Ranking Every Visual Novel I’ve Read in 2022

2022 was an unusual year for me when it came to prioritizing visual novels.

In comparison to previous periods of my life, I don’t believe I spent nearly as much time reading. I took a much more lax approach when it came to reading releases, only deciding to do it whenever I felt up to the duty. Because of this, I had a mixture of media consumption as opposed to the usual year, where I would read several stories within a month.

I played video games.

I watched movies.

I read literature.

I spent time experiencing some of the latest anime/manga releases of 2022.

And despite this, visual novels dominated most topics of conversation for me in 2022. I dedicated a lot of time to just discussing visual novels as a medium and have made my fair share of recommendations throughout this year. Whether it was discussing some of the intricacies of works like Little Busters after somebody finished Refrain or hearing someone’s thoughts on some of the crazy h-scenes found within this medium, I really couldn’t shut up about visual novels as a whole. In a way, I felt nostalgic talking to others who found joy in their latest playthrough of a work that I had read in the past. Taking me back to a simpler time when every work of fiction felt cutting-edge and superior to the last one I read in terms of quality.

I’m glad to be able to re-experience fiction through others and find new joys in familiar works. These discussions of fiction really convey how powerful media can be when it comes to affecting others and how different each individual’s experience with a story can be. I really liked hearing others talk about their favorite or least favorite works, regardless of my personal enjoyment of them; praise and criticism can oftentimes bear new meanings to others and help both parties appreciate a work in a much more meaningful way. The power of art is in how we evaluate it, and regardless of what conclusion we come to, there’s no true right or wrong. The beauty of subjectivity is something to behold, and I’m glad to be given the platform to talk to others about my enjoyment of fiction, regardless of whether or not I dedicate my entire year to it.

I am truly grateful to those who read my ramblings or share my shitposts; thank you for providing me with these small pleasures in life. 

Thank you for reading these blogs 🙂

Was this a bad year in terms of visual novels?

Despite having read a smaller amount of works when compared to previous years, this was one of the strongest lineups for me in regard to quality. The year began extremely strong and ended strongly, though I do feel there was room for improvement in the middle. I definitely took some risks that didn’t pay off, reading quite a few works that didn’t leave a strong impression on me. On the other hand of the spectrum, though, I actually gave out a 10. 

Two in fact.

To give perspective, in 2021, despite having read 30 visual novels, I didn’t give out a single 10. The only year I gave out more than 1 perfect score was in 2018, so this was a very rare occurrence for me. Though obviously, this doesn’t mean that my opinion is the only one worth paying attention to, I am not an authority on the quality of visual novels (no one is). It was just really nice to read two visual novels this year that I feel will last me a lifetime in the coming years (especially the #1 spot). I’ve gotten more stingy over the years when it comes to giving those high marks, so it’s always really impressive for me when I read something that I feel confident in giving that seal of approval to. It really shows that the medium still has a few more tricks in its bag to keep me interested in following it for the coming years. Visual novels haven’t really stopped surprising me despite having spent over half a decade dedicated to discussing and reading works within this medium.

Hopefully, I will still feel the same way for the rest of this decade.

Anyways, let’s put the introduction aside for now and rank every visual novel I’ve read in the year 2022!

23) Kaeru nyo Panyon

Alice Soft can do better.

This is easily the lowest-effort work that I’ve read this year. Of course, Alicesoft isn’t without its faults; the company does push the medium forward (especially with their early works), but they oftentimes have very thin characterization and prioritize charm above all else. Kaeru nyo Panyon is pretty much this aspect of Alicesoft turned up to 11. There is very little here in terms of actual substance, and to be honest, throughout the reading experience, I wondered if I was reading an Alicesoft work or something crafted for children. This really has no reason to be an 18+ title outside the sexual content; the conflict is borderline something I’d see out of a Saturday night cartoon. Not only that, but I also feel that despite the cutesy tone this one has, it has very little to offer in terms of entertainment value.

They throw away most of the dark comedy that makes Alicesoft great in exchange for very boring character interactions that last as long as minutes before they throw you into the next stage. The cast is as indulgent as I would expect for a normal Alicesoft work, but they don’t offer anything fun or interesting beyond a few catchphrases and the occasional moe. The story is borderline nonexistent; most of the story is told through the 10+ minute opening cutscene, and after that, it’s just pure character interaction after a long, drawn-out strategy RPG.

I guess by mentioning that this is an SRPG, I’ll probably be asked this question…

How does it play?

Well, if you like really boring and plodding gameplay that feels incredibly drawn-out and requires the bare minimum strategy to beat, you might love this.

Despite all my issues, I’m glad this retained the Alicesoft charm that I’ve grown to love over the past few years…

This feels like a means for Aliceosft to make a very gameplay-oriented visual novel hybrid, and it fails miserably due to how boring the combat is. The animations are cool for the first 5 minutes, but after the honeymoon period, I’m just begging for battles to end. I also really dislike the system put in place where it forces the player to replay levels in order to get certain CGs, encouraging multiple playthroughs. By that point, I just listened to whatever music was available to me at that time (probably something on Spotify) and just kept going and going to fully complete the work. I rarely do that, even for some of the most annoying grinding sessions found within the JRPG genre.

I know Alicesoft is capable of far more than what they showcased here; I don’t doubt this is probably their lowest point in terms of creativity. I also do appreciate the attempt to make the work disconnected from the Rance storylines, but not at the cost of making the game extremely boring. With better pacing between the battles and the story, I could easily see this being something really fun. Sadly, it doesn’t reach any of the highs of their previous works and lacks any ambition to make me look the other way for some of its more egregious faults. The true ending might be one of the worst things I’ve ever seen in an Alicesoft work; this is the stuff they usually satirize, and instead of being played for laughs, it’s mostly played straight.

It is easily the worst Alicesoft title I have ever played. Hopefully, they continue to impress me with future releases that I play, and this is a one-time thing.

The artwork is easily the highest point of this work.

Overall Grade: F –

What I enjoyed most about this work: The artwork is fantastic when it’s actually showcased. Some amusing comedy occasionally, though I’d say it borders more on charming than it is funny. With that being said, there’s something really distinct about playing and Alicesoft work, and despite all of the faults contained in this work, it still feels like one (albeit with a weird tone). The lack of strong conflicts kind of makes this feel like a moege, which is an interesting tone for a company that mostly makes sex-heavy visual novels.

22) A Kiss For The Petals – My Dear Prince (A Kiss For The Petals 2)

This was undeniably a small improvement over its predecessor. This entry sported stronger writing than the first one, and I found the relationship between both girls slightly more believable and authentic. The conversations felt slightly less stilted, and I liked that this one had more introspection going for it as well. The improvements aren’t massive, but they are definitely noticeable. One of the most interesting elements of this franchise is the small traces of worldbuilding found within it as well, such as the reoccurring setting (St. Michael’s) and the return of characters from the previous entry (Yuuna). It really makes me feel that this franchise is showcasing more potential than the average yuri visual novel when it comes to future entries. Though at the same time, I don’t feel it’s quite there yet, despite some good improvements across the board.

I would say the lack of a strong conflict does hold this one back since it still feels very childish when compared to even the most skeletal of romance stories. The comedy is slightly better than the previous entry, though I feel it gets undercut by some of the most vanilla dialogue imaginable. The writing is really what holds this back from being something decent, since it’s very basic and lacking in any human emotion. I feel like I’m just reading a compilation of cute scenes with little rhyme or reason behind them. In general, despite the improvements, I feel there’s definitely still a lack of connective tissue, making me want to come back to this franchise frequently. I do appreciate that the work was less trashy than the original, but it also can feel like an even bigger slog due to lacking as much entertainment value when compared. The emphasis on character development will hopefully remain more of a staple with this series since I do feel that the material here is just begging for a more competent writer. since it really can’t be elevated too much with their capabilities (from what I have seen up to this point).

Yuri visual novels being the most wholesome works imaginable only to transition into some of the dirtiest shit I’ve ever seen.

Overall Grade: F+

What I enjoyed most about this work: It’s pretty much an improvement on all fronts from the original work, though they’re not very massive leaps, more like baby steps. The stronger emphasis on worldbuilding does showcase a lot of potential for future entries that I hope will be explored. I really like some of the more introspective moments found within this entry specifically, though they weren’t very frequent. The series does have charm; it’s just that too much reliance on the same thing makes it feel too safe and repetitive. The short length makes this relatively easy to read.

21) Ace Attorney Investigations: Miles Edgeworth

Ace Attorney: Investigations prioritizes cohesiveness when compared to previous entries in this franchise. Because of this, I find the game to be one of the best in terms of its actual structure. No case in this game feels wasted; all of them build off each other, and in a way, the writers accomplished what they set out to do. However, there is one minor issue…

The game is really fucking boring!

This is what cripples what should be one of the best efforts from this series. Because despite the consistent quality, none of the cases stand out at all, and even when they do, it just feels like it’s treading water as opposed to leaving any impact on the reader. Relative to most entries in the series, Investigations lacks a certain level of personal stakes that elevated prior entries from decent to legendary. The work is very complacent with being mediocre, and it really shows with how boring the majority of the cases actually are. Despite the game being boring, I do think it laid a very strong foundation for a future entry with the new characters that were introduced. And although the gameplay isn’t perfect, it does feel different in a good way when compared to the mainline series. There are good aspects to this game; I just feel like they were trying to play it safe since they weren’t quite sure what they wanted this franchise to be. Because despite the focused nature of its narrative, it does feel like it was kind of slapped together with the only goal being to create a good foundation for another entry.

And in that regard, Ace Attorney Investigations succeeds.

In terms of case quality, the only standout was case 4, which is actually utilized very effectively in its sequel. It also felt like the only case where it didn’t drag at all and had an enjoyable conflict with some nice fanservice for longtime fans of the series. Case 5 has a very similar issue to Rise from the Ashes (Ace Attorney 1) except it doesn’t reach any highs at all and feels even more redundant. The rest of the cases are just very average, without anything too memorable occurring in them. One of the most admirable aspects of this game, however, is the fact that the character interactions are quite good amongst the main cast. Lang’s little screentime is very enjoyable, and I can say the same for Kay. Gumshoe and Edgeworth are also an extremely entertaining pair that helps elevate some of the weaker writing in this game. I just wish the story was better written and had more of an interest to hook the reader since the characters are fine; they’re just not given enough time to breathe in this new environment. It’s a decent debut in a vacuum, but decent isn’t good enough when your series has had works as good as Ace Attorney 3.

Edgeworth believes in us short kings!

Overall Grade: D-

What I enjoyed most about this work: The story was cohesive, and no case felt like it didn’t matter, which is a rarity for this series. The character interactions among the main cast are mostly enjoyable. The game set a strong foundation for its sequel with some of the plot elements and structural changes to the typical Ace Attorney formula. It never really dips into “bad territory,” besides maybe case 5. The fanservice elements of this game are genuinely fun and don’t feel overindulgent, which they easily could have been.

20) Sengoku Rance ~Three for the Slash! Thrust! Burn!~

This is a cute fandisc that expands upon Kanami and Suzume’s characters without feeling too consequential to the overall lore of the Rance series. To be honest, this work didn’t have much comedy outside the occasional slapstick, which probably hurt my overall impressions of it since it makes the game more boring than it should be (it’s literally only an hour). I do appreciate the game in concept, trying to make a game around such a cute little adventure, though it didn’t feel very fleshed out and borderline gimmicky. By definition, this is as standard as they come when it comes to spin-off entries in the Rance franchise. It doesn’t really overstay its welcome, but it also doesn’t feel necessary to actually enjoy the rest of the franchise.

Because of this, I find the game pointless.

This game doesn’t really have a reason to exist other than to provide cute artwork of the three heroines explored in this work. And it really isn’t too entertaining either due to its short runtime, crippling the potential it has to showcase some of the strong comedy the series is known for. I genuinely feel that this game could have been more enjoyable if it had less gameplay and just provided more detail to the adventure aspect explored within it, since it just felt like a way to increase the overall playtime as opposed to being an integral part of its identity. But then again, it probably would have made the game 30 minutes, and we really can’t have that when they want to give their fans something a little longer. I don’t really feel offended by playing this game, but I also don’t feel it adds anything to the overall Rance experience.

Only play this if you’re a hardcore Sengoku Rance fan.

I might have sucked at the “gameplay” portion too, which likely played a role in my lack of enjoyment…

Overall Grade: D-

What I enjoyed most about this work: It’s commendable that Alicesoft tries to provide as much content to their fans as they do, since it really shows how much they value them. I like the charm of this one, and the adventure is cute; it just lacks in terms of actual substance behind what’s going on. The chibi artwork is very pretty, and I like seeing this artist’s rendition of the heroines from Sengoku Rance. The slapstick is very amusing at points, but it’s mostly just crippled due to its short runtime. It doesn’t overstay its welcome; it’s quite short and would take less than an hour to complete if you’re good at the “gameplay” section.

19) Hoshi Ori Birthday Spectacular Extravaganza: Rikka Edition

They really fucked me over here, huh? Marika-bros, it’s over…

Jokes aside, this game is 10 minutes long. I only read it after a friend reminded me to do so, and I almost feel like I’m cheating by counting it on this list. At the same time, I didn’t particularly dislike what I read from this. It’s cute to have a birthday fandisc for one of the cutest and most memorable heroines within Hoshi Ori. And this really doesn’t do anything wrong either, though at the same time I just think it’s extremely lazy. They really couldn’t bother with giving me a new CG for the second-best girl?

