of them are disruptive in any way.
     

     
    Among the five heroine's routes, each story offers a fairly similar structure. It starts of very light, introducing one small piece of information casually that will later turn into a dramatic twist to the route. This small catalyst is easy enough to spot early on, and figuring out vaguely what is going to happen is fairly easy. That being said, the game still does a decent job at hiding exactly what it is that is going on. The primary part of the heroine's route will be about Rin and the girl falling in love, and developing their relationship. The game offers 2 H-Scenes for each character, with CG variations based off your choice in the route, and an epilogue which takes place after the events of the main route. As the story progresses, the catalyst which was introduced earlier will start to become more present in the story, and a big climax towards the end filled with drama will occur. This can remind you of a normal nakige build up, but the last dramatic part is so short and gets overpowered by the lightheartedness of the previous part of the game so strongly, that it can't be called a nakige at all.   
     

     
    The game re-uses a fair share of the same situations and conversations during the early part of the heroine routes. These only have certain new lines of dialogue, making the scene itself the same. This comes off as lazy, and gets old after the second route. At the very least, short new events should have occurred during these parts to make these scenes slightly more entertaining. This is luckily only the case for the beginning of the route, and the later parts are all completely unique to each heroine.
    Sia's route is supposed to have two variations, but similar to the previous problem mentioned above, they simply re-use the scenes with tiny changes in the dialogue. The final experience is the same, and so it feels almost pointless to have these two variants, as they simply don't do anything majorly different from one another. It is not a good / bad end type of deal, but instead two sides of the same ending, with all the scenes identical, except for certain variations in dialogue and the character's behavior. This is a little bit of a shame, as Sia's route is very good. Had the two sides of the route been pulled off in a better way, this route would have been even better.
     

    Primula, Asa and Sia's routes are the only ones that has "believable drama".  The other two routes doesn't make you feel like what is happening is really a big deal at all. It is trivial drama that doesn't have any real impact compared to what happens in the routes mentioned above. This is not to say that the routes are bad because of this, but it does make the game feel a little inconsistent, as if the two routes which feel less impactful are played after the other three, then you won't really be that pleased with the end result. Actually, one of these routes has to be played before Primula's route is unlocked, so only one of the routes actually have that problem.
    The endings in the routes also feel a little bit rushed. Once the drama is introduced, the player has almost no time to let it sink in and feel the effects of it, before it is resolved. This makes the novel lose some potential, as it doesn't feel like there is any "risk" to it at all. It's almost as if the game is saying that something bad could happen, but then it instantly corrects itself, saying don't worry, we wouldn't actually do this!
    Still, with those factors in mind, the story in the game is still enjoyable. The actual core of the heroine routes does a good job of making the player care for the heroine and about what happens to her, and seeing as the game instantaneously lets you know that it is a very laid back, plain and casual experience, the slightly rushed endings and not overly dramatic parts are to be expected.  
     

     
    To sum up, Shuffle! is a very light and simple, yet effective visual novel. It does a good job of making the player care for its characters, as long as the player is willing to accept the game's light hearted and simple atmosphere.
    The music and art in the game is well made, especially the art and backgrounds. Considering the age of the game, it is in fact quite pleasantly surprising to see such nice artwork in the game. The music could have had even more effort put into it though, as there is a clear difference in quality between a few of the tracks.
    The routes are a little inconsistent, and offer parts which are essentially just copy pasted with slightly altered dialogue. This alongside the predictability of certain events, the game loses a bit of its potential.
     
    + Nice art, music and well made menu makes for an enjoyable experience.
    + The story is enjoyable overall, and does a good job of making the reader care for the heroines
     
    - The drama in the later parts of the game ends far too fast, and are essentially pointless
    - The game loses potential with the lack of variation in its re-used scenes, especially in Sia's route
     
    Rating: These things taken into account, shuffle! gets a 7.8/10 rating
     
     
  9. Like
    Deep Blue reacted to Clephas for a blog entry, Fake Azure Arcology   
    Mmm... because I replayed Lost Azurite, I thought I'd do a bit of comparison... also because I didn't feel up to playing Sengo or Dragoon yet.  Fake Azure Arcology is based some time before Lost Azurite, in Amahara, an arcology completely cut off from the outside world.  It is a city that basically tries to maintain a sense of the 'outside' inasmuch as it is possible while essentially living inside a giant dome.  Seasons and the sky are simulated, as is weather, and it is even possible to cook real food (though it is reconstituted through the recycling systems for the most part).  The element of the setting most central to the story is 'Flight', a type of race-battle involving fast-moving airplanes dogfighting while struggling to reach the goal first. 
    The protagonist, Chihiro, is a former pilot who lost the ability to fly due to a certain traumatic event.  He acts bright and cheerful and is something of a troublemaker, but he is constantly struggling with his desire to return to the skies.  Near the beginning of the VN, he suddenly finds himself rescuing a blonde girl from a downed aircraft, and that is how the story really gets started.
    To be honest, most of this story is the heroines beating up on the protagonist because he is so utterly hopeless at anything other than making trouble and flying.  I'm pretty sure anyone who has watched anime from the late nineties and early 2000's will recognize the 'punching bag protagonist', who seems to spend all his time getting insulted and treated like crap by women who love him anyway.  To be blunt, he is that type.  For those who can't stand this type of situational comedy, I honestly have to warn you against playing this. 
    Reti, the blonde girl, is Noel's counterpart in this story, in the sense that she originates from the same place (and even has a brief cameo appearance in the true end of Azurite).  She is cheerful, free-thinking, and a bit cat-like.  She drags Chihiro around behind her as she explores Amahara, and it is her appearance that drives the feelings of the various heroines out onto the surface. 
    Rio is... a girl that really looks like she should be yandere.  Seriously.  In fact, there are a lot of moments, both in her path and otherwise, where you almost see her that way.  She and Chihiro are osananajimis, and their past is complex and wrapped up in the events that caused Chihiro's trauma and the aftermath.  She is what is called a 'heavy' woman, in the emotional sense, and that is the primary cause of conflict with her and Chihiro throughout the story.
    Akira is an imouto-like character (sort-of) who is also Chihiro's osananajimi... but she is also from a powerful family that serves as a lodestone for the trouble in this story.  Her path is, to be honest, mostly involved with that family and its problems.  It is also the weakest path, looking at it from an objective perspective.
    Haruko, the final heroine, is the protagonist's former rival, a fellow pilot who went through training school with him.  Her path is one of the better ones (if you are just going for detail, Rio's is the best), and it is the most intimately involved with the sport of Flight, for reasons that are self-evident.
    Overall, to be honest this story does not in anyway match that of Lost Azurite.  I don't say this as an insult, but Lost Azurite was both darker and more unconventional.  For that reason, those who like Lost Azurite might very well hate this one and vise-versa.  That said, both times I played it, it was a fairly interesting (if at times irritating due to protagonist issues) trip into the future, and I honestly liked most of the characters, despite everything.  I do think this VN could have used a much longer and more solid set of after-stories, and I would have liked to see an added ending for a certain character, but other than that, most of its flaws are forgivable. 
  10. Like
    Deep Blue got a reaction from Dergonu for a blog entry, DIES IRAE Review   
    So this time I'm going to review this awesome novel, some users even consider it the best vn out there by far, a true kamige through and through ....
     
    ...sadly this is not that Dies Irae neither is Masada involved in this title in any way  
     
     
     
     
     
     
     

    This DIES IRAE (all in caps, because why not?) is the work of a company called Family Soft. They mostly made games for PC-98, 88 and MSX on the 90', later on they released some for the ps1. 
    This visual novel is your typical interactive adventure game, that hybrid between a visual novel and adventure game, just like Snatcher, YU-NO or Desire, among others.
    You can choose between 2 heroines from the get go and their stories, while not the same, they are in fact related and they go in parallel through out the whole game even interacting and working together at some points.

    (the main characters of the novel)
    The protagonists are Kimu/Kinbari (Kim/Kimberley) and his side partner Rii (Lee) and Kurisu (Kris) i'm not very good with translating katakana names so forgive me if they are wrong , both of them are professional detectives and they have very opposite personalities.
    Kimu on one hand is very cheerful and lively all the time, joking around with every single character (even with her boss), specially with his partner Rii and the receptionist Maria of the police station that she works for. On the other hand we have Kurisu, she is very serious and doesn't joke at all, very quiet too, sadly the game doesn't develop the characters practically in any way, we are just tossed into the game and in the next second we are already investigating some murder case or killing a guy, yes if you play with Kurisu you literally kill a guy 10 seconds after starting the novel xD but like I said there is no backstory whatsoever, later on we do find a bit of pieces of the relation that Kimu and his side partner and best friend Rii have but just a little.. the novel only focus on resolving the murders and nothing else.
     
    Plot
    In terms of plot, there isn't much to talk about, is just a regular murder investigation that ends up being a much bigger issue, revolving gang members, the mafia and later on some sci-fi elements, to be honest it wasn't anything I haven't seen so far in this types of vns or this genre in general, although it does throws you some plot twist that you wont see them coming which will leave you a bit shocked, but overall nothing really stands out.
     
    Graphics
    In the graphic part, you have a pretty decent art style and sometimes with some really good "drawings" and CGs, It has some pretty gruesome scenes, sadly (or lucky for you depending on your tastes) there is no eroge. The characters are portrayed inside a side box and will change depending on what the characters are saying or felling just like your typical vn, they use this instead of the whole body characters sprites, although there are a few "whole body sprites" in the game too. As the sucker I am for old school pixel art style I just love it.

    (the character portrait in the left side and some random violent scene at the right)
     
    Sound
    There isn't much to talk about here, the music is really nothing special, not bad but you won't remember the tracks after playing the novel, nothing to highlight, so yeah it does it jobs and that's what matter I guess.
     
    Gameplay
    Now the most important part... the gameplay, this is the biggest flaw of the visual novel. The gameplay is divided in two parts, the fighting and the way you progress in the novel using four types of commands, those are Move, Talk, Look and finally Act.
    Move: will make you move through out the level, which is often divided into big section, for example the police station, the city, the slums etc.
    Talk: will make you talk to yourself, other characters in the place you are or your partner if she is with you at that time.
    Look: is pretty much explanatory, you will look into the scenery and search for clues.
    Lastly you have Act, which will give you the option to interact with the scenery or things that are inside the scene itself, sometimes to progress by interacting with the scene and others is just for fun like harassing your partner or Maria if you are playing with Kimu.

    (all the location you can move in the "city" map)
    Now to progress you need to do every single option, exhaust all the dialogs, check every single little thing etc etc. This is a big problem because most of the time you need to do them in certain order and if you don't you won't progress. For example in one part you will have to check the same fence several times but in some specific order and then talk to a character just to gain a new action to progress, this is just  a pain in the ass and holds back the story and the game.
    There is also an specific part of the game where you find yourself trapped in a maze inside a mine, it took me literally 1 hour to beat that part because of the combat and this is the other huge problem of the game ... the combat...it is terrible in any way you can think of, some parts or certain events have fighting scenes which are mandatory and they are hard as hell...