What’s even the point of this? I could literally use a sprite editor and slap on a “Happy Birthday, Rika” and call it a day with the same result.

This is where the issue lies; this side story doesn’t really need to exist. It’s extremely lazy and feels like it was completed within 5 minutes. They really skimped out here on the production value, and that’s what I find to be the biggest hurdle when it comes to enjoying this. It’s just a 10-minute birthday sequence that will exit the recesses of my mind immediately upon completion. It’s a cute concept, but it really does nothing for me.

It didn’t even have voice acting; what’s wrong with them? Why even make this a game at all?

Anyway, this sets out to do what it does, and it’s competent. It’s a nice, feel-good birthday celebration for one of the most beloved heroines of the original game. I’m not really hating on them for doing this as much as I’m hating them for doing this without much effort put into it.

I would only recommend this if you’re the biggest Rikka fan imaginable, and there’s no shame in that since I read it as well 🙂

I have crippling depression…

Overall Grade: D-

What I enjoyed most about this work: It’s inoffensive and doesn’t really feel like it does anything particularly wrong outside of the weak production value. Rikka is a very likable heroine still, though I wish they gave this treatment to the other heroines as well since this was probably made in 3 minutes or less. I still find the writing of the original Hoshi Ori very charming.

18) 9-nine: New Episode

So, in a lot of ways, I feel 9-nine aged very poorly for me…

That’s not to say I dislike the series; I just don’t feel like I enjoy the works nearly as much as I did when I originally played them. I’m not really trying to state that the series lacks in quality, more so that I feel the game had very little staying power with me. I don’t really feel the need to revisit it, and I do think the series as a whole definitely felt like it couldn’t quite strike a strong balance between its chuunige and moege elements, and because of that, I rarely think about the series in a very positive light. I do think there’s praise to be had for simply fusing these elements in such an interesting way, but I also don’t really care for the writing and even less about the characters outside of Takamine and Sora. I guess Haruka is also really cool too, since she is probably the hottest woman to have ever lived, but even then I’m not too crazy about all these characters…

What I’m trying to say primarily is that this fandisc had an uphill battle with me due to my re-evaluation of the series as a whole since completion.

This isn’t really a complete fault of the game, but I do think it was necessary for me to give background to my thoughts on the series as a whole prior to talking about it. Because in order to understand why someone dislikes something, they need to talk about the context behind it. The main issue this fandisc runs into is that it doesn’t really feel like a satisfactory conclusion to the heroines or characters explored in the original series. It really feels like it does nothing that makes me like the original work even more than I did prior. When it comes to supplementary material, this is as pedestrian and standard as it gets, mostly flavor text that seeks to prove nothing and maintain only the interests of the most diehard of fans. In that way, it kind of succeeds, but it really doesn’t feel like something I really wanted to see with this franchise. especially when many characters felt like they lacked in the original due to their limited screentime. I would have loved to see more of Yoichi, Satsuki, and Rena.

Takamine deserves so much better than 9-nine…

It might sound like I’m criticizing the game for what it isn’t, and I do agree that my issues largely lie with the original series, but I really didn’t have much fun with this. Most of the after-stories were extremely short and didn’t really explore the relationship in any meaningful way; they just felt like leftover scenes from the original visual novel. The “relevant” side story content is as boring as the title heroine that it involves, barely doing anything to make me enjoy her character or the original story itself. They did put in the effort in terms of production, but that’s to be expected from a series as popular as this one; it’s not really impressive to me.

I’m not going to praise someone for coming to work and doing the bare minimum when I’ve seen what they’re capable of on other days.

Is this the worst thing I’ve ever read? Far from it; it’s just disappointing that my last exposure to this franchise was pure disinterest in its future. Hopefully, they try something new with this series if they do continue it, since I feel this was completely unnecessary. Because outside of the gimmick it has of being such a unique mixture of genres, it really leaves a lot to be desired in the writing department. It also lacks a large amount of originality, further compounding these issues. There’s definitely potential here (episodes 3 and 4 showcase this), but at this point, I’d rather the author cut their losses and try something completely different in the future.

Also, there’s a complete lack of H-scenes, which were some of the most entertaining bits of the series. They literally removed one of the most amusing aspects of the original works in a fandisc, a predominantly horny subgenre of visual novels.

Hey, at least the whole gang is here…

Overall Grade: D

What I enjoyed most about this work: There is some good comedy occasionally, even though the stories feel really short. I think the production value is extremely high, especially for something they seemingly just slapped together. The character interactions are still really cute and make me feel fuzzy inside, but my disappointment is in wanting a better balance of schmaltz and plot. Sora and Takamine still exist; their existence makes me happy inside.

17) Dra†Koi

Is this the visual novel equivalent of a shitpost?

Dra†Koi might be one of the weirdest things I’ve ever read in this medium. I definitely think it’s on some post-ironic metafictional bullshit, but despite its uniqueness, I don’t really see myself coming back to it months after finishing it. The work as a whole feels very rough around the edges, and I imagine that’s part of the appeal since it makes some of the dialogue hit even harder during the attempts at comedy. But a lot of the time I feel the game doesn’t make a good distinction between the comedy and serious bits, which in turn makes it feel really uneven tonally. The game lacks a cohesive vision, and because of this, I don’t really see the story amounting to much, despite the work’s best efforts to increase its ambition as the story goes along. 

The parody elements are unquestionably interesting, I really like how it takes a piss on common romance/chuunige tropes such as the absurd side characters (the mom is a huge highlight of this game) and the escalation of its romance. But I also don’t really care for the jokes it’s trying to land when they don’t feel like they have much substance to them. I think they’re amusing, but I also don’t feel a strong connection or point in taking the work seriously when it puts together these elements so haphazardly. What I see with this game is a really good draft for a parody visual novel that should likely be double the length of what we actually got. The story just lacks so much polish despite some of the ambition it showcases throughout its runtime (the ending is especially a really cool concept). This is a case of writing a story just for the sake of it. Things happen, and you have cool ideas, but they just don’t amount to anything interesting.

There’s not really much to say with this one besides that Dra†Koi is a fun way to spend your afternoon if you’re really starving for some absurdist comedy. But despite me saying this, I’d argue you can do better with the amount of strongly crafted parody works throughout the medium. 

They really should have just made the story about the main character’s mom…

Overall Grade: D

What I enjoyed most about this work: It’s a visual novel that feels targeted towards zoomers, which definitely makes for a different experience when compared to the usual slow pacing of visual novels. The work is trashy and basks in its own filth, which leads to some hilarious comedy throughout (the mom). The concept of the ending is really cool; it just needs more time in the oven. The soundtrack is genuinely very good, and I do respect the ambition for such a short project that didn’t seem like it had much thought put into it beyond the general ideas.

16) A Kiss For The Petals – Joined In Love With You (A Kiss For The Petals 3)

A far stronger entry than I could have ever anticipated for this series, considering that it felt like it was lacking in any potential with the previous two entries outside of the worldbuilding. The biggest improvement with this game is the chemistry and romance between the main two. They genuinely have good banter with each other, and I really felt invested in their relationship despite the brief runtime of this work. It’s certainly not winning any awards for originality, but I do think that the competency of its writing made for a very enjoyable moege. You unquestionably will get sloppy writing and trashiness occasionally, but considering the fact that this story was purely going for a cute yuri romance, it definitely succeeded in providing exactly that.

I wish the conflicts felt less similar to previous entries, but I think this one felt the most engaging because of the great chemistry between the two leads. It doesn’t really feel like a bore, which makes it more of a shame that its short length limits the potential of this one. I don’t feel completely invested in the main two, despite them making the most of their screen time, since the story ends as quickly as it begins. I also wish the production value of these works increased in noticeable ways, but as it is now, it just feels like the same game with a different skin visually. The game’s lack of originality and production hold it back the most, since it makes it hard for me to justify anything higher than slightly above average. It’s far from a bad visual novel, but I definitely don’t feel it goes beyond “better than expected” for a series that felt like it needed a much bigger leap in quality to create something that I can confidently call good.

Tsundere’s might not be so bad after all…

Overall Grade: D+

What I enjoyed most about this work: It’s a well-constructed yuri romance considering that it’s about the length of a Lord of the Rings film. I really like the chemistry between the two leads, it’s extremely cute and enjoyable to see them interact with each other. The worldbuilding elements are still present and I do like the attempt to connect the romances all within the same school. It’s no longer extremely trashy, I genuinely feel invested in these two characters despite the short length working against it.

15) Nagomibako Innocent Grey Fandisc

This is the first fandisc that I have ever read where I actually prefer it over the original work.

Cartagra was a work that I didn’t really enjoy beyond its fairly interesting premise and deviations from the typical visual novel formula. Besides these two elements, I found the game extremely weak as a body of work, especially when it came to its writing. With some of its horrendous H-scene placement, I frequently felt the game succumbed to the worst stereotypes of the erotica genre. So to say I was a fan would be an overstatement, I just merely found the work fairly interesting as a whole.

Nothing more, nothing less…

I decided to give the fandisc a try out of pure curiosity, not expecting too much considering how little attachment I ended up having to the original work. And to my surprise, it’s fairly decent.

Is it a masterpiece?

No, not really.

Is it fairly good?

For the most part, it actually is.

The takoyaki salesman getting his own mini-game was not something I would have expected at all coming out of Cartagra…

The game is mostly side stories that don’t have a strong bearing on the original game but contain interesting bits that flesh out weaker elements. One side story I was a massive fan of was the Rin storyline, which gave a stronger sense of resolve for why she worked in the brothel. It was essentially an h-scene compilation, but I did like the small underlying sadness to her sense of duty and desire for a life outside of the one she has created. It was a really sweet story. I also really enjoyed the made-up scenario where they have a lot of the characters in a raunchy high school comedy environment. The jokes did get repetitive, but I do find the inherent premise of them very amusing, and it didn’t feel like it overstayed its welcome either. The other “side” stories to this weren’t nearly as interesting or notable at all, but they were still neat additions to have.

The centerpiece of this fandisc is the epilogue that takes place after the original ending of Cartagra. It’s fine; I do feel it does a lot to flesh out a certain character, but it also retains a lot of the weaker elements of the original story’s writing, such as attempts to be extremely thematic while also “jumping the shark” to do so, which makes this story hard to take seriously at points. Basically, the emotional moments feel really heavy-handed, despite some of the intricate and subtle writing in certain sections of the game. I think the epilogue provided a much more satisfying conclusion to the original and functions similarly to a tragedy, so with that viewpoint in mind, I enjoyed it. But if you’re asking me to care a lot about a character I mostly heard about and only saw glimpses of who they truly were for maybe the last hour of the original work, you have another thing coming. 

Again, this doesn’t suck. It’s mostly being held back by my lack of enjoyment of the original work.

If you’re a fan of the original, please play this.

Rin is the best girl.

Overall Grade: D+

What I enjoyed most about this work: It’s a fun fandisc that has a lot of variety in the scenarios provided. The Rin storyline is a good example of how to utilize h-scenes in an effective manner to illustrate character motivation. The comedy scenarios are really funny in contrast to the dead serious moments of Cartagra. I like that the developers and writer seem self-aware. The production value is fairly high for a fandisc. The epilogue is a more satisfying conclusion to the original story than the original ending.

14) Mamatoto ~a record of war~

This is an Alicesoft entry that I’d love to see them revisit down the line since the structure of this work is very interesting. It’s basically a story that is divided into two halves, one that explores heroes while the other one explores villains. I really like the perspective shifts in the concept, even if the story itself can’t really support the complexity of its own premise. I think the biggest issue with this story is that the character writing is extremely underdeveloped due to the emphasis being put on the gameplay as opposed to the story. Most of the time, you’re playing the actual game, which is a fairly competent but also incredibly uninspired SRPG. Alicesoft was definitely onto something with this; I really wish they explored this premise more because the contrast in morality makes for a really interesting dynamic between the protagonist and his father. I really like how the villain of this game is closely associated with the main character, and it makes for a really entertaining read to see how these diverging mindsets interact with each other. Especially the villain, who is very conniving, manipulative, and generally a massive degenerate in contrast to the pure kindness of the main character.

Something that really sucked about this game was how much it emphasized the heroines. After you beat a section, you get a moment to bond with a heroine of your choosing, which is cool in concept, but I don’t find any of them that likable or interesting. Something I really dislike is that they make the male characters so interesting when you recruit them, only for their development to be completely halted once you finish getting them. The game rarely utilizes them beyond the recruitment phase, which really stinks since they’re far more entertaining and dynamic when compared to the heroines. This is a very ambitious and cutting-edge entry for Alicesoft, but I feel they missed the mark extremely hard. Since most of my praise comes from a desire for this game to be better than it actually is, everything felt incredibly underdeveloped. Ambition sadly doesn’t always equate to success, and this seems like a franchise that Alicesoft likely won’t revisit any time soon. This is a game that would heavily benefit from a remake that would hopefully double the length of its story. A little more polish, and you have something really special here.

Also, the ending kinda sucked, please fix that if you remake it Alicesoft...

Overall Grade: C-

What I enjoyed most about this work: An incredible creative idea and great structure are sadly undercut by weak writing. The gameplay is more tolerable than most Alicesoft games. I really like the male characters; they’re just really underdeveloped. The perspective shifts are incredibly well done, and how you develop relationships with other characters is very clever in the context of the structure of this work. The level of ambition this game has is extremely high, even if I find it to constantly miss the mark on its potential.

13) Milk inside a bag of milk inside a bag of milk

A mentally ill person buys milk for their mother, hijinks ensue.

On paper, this visual novel isn’t really anything too special, but the quality of its story relies heavily on the execution. The story feels unnerving, optimistic, and surrealist all at the same time. This work has a strong atmosphere; I’m constantly confused about what’s a delusion and what’s real. The main character does a great job of feeling very human, but at the same time, this humanity almost feels like an imitation of what they consider to be normal. There’s a certain level of sadness with every word that comes out of the main character’s mouth—small undertones of abuse, sadness, and self-hatred. I really love this approach because it makes me consider that their mental state is due to their environment, and these small pieces of backstory that we do get paint a vivid picture of who they are. In a way, this is as character-driven as a story can be. Even if we don’t quite see or experience reality in the same way as our hero, we can still see that they accumulated mental damage over the course of a lifetime. And in many ways, I can empathize immensely with who they are, even if we aren’t quite the same in our worldview. 

This is the power of milk inside a bag of milk.

So I’ve praised the crap out of this, yet it doesn’t rank quite high on my end-of-year list. Why is that?

Well, for one, it’s a very short story. There are a lot of great ideas in this story, yet it doesn’t leave the strongest impact due to its length, which puts a halt to the potential impact of its narrative. This is an example of a story that showcases a strong foundation for a great work but doesn’t quite reach that level due to not showing its strongest features quite yet. The author is very talented, and I hope to see them fulfill their potential with the future works they create. In terms of presentation, this is cheap, but at the same time, it doesn’t feel like it needed more than what was provided. They essentially created a strong draft for a story, and I do believe that they gave just enough for me to be impressed without making me blow my load. I really recommend reading this if you want a surrealist take on the unreliable narrator trope, because this is something really special.

Finally, a visual novel with choices!

Overall Grade: C

What I enjoyed most about this work: A very strong main character with a very interesting thought process that’s easy to empathize with. The construction of the narrative is very unique, and I especially like how this story utilizes the unreliable narrator trope. The presentation is very unnerving while also feeling familiar; it does a great job of masking its low budget with a great presentation. I love how little information the story actually conveys and how it’s made to be discussed rather than fully accumulated in one playthrough; it makes the game feel denser than it actually is.

12) Phoenix Wright: Ace Attorney – Spirit of Justice

This is a very Apollo-centric game when compared to previous Ace Attorney entries. In a way, this game ended up becoming the work that the original Apollo Justice game should have been. This focuses far more on the title character while also shaking up the formula in a meaningful way. The new characters aren’t the most developed; I would say the prosecutor that this game has is easily the worst in the entire franchise. I’m also not a big fan of the Phoenix-centric cases, which rely too heavily on fanservice rather than providing a compelling mystery on their own. But what this game does right far outweighs the problems I have with it.

I really like how much effort this game puts into developing characters from previous games outside of the trilogy. I also really love what they did with the cases, with most playing a role in the overall narrative (minus the clown one, which was still extremely entertaining). The mysteries themselves range in quality, but I really love The Magical Turnabout and Turnabout Revolution. The Magical Turnabout feels like redemption for some of the more boring cases in the original Apollo Justice, borrowing a lot of elements from Turnabout Serenade and Turnabout Corner. The plot elements of those games feel right at home here, and I really like how this case never overstayed its welcome, constantly escalating the insanity while retaining a very cohesive structure. Turnabout Revolution, in my opinion, is the best case in the game, but I also feel that it suffered from pacing issues due to being two cases made into one. Because of this, it feels way too long, but at the same time, I really like the ambition showcased here. This is the passing of the torch for Apollo, something that the previous entries refused to fully commit to. I love how they handle his character arc, and I hope to see future entries in this series focus more on him as opposed to Phoenix. Even if the ending does offer questions as to what direction the series will take afterward, I was very satisfied with the conclusion.

This is far more than I can say for the previous two entries, which seemed to never commit to what type of story they were trying to tell with Apollo…

I really wish she was developed more. I love characters that exist to get owned…

Overall Grade: C+

What I enjoyed most about this work: It feels like it commits to making Apollo the center of attention, something that previous entries failed to do. The conclusion of this work is the most satisfying one in the mainline series besides the third game. I really love how it handles the characters from previous Ace Attorney games, they feel like they’re at their best here. The Magical Turnabout and Turnabout Revolution are some of the best cases in the entire series, and for completely different reasons. The new gameplay mechanic is really interesting, and I hope it will be revisited in future entries with more refinements.

11) ISLAND

This is a game with the highest potential of any entry on this entire list, and for the most part, it actually succeeded in fulfilling it, despite my apprehensions about calling it a great visual novel. In many ways, the completion of this work left me with a similar feeling as Rewrite. I know this game is really amazing in many ways, and I might actually love it, but it leaves me with so many mixed feelings when I think about it as a whole, to the point where I question whether or not I actually enjoy it at all. This sounds like a contradiction, but I don’t feel like I enjoy the product as a cohesive whole and only pick and choose moments I love.

This is a game riddled with many inconsistencies and flaws. First off, the story is very convoluted to a nauseating degree due to its excessive amount of red herrings to push the reader off its own twists (which didn’t even work on me like 70% of the time, I actually had a lot of this work figured out prior to even finishing Karen due to its strong foreshadowing). I think the convolution, in general, is a double-edged sword because it allows for a lot of interpretations when it comes to the main storyline, but at the same time hurts the overall experience in a way that makes it feel almost like a happy accident whenever the work does reach a conceptual high. I mean to say that ISLAND harms itself by introducing so many volatile plot elements to its own storyline. This has gotten to the point where I’m not sure the subversion attempt is worthwhile. Another major issue is that the character writing lacks oomph; too often, the reader is told what a character feels or what happens to them rather than seeing it in action, which prevents the work from reaching the potential highs of its emotional premise. Many characters end up becoming plot devices rather than living human beings; this does not count the main heroine, but I also think it’s a shame many of the characters don’t stand on their own when you disconnect them from the conflict of the story.

I really dislike that this game isn’t my favorite visual novel of all time, because it has all the tools in the world to be a legendary work in the medium…

So I spent a lot of time criticizing Island, what does it do right?

It’s conceptually amazing; the actual premise of ISLAND is fantastic, and everything that takes place in the last third of this story is amazing. This story takes a lot of notes from works like Ever17 and YU-NO. I even see some Key influences, but despite that, it manages to feel completely unique in how it structures its mystery and human emotions. The main leads are fantastic characters, and the whole story around them is beautiful. The theme of self-love and self-sacrifice is an inherently human premise, and it’s thoroughly explored in every route within this game. Although I found the first 2/3rds of this game a drag due to its exposition dumps and weak character writing, everything this game does in the last 3rd is commendable and shows the power of what a visual novel can do that other mediums simply can’t. Tell an interesting story, utilizing route structure and heroines to create a strong emotional climax. The level of respect I have for how the story actually ends speaks volumes about how much I respect ISLAND, despite how messy it feels throughout. ISLAND is a labor of love from an author who wants to tell an ambitious story despite his writing abilities not being quite at the level required. There’s a lot to criticize, but I also feel that the genuineness that ISLAND possesses throughout its runtime more than justifies a lot of its flaws.

Like Rewrite, I believe this story will age well with me over the course of my life. And I will find myself coming back to it more than I’d like to admit in spite of all the issues I have with it. I think there’s a certain beauty to that, a beauty that not even the best of constructed narratives can quite reach. ISLAND has this beauty.

I hate ISLAND. It’s awesome.

Overall Grade: B-

What I enjoyed most about this work: One of the most unique premises that I have ever seen for a visual novel. The actual character writing of the main two is amazing despite lacking the next-level writing needed to elevate them beyond the enjoyment of their conflict. The production value of this work is top-notch, and I really like the atmosphere of this story. The ambition this work has makes me ignore a lot of the issues it has, though I can see them being dealbreakers for more seasoned readers. The ending is one of the most beautiful things I’ve seen this year; it’s true artistry of the highest caliber.

10) Sengoku Rance

This is the funniest Rance game. Don’t @ me.

Sengoku Rance is a gateway visual novel for a lot of people that want to get into the Rance series. And for good reason: this is one of the least consequential entries in the series in regard to plot. Despite this, I really enjoy it, but the number of elements in this story that address plot points from previous Rance games is minimal at best. This Rance entry is carried by its entertainment value and infinite replayability. Unlike the majority of the Rance games, this game has very enjoyable gameplay. It has a learning curve, to be sure, but it’s incredibly rewarding. It’s basically a more refined version of Kichikuou Rance when it comes to gameplay. The story of this game is also essentially the Kichikuou Japan storyline, except it’s actually fully fleshed out. In general, the storyline is formulaic and pretty much what one would expect from Tori. By this time, their writing ability is still at a high level but has also become quite stale due to the repetitive plot elements and structure of their stories. Sengoku Rance doesn’t really change the formula, and because of this, it suffers when compared to works like Rance VI and Toushin Toshi 2. Especially since the story structure of these felt far fresher by that point, I think Sengoku juggles too many characters, and because of this, most of them don’t get meaningful development or conclusions to their arcs.

The game offers a lot of different ways to play, rewarding both aggressive and defensive play styles. I really like the ending system as well, even if I do feel most of the routes don’t go far enough for me to care too much about them. This is most notable with Ran, whose storyline feels completely rushed and without many meaningful moments. I do like the true ending, even if it does feel like it takes a little too much from Kichikuou Rance. The best quality Sengoku Rance has going for it is the humor and character interactions; this is easily the funniest game in the franchise up to this point. I love how strong the character gags are (especially Shibata’s), and the general writing of Rance, despite being even stupider than previous entries, works to get the most out of every character. When I criticize the character writing of Sengoku Rance, I mostly mean that it’s very surface-level when compared to entries like Rance VI; they’re still extremely entertaining, but I feel this game is mostly missing a big arc that elevates the cast beyond entertaining. At the end of the day, I’m still happy with what I got. I really enjoy this game, and I do think it’s overall a fantastic entry (one of the best, in fact); I just wish it did more with the worldbuilding and experimented more with the structure of its story. Since I think it would easily be the best entry up to this point if the storyline was more engaging, it doesn’t help that the Kichikuou Rance style of gameplay doesn’t allow for the strongest character development (most character development being segmented as opposed to within the storyline).

One of the games of all time!!!!

Overall Grade: B

What I enjoyed most about this work: The gameplay is easily the most enjoyable of any Rance game up to this point, it doesn’t feel like a chore and is infinitely replayable. The character writing is the funniest of any entry so far. The storyline is very good in the first half, though I find the storyline in the second half too formulaic, it’s still very enjoyable. I really like the idea of the route system, it utilizes the gameplay of Sengoku Rance in a very creative way. When compared to Zeth, they did an amazing job fleshing out the original Japan storyline of Kichikuou Rance (it had a lot less to work with).

9) Fate/Hollow Ataraxia

This is the ultimate spiritual successor to Heaven’s Feel. I love the main storyline of Fate/Hollow Ataraxia; it does a great job of providing the same themes as the original work while reinventing its structure, which, in turn, makes for a wholly unique experience. The theme of how one’s happiness can become stagnant when one doesn’t allow themselves to grow as an individual due to fear of the unknown aligns well with the original Fate/Stay Night story. It’s amazing that Nasu managed to make something as esoteric as Kagetsu Tohya very cohesive through Fate/Hollow Ataraxia. This feels fully realized in spite of how disjointed the structure of its story actually is. This game manages to feel very complete, which is something I would have never expected from a fandisc of the original Fate/Stay Night. I like how this game spends so much time fleshing out the side characters rather than the main cast. which allows me to see characters like Caster and Rider in completely new lights. I really enjoy how this game rewards people who loved the original story in a way that celebrates the original while also doing its own little thing. That’s extremely commendable, and if I were to praise anything about Fate/Hollow Ataraxia, it would be that it manages to do the impossible:

It creates a fandisc that stands on its own.

The issues with Fate/Hollow Ataraxia mostly come from its length. I think the game spends too much time on jokes that don’t quite land as hard as others. I’m not a fan of how a lot of jokes don’t build off each other, and the segmented nature of the story makes it feel like there’s a lot of filler amongst the best parts. The segments, in my opinion, are at their best when they emphasize Shirou’s happiness at a particular point and how that happiness will be erased when he returns the next day. In many ways, the game feels heavily influenced by works like Majora’s Mask. I would say the scenes that best embody the best slice of life that this game has to offer are the Sakura Mansion scene and sleeping with Illya, both truly beautiful scenes that convey the best and worst aspects of having another chance. I feel that if you cut the game by at least 1/3rd, you would get something that rivals the original Fate/Stay Night, but as it is, it’s still a very enjoyable experience. The serious moments of this work are also amazing; Caster’s backstory made her one of my favorite characters in the entire franchise. So this game still manages to reach the same highs as the original; it’s just more muddled due to the weird structure it has. If you loved the original Fate/Stay Night, I think you’ll find this extremely enjoyable. But this does very little to elevate it beyond the Heaven’s Feel route and the side characters.