    (The mines, you will be here for a while...trust me)

    The fighting is turn based, but is so random and so fast that without using save states is pretty much impossible to beat, even using save states and lowering the speed of the fights(I used an emulator and cheat engine) I had so many troubles beating some fights, one fight took me 30 minutes.
    You have your a health bar, four commands (forward, backward, offense and defense) and some kind of stamina bar to use which is constantly moving at light speed and doesn't follow any kind of rule. The game compares how much stamina you have against your opponent and depending on that you will hit, get hit or do nothing.
    Now you think, offense will do some kind of attack and defense will well defense yourself but nope, sometimes defense attacks and offense does nothing and everything drains your stamina, losing your stamina means that you will get hit in that turn and probably the next 4 turns too. The enemy have almost unlimited stamina while you do 2 hits in a raw and you are done for.
    The only good thing about the combat is that from time to time you can do an special attack which triggers a short full animation showing your character using a gun or doing some kind of fighting pose, nothing fancy but is nice to see.

    (The combat)
     
    Verdict
    Overall I enjoyed this novel because it was dark and it wasn't afraid to do and show you what most of novels this days are and Kimu was a funny character to play with. The gameplay system is what made this novel really flawed but even with those drawbacks and flaws I still enjoyed although I can understand if someone doesn't want to play it or drop it after a few hours in because of that. 
    Difficulty to read:
    In terms of how difficult it was to read, it wasn't the hardest novel I read but it wasn't 120 yen stories or sanarara either, it's full of katakana terms and names (you will read more than 20-30 names in katakana I'm not joking..) Kimu is overall fairly easy to read, because she is a bit juvenile so her speech and thoughts are fairly easy to understand while Kurisu is more depressing and mature so her thoughts and dialogues are a bit more difficult, also later on the game gets a bit hard when the sci-fi elements kick in, by no means an impossible novel to read or understand.
     
  11. Like
    Deep Blue reacted to Clephas for a blog entry, Hataraku Otona no Renai Jijou   
    As the title above indicates, this is a story about the love life of a working adult... to be specific, a twenty-five year old salaryman named Oga Itsuki.  At the beginning of the story Itsuki, who has already begun to settle into the dull exhaustion of the salaryman style of life, is awakened to just how pathetic his life is by his immediate superior, who suggests he try to change himself.  The amazing thing is that he does go through with it, and it changes his fate (makes it interesting).
    First, I should say that this VN won't be for everyone.  It has a lot of h-scenes, and the protagonist seems to attract lonely women (single and otherwise) who are desiring of a one-night-stand.  He even cheats on all of the heroines at least once (though the ones after theyofficially become lovers are optional scenes).  That said, this isn't a nukige... it has a bit too much story and makes too much sense for that (well, except for the fact that he attracts so many women). 
    This VN is pretty short.  I finished all the paths in about ten hours, about the same as a low-level moege.  The fact that comedy and everyday slice-of-life make up only a minority of the story is pretty beneficial here, as the story of each heroine - and the common route - progresses at a good, relatively fast pace that gets down to the meat of things without a lot of side-tracking.  There is no 'endless dating' period like you see with the schoolkids of your average charage, and the protagonist's relationships with the heroines are pretty interesting in and of themselves... well, amusing anyway. 
    I can honestly recommend this to someone who is tired of the endless school romances that plague VNs but doesn't want to head off into the wilds of Chuuniland to escape it.  Overall, this VN is a fun ride that is over quickly enough that it doesn't become boring or trite.  The endings are pleasant and the heroines are interesting enough that it really is worth getting to know them. 
  12. Like
    Deep Blue got a reaction from Conjueror for a blog entry, DIES IRAE Review   
    So this time I'm going to review this awesome novel, some users even consider it the best vn out there by far, a true kamige through and through ....
     
    ...sadly this is not that Dies Irae neither is Masada involved in this title in any way  
     
     
     
     
     
     
     

    This DIES IRAE (all in caps, because why not?) is the work of a company called Family Soft. They mostly made games for PC-98, 88 and MSX on the 90', later on they released some for the ps1. 
    This visual novel is your typical interactive adventure game, that hybrid between a visual novel and adventure game, just like Snatcher, YU-NO or Desire, among others.
    You can choose between 2 heroines from the get go and their stories, while not the same, they are in fact related and they go in parallel through out the whole game even interacting and working together at some points.

    (the main characters of the novel)
    The protagonists are Kimu/Kinbari (Kim/Kimberley) and his side partner Rii (Lee) and Kurisu (Kris) i'm not very good with translating katakana names so forgive me if they are wrong , both of them are professional detectives and they have very opposite personalities.
    Kimu on one hand is very cheerful and lively all the time, joking around with every single character (even with her boss), specially with his partner Rii and the receptionist Maria of the police station that she works for. On the other hand we have Kurisu, she is very serious and doesn't joke at all, very quiet too, sadly the game doesn't develop the characters practically in any way, we are just tossed into the game and in the next second we are already investigating some murder case or killing a guy, yes if you play with Kurisu you literally kill a guy 10 seconds after starting the novel xD but like I said there is no backstory whatsoever, later on we do find a bit of pieces of the relation that Kimu and his side partner and best friend Rii have but just a little.. the novel only focus on resolving the murders and nothing else.
     
    Plot
    In terms of plot, there isn't much to talk about, is just a regular murder investigation that ends up being a much bigger issue, revolving gang members, the mafia and later on some sci-fi elements, to be honest it wasn't anything I haven't seen so far in this types of vns or this genre in general, although it does throws you some plot twist that you wont see them coming which will leave you a bit shocked, but overall nothing really stands out.
     
    Graphics
    In the graphic part, you have a pretty decent art style and sometimes with some really good "drawings" and CGs, It has some pretty gruesome scenes, sadly (or lucky for you depending on your tastes) there is no eroge. The characters are portrayed inside a side box and will change depending on what the characters are saying or felling just like your typical vn, they use this instead of the whole body characters sprites, although there are a few "whole body sprites" in the game too. As the sucker I am for old school pixel art style I just love it.

    (the character portrait in the left side and some random violent scene at the right)
     
    Sound
    There isn't much to talk about here, the music is really nothing special, not bad but you won't remember the tracks after playing the novel, nothing to highlight, so yeah it does it jobs and that's what matter I guess.
     
    Gameplay
    Now the most important part... the gameplay, this is the biggest flaw of the visual novel. The gameplay is divided in two parts, the fighting and the way you progress in the novel using four types of commands, those are Move, Talk, Look and finally Act.
    Move: will make you move through out the level, which is often divided into big section, for example the police station, the city, the slums etc.
    Talk: will make you talk to yourself, other characters in the place you are or your partner if she is with you at that time.
    Look: is pretty much explanatory, you will look into the scenery and search for clues.
    Lastly you have Act, which will give you the option to interact with the scenery or things that are inside the scene itself, sometimes to progress by interacting with the scene and others is just for fun like harassing your partner or Maria if you are playing with Kimu.

    (all the location you can move in the "city" map)
    Now to progress you need to do every single option, exhaust all the dialogs, check every single little thing etc etc. This is a big problem because most of the time you need to do them in certain order and if you don't you won't progress. For example in one part you will have to check the same fence several times but in some specific order and then talk to a character just to gain a new action to progress, this is just  a pain in the ass and holds back the story and the game.
    There is also an specific part of the game where you find yourself trapped in a maze inside a mine, it took me literally 1 hour to beat that part because of the combat and this is the other huge problem of the game ... the combat...it is terrible in any way you can think of, some parts or certain events have fighting scenes which are mandatory and they are hard as hell...

    (The mines, you will be here for a while...trust me)

    The fighting is turn based, but is so random and so fast that without using save states is pretty much impossible to beat, even using save states and lowering the speed of the fights(I used an emulator and cheat engine) I had so many troubles beating some fights, one fight took me 30 minutes.
    You have your a health bar, four commands (forward, backward, offense and defense) and some kind of stamina bar to use which is constantly moving at light speed and doesn't follow any kind of rule. The game compares how much stamina you have against your opponent and depending on that you will hit, get hit or do nothing.
    Now you think, offense will do some kind of attack and defense will well defense yourself but nope, sometimes defense attacks and offense does nothing and everything drains your stamina, losing your stamina means that you will get hit in that turn and probably the next 4 turns too. The enemy have almost unlimited stamina while you do 2 hits in a raw and you are done for.
    The only good thing about the combat is that from time to time you can do an special attack which triggers a short full animation showing your character using a gun or doing some kind of fighting pose, nothing fancy but is nice to see.

    (The combat)
     
    Verdict
    Overall I enjoyed this novel because it was dark and it wasn't afraid to do and show you what most of novels this days are and Kimu was a funny character to play with. The gameplay system is what made this novel really flawed but even with those drawbacks and flaws I still enjoyed although I can understand if someone doesn't want to play it or drop it after a few hours in because of that. 
    Difficulty to read:
    In terms of how difficult it was to read, it wasn't the hardest novel I read but it wasn't 120 yen stories or sanarara either, it's full of katakana terms and names (you will read more than 20-30 names in katakana I'm not joking..) Kimu is overall fairly easy to read, because she is a bit juvenile so her speech and thoughts are fairly easy to understand while Kurisu is more depressing and mature so her thoughts and dialogues are a bit more difficult, also later on the game gets a bit hard when the sci-fi elements kick in, by no means an impossible novel to read or understand.
     
  13. Like
    Deep Blue reacted to Clephas for a blog entry, Tokyo Necro   
    OK, first I am going to avoid spoilers throughout this review, so I would like those who want to comment to avoid the same, even in spoiler boxes.  This is one of those games that is going to be harder to enjoy if you spoil it for those who come after, so I will personally eat anyone who spoils it.  This VN is by the same writer who did Sumaga (blech), Gekkou no Carnevale (yay), and Totono (a VN a lot of people here liked).  However, the style of story is much closer to that of Gekkou no Carnevale than to Sumaga, thankfully.  So, those of you who have heard me bitching about Sumaga need not worry that this is going to turn into a long rant on how horrible anything by this writer is.  First, I am going to give you an idea of the basic setting.
    It is 2199 and the world has plunged into a new ice age (this is actually one of the hypothetical results of global warming irl, if the Greenland glacier slides into the ocean early enough).  Up until a decade before the story, humanity was fighting over the warmest areas of the world, putting all their power into a war that was becoming increasingly meaningless.  In that war, there were many scientific advances... but the two that are most relevant to the story are Necromancy and the zombie-killing techniques developed by the protagonists' fathers.  Necromancy is undertaken by injecting a special type of nanomachines into the human brain after death, turning the individual in question into one of the Living Dead and the person who did the injecting into a Necromancer, capable of moving the undead results at will.  The zombie-killing techniques central to the story are the use of one vs many weapon techniques (the basic one is two pistols with muzzle spikes, which the male protagonist uses, though the female protagonist's basic fighting style is based off of the same) in combination with the EX-Brain, an analytical computer that fits onto a person's head and allows them to notice things their subconscious recognizes but their conscious mind doesn't (details the conscious mind filters out), thus allowing the person in question to fight more effectively.  Tokyo of the future is a dystopian hell, where refugees from all over the world have gathered, necromancers roam the streets with their armies of the living dead, and bounty hunters (like the protagonists) hunt them for their daily bread.  The city itself is kept alive by geothermal heat spread throughout the city by water-filled 'hot pipes' passed through the hot spot underground and circulated throughout the city. 
    Main Characters (protagonists, heroines, and main antagonist)

    Nagaoka Souun
    Souun is the son of a hero of the American-Chinese War, who was killed some years ago.  On the surface he doesn't show much in the way of emotion, and his fighting style is one where he uses the dual-pistols in combination with his EX-Brain to fight in the most efficient way possible, obeying the suggestions of his own subconscious like a machine.  Indeed, he himself isn't really sure he has emotion, and that is one of his major internal conflicts throughout the story as he deals with his personal issues.  He is a badass, to put it bluntly... the kind of guy who can re-kill thirty zombies in under a minute without taking a single scratch.  His body has been trained using both conventional methods and tailor-made nano-drugs to turn it into a weapon capable of perfectly obeying the EX-Brain's suggestions.

    Kibanohara Echika
    Echika is in just about every way Souun's opposite.   She is a rebel, preferring to use a chainsaw and shotgun and frequently ignoring her EX-Brain's suggestions in favor of her own impulses.  She believes emotions should be immediately be shown on the surface and indulged, and she is more than a little hedonistic by nature.  She is also a straight-out lesbian who has no hesitation going after pretty girls.  Her outright hatred for her father is the most obvious cause for her rebellious nature and her unwillingness to use her EX-Brain (the horns, as opposed to the full helmet Souun version Souun uses). 

    Hougyou Iria
    Iria is the main heroine of the story and the focus for most of the events in it.  She has extreme synesthesia (look it up), though she is quite functional despite that.  Her initial setting, amnesia, is one of the most obvious tropes out there, but it isn't the focus of most of the story.  In a world where people are rapidly losing their emotions, both positive and negative, she is a bright, cheerful young woman whose very presence makes people feel hopeful and light-hearted.  She is also an otaku. 

    Kijou Mitsumi
    Kijou Mitsumi is Souun's 'other' potential heroine.  She is, like him, a hunter of the undead.  However, she uses a katana and muscle-enhancing suit, along with her talent for mapping out the actions of enemies on the battlefield, rather than the style used by Souun and partially rejected by Echika.  To be honest, this is one girl who has a singular talent for getting herself into trouble... and a lot of it is caused by her somewhat single-minded personality.  She is very devoted to any cause or person she latches onto, but that also means she tends to become dependent on those she attaches herself to, which is the cause of her personal conflict.

    Aso Kiriri
    Echika's  adoptive older sister.   She is the most 'normal' person amongst the main characters, ironically, despite the fact that she is a high-ranking member of the Military Police under Echika's father.  She is kind-hearted and constantly worries about the broken relationship between Echika and her father, as she loves them both.  She also is very idealistic, believing that her duty as an officer of the law is the protection of Tokyo's people above all other things (an idealism almost unheard of in the somewhat tyrannical Military Police organization). 

    Kon Su
    Kon Su... is probably the straight-out weirdest character in the VN.  She is a hard M (with bold and italics for emphasis), and she has casual sexual relations with both protagonists.  She is a professional hacker, information broker, undead analyzer (dissects and analyzes undead bodies and brains to discover the individual styles of necromancers... sort of like forensics), and she is also one of Souun's and Echika's supporters.  Unfortunately, explaining her weirdness is not really possible without spoiling the VN, so I'm just going to drop it.  Incidentally, her path isn't really a straight-out heroine path, for reasons that will be obvious to anyone who completes one of the paths.

    Milgram
    Milgram is the charismatic leader of the Researchers, an organization of Necromancers that believe the only hope for humanity is to escape from emotion through death (extinction).  He isn't your standard nihilist, but the philosophy he espouses is.  This guy... is the single most powerful Necromancer in existence, which means he is also an extremely emotional person (emotion and artistic sensitivity being requirements for creating the best undead).  This guy is flat-out scary, eerie, and freaky.  However, in many ways he is a representative of one of the major aspects of the world the characters are living in.
    The Story
    For better or worse, this story has a ton of guro and is basically an action-horror story.  If you can't deal with heroine deaths, torture, zombification, and occasional rape, this definitely will be hard on you.  A lot of effort goes into portraying the most gruesome parts of the story in a way that will be as horrifying as possible, and the heroines don't always escape this particular treatment, so it is best to prepare yourself before jumping in.  The lighter points - mostly centered around Iria - actually only serve to enhance the sheer horror and bleakness of the setting, which is basically an extension and enhancement of what this writer did in Gekkou no Carnevale. 
    By nature, any story as full of zombies like this one is going to be dark, and this one really does go to the extremes of the dark end at times.  It is really hard to talk about this story without spoiling some of the primary elements (and because I figured out those elements too early due to certain hints, my own reactions were more ones of 'expected horror/sadness', so I'd prefer not to do that to you all).  To be honest, emotionally connecting with this story was hard at some points, but as I got deeper into the characters - usually near the ends of the paths - it became a lot easier.  In terms of action, this VN is full of it, but it is most emotional toward the end of the paths and in the true route.
    Kon Su's route serves a purpose different from the other routes, revealing elements of her past that are important to the story as a whole while showing the steel that lies beneath the stuttering, drooling do-M surface of that character.  Whereas the other routes have some element of romance, Kon Su's lacks that, and I honestly thought that was for the best (I honestly couldn't imagine any ending where she was romantically involved with either of the protagonists, as opposed to just sexually involved).  Ironically, if I were to say which of the routes (other than the true one) touched me in the most positive manner, it would be this one.
    I really suggest anyone avoid playing Iria's route until you've played all the other heroine routes.  It feels a lot more natural if you go into the true route straight after finishing her route, as the true route is in many ways wrapped up the most intimately with hers.  The other routes can probably be played in any order without a problem, but I do advise you take my suggestion above seriously.
    Visuals
    Normally, I don't talk about a VN's visuals that much, but because of the styles used here, it needs to be mentioned.  First, I should mention the action-scene styles.  The action-scenes are defined by a type of cell-shaded animation that is very similar to SMT: Digital Devil Saga on the PS2.  Literally, the action scenes are animated and combined with highly-detailed battle descriptions to give a degree of depth that is pretty rare even in action VNs.  I was doubtful at first, but this VN definitely benefited from using this particular technology (though it probably detonated a nuclear bomb under the budget).
    The regular visuals, as seen above, are more 'classic-style' Nitroplus, so if you've played a Nitroplus game made since Muramasa, you probably noticed that it is in the same general style.  As a result, there is no real need for me to discuss them... except that the way the designers used them was pretty amazing.  The dystopian feel of the pipe-wrapped city of Tokyo in 2199 is pretty eerie-feeling and definitely adds to the general atmosphere of the story.  The tendency to dress most of the characters in dark or harsh colors (except Iria) was probably intentional, to further add to this atmosphere.  This is one of the few times in the last year when I've actually felt that a company went above and beyond when designing every visual aspect of a VN.
    Audio
    Musically, this game isn't really unique.  The BGMs all feel 'familiar', though they are used effectively to enhance the mood, so I give this VN high ratings for its BGM use, if not for the songs themselves.  Nitroplus's use of music shows a tendency to prefer unobtrusiveness and 'enhancement' as opposed to the use of music to 'define' the mood seen in a lot of other VNs (Hapymaher being one of the most extreme examples of the latter). 
    What really struck me is the wide variety of sound-effects, such as gunfire, cutting sounds, etc, and the use of those sound effects.  To be honest, the sound of zombies being blown apart by bullets in this VN is going to linger in my ears for quite a while, as is the sound of Echika's 'Rabbit Punch' chainsaw. 
    Overall
    Overall, this VN is pretty impressive.  I can honestly recommend this... though not to just anyone.  To be honest, the 'average' VN-reader who prefers moege-variants will probably not be able to stand the darkness of this game.  If you don't have a reasonably high tolerance for guro and dark atmospheres, this is going to be a hard VN for you to enjoy.  Zombie-lovers will probably flock to this VN by the thousands if it ever gets translated, because it really does draw in a lot of what people like about the 'zombie apocalypse' style movies and TV shows, while giving it a uniquely Japanese/otaku media flavor.  However, this VN is emotionally draining, so I do recommend taking it in smaller doses than I did (every minute I wasn't working for the past four days).  In my opinion, this VN can be considered a straight-out kamige, but it is also a VN that picks its readers... simply because it is so high-stress.
  14. Like
    Deep Blue got a reaction from Asonn for a blog entry, DIES IRAE Review   
    So this time I'm going to review this awesome novel, some users even consider it the best vn out there by far, a true kamige through and through ....
     
    ...sadly this is not that Dies Irae neither is Masada involved in this title in any way  
     
     
     
     
     
     
     

    This DIES IRAE (all in caps, because why not?) is the work of a company called Family Soft. They mostly made games for PC-98, 88 and MSX on the 90', later on they released some for the ps1. 
    This visual novel is your typical interactive adventure game, that hybrid between a visual novel and adventure game, just like Snatcher, YU-NO or Desire, among others.
    You can choose between 2 heroines from the get go and their stories, while not the same, they are in fact related and they go in parallel through out the whole game even interacting and working together at some points.

    (the main characters of the novel)
    The protagonists are Kimu/Kinbari (Kim/Kimberley) and his side partner Rii (Lee) and Kurisu (Kris) i'm not very good with translating katakana names so forgive me if they are wrong , both of them are professional detectives and they have very opposite personalities.
    Kimu on one hand is very cheerful and lively all the time, joking around with every single character (even with her boss), specially with his partner Rii and the receptionist Maria of the police station that she works for. On the other hand we have Kurisu, she is very serious and doesn't joke at all, very quiet too, sadly the game doesn't develop the characters practically in any way, we are just tossed into the game and in the next second we are already investigating some murder case or killing a guy, yes if you play with Kurisu you literally kill a guy 10 seconds after starting the novel xD but like I said there is no backstory whatsoever, later on we do find a bit of pieces of the relation that Kimu and his side partner and best friend Rii have but just a little.. the novel only focus on resolving the murders and nothing else.
     
    Plot
    In terms of plot, there isn't much to talk about, is just a regular murder investigation that ends up being a much bigger issue, revolving gang members, the mafia and later on some sci-fi elements, to be honest it wasn't anything I haven't seen so far in this types of vns or this genre in general, although it does throws you some plot twist that you wont see them coming which will leave you a bit shocked, but overall nothing really stands out.
     