In my opinion, if you dislike Fate/Stay Night, this will do very little to sway your mind unless you love the comedy, which itself is styled after Tiger’s dojo…

Overall Grade: B+

What I enjoyed most about this work: The story manages to make the Kagetsu Tohya formula work in a very thematically cohesive way (even if the storylines can be messy). I love the thematic connections to Heaven’s Feel; this is genuinely some of the strongest writing Nasu has ever done. The side characters are extremely enjoyable; I especially love Caster, one of the best characters Nasu has ever written. The “slice of life” segments that emphasize the value of small moments and the sadness of these moments being taken away are masterful. The production value is amazing for a fandisc; it feels as well made as the original Fate/Stay Night in that regard.

8) 428: Shibuya Scramble

One of the most uniquely presented visual novels on this list, having more in common with a television show than an anime series I really like how much of 428 feels completely different from the typical visual novel simply because of its presentation style. It makes the game feel more like an experience than an actual story, which in turn provided me with a level of immersion that I just didn’t get from most major releases I’ve played this year. I like how this story uses multiple perspectives to flesh out its story, and it doesn’t have the usual issues I have with these stories where certain characters feel lacking due to their need to flesh out a piece of a story. Most characters felt like they fulfilled their potential, and I really enjoyed how likable the entire storyline and cast actually are, having a strong earnestness to their storytelling that I haven’t felt from a work since maybe Kira Kira. This genuinely feels like a passion project in the purest sense of the word. An interesting element of this story is how realistic the setting is and how it manages to make this very serious storyline feel borderline surreal through its humor. It makes for a very unique tone that gives the story some edge when compared to more “mature” visual novels. Another thing that really caught me off guard is how meticulous the worldbuilding is. Shibuya feels like a living, breathing world, and that’s probably because it is, but at the same time, the game puts in a lot of effort to make sure the audience knows how vibrant and beautiful the city truly is beyond just the real-life explanations. 

I really don’t have much issue with this work; even the side story content is amazing.

So why doesn’t it rank highly on this list?

Mostly because, near the end, the storytelling falls into very cliched tropes. It’s satisfying enough, sure, but I don’t really feel a strong emotional connection to everything, despite how strong it was prior. I definitely feel this game suffers the most towards the end of its story, which kinda feels like it just ends in a way that doesn’t leave me completely satisfied. This story comes off as the type where I care far more about the journey towards its ending as opposed to the actual conclusion, which isn’t inherently a bad thing, but it also left me disappointed that it took very safe routes with the conclusion of its character arcs. This isn’t really a case of bad writing as much as it is me just wanting to feel more for what should be some pretty well-constructed scenes. That’s not to say the ending is bad; I really like many of the scenes in the last third, especially anything involving Kenji, who to me felt like the most human character in this game along with Kano. Where this game most succeeds is when it’s being funny, and for the most part, it lands all of its jokes. This is the funniest game I have read since Majikoi, and I genuinely mean that. The bad endings are some of the best I’ve seen in the medium since Fate/Stay Night as well, with some being good enough to be their own premise if given to the right hands.

There’s really no reason not to give 428: Shibuya Scramble a try; it’s a work of art that shows the medium still has many ways to innovate while retaining a lot of what makes it special.

Please play this, it’s an amazing visual novel.

This game’s presentation is among the best in the medium. P.S., please include a faster text speed option and voice acting in future releases…

Overall Grade: A-

What I enjoyed most about this work: The presentation of the work is amazing; all details within this story are accompanied by CG. I love the earnest storytelling and character writing; it makes for a very enjoyable experience. I really like the cast in general; many don’t fall into becoming plot devices, and even when they do, they’re still very amusing (Kenji and Minoru are some of my favorite main characters of the year). The pacing of this story is perfect; I never feel bored reading it, and I really enjoy how the story progressed for the most part, even if it falls into more generic territory towards the end. The structure of this work is very interesting; I really like the gameplay element of segments being divided by time and how each character plays into another’s fate through their actions. I’ve seen some of the best bad endings in a long time. I really, really love the side story content, and the worldbuilding is far better than it has any right to be considering it’s based on a real-life place.

7) Summer Pockets: Reflection Blue

I’m not sure if I’m sharing an unpopular opinion here when I say that Summer Pockets is one of the best stories Key has ever produced.

Also, Reflections Blue isn’t that great of an expansion pass…

So before people get mad at my opinion here, I played this game twice, so maybe the magic of the original Summer Pockets is lost on me due to playing a 30- to 40-hour story twice in a row. But I really don’t like a lot of what Reflection Blue added; it feels like it overcomplicated the original while also not adding enough for me to feel satisfied with the new vision they created. I’m not a big fan of the new routes added, especially Shiki and Nomiki, which are too redundant for their own good thematically, especially Shiki, which feels like a boneless version of Umi’s character arc. Shizuku is one of the most unique routes Key has ever constructed, but it’s also riddled with such a small amount of development in contrast to its very poignant and beautiful themes. The ending of Shizuku is my favorite conclusion to a story arc in Summer Pockets, and it’s a shame that I know the buildup towards it was very wonky at best, especially since the character takes a complete backseat to her conflict and her co-stars. If you gave this route a few more hours and focused more on Shizuku’s relationship with other characters, I would think that Key wrote their best route since Kamome, but as it is, it’s a flawed experience that perplexes me to this day. Umi’s route is, in my opinion, the best route Reflection Blue added; it’s amazing and extremely well constructed narratively; a lot of the development missing for Hairi in the original is found here, and I really love the beauty of its story in context to the ending of the original work.

The new additions besides this aren’t very noticeable in the heroine routes (Ao in particular really could have done with a longer epilogue). The main changes to Alka are great, but I’m very mixed about what they did with Pockets, destroying the ambiguity of the original ending in favor of something more concrete and simple. I know that’s a very cynical thing for me to say, but I genuinely dislike how this story ended in contrast to the original, and this new addition really makes me feel like Key backtracks at the slightest amount of criticism (even when they’re right). Rewrite and Tomoyo After are other examples of Key “changing” their endings to cater to a wider audience, and for me, they reflect exactly what’s wrong with the medium:

A lack of risk-taking due to the fear of immediate backlash.

She really could have been the GOAT… It’s not fair bros…

In my opinion, Key should have committed to its original vision; it had no reason to change the original ending, and by doing so, it showed a lack of deviance from the status quo. I think Reflection Blue is a very good work, but it’s far from the quick fix that the original Summer Pockets needed to be a masterpiece on par with Clannad and Little Busters.

And for that reason, I will criticize it in my end-of-year rankings instead of praising it. Please play Summer Pockets. Reflection Blue is also great, and it added a lot of QOL features that I liked as well as some very interesting conceptual routes, but it also represents a lot of what I dislike about the medium, namely, a lack of pushing the medium forward.

So at the end of the day, is Reflection Blue worth reading over the original?

The argument is there. This doesn’t add enough bad things to dilute the original. Especially if they are unfamiliar with the context of the original “Pocket” ending, which is one of the most beautiful endings Key has ever created. The routes added aren’t really bad and range from decent to amazing. The main story itself is mostly unchanged, but I still like the majority of it. Even if I do feel Ao’s route focuses far too much on the worldbuilding element, which makes me dislike it more when compared to the more character-driven routes like Kamome and Tsumugi. More changes could have been made, but I don’t think they wanted to move forward with this work and instead give the fans something that would completely satisfy them. Because of this, Reflection Blue isn’t really offensively bad unless you really like specific things about the original, I just feel it makes the work feel more uneven in quality and makes the ending less impactful.

Either way, please read Summer Pockets. It’s the best Key work in a long time…

Overall Grade: A-

What I enjoyed most about this work: It’s the original Summer Pockets with added content, and it’s still really fucking good. Shizuku is a really interesting route conceptually and one of the most unique Key routes in terms of subject matter; I love it in spite of all the writing flaws it has. Umi is a fantastic route and the best addition to Reflection Blue, a genuinely amazing route to revisit in the context of Alka/Pockets. The production value is very high; they even added insert songs and new CGs for each route. Alka/Pockets (original), Umi, Kamome, Shizuku (debatable), and Tsumugi offer some of the best moments Key has ever had from a writing standpoint.

6) YU-NO – The Girl that Chants Love at the Edge of the World

So for this one, I want to talk about the influence of this work on the visual novels that I have played before and after it. Here’s a list of them:

Clannad, Little Busters, Steins; Gate, Tsukihime, Fate/Stay Night, Ace Attorney, Ever17, Muv-Luv Alternative, ISLAND, Higurashi, etc.

This is literally just off the top of my head, there are far more than this.

To say YU-NO is influential is an understatement; it’s essentially the framework of every plot-centric visual novel since its release. Any visual novel that incorporates an interactive mechanic to drive its narrative (that isn’t pure gameplay) owes its life to YU-NO. YU-NO demonstrated the potential of visual novels, and the medium is still catching up to the groundwork this work set forth. The flowchart feature in this game is nothing short of brilliant, and it’s possible that it’s the most important thing that many works took from it specifically. This mechanic demonstrates how, rather than traditional storytelling, storytelling can be done entirely through an interactive feature of the game. YU-NO showed what visual novels could be as an art form, and there’s no higher praise than I can provide it beyond that; it’s the most essential visual novel that I have ever read. All of its flaws come from its age, which many works steal from, as opposed to the actual flaws of the work itself; this was a different time, and I want people to be mindful of this when they go into it. YU-NO isn’t quite as cutting-edge as it used to be, but the ripple effects of its impact will be seen for decades to come as more and more authors incorporate these elements into their stories.

YU-NO is essentially the Citizen Kane of visual novels. This is innovation in its purest form.

This is the ideal visual novel. You may not like it, but this is what peak performance looks like.

I could praise YU-NO all day for its innovation, but how does the story hold up?

Fairly well, even if it’s quite rough around the edges.

YU-NO didn’t age the best since a lot of the sex jokes don’t quite land as hard as they did several years ago. I can understand that the humor can be juvenile, and in many ways, a lot of what makes this work special is how it manages to be so emotionally powerful in spite of all of its trashiness. I think the general storyline is still incredibly unique, and the final route of YU-NO is probably one of the most ambitious routes in the entire medium. It’s a shame the author couldn’t quite add more to it since they passed before changes could be made with the remake of this story, but as it is, it’s still an incredibly impressive route that likely influenced a certain little genre of modern anime. The character writing isn’t amazing, but I do like the conflicts of the heroines and find them to have genuine moments throughout, namely Arima and Mio, whose routes I found to be the best written. Another aspect of this story that I enjoyed was how each route contributed to a larger picture, and how this game included alternate endings after you finished. These features in general probably played a large role in how stories like Little Busters were constructed and I can’t really thank YU-NO enough for that.

The music of YU-NO is as intoxicating as it is beautiful, evoking a feeling of sentimentality with a tinge of sorrow. I really love how this game sounds, and the artwork has aged amazingly well considering that it’s nearly 30 years old. I would say YU-NO is probably the most atmospheric visual novel I’ve read since the original Kanon, evoking a feeling of pure nostalgia that I simply can’t get from newer works. This story also does a great job of keeping the reader’s interest; there were very few times I was actually bored throughout the entire runtime of this story, as each route incorporates a new mystery to latch the reader onto. And although I don’t think the conclusion is quite as satisfying as I’d want it to be, it still leaves a massive emotional scar on me to see the journey end in such a poignant way. The ending is one of my favorites conceptually, though I do think it’s a shame that the incorporation of a certain h-scene along with the anticlimactic final scene leaves me wanting more. I really think YU-NO could still be a masterpiece by today’s standards, even if the work itself isn’t quite as favorable nowadays when compared to contemporaries in the same genre.

Please read this work if you have even the slightest interest in the history of visual novels. It’s a truly groundbreaking work in every sense of the word.

This might be one of the best puns of all time!

Overall Grade: A

What I enjoyed most about this work: The storytelling is fantastic, and each route plays some role in the bigger narrative of its story. The charm of the art style and the music make for a legendary atmosphere that simply can’t be captured by the majority of works I’ve read in the medium. The innovation of the gameplay mechanics found within YU-NO represents some of the most important changes in the direction of stories within the medium. The character writing aged very well with certain routes, even if the perverted MC trope is still at maximum overdrive throughout YU-NO’s runtime. The final route is one of the most ambitious routes in the medium and is likely the inspiration for several visual novel and anime genres moving forward.

5) Ace Attorney Investigations: Miles Edgeworth: Prosecutor’s Path

The best Ace Attorney game that I have ever played.

This is simply the peak of character and case writing for the entire series; nothing in this work feels wasted at all, and the worst parts are still better than some of the best parts of the entire series. Edgeworth’s character arc is amazing in this game; each case develops him in a meaningful way, and how much he grows to love other people within his group really showcases how much emotional range the character truly has under his tough exterior. I love how this game manages to make the first case immediately interesting; it’s far better than anything in the prequel to this game, incorporating new elements of the game that immediately grab the reader’s interest, such as Logic Chess. They even manage to make the case feel more immediately consequential than a tutorial case with the scale of its storyline relating to the previous game and how they utilize the mystery here in future cases.