    Graphics
    In the graphic part, you have a pretty decent art style and sometimes with some really good "drawings" and CGs, It has some pretty gruesome scenes, sadly (or lucky for you depending on your tastes) there is no eroge. The characters are portrayed inside a side box and will change depending on what the characters are saying or felling just like your typical vn, they use this instead of the whole body characters sprites, although there are a few "whole body sprites" in the game too. As the sucker I am for old school pixel art style I just love it.

    (the character portrait in the left side and some random violent scene at the right)
     
    Sound
    There isn't much to talk about here, the music is really nothing special, not bad but you won't remember the tracks after playing the novel, nothing to highlight, so yeah it does it jobs and that's what matter I guess.
     
    Gameplay
    Now the most important part... the gameplay, this is the biggest flaw of the visual novel. The gameplay is divided in two parts, the fighting and the way you progress in the novel using four types of commands, those are Move, Talk, Look and finally Act.
    Move: will make you move through out the level, which is often divided into big section, for example the police station, the city, the slums etc.
    Talk: will make you talk to yourself, other characters in the place you are or your partner if she is with you at that time.
    Look: is pretty much explanatory, you will look into the scenery and search for clues.
    Lastly you have Act, which will give you the option to interact with the scenery or things that are inside the scene itself, sometimes to progress by interacting with the scene and others is just for fun like harassing your partner or Maria if you are playing with Kimu.

    (all the location you can move in the "city" map)
    Now to progress you need to do every single option, exhaust all the dialogs, check every single little thing etc etc. This is a big problem because most of the time you need to do them in certain order and if you don't you won't progress. For example in one part you will have to check the same fence several times but in some specific order and then talk to a character just to gain a new action to progress, this is just  a pain in the ass and holds back the story and the game.
    There is also an specific part of the game where you find yourself trapped in a maze inside a mine, it took me literally 1 hour to beat that part because of the combat and this is the other huge problem of the game ... the combat...it is terrible in any way you can think of, some parts or certain events have fighting scenes which are mandatory and they are hard as hell...

    (The mines, you will be here for a while...trust me)

    The fighting is turn based, but is so random and so fast that without using save states is pretty much impossible to beat, even using save states and lowering the speed of the fights(I used an emulator and cheat engine) I had so many troubles beating some fights, one fight took me 30 minutes.
    You have your a health bar, four commands (forward, backward, offense and defense) and some kind of stamina bar to use which is constantly moving at light speed and doesn't follow any kind of rule. The game compares how much stamina you have against your opponent and depending on that you will hit, get hit or do nothing.
    Now you think, offense will do some kind of attack and defense will well defense yourself but nope, sometimes defense attacks and offense does nothing and everything drains your stamina, losing your stamina means that you will get hit in that turn and probably the next 4 turns too. The enemy have almost unlimited stamina while you do 2 hits in a raw and you are done for.
    The only good thing about the combat is that from time to time you can do an special attack which triggers a short full animation showing your character using a gun or doing some kind of fighting pose, nothing fancy but is nice to see.

    (The combat)
     
    Verdict
    Overall I enjoyed this novel because it was dark and it wasn't afraid to do and show you what most of novels this days are and Kimu was a funny character to play with. The gameplay system is what made this novel really flawed but even with those drawbacks and flaws I still enjoyed although I can understand if someone doesn't want to play it or drop it after a few hours in because of that. 
    Difficulty to read:
    In terms of how difficult it was to read, it wasn't the hardest novel I read but it wasn't 120 yen stories or sanarara either, it's full of katakana terms and names (you will read more than 20-30 names in katakana I'm not joking..) Kimu is overall fairly easy to read, because she is a bit juvenile so her speech and thoughts are fairly easy to understand while Kurisu is more depressing and mature so her thoughts and dialogues are a bit more difficult, also later on the game gets a bit hard when the sci-fi elements kick in, by no means an impossible novel to read or understand.
     
  15. Like
    Deep Blue reacted to Zalor for a blog entry, Sayonara wo Oshiete: A VN That Mastered The Use of Atmopshere   
    I told a couple people I would post my thoughts about Sayonara wo Oshiete when I finished it, and just a few days ago I finished a bad end and Mutsuki's good end. So here are my impressions, thoughts, and analysis of that experience. Also, this post does not contain any significant spoilers to the VN. So its safe for all those that are curious. (Also from here on forward I will refer to Sayonara wo Oshiete as 'Sayooshi')
    Before I start talking about Sayooshi, I want to briefly describe the circumstances in which I discovered it. During this past summer, after having studied Japanese (with a grammatical focus) for a while,  I wanted to get a few easy moege under my belt before attempting something I actually wanted to read. I was honestly having a miserable time, as I hate moege. I was reading them for no other reason than to practice and learn Japanese, as they were appropriate for my level. I wasn't having fun, and it honestly felt like work more than anything else. Just as I was about to give up on Untld Vns for the time being, I read a post by Vokoca talking about Sayooshi, and he linked to this video. The unsettling music and ominous imagery instantly piqued my curiosity and I set out to get this VN. For a while I was saving it, still thinking "My Japanese isn't good enough yet", but then at some point in the fall I decided "Fuck it, with the help of dictionaries and text hooking software, I can make this journey", and began reading it whenever I had time. And boy was this a journey worth taking, even if I did proceed through it a bit slowly. 
    I love the first person narrative because getting inside the heads of interesting characters is truly experiencing the world through a different person's eyes. And VNs in my view are the best medium for first person narration, as they allow you to to see and hear what the MC experiences. Furthermore, back ground music enriches the story by immersing the reader in the moods of various settings and situations. Sayooshi takes all these strengths of VNs and the first person narrative, and uses it to put you inside the head of a madman. A man whose sense of reality is slipping further and further away by the day. The unreliable narrator is a literary trope that I really enjoy, but this is an area where I think VNs by default have higher potential than books. It is one thing to solely read the mind of a madman/untrustworthy narrator, it is another thing all together to see and hear that man's world, on top of reading his narrative.   
    Too often I see wasted potential in the artistic side of VNs. Visual art is important for not only conveying ideas (i.e. a picture of a hallway should look like a hallway, a picture of a girl should look like a girl, etc.), but art can also convey moods. VNs of the same era usually have extremely similar character designs, and there is usually a lack of creativity in artistic style in VNs. While the character designs aren't anything revolutionary (it is admittedly nice that this VN came out before moe blobs became popular though), what is special about the art, is the eternal twilight. Hitomi's world is a world drenched in the orange and reddish hue of twilight, as the VN takes place exclusively during the evening. And coupled with all the things Hitomi experiences, the color of twilight really makes things even more ominous. It instills a feeling of loneliness, or at the very least detachment.

    Supporting the artwork in creating an unsettling atmosphere, is the music. The main theme that plays when Hitomi is wandering the school alone (this theme), only reinforces the feelings of detachment that the visual art and writing create. Character themes as well are quite well suited for each of the characters and the moods they represent, further successfully reinforcing the tone of the writing.
    Now onto the writing itself. Things are confusing, and they only get more confusing. Any sense of orientation is screwed around with, and this only gets worse as the story continues. You are left thinking "Did what I see actually happen?", until it gets to the point where you just altogether give up on distinguishing reality. In this way, you yourself submit to the insanity and fall further into Hitomi's world. Not knowing what to make of his situation. The only difference between you and him, is that you know he is crazy, but nonetheless identify with him because you experience the same sense of the world as he does. And perhaps weird to say, but the H-scenes in this VN serve to further sympathize with his madness.
    When I was telling a (non-VN reading) friend of mine about Sayooshi. He admitted that it sounded interesting, and even could appreciate the use of the H-scenes from an intellectual perspective. But he then told me that what he thought was truly disturbing, was not the use of H-scenes, but that "inevitably there will be people out there that will find it arousing". For him, (and his understanding of what I told him about Sayooshi), the sex scenes, which are exclusively rape scenes, serve to reinforce Hitomi's insanity, and therefore their portrayal is justified. But finding the scenes arousing yourself, is horrific as it is identifying with a monster; like the monster that plagues Hitomi's dreams. But it is here, where I disagree. The VN does everything in its power to have you identify with Hitomi's insanity, and the sex scenes are no exception.
    The sex scenes are arousing, despite knowing that they shouldn't be. It isn't just rape, but the Heroines are (supposedly) middle school girls for Christ's sake. Perhaps eroge players (particularly nukige fans) maybe a bit desensitized, but this is certainly fucked up. But just like when Hitomi experiences the dream that plagues him for the first half of the story, he knows he is the monster raping the angel, and there is pleasure still drawn from this. A pleasure that Hitomi knows is horrible and monstrous. But just as Hitomi submits to the role as the monster as he views his nightmare; we are in an identical role, viewing (and partly identifying) with his sexual misdemeanors as he commits them. It coerces you into submitting yourself to the madness of these H-scenes. By doing so an enjoyment is found in them, but for you and Hitomi alike there is a darkness implied in that pleasure. Furthermore, Hitomi seems to understand that he is defiling them. There is a guilt and sense of disgust felt, but also a feeling of extreme excitement, just as we as readers feel. This is shown through the multiple references he makes to 'contaminating the purity of the angel/Mutsuki', to paraphrase what he says. The H-scenes, and our feelings towards them, mirror Hitomi's perspective; furthering our identification with his insanity.
    Yet, just like the reoccurring nightmare, the H-scenes almost always end abruptly, and are divorced from continuity. It is not uncommon for an H scene to abruptly happen, end all of a sudden, and the next thing you know you are placed into a completely different context. And not only do the H-scenes lack continuity immediately before and after, but the characters never make reference to it afterwards, and act just as they did before. Further questioning whether they ever really happened. And this confusion surrounding the reality of the h-scenes, makes it easier to identify with Hitomi during them, since the normal consequences and damage caused by rape, do not apply.  

    (Perhaps this would be a considered spoiler if I could guarantee that it actually happened )
    And for all these reasons, I feel that the thesis of this VN is the fragility of the human mind. Often we draw huge differences between the mentally deranged, and functional normal human beings; but what Sayooshi points out is that the difference is actually rather subtle. In seeing the world Hitomi experiences, and sympathizing with him, it gets us to realize that we ourselves are not that different. That given his circumstances and what he experiences (and seeing it through his eyes), his reactions are actually understandable. The atmosphere of his world, and reading the thoughts of his mind, gets us to question his sanity, and in doing so, eventually gets us to question our own sanity as well.     
    Sayooshi in an incredibly strong atmospheric experience. And it is for this reason that I feel Sayooshi is a great representative of the strengths VNs offer as a medium. This VN took advantage of all the tools it had as a VN (music, sound effects, visuals, and narrative) to provide a full experience of what the wanders of a madman look like. I really felt like I understood to a degree what it was like to be insane reading this work, and I don't think I would have been able to identify as well if it were told in any other medium in any other way.  
     
     
  16. Like
    Deep Blue reacted to Clephas for a blog entry, Pulltop's new VN, why I might not play it   
    Pulltop's new VN, Miagete Goran, Yozora no Hoshi o looks beautiful, has a large cast of voiced characters with sprites, and generally is an obviously high-budget VN... but it is also a VN I'm not really interested in.
    You might want to ask why... after all, I like Pulltop's games in general, and it doesn't look any worse than the others by the same company, in terms of production values.  It is also being hyped a lot (inasmuch as VNs are ever hyped) and a lot of the people who have just begun playing Japanese VNs are excited... unfortunately, veterans are somewhat less so (with a few rare exceptions).
    Here are the reasons:
    1.  The existence of an the protagonist's memborship in an astronomy club.  I'm going to be blunt... no other club has so many protagonists as members of it in all of VNs.  For every four moege, there is one with a 'tenmon bu' and the protagonist is either a member or helps out.  The obsession with stars is more of an otome thing, so I can't help but wonder why... I really am tired of reading VN lectures on constellations I don't give a crap about.
    2.  The existence of two osananajimi heroines... the osananajimi heroine is the biggest cop-out heroine type.  The reason?  Because the simple statement 'we are osananajimis' becomes an excuse for laziness in character development and relationship development.  It also becomes an excuse for one of the most fundamentally idiotic tropes out there... the 'osananajimi>lovers transition'.  I have yet to see one of these that wasn't annoying and made real sense when you took a step back and thought about it.
    3.  The decision to include a non-entity protagonist.  Understand, one of the signs any given VN-maker will almost always give - without realizing they are giving it - when they are going to make the protagonist a non-entity or cipher is failing to give the protagonist his own character profile, even when other male characters have one.  I am sick and tired of this reliance on using 'normal' protagonists with a group of heroines harem.  It doesn't work and it doesn't make sense, so I wish they'd just stop it.  It is one thing if the heroine's link to the protagonist is non-love/non-interest before you get on the actual path... it is almost conceivable that way.  However, the dense idiots created by most of these companies just don't work as harem masters.
     
  17. Like
    Deep Blue reacted to Clephas for a blog entry, Neko-rabu #1   
    None of my incarnations has ever been very good at pretending to be nice. 
    Yes, that is an understatement, from a purely objective perspective.  However, when you are a sentient universe-eating monster that used to be a fat, bald otaku from a frontier planet in a rather pathetic galaxy in an even more pathetic universe, it is kind of hard to understand how to be ‘nice’. 
    Understand, I was just out to have a few drinks, perhaps eat some of the more nasty criminals that infested the city of Neo Lovenia, and maybe find a few people worth loving… I had no intention of getting involved in something so utterly boring as a slum-dwellers’ riot when I left the sewer-level apartment I’d chosen more out of memories of a certain child’s cartoon back ‘home’ than any practical reasons.  Unfortunately, as with most matters involving mortals, I wasn’t exactly given a choice whether to get involved or not.
    Especially when a really pretty girl hidden under the rags of a filthy slum-dwelling piece of mortal trash was tossed off a bridge, straight into my arms…
    That, in and of itself, would not have been much of a problem.  On any other day, I would have simply eaten the girl, made her into one of my trillions of immortal servants, then gone on about the business of getting myself debauched in the biggest city on one of the most degenerate planets in all of that particular universe.
    Unfortunately, the men in the silly blue robes with the magic staffs had the bad taste to try to blast me with lightning bolts, probably thinking I was one of the girl’s allies.  Since this verged on that most terrible of all sins, incivility, I decided to retaliate in kind.
    It wasn’t my fault that the fragile matter of that particular space-time continuum wasn’t up to the task of withstanding the equivalent of a sigh of exasperation from me.
    The bridge, the rioting slum-dwellers in their filthy rags, and the entire unit of what passed for police on that particular sorry excuse for a civilized world, were suddenly wiped from existence, along with a large portion of the surrounding streets and buildings… and a perfect half-sphere of the water running through the reservoir below. 
    Needless to say, I was somewhat dismayed.  While I tended to devour all sorts of nasty things in my true form, I generally refrained from drinking the water on planets like that one… one could never tell just what was in it, after all.  The oily taste of rotten fish and the bits of effluvia that tended to infest the waters on backward worlds like this one filled my mouth, reminding me of why I generally refrained from such activities when in mortal form.
    The girl in my arms was quite unconscious, and I was briefly tempted to just toss her in the river and be done with it… but she was also unreasonably pretty underneath all that grime.  So pretty, in fact, that she reminded me of my own mortal days, when I spent most of every day staring at a computer screen at animated beauty because the world around me was so ugly.  As such, I believe that it is only reasonable that I should be forgiven for deciding to refrain from eating her before I got to know her.
    Once an erogamer, always an erogamer, after all. 
    Having returned to my home, such as it was, I found myself at a loss.  Being a sensible creature, I’d long-since arranged for my own pocket dimension full of all the creature comforts to follow me wherever I went, and there was no chance of trouble from the outside entering without my permission.  Unfortunately, I had seemingly lost my wits, deciding to bring a mere mortal child, however pretty, to my sanctum, full of walls of eroge, anime blu-rays, and video games from every era of my pox-infested homeworld’s technological age.
    As such, I was quite well-aware that my home wasn’t exactly suitable for the inhabitance of beings of the female persuasion.  The nightmare of many otakus yet to obtain the power of true enlightenment, of taking a girlfriend home only for her to find out about his hidden passions and reject him furiously, briefly raised its head. 
    I shook my head, smiling somewhat wryly at my rather prosaic worry.  After all, if all else failed I could always eat the girl anyway.  Pretty as she was, she would be even prettier with glowing orange eyes and a bear-trap smile full of endless hunger.  However, now that I had refrained from eating her once, I found it difficult to consider doing so anyway.   I am nothing if not stubborn, as a particularly bone-headed (literally) Neanderthal discovered when we got into a headbutting contest during one of my many pleasure trips to my homeworld’s distant past.
    So it was that I found myself transforming the girl’s rags into a simple kimono (again, once a weaboo, always a weaboo), cleaning her body by the simple expedient of turning all non-living matter on the surface of her skin into quick-evaporating anti-bacterial soap. 
    Why did I have to inherit the original’s otaku-obsessions?  I wondered, feeling a bit exasperated.  All of the avatars made by the original have their own quirks and individual leanings, though the essential nature of the being we represent is unchangeable.  However, I am one of the few unfortunates to have inherited the original’s ‘hobby’ and tastes. 
    The one thing all of us inherit is ‘hunger’.  It takes different forms, depending on the individual, but all of us eat people.  If it is the simple fondness one might have for their favorite meal, the result tends to be what most mortal races would call a ‘monster’.  The individual’s basic personality survives being eaten… but their body and their desires are changed drastically.  In the billions of years since my maker had eaten this particular universe, I’d come to understand just how differently our emotions toward those we eat effect various species.
    If we happened to actually know and like the person in question, the result that came out the other side was generally superficially unchanged… after all, the more we know and like someone, the less likely we are to want to turn them into a duplicate of ourselves. 
    But I digress.  I was speaking of our ‘hunger’.  In some cases it manifests as lust, in others it manifests as greed, in some it manifests as sadism, and yet in others it can manifest as a desire to kill.  It isn’t always negative… if it was, very few universes would have managed to survive our presence. 
    In my case, it is pride, the desire for recognition given free reign.  Need I state how paradoxical my otaku hobbies and my ‘hunger’ are?  I’ve not quite gone so far down that path as the original went… so I’m not about to proudly state that I love eroge to the world.  Unfortunately, that meant that I was generally forced to hide my hobbies on whatever world I chose to use as a foothold at a given time.
    As such, I vanished the various otaku paraphernalia in the room, transforming the walls into something resembling the inside of a castle lord’s room from the Middle Ages (imagined by me), with a four-poster canopied bed, deep purple silk sheets, covering the walls with bookshelves filled old-fashioned hand-written, hand-bound books in the local language (translated in an instant).  As a bow to my ever-present weabooism, I left the katana and wakizashi hanging sheathed on nails driven into the wall and the set of samurai armor I’d created in one of my all-too-common fits of obsessive madness on its stand in the corner of the room closest to the heavy varnished-wood door. 
    I took another look at the girl and sighed deeply.  Her fuzzy black cat ears and silky black tail attracted my otaku-obsessions like a fly to honey, and the fact that she was a Japanese-style bishoujo only made it worse (considering the whole reason this universe had been devoured was because the original found out there were naturally-occurring cat-people there). 
    The urge to eat her was briefly overwhelming, but it soon receded, tamed by certain… other feelings.  Unlike the original, I have some restraint, after all. 
    I picked her up, threw her over my shoulder like a sack of potatoes, and carried her over to the bed, where I dropped her, covering her with a down-filled quilt I materialized out of thin air.  Her white, oh-so-white skin which contrasted so wonderfully with her midnight-black hair once again invited me to dine upon my guest, but I had little difficulty suppressing the urge this time.
    That done, I picked a random book off of the shelves and began reading, Hmm… Waylander by Gemmel… my original’s tastes are a bit predictable.  I reflected as I waited for her to wake.
    The story was about a kingslayer assassin, and it was written by one of the original’s childhood favorite authors.  While the story started as a straightforward revenge story, describing the rapid collapse of the man who became Waylander into the worst pits of human nature, it was still an enjoyable read… very much like cheap fantasy junk food.
    A few hours later, I sensed her stirring in the bed, her ears twitching and her breathing becoming shallower.  An instant later, she shot upright, screaming. 
    Irritated, I created a sound barrier around her head and waited for her to stop.  The cat-like ears of the native form I was using were highly sensitive, and her screaming could have awakened the dead.
    I observed her closely, seeing that her wide, unfocused eyes were a large, brilliant emerald in color and her teeth had the prominent canines that distinguished her visually from humankind, together with her ears and tail. 
    Eventually, her eyes focused, and her screaming stopped, and I released the sound barrier, waiting for her to speak. 
    “…w…wh…who are you?”  She asked in obvious confusion, her voice hoarse, most likely from the screaming.
    “My name is Clephas.” I replied, giving her what I thought was a gentle, reassuring smile.
  18. Like
    Deep Blue reacted to Clephas for a blog entry, Koisuru Kimochi no Kasanekata   
    This is the newest VN by Ensemble, a subsidiary of Will which has previously specialized in 'ojousama-ge' (VNs where most or all the heroines - and sometimes the protagonist as well - are from a wealthy background).  This VN takes a slightly different tack than the company's previous games... probably because of the effects of the mediocrity that was Golden Marriage and the kusoge that was Koi no Aria (incidentally, they also split off another subsidiary that specializes in ojousama-nukige, lol). 
    The protagonist of this VN is pretty capable, and this is generally visible from the beginning.  He is intelligent, physically excellent, and he is generally considered handsome by the girls of his school and the neighboring school, Shiraha.  Shiraha and the protagonist's school are merging as a result of the falling number of children, and that is an important element of the overall story.
    One thing I found interesting about this VN is that it presents so many varying perspectives about the school merging while also pursuing the heroine paths.  Each heroine is not only a strong character in and of themselves, they also represent a demographic or point of view that has something to say about the merging.  As a side-note in a surprisingly good VN, I felt that the writer and scenario designer got his point across nicely.
    This VN splits off really, really early... meaning most of the VN is made up of the heroine routes.  Unlike Koi no Aria, where content in general was cut and things felt truncated, this actually works out very well, giving the heroines plenty of character development and adding a lot of depth to their personal stories.  Of course, there are a lot of minor issues that take away somewhat from the VN's quality... the fact that Ensemble decided not to include voices for the majority of the non-main characters probably says a lot more about the game's budget constraints than I really wanted to know, seeing as they have, in the past, voiced most of the generic characters in their VNs.
    Overall, this VN is a pretty solid charage with a very well-represented theme and deep character development.  I can honestly recommend this to someone looking for a new charage to play whose protagonist isn't a nameless loser.
     