And you know what the craziest part is?

This is the worst case in the game.

What did he mean by this?

Ace Attorney: Investigations 2 is a labor of love; the game does about everything you can do right with the series. All the new characters feel very fleshed out, the cases all feel consequential, and it reaches some of the biggest emotional highs of the entire series. It truly is a fantastic game, far superior to anything else in the series, with the exception of The Great Ace Attorney series (which I have yet to play). I really like how this sequel sought to address every issue with the original game and build upon it to the point where I oftentimes question myself whether or not the original game had a lot more quality to it than I gave it credit for. To call this game a perfect sequel would be an understatement; it’s a complete overhaul that seeks to elevate everything while also reaching the highest level of quality possible for what can easily be considered the worst entry in the franchise. If I were to pick the best cases, it would be the entire set of cases in this game. But if you put a gun to my head, maybe cases 3 and 5, since they’re just that damn great.

The biggest limitation of this game is that it’s tied to a prequel that, frankly, isn’t very good. I was not expecting this series to have the best and worst entries between releases. The game does a lot to make the original more enjoyable in retrospect, but the time investment required makes this a hard sell for me. I think the emotional depth and character writing are far above anything in the mainline series, but I also do feel that it’s not quite as good when compared to other visual novels I like. I feel the best Ace Attorney characters are oftentimes amazing at best and not the best that the medium has to offer, mostly due to the frantic nature of its storytelling. Even so, Edgeworth is one of my top 25 male visual novel characters based solely on this game. So the game still has great character writing, and the plot itself is also very good. Case 5 is probably my favorite in the entire series, though I do think the final piece of evidence can be a bit too repetitive and simple considering how complex the mystery was prior. All in all, this is an amazing game; it’s a shame that it never got localized because it’s easily my favorite entry in the series up to this point.

The game is simply Debeste!

Overall Grade: A +

What I enjoyed most about this work: The best-constructed narrative of the entire series, every case is relevant in some form and entertaining as well. The side characters introduced in this work are amazing, and everyone from the original Investigations game is fantastic in their own right (though I wish Gumshoe got more screen time). I really love the new gameplay mechanics like Logic Chess; they make the Investigation games stand out more than the mainline entries in regard to the gameplay adding more to the narrative and characterization. Cases 3, 4, and 5 are some of the most emotional and beautiful cases in the entire series; they’re simply Debeste! The music of this game is really memorable, and I love the sprite work. This might legitimately be one of the biggest leaps in quality I have ever seen in a sequel.

4) Higurashi no Naku Koro ni

Higurashi is a masterful work and the best debut work I have ever read.

I never expected Higurashi to be a visual novel that I love nearly as much as I do right now. This is genuinely one of my favorite works in the entire medium, and I’m not even talking about the answer arcs yet. Ryukishi shows such a high level of ambition that is simply unheard of by authors who started out the way he did. This does not read like a debut work; this reads like someone pouring their heart out after years of being a seasoned veteran within the medium. The amount of effort Ryukishi puts into constructing a narrative with the priority being long-term storytelling is insane; he challenges the reader to theorize, discuss, and consider his work far more than the majority of authors within the medium. This is a meticulous work as much as it is a display of pure passion for the medium. Every episode is consequential, and how Ryukishi utilizes the medium of visual novels to construct a different reality from what’s being portrayed makes it feel like such an essential work for the medium. The untrustworthy narrator trope is best used in this work, and the mystery surrounding each individual character’s behavior makes for an extremely character-driven mystery, one in which I care far less about what is happening and far more about why it is happening.

What motivates someone to kill? What motivates someone to go insane? What motivates someone to close their heart?

What motivates someone to survive?

These are all questions that Ryukishi wants the reader to consider. It shows that he cares a lot about how people perceive his works but also wants readers to be open to the idea of interpretation. The question arcs provide some answers, but they’re riddled with mysteries that simply won’t offer a satisfactory conclusion to everyone. Ryukishi himself states through the characters in the game that he does not see reality as a single entity and that there are many ways to view what’s in front of you. I really like how, going into the story, Ryukishi plays around with the idea of interpretation. He doesn’t see a single reason why someone does something and instead considers multiple reasons; humans are layered. They’re not characters. This approach made every character feel like a human; Higurashi might genuinely have one of my favorite visual novel casts in the entire medium, though many of their peaks won’t be seen until future episodes.

Not too shabby for a doujin game, huh?

My first impression going into Higurashi would be that it was a very violent work, and when I played it, Ryukishi showed such a high level of restraint when it came to building towards his violence. Ryukishi didn’t really write a visual novel to simply shock his audience; instead, he provided a story that was made to be engaged with and thoroughly analyzed. He does not want his audience to watch these characters die; he wants them to rip their hearts out when they see any of these characters in pain. That is Ryukishi’s power, and it is likely what influenced him the most when he wrote this story.

He was influenced by the structure of a Key work and fused it with the horror elements of Tsukihime, creating something that retains these characteristics while giving his own take on both formulas. Because of this, Higurashi doesn’t read like a derivative work; it reads like someone who simply became a big fan of the medium and just wanted to give their own take on the stories within it. I still can’t believe that he managed to craft such amazing work on his first go-around with the medium. This is one of those legendary releases that will forever remain a benchmark for the horror genre. This is a work where horror is oftentimes the humanity of others as opposed to the fear of the unknown.

We are far more afraid of what we believe we know about someone than of what we actually know about them.

This might be one of the hardest scenes of all time…

Overall Grade: S

What I enjoyed most about this work: The construction of the narrative prioritizes long-term storytelling, and because of this, very few moments genuinely feel wasted within Higurashi. The use of sound effects to convey the atmosphere makes this work feel genuinely unnerving throughout its runtime. The option to have three different art styles that convey different meanings depending on the scene makes for a very unique visual novel experience. The character-driven mystery and horror make for some amazing moments that don’t feel lackluster due to the strong buildup. Ryukishi’s confidence in writing a story in which he challenges the reader to solve his mystery and constantly asks them questions makes for such an interactive experience. 

3) WHITE ALBUM 2 ~introductory chapter~

Maruto might have written one of the most intimate stories in the entire medium, all within the span of 10 hours. This is a rare visual novel where everything feels purposeful, no moment feels completely wasted, and everything just escalates into a poignant yet melancholic crescendo. Maruto wrote a story without caring how others will evaluate it; he wrote something that showcases his love for the world he creates without portraying a hero or villain. He created a story where everyone is a human, capable of doing great things with their humanity but also capable of hurting others in irreversible ways.

He wrote the introductory chapter to White Album 2.

The progression from DameKoi to White Album 2 is, for lack of a better word, simply insane. He threw away a lot of the trashiness of Damekoi and crafted a story that embodied the best aspects of that work turned up to 11. You can see how he retains a lot of the same plot elements, yet what he crafted here is so different from that work, and in my opinion, it’s for the better. Throughout my experience with Introductory Chapter, I always felt like I was on thin ice as Haruki, like I could fade away at any moment within this game. This game does an excellent job of capturing how indecision can often lead to unhappy outcomes and how happiness can always be saved only if people commit to their sacrifices. What this story captures best is duality: humans aren’t creatures that exist to do one thing right; they are simply living contradictions that barely manage to do good things by the skin of their teeth. What I mean to say is that there’s no real measure of what’s right or wrong; people make mistakes, but they can choose to learn from them or stagnate. That’s what I love about this story in general: that it commits fully to this idea of humanity as something that is permeable but also not replicable, that individuality will often win over logic, and that you have to be willing to experience the consequences of your actions regardless of whether or not there was a right choice.

Kazusa is kinda epic…

The scars humans inflict on others are what make us human; we accumulate damage and try to move forward in spite of that. We try to find new sources of happiness, and this will open up old wounds. The beauty of being a human is that you continue to exist in spite of all this hardship, in hopes that one day you will reach your own form of happiness. The introductory chapter is the perfect start to this idea. Please read it.

Overall Grade: S+

What I enjoyed most about this work: The entire work, but primarily that it sets an amazing foundation for a future masterpiece.

2) Higurashi no Naku Koro ni Kai

This is the ultimate answer to the mysteries provided in Higurashi. What I love about Question Arcs is that it sets the foundation for a masterpiece. With how tightly constructed each episode is afterward, Answer Arcs exceeded expectations. I love everything about this work.

Answer Arc paints intimate pictures of the original cast; no stone is left unturned when it comes to the characters writing here. Everyone gets a logical payoff to their arc, and even if they don’t, they are used effectively enough for me to feel completely satisfied with how the story ended. The themes of Higurashi for me were trust, survival, and reality. But there was one theme that stood above everything when it came to my enjoyment of this narrative:

Belief.

I believe that much of Higurashi’s story can be summed up in this way.

Belief in others, belief in superstition, and belief in yourself.

The entire plot of Higurashi revolves around whether or not these feelings are misplaced. I really like this because it makes for such an interesting viewpoint with regard to what motivations characters have to be doing what they do throughout the course of this game. The emphasis that is put into the character writing of this work makes for some of the biggest emotional highs of this work, ones that share the same structure as a Key work but feel completely unique to Ryukishi’s vision. I absolutely adore what he did with characters like Shion and Keiichi, who paint such vivid pictures of their feelings within certain moments of this game to the point where I question whether or not I’m reading something that’s fiction. There’s a certain air of legitimacy that characters have in this work, where I can fully resonate with who they are, and each time they talk about their emotions, I feel like I’m being cut wide open. The beauty of Higurashi is that it shows the horror of being a human while showcasing that humans aren’t inherently evil. Anyone is capable of change; they just have to realize it. This optimistic take makes Higurashi feel like a very profound work despite some of the insane elements of its story, especially in chapters 5 and 6. This story is able to transform displays of pure violence and tragedy into incredibly life-changing experiences. That’s the quality of this work, which I don’t feel anything I’ve read embodies quite as well as this one. The level of intimacy and realism put into the violence makes for many scenes that could easily be misconstrued as shock horror but are actually beautiful displays of love and affection in context.

Higurashi is simply on a different planet from the horror visual novels I’ve played.

One of the most beautiful things I’ve read in the entire year…

This section of Higurashi takes massive risks narratively as well. Chapters 7 and 8 might be one of the biggest risks I’ve ever seen a visual novel take with how it’s constructed, with one focusing completely on the main cast while the other is a conclusion to the side characters. This change of scenery and the tone of the latter might make for some debates on whether or not the quality is up to par with the rest, but I believe that it is. If anything, I consider this set of chapters to be some of the best writing moments in the entire series, with both demonstrating a strong sense of knowing the audience only to subvert expectations in a way that best embodies the story’s main theme. Another thing I want to praise about Higurashi is the main character. I don’t know what it is, but I don’t think I’ve seen nearly as much praise for him as I probably should. He’s genuinely one of the most realistic “child” characters that I’ve seen in the medium, and to see his growth within chapters 6 and 7 made for some of my favorite parts of any visual novel. His character is truly amazing, and I hope more people acknowledge the quality of Keiichi Maebara. You really don’t get a lot of those in the medium. Savor the ones you do get.

I would like to provide an analysis, but most of it would be in private notes anyway. Maybe in the future, I will review Higurashi legitimately, but for now, know that it’s a visual novel that I cherish dearly.

Please read this work!

Overall Grade: S+

What I enjoyed most about this work: Strong character writing and a sense of unity among the cast make every interaction feel legitimate and every conflict feel heartbreaking. The storytelling is amazing; I really love the thematic approach to chapter 8’s ending, and it makes for a very interesting debate between pessimism and optimism. The really in-depth character writing of Shion and Keiichi made for some of my favorite character arcs of all time. The twists are very clever, though they’re also quite predictable, I feel Higurashi is constructed in a way where the mystery doesn’t matter as much as the reason why characters commit their actions. How this visual novel utilizes choice makes for some of the most interesting advantages visual novels have while also being a mostly linear work. The music is far superior to Question Arcs, the BGM is memorable, and you is one of the most beautiful vocals I’ve ever heard in a visual novel. A story that takes a very interesting approach to illustrate the failures of the mental health and social work industries while not completely demonizing them is rare. I really like this balanced approach to this. For me, a message that resonated with me most with Higurashi is the idea of asking others how they are and to make sure they’re okay, it’s very simple, but it’s what I’m taking the most out of this game as far as messages go.

1) WHITE ALBUM 2~closing chapter

White Album 2 is a masterclass of character writing and storytelling. It is the best-written visual novel that I have ever read.

White Album 2 is in direct contrast to most works in the medium; instead of being a pure love story like works before it, it’s instead an impure love story, one that acknowledges the inherently ugly and distasteful feelings of love just as much as the beauty of it. The story is far from pleasing; it felt like I was watching a cringe compilation that would get worse and worse as the story escalated its conflicts, and because of this, I feel like reading it forced me to acknowledge a lot of the grossest parts of who I am, for better or worse. This is a story that doesn’t care how somebody will evaluate it, like the previous one, except it goes even further with this concept, showing how depraved the concept of love actually is. I often read visual novels that feel like wish fulfillment with their concept of what love consists of; this one is the polar opposite of those works. Nobody is an inherently good person within this story; there are no villains; the biggest antagonist of this story is the main characters themselves and their inability to move forward. I love how much of a risk Maruto took when it came to constructing this narrative by introducing new heroines only to have them mirror the main three of the original work and serve as plot devices that showcase the ugliest parts of Setsuna, Haruki, and Kazusa. This would be lost on someone who just wants an immediate payoff. This story took the approach of borderline deconstructing the original work’s conflict in three different ways. It’s one of the most genius utilization of route structure that I have ever seen, with each route symbolizing a different time period and person.