    Edit: Sorry this was a bit short, for all that I was praising it.  I'm in a lot of pain right now, so I honestly don't have the energy for a long post.  For those interested in the imouto, Ichika, her 'path' is basically a short 'ah, I just realized I loved you!  Let's have sex' path, so it is mostly for those who want some H-action with the adorable imouto.  Saori's path follows one of the ojousama patterns, and Hiyori's follows another.   In each case, there is enough variation and twists on the theme that they can be said to be distinctive, so don't worry that either path will be a rehash of the exact same pattern with a heroine from another VN.  Yukie is your 'ecchi oneesan' heroine... an archetype that is getting rarer and rarer these days.  Her path's drama is centered around the warped way in which they get close to one another, and more emphasis is placed on the school events than in the other paths.  Mio's path focuses on the complicated emotions that come up with the loss of her school (she's a Shiraha student), as well as the conflicts that are born of those feelings.  Akane's path is focused on club activities and is probably the most straightforward of all the paths (also the weakest of the main heroine paths).  As I said above, it was pretty interesting how they wove the VN as a whole together by using the heroine routes as perspectives on the same issue, with no heroine route giving the same precise perspective.
  19. Like
    Deep Blue 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.
  20. Like
    Deep Blue reacted to Clephas for a blog entry, Sakura no Uta Part 3: Shizuku, Episode IV   
    For various reasons, I haven't had time to push my way through the rest of this VN.  The biggest reason is simply because I had too much work to do.  I haven't even been playing Fallout 4... god what a boring few days.  Anyway, this latest entry covers Shizuku's path and the episode marked IV... both of which have a lot of similarities.
    Shizuku's path doesn't really feel like a heroine's path, to be frank about it.  Almost all of it is a reminiscence of what occurred in the months immediately before the beginning of the story, leading up to the funeral scene that the story starts out.  On the positive side, it does reveal a lot of secrets (Sui's secrets, Shizuku's, and just what Akashi and Naoya were doing in those few months), as well as the meaning of the beginning scene's stupid jokes.  Perhaps it was because Shizuku's role in the VN as a whole up to this point was relatively weak (despite her living with the protagonist during the VN), but it was harder to get into her path, though I found it interesting, and I did like that it filled in the gaps left by the various heroine paths... but again, it felt more like an informative side path than a real heroine path.  This is sad, because Shizuku in general is an interesting character (despite her lack of development during the common route).  Her path lacks any serious drama because the drama she was involved in was done before the story began.  This is a technique some writers in VNs use... but almost never works.  Sadly, while this path might be a good tool to pull the VN as a whole together and fill in plot holes, it doesn't do justice to Shizuku at all.
    IV is a bit different... it covers the first meeting between the protagonist's father and mother, as well as revealing just why the relationships of the Natsume family are so weird and why no one talks about it.  To be honest, I could have gone without them covering this directly... just knowing at the third person what went on with the Nakamura's was enough to give a full understanding of the background, and a bit of judicious infodumping would have had the same effect without showing me the protagonist's mom naked (considering the manner in which I read VNs, that just felt weird).
    Now... onto Ai's path and the true ending.  For those looking forward to it... cheer me on, as I have no idea whether I'll have the time to finish this up before Friday.
     
  21. Like
    Deep Blue reacted to Clephas for a blog entry, Sakura no Uta part 2: Rin and some linguistic comments (edit: added Rina and yuri ending)   
    Yeah, I said I was going to wait until I'd played at least two more heroines before I posted again... but Rin's path has enough impact that I felt a distinct need to post on it ahead of time.
    Misakura Rin is the protagonist's osananajimi... a childhood friend and one another's first love (this is said pretty much from the beginning, so it doesn't really count as a spoiler).  For reasons the protagonist deliberately only hints at (typical Sca-ji) he has been avoiding any sort of contact with her for years... since she transferred out of the area.  This is despite the fact that his memories with her are some of the ones he treasures the most from his childhood. 
    To be honest, though Makoto's path is really good, the engagement with the protagonist and heroine is completely different in Rin's path.  Unlike in my past experience with Sca-ji, the progression as Rin's personal issues are revealed in detail is carried out in a manner that is neither irritating nor excessive, and even the building of their relationship feels more natural than you generally see in a VN.  Understand, if you have read a lot of Japanese literature, it is really easy to figure out where Sca-ji is going with Rin even without getting on her path.  He lays the hints on pretty thickly, and the reaction of a certain fushigi-ko character (not a heroine) to Rin is the final nail in the coffin.  If you honestly haven't figured out why the protagonist is so intent on avoiding building a relationship with Rin early on, you are probably pretty dense... though the details are - of course - only revealed in her path.
    In addition to the purely physical issues, there is a significant amount of psychological weirdness involved, and I have to make the suggestion that you keep in mind that Sca-ji can't seem to avoid inserting mysticism into any and all his stories on some level, so it shouldn't surprise anyone that read Ikikoi the way he tries to keep certain issues ambiguous throughout this path.  I have to wonder if he himself has an ambiguous relationship with faith and fantasy, considering the way he writes about them.
    I honestly cried during the climax scene of Rin's path, and I was surprised to find myself actually ranking the path pretty high up there as emotional VN paths go... right up there with the true path of Irosekai and a few others that had me in tears.  A lot of it is that the protagonist has that bad habit a lot of my favorite protagonists in emotional games have... he has an odd disregard for his own safety, health, and future when he puts them in balance with someone he cares about or even someone who simply needs his help.  While I love pragmatist protagonists and even ones who can be cruel, that is mostly for the same reason as I like this type of protagonist... people that exist at extremes of the range of human personality are inevitably fascinating... far moreso than some humdrum 'normal' schoolboy, lol.
     
    Edit:
    Linguistic issues
    Now on linguistics... I don't think most people who read VNs really understand how a simple choice of words can alter how someone views a whole issue.  Above, in parenthesis, I said 'typical' Sca-ji in relation to what I referred to as a bad habit in a previous post.  Now, if I were a long-standing fan of Sca-ji, I probably would have said 'classic' Sca-ji.  What is the difference?  By using 'typical' there, I inserted a note of sarcasm/cynicism into an otherwise neutral statement.  If I were to have said 'classic', that would have altered it to sound somewhat fanboyish... I wonder how many of those who read this blog even realize how much reviewers manipulate you through simple word choices like these?  Not only that, ninety percent of a writer's skill is in figuring out how to insert emotion using subtle word choices like this. 
    The reason Masada - the writer of Dies Irae - attracts writers and reading-addicts like flies is because his prose really is a work of art, designed to gain a very specific reaction without entirely making you aware that he is doing it.  The reason Sca-ji tends to irritate people like me is that he lacks subtlety from the perspective of people like me.  Now understand, he is perfectly subtle from the perspective of your average reader.  I doubt most people will pick up on more than ten percent of the hints he gives... but for people used to figuring out subtle hints as second nature, it feels like he is laying it on a bit thick, to the point of extreme repetition.  Sometimes this works (Rin's path is an example of this) and at others it doesn't (my experience of Subahibi).  This is an entirely subjective issue and not one that the mainstream will ever even recognize is there without some jaded jerk like me going out of his way to point it out.  However, I felt a need to say just why my bias is always going to be against Sca-ji, because I can't stop it from coloring how I write about him.
     
    Edit2:
    Rina and the Yuri path
    Rina's path is in some ways darker than Rin's.  For all the depth of emotion involved in Rin's path, the entire thing was almost entirely between Rin and the protagonist, with only occasional intervention from third parties.  However, throughout Rina's path, Yuumi plays an intimate role together with them.  Indeed, a good portion of the path is devoted to a recounting of Rina's and her past from Yuumi's point of view, as well as the first meeting between Naoya and Rina.  Yuumi as a child is pretty... messed up inside, at least partially because she is an honest to god born lesbian.  In a moege, there would probably be a 3P path here... and while that kind of path is generally fun to read, it wouldn't have the depth this one did.  After the recounting of the past, it splits into Rina's heroine route and a Yuri path between her and Yuumi.  To be honest, I don't think I would have gotten as much from Rina's path if I hadn't chosen to do the yuri ending first, so I can honestly recommend it as something that adds some depth to Rina's ending, putting some things in perspective.  Rina's path... is equally intimate to Rin's, but it lacks the kind of high-emotion cathartic drama that Rin's had (at least for me), at least in part because a great portion of the path was devoted to recounting the somewhat messed up formative time of Rina's and Yuumi's relationship.  From a purely intellectual point of view, it was an excellent choice, but it had the effect of making the path deeper intellectually at the cost of emotional engagement, an occasional problem with that kind of flashback recounting.
  22. Like
    Deep Blue reacted to Darbury for a blog entry, A Few Thoughts on Cheese   
    You need to know something about me: I love cheese. Lovelovelove it.
    Don’t know what to get me for my birthday? Cheese. Want to cheer me up at the end of a long day? Cheese. Watching the timer tick down on the bad guy’s bomb and you don’t know which wire to cut? Cheese. That doesn’t even make sense and I don’t care. You know why? Cheese.
    And since you were kind enough to bring up the topic of cheese, I’ll go one step further and say the following: not much in life measures up to a good unpasteurized cheese. Something really rich and complex and made from raw milk. The good stuff. The real stuff. Something that makes you feel (and smell) like you’ve died and gone to cheese heaven. I’m talking cheese with a capital C.
    But here’s the problem: I live in the United States, and here on this side of the pond, the FDA takes a dim view of unpasteurized dairy products such as these. In fact, it’s actually illegal to import or sell certain kinds of raw milk cheese here in the States — a traditional Camembert, for instance. There’s been some debate among foodies about the factual basis for that decision, but since I don’t know much about the science one way or the other, I’ll leave those debates to wiser minds than mine.
    Anyway, in theory, the FDA ban shouldn’t really affect me much. The kinds of raw milk cheeses I prefer — funky, nuanced, mature — all pass these FDA requirements with flying colors. Yup, I should just be able to buy my curds and be on my whey. (Yeah, I did just write that. And no, I’m not taking it back.) But the reality of things isn’t nearly so kind. Most big chain supermarkets won’t carry unpasteurized cheeses at all, regardless of their provenance or if they’ve been approved for sale by the FDA. And why should they? Too much work for too little reward. Not only does unpasteurized cheese carry a certain stigma of food-borne illness, it requires extra care in shipping, handling, staff education, selling — and the demand just isn’t there yet to justify such efforts.
    Sure, there are specialty cheese shops where one can go to buy the good stuff. (They’re called cheesemongers, which sounds pretty baller if you ask me.) And if you’re in the know, you might even have ways of getting some unadulterated cheese from the curd-loving community — unofficial food co-ops and that sort of thing. But for many people, unpasteurized cheese is simply something they don’t know much about or have easy access to. And so, they don’t buy it.