The centerpiece of White Album 2 to me is the Setsuna character; it’s genuinely one of the most realistic portrayals of humanity that I have ever seen in any medium. For quite some time, I didn’t believe I could find a character that I enjoyed more than Nagisa Furukawa from Clannad, but this story proved me otherwise. This character is just as weak as they are self-sacrificing, and one of the most insane things I’ve ever seen with visual novels is how each person I talked to who spoke of her had completely different opinions on her morality. This is a character that values interpretation above all else; it’s insane how different her actions can be construed in different lights depending on how the reader’s experiences with the work and their own lives shape their viewpoint. This is the type of character that will alienate anyone who wants a more traditional waifu. Setsuna Ogiso isn’t that; she’s a person. That’s the biggest mark of quality that I could ever give a character; she made me believe that she was human through the sheer effort put into her character writing, every detail painting an even more intimate picture of who she is. A masterclass character that elevates every single moment of this game through their expressions, mannerisms, and actions.

My favorite character in a long time…

That’s not to say that the other characters don’t bring their A-game to this work. Haruki is a fantastic protagonist that will frustrate the reader while also emotionally investing them in every struggle they face. He’s such a vulnerable person and seeing them portrayed in the manner in which they give in to their emotions after what they were in the first chapter paints such a bleak picture of who he is now. Kazusa is a fantastic character who is underutilized throughout the game but is constantly present in the minds of the main characters. Takeya is one of my favorite best friend characters of all time; everything about his character screams insecurity and self-hatred, but it’s done in a way that only reveals bits and pieces of who they truly are (similar to Setsuna). I really love the main cast of this game; it’s amazing what Maruto managed to do with the original story, elevating every character and conflict while also putting a lens on what constitutes a happy love. How this author highlights self-sacrifice through each route and doesn’t place any blame on any specific character only shows how humans aren’t always right or wrong; it’s what we choose to believe that will make us the happiest. It’s a very mature message that I feel will go unacknowledged by the general masses who want to play the blame game, and in my opinion, this is in direct contradiction to the characters he wrote. Everyone shares the blame. That’s the beauty of this story: there’s no real right or wrong choice; you just have to commit to your decision. It’s a hard pill to swallow, but it’s one everyone needs to swallow in order to heal.

Maruto didn’t convey a story because it would sell well; he conveyed a story because he wanted to. This is an author who summed up all of his experiences up to this point into one story; it reads like someone whose artistry has finally reached its peak after years of trying to get the perfect story. The construction of White Album 2 is literally that of a fan who is very passionate for the original source material and who provides their own spin on it that acknowledges the existence of the original while also having its own unique identity. Maruto showcased maximum artistry here; this is probably the most daring visual novel I have read since the original Symphonic Rain, and even then, I’d argue this surpasses it in terms of quality. It’s a very rare thing when artistic intent is able to have the budget needed for it to succeed, and White Album 2 manages that. This is a visual novel that will lack influence due to the only person being able to write this type of story being the author himself, but this is also the beauty of its creation. It’s the right person at the right time, creating fiction for the sake of their vision rather than to appease the masses.

This is a masterpiece of the highest caliber.

If you had another chance…

Overall Grade: S+

What I enjoyed most about this work: The route structure for the closing chapter is among the best that I have ever seen; it’s not driven by the heroine but by what they bring to the main three. Setsuna and Takeya’s character writing are some of the most insane and intimate details of someone’s life put into a visual novel; I seriously thought I was reading someone’s personal journal half the time I saw them act out within this story. The theme of this story is incredibly complex and genuinely disgusting; it forces the reader to confront the worst parts of themselves and continue to move forward despite all the sacrifices required to do so. How this story conveys two forms of happiness and doesn’t outright tell the reader which one is the better decision might be one of the biggest artistic strokes of genius that I have seen in a visual novel story. The production value of this game is very high; some sprites can look weird, but for the most part, you get what you pay for in terms of presentation. How well the character sprites accompany the dialogue in this work is fucking insane; I tended to have soul-piercing stares from certain cast members stuck in my brain for months after I finished this. The soul-crushing reality of moving forward is acknowledged within both true routes, and the beauty of how neither was the right choice makes it feel so impactful. The prose is some of the best that I have ever seen in a visual novel; it’s simple but conveys so much meaning through pure intimacy. This is an artist whose experiences led them to create a masterpiece; this reads like the culmination of their entire catalog prior to this point, and in many ways, they peaked here.

Ranking Every Visual Novel I’ve Read in 2021

Visual novels have remained a staple of my media consumption for over 5 years. I’ll never forget my first experience of finishing Clannad back in 2016. Although it wasn’t my first exposure to the medium (that belongs to Ace Attorney), it was definitely the work that changed my perception of what type of stories visual novels could be. Visual novel stories no longer felt confined to a medium that didn’t utilize its strengths of non-linear storytelling and gameplay mechanics to accentuate a theme. Instead, it felt more like its own art form separate from anime, videogames, or light novels. It was through this work that I learned about how visual novels could be structured thematically. Telling seemingly disconnected stories that although may seem like filler within a vacuum, could actually culminate when given the further context of an entire work.

When I finished Clannad, at the time it was my 13th completed visual novel. Fast-forward 5 years into the future and I’m currently sitting at 118 completed works. To say Clannad flipped a switch within me would be an understatement, it was a work that completely changed my perception of this medium. And although I don’t seek to replace the impact this work had on me, I continue to consume works within this medium in order to see if I can recapture this feeling once again.

My favorite visual novel to this day…

Have I recaptured this feeling?

The simple answer is no. Though that doesn’t really consider the nuance of each individual work that has left a massive impression on me throughout the years. Although I did capture a certain level of enjoyment close to what I experienced with Clannad in other fictional works within the visual novel medium, they were special in completely different ways. Not any lesser than what I felt Clannad brought to me at the time, but to say they were the same feelings would be a misrepresentation of those works. It was through increasing my palette that I discovered a beautiful thing about the way I should evaluate fiction.

That a work doesn’t have to capture the same feeling of my favorite piece of fiction in order to leave a massive impression on me.

Context plays a large role in how we as humans evaluate fiction, the individual value of fiction isn’t objective. Rather it’s our interpretation of that value. In other words, every piece of fiction is equal when it’s created. What makes fiction special is what we get out of it. And because of this, I want to highlight every work that I experienced within this medium in some form. Of course, I’ll be extremely negative towards the early rankings of this list, but I do not want people to come out thinking that every work here is valueless. I want this list to reflect the duality of fiction. How good and bad each individual work is under a certain lens regardless of my personal opinion of it.

Whether or not a work is objectively good or bad doesn’t truly matter. Regardless of my personal opinion, all fiction is valuable. When we dedicate our lives to discovering beauty in our favorite works, it stops mattering what those favorite works are. I think that’s the true beauty in fiction (bonus points if you discover my favorite work of the year based on my anecdote).

As a side note:

The entries highlighted in blue have full reviews. Click on them if you want to see more thorough thoughts on their quality.

Without further ado, let’s rank every visual novel I’ve read in 2021!

30) Kaigen Seito

Kaigen Seito has a lot of novelty going for it, considering that it’s an entire “game” based on a joke ending in Hanachirasu. I won’t spoil the joke ending for the uninitiated, but it definitely gave the story more character. Starting out semi-plausible when I consider the themes of the original work until it descends into utter chaos/madness. I find the joke ending to be a very creative and amusing fakeout/detour from the original story that although tampers with the consistent tone of Hanachirasu, did provide something truly memorable at the end of the day. Definitely one of my favorite joke endings in recent years.

I went into Kaigen Seito with an open mind and came out disliking it immensely. When I played Kaigen Seito, I realized how flimsy the actual contents of the joke end actually are. To try to make an entire game based around a joke that has little to do with the actual content of the original story is a bold move. And I respect that move immensely, even if I find it to be a massive miscalculation on the writer’s end. The main issues with Kaigen Seito are fairly simple:

The gameplay is very boring, being a borderline simulation game with a hellish amount of mindless grinding. And the actual story contents of Kaigen Seito are so minimal to the point of not being worth the mindless effort of that grinding. I definitely think the ceiling for this work isn’t very high, but what we got here was a grindfest that rarely ever utilized the strengths of the original joke end. It didn’t take things to an absurd level nor did it showcase any of the original characters in a particularly humorous light.

A very lackluster work with some potential to be an above-average fandisc had more detail been put into the story/character bits and the gameplay been outright removed or completely reworked.

Easily the worst title I’ve played this year, though far from the worst I’ve experienced in this medium.

Akane is amused by loli Hitler…

Overall Grade: F-

What I enjoyed most about this work: The novelty of creating an entire game based on a joke ending is a very cool concept for a visual novel even if this gimmick wears very thin here. Some amusing character interactions as well from time to time as well, even if I find it to be a massive shame that they’re underutilized.

29) Go! Go! Nippon! ~My First Trip to Japan~

This is probably one of the weirdest titles I’ve played this year in the sense that it feels less like a visual novel and more like a brochure for Japan. I guess that gives the game its own charm unique to other works within the medium, but I personally found it to be painfully boring for the majority of its runtime. The novelty at best will only make the game mildly amusing and I feel this is the type of game you should only read in parts (despite being 6-10 hours at most). The game gives me the vibe of propaganda for Japan since it’s mostly just praising how amazing the most mundane aspects of Japanese life are.

Not to say that Japan isn’t a beautiful country, it probably is, but I don’t feel that’s conveyed properly when it feels like the knowledge (of Japanese life) presented here has the sincerity of an infomercial.

One of the redeeming aspects of Go! Go! Nippon! is that it’s very good at conveying the information in detail despite its insincerity. I guess if I were to make a comparison for this work:

It’s like attending a college lecture with a professor that feigns enthusiasm in order to get his students to pay attention. The information will likely be useful, but the cynicism one has will make the professor come off as incredibly disingenuous despite his efforts to convey the information properly. It gets to a point where I can acknowledge he’s doing his job, but I definitely won’t remember this experience outside the test.

Thank you for this information hot anime girl. Very cool.

The character writing in this work is obviously thin, the game does try pretending to have characters, but they feel like walking billboards rather than human beings. Conflicts won’t arise until the last hour of the game and at that point I just get annoyed. Because why even bother leaning into the visual novel aspects, especially if the conflicts are just stupid and end quicker than they began. It just makes me respect the work a lot less because it doesn’t commit fully to the brochure presentation. I get that the game is doing its job, but if I want information about how great Japan is, I can just read a book or look up what I’m interested in. At the very least that won’t annoy me nearly as much.

The production value in this work is high through the many updates the game has gotten. The character sprites move which has its own charm (they’re 2.5D-ish) and I like the feature of being able to check the Google Map version of the locations they talk about in Go! Go! Nippon! Though I absolutely despise its reuse of assets from works like Kira☆Kira (a personal favorite of mine) such as music, backgrounds, and literal CG’s. In a way, I like adding my own story to this work with that context like:

That these characters murdered the cast of Kira☆Kira and have replaced their lives with the sole purpose of providing more tourism to Japan.

It helps me sleep at night.

It’s honestly a shame that this is likely Overdrive’s most popular work since I consider their company to be one of my personal favorite in the medium. They’re extremely inconsistent with their output, but the passion has always been there regardless of how I feel about the majority of their works (minus G!G!N!). It comes off as almost underground like I’m a part of this companies journey towards the top. Though sadly they never reached the peak of the most prominent companies within the industry, the artistry has always been there. Overdrive rarely sticks to a specific format for their visual novels and tries something different with each release. Even their “music” trilogy with Kira☆Kira, Deardrops, and Musicus have vastly different writing styles/tones.

I guess in a way this follows the trend of experimentation that Overdrive made their legacy in the visual novel industry, I just personally disliked it immensely.

Life is a simulation…

Overall Grade: F

What I enjoyed most about this work: I respect that Overdrive continues to experiment with its visual novels so far into their existence. I also think if someone wants a brochure of Japan with anime girls presenting that information to you, this is likely the best bet on the list (or the visual novel medium). The Google map feature is really cool, I love comparing the backgrounds they drew to the actual location. Production value is decently high despite reusing many assets from Kira☆Kira. In a way this game does add to certain Overdrive works since works like Musicus deals with themes of “selling out” and how people can’t pick the works they create that become popular. Also, the Kira☆Kira horror story is fun to think about even if it’s obviously a shitpost on my end.

28) A Kiss for Petals 1

This is the kind of work that likely caters more to a strictly yuri audience, not that it’s bad for simply being yuri. The game is mostly hindered by its length not allowing for any depth at all with the relationship that was presented here. The game is shallow, to put it bluntly, but at the same time, I can’t fault it too hard since it was a doujin release. You have to start somewhere and I can understand that when you don’t have as much confidence in your writing ability and lack experience, you can create fiction that isn’t reflective of your capabilities.