    This obviously poses a problem for cheese importers. Their business model is simple: acquire product from cheesemakers overseas, ship it to the United States, then repackage and sell it for enough to cover the costs of importing — plus a small profit. If the potential market is too small, however, it’s often not worth the cost of bringing the cheese over at all; they’d never recoup their initial investment. In that scenario, the importers go out of business, and we’re all stuck eating great big orange hunks of Velveeta™ brand cheeze food product instead.
    So what some importers have started doing, in partnership with the international cheesemakers themselves, is offering alternate pasteurized versions of these very same cheeses for import and resale in America. They’re a little different from the originals — the pasteurization process has stripped away some of the quirkiness and complexity that made the cheeses so interesting in the first place — but they’re products that the big supermarket chains are now willing to stock and sell. And for many people, a good pasteurized cheese that’s somewhat close to the original is better than no cheese at all. As a bonus, the sales volume generated by the pasteurized cheeses often (but not always) allows the importers to bring over the unpasteurized version to those specialty shops stateside.
    Win-win, right? Depends who you ask.
    For example, a foodie friend of mine is absolutely livid, saying this whole pasteurized cheese business has left a bad taste in his mouth. He’s so upset, in fact, that he’s vowed never to support these particular cheese importers again. “Don’t you get it, Darbury?” he demands of me. “This is cheese censorship!”
    He’s a good guy, my friend, but he has a flair for the dramatic.
    “They’re selling people bastardized versions of these cheeses. Shoppers see Camembert on the label, but they’re not actually getting the real unpasteurized Camembert that people in France are eating. It might have started out that way, but they sucked the soul out of it for the sake of more sales here in America. And unless people research their cheese ahead of time, they won’t even know they’re not getting the real thing. The cheese importers are lying to us for a quick buck!”
    Like I said, dramatic.
    While I can’t swear to it, I tell him, I doubt the import companies are trying to systematically deceive the cheese eaters of America. I mean, the Camembert says “pasteurized” right there on the label. How much more notice do they have to give consumers? A giant red sticker that says, “WARNING! THIS CAMEMBERT IS NOT THE SAME AS THE UNPASTEURIZED CAMEMBERT YOU CAN GET IN FRANCE! IF YOU HAVE ANY RESPECT FOR YOURSELF, DON’T BUY THIS”? Besides, I say, now people are getting exposed to all sorts of different cheeses they might not have had access to otherwise. And even if those cheeses aren’t the pure and unadulterated experiences of the originals, they’re pretty close. Plus, those pasteurized alternatives are broadening the market for cheese in general, which means more foreign cheesemakers will be interested in importing their products to the States in the future. And hey, once the public demand is large enough, more big supermarkets might consider carrying unpasteurized cheese.
    “What, do you work for the cheese importers or something? Why are you sticking up for them? They’re just rolling around in big piles of money and Brie right now, laughing at us. People deserve the cheeses that their makers originally intended. Simple as that. Either give us the original cheese, or don’t bother. Anything else is disrespectful to the vision of the dairy farmer. Anyway, I’m not interested in expanding the general audience for dairy products. I just want to be able to buy the cheeses I like, the way that I like them.”
    But wait, I say. Aren’t a lot of the cheese importers also bringing over the unpasteurized originals as part of the deal that lets them sell the pasteurized versions?
    “Seriously, Darbury — how much are they paying you to say stuff like this? There’s no guarantee they’ll ever bring over that original cheese. They just dump the pasteurized version on store shelves with some vague promise that, if enough people buy it, they might bring over the unpasteurized one. Whatever. And even when they do follow through, they do a crap-ass job of it. You know about Casu Marzu, right? It’s this amazing cheese made in Sardinia, filled with thousands of live, wriggling maggots. Sounds totally intense, right? You cut it open and they all come pouring out. But when the importers bring that cheese to America, you know what? There are no maggots in it. None.”
    Well yeah, I say. I think that’s against every single customs regulation on the books. You can’t bring live maggots into the country. It’s straight up illegal. And kind of disgusting.
    “Duh. Of course it is. Unlike some people, Darbury, I try to actually know what I’m talking about before I open my big mouth. What I’m trying to tell you is that if the importers really cared about what the cheese-enthusiast community thought, they’d put maggots back into the cheese before reselling it here. But they don’t. Because they’re greedy and lazy. And that’s why they’ll never see another dollar of my money.”
    Wait, I say. Hold up. You want them to put maggots back into the cheese?
    “Yeah. The original cheese had maggots before it was imported, so it should have maggots when I buy it here. Anything else is a lie.”
    But they’re not even the same maggots, I say. Replacement maggots are no more authentic than the absence of maggots would be.
    “Stop arguing semantics with me, Darbury. Censorship is censorship. If there aren’t any maggots in it, then it’s not Casu Marzu. And I won’t support cheese censorship. This is how Nazi Germany started.”
    I slowly back away.
    “Don’t let them win, Darbury! If you really care about cheese, it’s time to buy a cow and a couple of goats and learn how to make your own raw milk cheese. That way, you don’t have to sit around waiting for whatever those lying cheese importers are willing to foist on you.”
    Then my friend throws a smoke bomb at the ground directly in front of him and vanishes, bad-ass ninja style.
    "Don't let them win, Darburrrryyyyyy..."
    Like I said, dramatic.
    I’m glad he disappeared when he did, because what I was going to say next would have driven him completely over the edge. Here’s the thing: while I love raw milk cheese, I also enjoy having the pasteurized option available to me. For various reasons, most of my cheese eating is done in public places like trains or planes, and I’d prefer not to have random people look over and catch me noshing on something that smells like an elk just shat out a gangrenous foot. Certain things should be enjoyed in the privacy of one’s home; it’s just common courtesy. I don’t want to be That Guy on the Train, and those pasteurized cheeses go a long way toward helping me not be Him.
    There’s more I could say about cheese, but — crap! — I just remembered this was supposed to be a blog about visual novels. Sorry! I honestly don’t know what came over me. Never sit down to write a post when you’re feeling hungry, amirite?
    Lesson learned. Next time, I promise I’ll write something about visual novels. Unlike this blog post, which was clearly about cheese.
  23. Like
    Deep Blue reacted to Clephas for a blog entry, Primal Hearts 2: Yes, I did manage to play this   
    First, for those wondering how I found time to do this... Fallout 4 is not a game you can play in small bits, so any time when I had less than four hours consecutively free, I went for this instead (generally it was twenty to thirty minute bouts during lunch, dinner, and breakfast, as well as an hour right before bed).  For those wondering what I thought of the original, here is a link to the post in my thread: http://forums.fuwanovel.net/topic/2086-clephas-vn-of-the-month/?page=8#comment-159994
    Now, first I'm going to say this game is generally better than the original.  I make this statement straight-out because this one fixes a lot - though not all - of the complaints I had with the original, without disposing of what was best about it.  The protagonist is generally more active/has more of an effect on the world around him, and he is a lot less of a non-entity, thus putting his character setting to at least some use. 
    This VN follows a different heroine as canon for each heroine route, so I'll list which heroines from the first one were chosen to reach the events in each heroine path in this one here.
    Kana>Alysticia
    Haruhi>Usagi
    Sera>Masshiro
    Yuzuki>Tateha
    In many ways, the heroines in this one follow the same pattern as the original.  Alys and Masshiro are both ojousamas, Usagi is an idol, and Tateha is the 'futsuuko' of the game.  Also similarly, the heroines' deredere-ness is off the charts once the protagonist becomes their lover.  In particular, Masshiro is a bit freaky that way.  There is a fifth heroine, Anna, but she is a sub-heroine whose path lasts about twenty minutes, so I'm not going to bother covering her here.
    Similar to the original, the two presidential councils (seitokai) face off against one another in 'elections' where their competing ideas are looked over and picked by the students.  There are some differences... such as the fact that the deadlock at the beginning in this one is caused by bloc votes from the cultural and sports clubs and that Gekka's school president is not a charismatic individual (most people are - unjustifiably - terrified of her, and Masshiro is generally considered the face of the council) and Usagi, the idol who leads Tendou is not pushing fun like a dealer with a new, profitable drug like Haruhi in the original was.
    This deliberate toning down of the general capabilities and the overenthusiasm of the two councils allowed the protagonist to step forward more in this one, allowing him to actually be something other than just a catalyst for events.  For this reason, it was much easier to get behind his eyes and enjoy the story than the original. 
    On the down side, this means that there wasn't really an absolute defining heroine, like Haruhi was in the original.  In exchange, Mokomoko-san (also known as Alysticia) has the best 'issues' in her path.  Her psychological/social issue is pretty obvious from early on, and it is the defining issue with every story element dealing with her.  In many ways, this follows a pattern drawn after than of Shino from Uruwashi no, though it is far less severe and the heroine in general is actually interested in 'fixing' herself from the very beginning.
    Unfortunately, the very fact that that one heroine has pretty deep issues (Usagi also has some nice drama) outlines how weak in terms of non-romantic issues Masshiro and Tateha's paths are.  I'd honestly thought Masshiro's path would turn into a typical ojousama drama... for the first five minutes after the drama began, until it concluded (at the end of those five minutes).  Unfortunately (since I actually like that particular trope) that didn't happen, and the path itself was defined mostly by endless ichaicha and (as usual well-done) H-scenes.  Tateha's path... is just dry of anything interesting, probably because they put all that effort into developing Usagi and Alys.
    Overall, for those looking for a good charage with great visual and musical quality, this one is an excellent choice... just don't expect brilliance where you are guaranteed to get average-quality.
  24. Like
    Deep Blue reacted to Clephas for a blog entry, Books: The Malazan Book of the Fallen series   
    The Malazan Book of the Fallen is perhaps one of the most complex series I've ever read... and that is saying a lot.  It is high fantasy in the sense that it is based in a fantasy world that is unbelievably complex (it makes Game of Thrones look simple at times) and it has the combined moral ambiguity and dark humor of Glen Cook's Black Company series as well.
    However, where Steven Erikson shines the most is in his world-building... and in his character-creation.  This is perfectly natural, as he is an anthropologist, and it tends to show in the way he portrays societies, nations, cultures, and people.  There is no 'good' or 'evil' in this series, in the classic black and white sense that most high fantasy writers seem to prefer.  While many characters are cruel, brutal, or tyrannical, he quite simply doesn't make flat characters that only exist to fulfill a specific role in the series. 
    As an example... Cotillion, the God who is the Patron of Assassins (also known as the Rope), is perhaps one of the most ambiguous characters in the series.  Many of the gods in this universe are petty, obsessive, cruel, or otherwise 'trashy' individuals despite their worshipers views of them, but Cotillion, despite being the patron of one of the most socially 'evil' professions in existence, is an individual who is as capable of compassion and giving unexpected gifts as any of the supposedly 'good' gods.  Considering that he starts the series as an antagonist, this development of his character is perhaps one of the more obvious elements of deep character development I observed in the series.
    Erikson, throughout the series, uses various techniques to develop various characters.  My single favorite character in the series, Anomander Rake, never has any first-person time.  This is despite the fact that he is perhaps one of the  most influential beings in the entire universe in which they are based.  The opinions of others and reading about his interactions with the various characters are your sole points of reference on him... but he is subtly built up to be one of the most amazing representations of virtue - hidden behind a darker mien - that you see in the entire series.
    This is a man who has spent over three hundred thousand years doing his level best to keep his followers from committing collective suicide as a result of their racial despair at the abandonment of Mother Dark, the goddess that was once their patron.  He leads them by example, rather than by command.  He never asks more of them than they are willing to give, and when one of them finds joy, he is always the first to give them his blessings, even if it costs him their services in the most vital of times.  In many ways, he is the very representative of divine compassion in the series (as he is technically an Ascendant and is worshiped by many of the race he was born from), as opposed to the odd representation of human compassion and folly that is the Paran family.  In many ways, his departure from the stage is the defining moment for us, the readers... but his most defining moment came long before that, when he made the decisions that led up to that point. 
    Another oddly ambiguous but admirable character is the God of Death, Hood.  Hood is... perhaps the most ironic character in the series, by far.  Originally, he was the King of the Jaghut, a race that abandoned society and racial unity because of how pointless they came to see it.  Being the King of such a race would have been an ironic oxymoron in and of itself, but the fact that he became the God of Death by first declaring war on the concept, leading an army against it, only to die and drag an impossible victory from the ashes of defeat, creating the afterlife as it is known during the series.  He is frequently indifferent, cruel, and/or petty in his treatment of others... but some of this is because he himself has been dead for hundreds of thousands of years and is more or less stuck carrying out a role that is almost anathema to his original reason for 'living'. 
    In the series, there are degrees of racial and societal foolishness that dwarf what we have experienced... for example, the T'lan Imass.  Once a race of human forerunners (intelligent tool and weapon users), when they discovered the nature of the Jaghut Tyrants that had enslaved them at times, they made themselves undead as a race for the sole purpose of committing genocide upon the Jaghut, most of whom just wanted to be left alone... thus ending the Imass as a race and condemning themselves to an endless existence as what amounts to dust-aspected revenants with weapons of stone. 
    Another example are the Tiste Liosan, who took their racial father's sense of justice and twisted into a dogmatic religious belief in the fundamental justice of themselves as a people, regardless of their actual actions. 
    Erikson's world is full of dichtonomy, corruption of ideals, hidden compassion, hidden glory, and dirt-covered heroism.  At times, men and women of the worst sort will willingly give of themselves and at others, seeming pillars of virtue will commit horrifying sims or fall completely out of grace.
    In other words, the Malazan Book of the Fallen is a series that rejects absolutes.  That is perhaps what makes it so much fun to read, as it is for the most part told through the eyes of various soldiers, many of whom are neither admirable nor good.  The Bridgeburners, who are a presence in just about every book in the series, define the series' human heart, in many ways balancing out the more... changeable beings that float around them.  At times, I even felt tempted to interpret them as the voice of 'modern man' in a world of ancients, though that is probably not entirely correct.
    In any case, this is a series that is generally fun to read and provides a lot of food for thought. 
     