The character writing is very skeletal and because of the runtime, it feels like a compilation of yuri setpieces as opposed to an actual narrative (a good chunk of the game was porn). The only memorable aspects are when the game leans on more weird/psychotic character moments such as threats of a murder-suicide over the revelation of romantic interest. That has its own schlocky charm that makes a game more amusing to read through for me. Sadly outside of that, this game isn’t really memorable, though I am curious to see how it builds into future titles. Since apparently, the series does get better as it goes along, which I’m excited to see in the future (especially with the different scenario writers involved with different entries).

On a side note, the art was very good for a doujin release. Though limited in variety.

Overall Grade: F

What I enjoyed most about this work: The yuri is probably very good (to a yuri fan) even if it lacks substance. The game is too short which I guess shows that I have an interest in pursuing the series further if entries get more ambitious as it goes along. The game has charm in its presentation, though has very limited production value due to it being a doujin release. I also really dig the weirder/psychotic moments in this game, they’re few, but they break up the mundanity and are appreciated.

27) Japanese School Life

Another propaganda visual novel, though I did find this work a lot more charming than G!G!N! overall. Though the method in which I played Japanese School Life was different from other entries on this list. I did a read-along with a close friend of mine which likely made the experience a lot more entertaining. This game also isn’t hindered by context nearly as much as G!G!N potentially was, since I’m viewing it in a vacuum as opposed to annoyance from the onset due to having a personal history with the company.

Japanese School Life is probably a lot less thorough of a brochure when compared to G!G!N!, but I find it far more entertaining due to the weird quirks this game has. I find the fact that the game has a feature to turn the heroines into catgirls to be a charming touch that gives the game more character. I also find the protagonist of Japanese School Life to be so unrealistic and literal with his “love” for Japan to the point where it makes all the dialogue in this game 100x funnier. The protagonist of this story acts like a literal child who has just gained sentience as soon as he entered Japan. The mental stimulation of seeing living, breathing catgirls greet him at the entrance of his school probably fried his brain. The protagonist of Japanese School Life is so unabashedly bland to the point he becomes interesting.

This is only accentuated by the fact that the protagonist has a bland name like Brian, which has its own weird/hilarious charm.

Overall I had fun with this title, even if I don’t think it’s quite good (I likely would have hated this had I not played it with a close friend of mine). This work tries to act more like a traditional visual novel which is probably why it’s generally more enjoyable to me. I also find the effort being more concentrated towards visual novel settings like a school building to fit the medium Japanese School Life is in far more than G!G!N!’s variety.

Yes, Japanese School Life is just as disingenuous as G!G!N! if not more, but it’s definitely more fun to read through in my humble opinion.

This image says a lot about our society…

Overall Grade: F+

What I enjoyed most about this work: Has a really weird charm to it that G!G!N! lacked due to a really weirdly written protagonist. The concentration on school settings in Japan gives the game a more “genuine” vibe when compared to G!G!N! due to it fitting the medium it’s in more. The game has a lot of information that can be useful to people that plan to make a trip to Japan as a student, though nothing you can’t get from a quick Google search.

26) Rance VI -Sonogo-

Rance is one of my favorite visual novel series of all time, it’s a great satire of JRPG’s with fantasy settings and has some of the most meticulous worldbuilding I’ve ever seen in any medium. It’s also a series that progressively improved with each entry, with the newer ones building off the ambition/lore of the earliest ones. Another interesting quirk with Rance entries is that they always experiment with their gameplay and offer different stylistic/tonal interpretations of its world/characters depending on the scenario writer. In the case of Rance VI, it was written by Tori who tends to have a darker interpretation of the Rance world when compared to other entries I’ve played.

Rance VI is the latest mainline entry I’ve played and to be honest it’s likely my favorite of the series as of now. It’s a really fun dungeon crawler that builds on concepts introduced in Kichikuou Rance, particularly the Zeth storyline that game had. It acts as a reboot of that storyline and brings it to life in a way that the original simply couldn’t. Due to what was likely time constraints caused by a weary future for the series. I’m glad to see that the series continued to move forward after Kichikuou Rance, because although I love that game as well, I see far more potential in the series building on the underdeveloped concepts of that game. Rance VI is proof that the series has a lot of mileage left in its tank if it builds on the foundation of Kichikuou.

Then comes this compilation of side stories that take place after the Rance VI storyline. They’re average, nothing bad by any means, but if I were to list out any of the ones that left a strong impression on me, I’d be stumped. It’s very unnecessary. The game is probably the shortest work on this ranking as well, clocking in at slightly over 30 minutes divided into several VERY short stories. Some concepts were neat, I liked the theme of grief that some of these side stories had since it does take place after a huge turning point in the series. But I’d be lying if I said it added anything to the original work that was completely necessary. I would only recommend it to hardcore fans of Rance.

This block of text is likely bigger than the game, there’s not much to talk about here sadly.

Overall Grade: F+

What I enjoyed most about this work: I like that it makes an attempt to add stuff to the original story, even if wholly feels inconsequential to Rance VI. I like that it retains some of the humor of that game as well. I wish the game had better production value, this entry had no new CG’s at all, though the art of the original is still great to look at. Not too big of a time commitment as well which might entice completionists that want to explore every avenue of the series.

25) Lonely Yuri

This is another yuri visual novel. Despite the lower placement on this list, I saw a lot of potential here for something far greater if the author gets more time to develop the characters/story in a future release. This game deals with themes of anxiety and it’s actually tastefully done when it’s showcased. What destroys this work for me though is how short it is. It’s about 2 hours at most and because of this the game lacks a strong emotional impact and almost feels anticlimactic by the end of its story. I feel that this game could actually be something really good if the characters had more development, but sadly the end-product doesn’t reflect the potential.

The game is self-contained and has a lot of amusing yuri bits that I found very cute, so if you want something very relaxed and requires little to no commitment, this is the perfect game to play. But if you want something meatier (like me), this isn’t really something that can provide a more emotional/substantial thrill beyond cute yuri moments. The main character does show bits of good development, but it’s mostly in the technical sense rather than something I have a strong connection to. This may be the most “average” visual novel on this list, so I do think it’s worth checking out if any of my praise has enticed you. But don’t expect anything too great from this one, it’s not that type of game.

How visual novel players kiss their friends goodnight…

Overall Grade: D-

What I enjoyed most about this work: It’s cute and well made, but lacks anything that can provide any strong emotions. I see the potential for something really good if the author is given fewer constraints with time. The art is enchanting and the game has a nice and comfy atmosphere to it. The exploration of anxiety when it’s actually showcased is very good. The relationship is very tasteful and less trashy when compared to other yuri visual novels I’ve played.

24) Newton and the Apple Tree

This was such a massive shame. I went into Newton expecting something good. It has a very fun premise and the concept of a moege/sci-fi hybrid really intrigued me, it’s not a mixture of genres I often see. I was so excited in fact, I even backed the Kickstarter for it and bought the Newton branded fidget spinners. But once I actually played the game, I realized something, this game is really fucking short. That’s the killer for Newton.

Everything in this story sadly feels extremely underdeveloped and that’s usually the worst thing that can happen when you write sci-fi. Give nothing but exposition dumps and leave the characters hollow husks as tools for your high concept work. Though in this case, Newton doesn’t really do anything worthy of being labeled high concept. It’s rather standard for the most part with little differentiating from its moege or sci-fi contemporaries. There are some aspects to the theming of this story that I do like such as the consistent prominence of bloodline, legacy, and sacrifice throughout the character routes. Though that’s simply all this has to offer (nice concepts), they don’t really mean much in terms of emotional punch/substance.

Newton is real…

Newton’s common route is about 7-8 hours and there are 5 routes that last about 10 hours in total (at most). This is what spoils the fun of Newton the most, the fact every heroine feels extremely shallow as a character. We rarely get anything noteworthy with any of them due to the routes being 2-3 hours each and the story not putting a large enough spotlight on them prior. Once you start a route, you will have your way with the heroine and a small conflict will arise and then the route ends. Rinse and repeat, the routes feel extremely repetitive despite how different the heroines are (conceptually/archetype-wise).

Like if you barely have time to tell a complete story, why spend half the time relationship building with characters on sex. Not that h-scenes are inherently bad (they’re not), but if you barely have time to develop a relationship, it’s far less believable when they have sex after 10 minutes of screentime together. I like my moege when they actually take the time to make both characters’ relationships believable, but instead, too much of that time is dedicated to the generic time travel elements of Newton. Which although aren’t horrible, hindered the enjoyment of the actual game immensely.

Despite me panning Newton, there are aspects to the visual novel that I do like. The production value is pretty high and I really enjoyed the Newton music videos that were placed between routes, they gave the game a unique identity in contrast to the majority of what I play visual novel-wise. Lavi’s route despite being too short does play around with the structure of a visual novel which is always a treat to see. I also like the perspective that Newton hid their identity due to the social pressure placed upon women to act a certain way/never reach a certain level at the time she was born, that was really well done. I also REALLY like the theming of Newton, it does a great job of keeping the themes consistent across all 5 routes, it’s just hindered by the fact it’s way too short. The comedy of Newton is also quite good at points, though largely inconsistent (I mostly like Lavi and Emmy).

Emmy is a treasure, wish her route was longer than an hour and a half…

Overall Grade: D-

What I enjoyed most about this work: The production value is good and some of the unique presentation choices (music videos) add character to the game. Lavi plays around with the visual novel medium in an interesting way despite being a lackluster route overall. Strong theming that sadly is hindered by time constraints. Funny moments with Lavi and Emmy, the rest of the cast is quite bland. It handles the struggles of being an ambitious woman in the 1600’s quite well through Emmy and Newton’s route.

23) Cartagra ~Affliction of the Soul~

This is the definition of a polished turd. The presentation of Cartagra despite being clunky (from an objective standpoint), treats itself with grace and finesse that I rarely see in a visual novel. This is a work that has a lot of confidence in how it wants to present its story and that’s partly why I’m more forgiving towards it in spite of its shortcomings. The mature presentation of Cartagra is what makes me really interested in seeing other Innocent Grey releases. Since for me the direction of Cartagra and the base story is fine, what keeps this work where it’s at for me is the scenario writer. The game is really badly written (in my honest opinion) and despite feeling very unique, the story tends to fall into the pit of the most generic and lame eroge tropes.

To get the first thing out of the way, the main character isn’t believable at all and comes off as incredibly stupid despite being an ex-police detective. I don’t mind characters being dumb, but if they’re constantly portrayed as stupid despite their credentials and they rarely play into the insecurity or introspection this incompetency would normally cause, I consider this bad writing. The cast ranges from okay to horrendously evil caricatures that pretend to be human but lack anything resembling a normal person (the sister is a prime example). I really despise the game’s eroge elements at points, I don’t think they contrast well with the serious tone of its story. It gets to the point where the story becomes really campy which would work if it wasn’t dead-serious the majority of the time (bad ending, sex scenes, caricature characters). The game is also extremely predictable, you can guess the twist from a mile away and that would be fine if the characters were interesting or the story was great, but sadly the execution screws up any potential this game had to be something above passable.

I pan this game, but I also think the presentation of this story really carries it. I really like how detailed the murders are in this work and they serve as an interesting contrast to the mundane every day of the main characters. That despite the happiness that one can feel, it can be stripped away from them at any time due to the darkness that looms within the human heart. I really enjoy the music as well and the premise is very unique in general for a visual novel, taking place in post-WWII Japan. The game has a sense of maturity I rarely see in anime works generally when it’s not being extremely goofy, if it committed more to this tone, I think this could have been something really special. But as it is, Cartagra is a massive disappointment that shows signs of hidden potential.

He is a skinwalker…
No fucking way this guy is human lol…

Overall Grade: D

What I enjoyed most about this work: The game has a unique atmosphere and keeps itself grounded in reality at points, honing in the maturity of Cartagra for future releases can make something truly special. The presentation of Cartagra makes it have an air of maturity that I rarely see in a visual novel, the director did a fantastic job here. The concept of love is very interesting and stands out in the visual novel medium, though I do feel it lacks as much exploration as I would like. The murders are extremely brutal and detailed which gives the game a bigger sense of authenticity that I rarely see in anime works. The campiness can make the game entertaining at points. The “dream” sequence towards the end of one of the routes is genuinely amazing and I wish to see more like it in future Innocent Grey works.

22) 9-Nine Episode 1

The first episode of 9-Nine is a stepping stone. It never extends beyond being its capabilities/goal and lacks anything memorable outside being used as a tool to elevate future episodes. This entire episode will be composed of setup/exposition rather than interesting character moments and because of this, it might be the most “average” game on this ranking so far besides Lonely Yuri. Though in this case, it’s far more understandable since it’s a part of a series that will expand upon the concepts presented here. We don’t get the full picture until later and I advise you to be patient with 9-Nine since it progressively gets better as it goes along with each new entry.

The production value of 9-Nine Episode 1 is really high, the sprites are very expressive and the soundtrack is good for the kind of game it is (I especially think the vocals are impressive). The story is very VERY different from what I see in moege, essentially being a chuunige x moege hybrid and it manages to do it quite competently despite hiding its best parts for later entries. The balance is really tasteful and I find myself impressed by the ambition even if it does run into the issue of being boring due to being a setup episode.