  25. Like
    Deep Blue reacted to Darbury for a blog entry, POLL: To San or Not to San (Honorifics in VNs)   
    I just had an extra big breakfast, so I thought I'd pull up a chair and solve one of the most hotly debated issues facing the English-speaking VN community today. No, no need for thanks. Just name a stadium or sandwich after me at some point. Or both.

    Ready? Here we go. Honorifics or no honorifics? Should translated visual novels maintain the traditional Japanese cavalcade of name suffixes — san, kun, chan, sama, and so forth? Or should they adopt a more familiar Western approach, dropping honorifics entirely and/or replacing them with English titles — Mr., Mrs., Sir, etc. — only where situationally appropriate?
    San? Or sans san?

    I've thought long and hard on the matter and I think I've finally figured it out. Here's the answer you've all been waiting for.

    ARE YOU FUCKING INSANE?

    Haven't you been reading this blog? Did you really think a self-professed amateur VN editor would suddenly crack the code wide open and save the day? I’m quite literally an idiot. My wife will back me up on that one. And besides, this isn't some question with an obvious answer, like "Should I put ketchup on my steak?" (Answer: No. And if you do, you're an awful person who probably pushes elderly nuns in front of buses when you think no one's looking, then steals their mangled nun panties.)
    In fact, that question doesn't even have an answer, per se; it has a decision tree. Imagine your friend asks you, "Should I get a tattoo?" There are a lot of considerations to run through before you can give an answer. What kind of job do they have? Bankers and bartenders each have different leeway when it comes to full-sleeve tats. What's the context of their question? Is your friend asking you this over coffee? Or looking up at you from a vomit-filled toilet bowl in a way off-Strip Vegas casino? And what's the tattoo of? If it's Tweety Bird, then it's off to prison with them, along with all the steak-on-ketchup panty sniffers.
    Same for honorifics. There's no one-size-fits-all answer — only questions and considerations. And the first big branch of that decision tree: Who are your readers and why do they read VNs?
    The Battle Lines Are Drawn
    By and large, we can break VN readers down into two camps: story-seekers and culture-seekers. It’s an overgeneralization, of course — there’s some drift and overlap between these two groups — but it will give us a useful starting point for our discussion.
    Story-seekers tend to read visual novels for the plot, for the romance, for the giant mechs, for the faps, and for THE FEELS, MAN, THE FEELS. The fact that these stories are Japanese in origin is kinda cool, but secondary to the overall experience. As a group, they value readability over verisimilitude. They don’t get their stolen nun panties in a bunch because Ixrec’s translation of Rewrite doesn’t capture every last nuance of the Japanese, or even gets a few lines wrong at times. They just sit back and enjoy the ride. And for them, honorifics are often just weeaboo speedbumps that interfere with said ride.
    Culture-seekers, on the other hand, tend to read VNs not only for the story, but to indulge their passion for Japanese culture. They might speak Japanese, or they might be in the process of learning to do so. Visual novels are often a means to an end: they read VNs in part to practice their Japanese. (And they practice Japanese to read VNs. Loopity-loopity-loop.) Culture-seekers enjoy the inherent Japanese-ness of the medium — seeing the subtle social interplay of honorifics at work, for example — so for them, stripping away “san” to please some Naruto-watching noobs is like throwing away part of the story.
    As a translator or editor, you will inevitably piss off one of these camps. Sorry, that’s just how it is. You’re dealing with two groups of people who have inherently different motivations for reading the same work. And you can only translate/edit one way. Sucks, right? To extend my steak metaphor, it’s like owning a restaurant that, for logistical reasons, can only cook its steaks to one temperature — rare or well-done. And it’s up to you to pick which. If you go with rare, all the well-done lovers will give your little bistro one-star reviews on Yelp. And if you choose well-done, the folks who like their steaks blue and bloody will come at you with knives drawn.


    In a way, this becomes sort of liberating. No matter what you do, you will annoy a good chunk of your audience. This is fait accompli. So you’re now free to do what you actually think is right for the work, knowing it won’t really affect the outcome much.
    Of course, you’re also probably in one of those two camps yourself. (I know I am.) As such, you probably have an clear bias toward a particular approach — san or sans san. And you know what? That’s fine. Recognize your bias. Embrace it. Make friends with the fact that you prefer to translate/edit one way or the other. Then remember the advice I gave a few blog entries back: You are not your audience. Your close friends are not your audience. The message boards you follow are not your audience.
    Your audience is your audience; its needs may differ from yours. And the novel is the novel; its needs may also differ from yours.
    So here’s what I propose: Rather than take a one-size-fits-all approach to every VN, just accept that, all things being equal, you will probably prefer one approach to editing/translation over the other. And then leave yourself open to the possibility of changing that approach based on the specific needs of the VN and the audience for that VN. Handle it the same way you would that friend asking about the tattoo. Is getting inked right for them right now? And is including honorifics right for the audience and right for the novel?
    Let’s walk through some questions you might ask yourself while making that decision:
    Who’s the primary audience for the VN?
    Are your readers primarily story-seekers or culture-seekers? Is your VN some niche title that appeals only to otakus, or is it a game with broad crossover appeal? A stronger case could be made for honorifics in the former situation; less so in the latter
    What's the setting of the visual novel?
    If your characters are all alien catgirls on a spaceship 23,000,000 light years from Earth, it's harder to justify keeping in honorifics than if you’ve got a cast of high school students in modern-day Japan.
    Are the honorifics plot-relevant?
    Is there any good story-related reason for all the sans and kuns to be there? Is the central conflict of the VN about whether the protagonist and his best girl are ready to go first name-only? If so, you have a better case for keeping honorifics than if they're just there as subtle social shading.
    Is the visual novel voiced?
    This one's common sense. You’ll have an easier time not including honorifics if the reader isn’t hearing them in VO. And vice versa.
    How annoying are the honorifics?
    This one is totally subjective, but it needs to be asked. Some writers tend to favor narration over dialogue, so their scripts will have fewer honorifics to deal with. Other writers love the rhythms of slice-of-life dialogue, so their prose might be a minefield of sans and chans. Read the script aloud. How jarring is it to the ear?
    Is this an OELVN?
    Stop it. Just stop it already. You don’t need honorifics. You’re writing a novel in English for an English-speaking audience, for crissakes. Don’t make me come back there.
    Run down the decision tree. Be honest with yourself. Is there enough evidence to make you reconsider your approach to this novel? Are you an anti-honorific type editing a VN set in feudal Japan, where one missing “sama” could mean the difference between life or death for the characters? Consider keeping them in. Are you a pro-honorific person translating a VN about competitive bread baking in Paris? Consider ditching them.
    Full Disclosure
    I’m a story-seeker. Given my druthers, I will choose to omit honorifics from a VN for the sake of more readable English prose. I’m fairly certain that if it’s possible to translate Murakami and Kurosawa into English without honorifics, it should be more than possible to do the same for some random high school moege.
    I admit you might be losing a certain amount content by omitting those honorifics — clues about the social standing of various characters in relation to one another, not to mention their personalities — but as far as I'm concerned, it’s content that can either be (a) baked into the script via other contextual clues, or (b) written off as redundant — that is to say, most of what those honorifics are communicating will already be apparent through the rest of the dialogue and on-screen action.
    I also admit that my sans-san approach won’t be the right one in every situation. Same goes for the opposite approach. Every work and every audience demands its own solution. Your job is to stop for a moment and ask yourself what that solution is.
    And then be willing to listen to the answer.
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