The h-scene writing of 9-Nine is generally very good and I find this to be the weakest of quadrilogy in that regard. I like that the h-scenes have animation as well since the artwork for 9-Nine is extremely good. Where this story falters most is that it’s under the limitation of elevating other portions of the story rather than being good on its own. But outside of that, I found myself enjoying 9-Nine Episode 1 in context which is why it places higher than works like Cartagra and Newton. Since I see 9-Nine Episode 1’s flaw as a necessary evil to get to the good parts of the series. Just don’t expect anything too groundbreaking from this episode. If you expect something weak, you might even be impressed with 9-Nine Episode 1’s quality since it does already show signs of being something great down the line.

OwO what this?

Overall Grade: D

What I enjoyed most about this work: It’s a strong setup for future entries in the 9-Nine series. The production value is extremely high, probably one of the prettiest games in this ranking. They do show glimpses of something greater with the concepts presented here which can be an exciting prospect for a newcomer. The vocal tracks are very good. The h-scene writing of 9-Nine is generally very good and enjoyable. A very unique concept that’s actually executed very well, did not expect to read a chuunige x moege hybrid that read as seamlessly as this one.

21) Toushin Toshi

A very interesting visual novel that offers a fun premise for a fantasy eroge.

It’s pretty much about a tournament where you partner up with a beautiful lady and fight your way through a gauntlet of men/females. Also if you win this tournament, you can have your way with the person’s partner and get a nut off.

The goal of the protagonist of this game is to help his partner find her lost father.

It’s goofy sure, but amusing to read through nonetheless, especially with the signature charm that Alicesoft works generally radiate. The big issue with Toushin Toshi is that it isn’t nearly as funny as what I’m used to with Alicesoft works. Also, the fact that it’s old limits the game’s potential to be something far greater than what it actually is, everything feels really underdeveloped (a running theme at this point with the visual novels that ranked low for me). The writing is very simplistic and I find myself questioning the quality of its storytelling when plot points just come and go very easily. The game does generally refine the gameplay of previous Alicesoft entries, feeling far more polished than the first Rance entry. But despite this nice coat of paint, it does feel only slightly above what the early Alicesoft games were doing.

Custom is a weak protagonist, lacking any charisma and almost feeling borderline self-insert at points. This kills a lot of the potential enjoyment one can have when they do actually try something interesting with him since he’s not particularly likable. I think the game for a work in 1990 does have some really interesting gameplay ideas, I like the morality system despite being weakly implemented. Feels really cool to see that in such an early videogame release in spite of its substance. For the time it was made, I can see this being really cool. Though it did not age nearly as gracefully as other 90’s visual novels or JRPG’s I’ve played in the past.

Despite not being too funny when compared to the Rance series, the game does have its moments for sure…

Overall Grade: D

What I enjoyed most about this work: I see potential in the series despite generally having a lower ceiling than Rance due to being more self-contained (less opportunity for worldbuilding). It’s playable despite being an extremely early JRPG which is a testament to how decent it must have been for its time. The humor can be amusing at points due to the signature Alicesoft charm that it retains. The premise is amusing even though it feels more like a foundation for future entries as opposed to good on its own merits. The morality system is very forward-thinking for its time.

20) Kira☆Kira Curtain Call

One of my favorite visual novels of all time got a fan disc.

So I’m either going to be overly critical of this due to not being a necessary inclusion to the Kira☆Kira legacy or I’m going to praise it blindly for being more of the same.

Well, my reaction to this fandisc is that the work can literally be separated into two halves. The first story that Curtain Call has involves characters that were created solely for Curtain Call (with the occasional cameo from Kira☆Kira characters). This portion of the story is horrible. The main character is incredibly annoying and despite the game’s best attempts to connect this thematically into the original story, it feels very tacked on. I really don’t see this as a necessary inclusion to the Kira☆Kira (cinematic) universe. If I were to guess the intent, maybe it was created as a means to promote another band under the Overdrive brand without fully committing an entire game to them. But otherwise, I just think this is a really lame story that adds little to nothing to the original story that I fell in love with.

The second story that Curtain Call has follows the best friend character of the original Kira☆Kira (Murakami) and his unsuccessful band HAPPY CYCLE MANIA. It’s basically a fun little side story that falls more in line with the tone of the original, I imagine this is the scenario that Setoguchi (writer of Kira☆Kira) wrote the draft for. The other side story reeks of added in to make the story longer than it needed to be. I think the story was an overall nice sendoff to the original Kira☆Kira, I would have been happy had the series ended here. Though I think some people will be disappointed by the lack of Shikanosuke and his bandmates. I found this choice to not include them too much to be a respectable choice, since because of this Curtain Call relied less heavily on fanservice and was more enjoyable to read through because of it. Like a nice little treat as opposed to the main course meal. The stories do connect by the end, but it definitely felt like it was just done in order to justify the existence of the first story. Not a bad effort, but really held down by the boring first half.

TRUE!!!

Overall Grade: D

What I enjoyed most about this work: Fun callbacks to the original occasionally. The lack of a scenario writer does screw with the tone of this one, though I think the base concept for this visual novel is very interesting. The second story is genuinely very good despite its lack of fanservice. I really enjoy some of the humor of this work, especially the second half of its story. The ending is fantastic, though it can be anticlimactic to someone that isn’t as invested in the Kira☆Kira mythos. I was very surprised that Murakami didn’t get a nut off, fits his character, and felt pretty unique for him to romance someone and not fuck them in an eroge.

19) Hanachirasu

A decent read, though I have to bring it up once again, it feels way too short. I don’t like that a majority of Hanachirasu is spent on describing combat methods as opposed to developing the characters. Because it’s genuinely interesting when the spotlight goes solely to the main two leads. This is a revenge story to its core and it’s done very tastefully for the most part even if it does feel slightly melodramatic at points due to the writing style. I find the “dark” elements to mostly work in the favor of the game, though it does run into the issue of being edgy for the sake of it on occasion. It does offer some amusing bits, but for the most part, it doesn’t clash very well with the dead-serious tone of this work.

I don’t think this is the type of visual novel that needs worldbuilding due to the time constraints, but for some reason, it decided to go into excruciating detail for every single bit of information it needed to convey. This hurts the work’s overall impact because it really didn’t mean much by the end of the story. It added very little to the themes of revenge and felt more like an aesthetic for it to wield that feigns profoundness as opposed to essential to the core of this story.

The highlight is easily the relationship between Akane and Igarasu, I really like the pacing in regards to how their story unfolded, seeing the full spectrum of their sides and why they grew to hate each other was definitely a treat. I think the music is overall very good and the game has decent production as well, but what kills Hanachirasu for me is that it’s overly ambitious. It really did not need to develop plot points separate from Akane/Igarasu’s relationship, everything that doesn’t focus on them falls flat on its face for me. I really don’t think that anything besides their storyline is special and because of this, I find Hanachirasu to only be slightly above average. When it had the potential to be something really great if it was fully committed to both Igarasu and Akane’s character arcs. Since although it’s very good, if given more resources to succeed, I think it can be fantastic. A decent work in spite of its time constraints.

Mommy Milkers (shame she wasn’t too interesting and felt included for more h-scene content, like the majority of female characters in Hanachirasu).

Overall Grade: D+

What I enjoyed most about this work: Really good revenge story when it’s actually the focus. The dark elements are mostly well done and tasteful (though it does fall into edge at points). The prose is actually really nice, didn’t mention it before but it read quite fluidly at points and was almost poetic. The meticulous detail it goes into describing combat can probably appeal to some people that look for that kind of stuff. Shows a good amount of potential for the writer IF he can write a longer story.

18) Bokuten – Why I Became an Angel

Easily the most disappointing visual novel that I’ve played this year due to its high concept genuinely being amazing. Bokuten has no right to be as mediocre as it is considering how fantastic the production value is (multiple ED songs for EACH ending with great lyrics, awesome artwork, and plentiful character sprites). This is so perplexing because the only person that didn’t deliver was the writer, he really dropped the ball here. Nonsensical twists and a very unfocused common route completely destroyed any chances of Bokuten being something truly special. I imagine the writer was not working to their strengths (Deardrops showed hints of strong charage writing) and because of this Bokuten failed to appeal to me at all.

It’s an utsuge sure, but with no strong sense of realism to make me feel for its cast beyond:

awww shucks I guess that happened :/

I can be your angel…

The writing here is genuinely horrible at points, almost feeling like a test of endurance for the reader on how miserable a story can be before it becomes completely devoid of emotion or realism. I get that the story is naturally very unrealistic, it’s about an angel. But at the same time, it presents itself with such strong maturity to the point where I can’t help but laugh when it literally forces some of the dumbest conflicts I’ve ever seen in a visual novel.

Case in point:

Yuri’s route, genuinely one of the worst things I’ve ever read and completely destroyed the serious tone of Bokuten.

The only reason this game ranks so highly on this list is because of its high ambition, the game is genuinely one of the most interesting concepts I’ve seen for a visual novel. But sadly the execution completely neuters any semblance of potential joy that I can have for this work. There is an amazing work hiding under all these flaws, but sadly the game is too ambitious for its own good and falls apart once the routes actually start. A real big shame.

Contender for the funniest scene in a piece of fiction I’ve experienced this year. Also, this is in the opening, not a spoiler.

Overall Grade: D+

What I enjoyed most about this work: Amazing sense of ambition I rarely see in a visual novel, the execution is horrible, but this is easily one of the most commendable efforts on this list. The production value is fantastic, likely the best I’ve seen for an Overdrive game overall besides Dengeki Strykers and Kira☆Kira (for its time). The common route is very unique, dealing with characters unrelated to the main story with a strong core theme that connects them (sadly a twist in the game negates the quality of these short stories). Minamo route is actually good but really neutered due to the weaknesses of the scenario writer. Some really interesting themes in relation to the concept of love, even if they’re overall not well-executed.

17) Adabana Itan

This is my first Liarsoft work and if this is how the rest of their catalog is like, I’ll be very interested to get to more entries in the future. Adabana at its core is a love story, but that doesn’t really reflect the quality of its presentation. It’s a story that takes a fairy tale aesthetic and makes it a part of its identity to the point where it has an almost nostalgic and whimsical atmosphere. It feels like a story that has been told through generations, though with an interesting twist. Adabana Itan deals with concepts such as metafiction and escapism in art along with this fairy tale aesthetic. It’s a really unique visual novel, but this begs the question.

I’m lumping praise upon praise on top of Adabana Itan and despite this, it ranks quite low on this list of visual novels. Why is that?

That’s because, despite the interesting aesthetic and concept for this work, I feel it lacks substance. Adabana Itan does not have very in-depth character writing and relies very heavily on the tragedy of what occurs in the story for its substance as opposed to meticulously crafting its characters to resemble humans. They feel like mere setpieces/tools to move the story forward as opposed to people and I find that to be a very big flaw with this work. If you want an interesting story with VERY strong theming, this is the work for you, but if you want something that can build a strong emotional connection to its reader. I would not recommend this work as it lacks emotional depth outside of its themes/story, it definitely feels like a case of aesthetic over substance. And to be honest I rather have something that explores itself thoroughly as opposed to what I got here.

The game is really charming sure and I do adore the presentation of it, but I sadly won’t remember much outside of that due to not being able to build a strong emotional connection to its characters. The reason why I believe that this is a good start for Liarsoft is that it shows potential for my future with Liarsoft. This is a very high concept work and I tend to like those, if they can attach some more meat to the bone of their other entries, I think I’ll fall in love with Liarsoft works moving forward.

So I overall think Adabana Itan is an enjoyable work, it just isn’t a great work.

The visuals are simply captivating, I just wish it had more substance attatched to them…

Overall Grade: C-

What I enjoyed most about this work: Amazing visual direction, probably the best presentation I’ve seen for a visual novel this year besides Hashihime. The fairytale aesthetic contributes a lot to the themes of this story. The overall structure of this work is great and the theming is very good as a whole. The atmosphere is simply enchanting. Despite lacking emotional depth, the story has a sense of whimsical and almost romantic charm.

16) Kagetsu Tohya

Easily the most unique fandisc I have played so far, Nasu had no reason to try what he did with this and could have easily just coasted off the side stories in this entry. Hell, I think it’d be better if it just was solely composed of side stories, but instead, Nasu experimented with the structure of a VN and created a very interesting entry in the Tsukihime series.

This is essentially a story about Shiki finding himself within a dream that he has to constantly repeat over and over again in order to get out of (acting as an almost time loop). Because of this, the characters in Tsukihime are going to be more absurd variations of their original counterparts and this is where the game starts showing its flaws. I don’t really like the comedic elements of Kagetsu Tohya, they do not fit the tone of the original game at all.

Tsukihime is an extremely serious game and because of this, I find it very hard to buy into the humor of this work. Even the Ciel Lessons which are supposed to be the “break” from the tension of the original aren’t nearly as comedic or amusing as something like Tiger’s Dojo (Fate/Stay Night). It’s easy for me to believe that Fate/Stay Night characters are wacky since they show a lot of tendencies towards that in the original work. Tsukihime for the most part was completely devoid of that, which makes the humor of this work extremely unconvincing. I especially don’t like how they flanderized Kohaku and Ciel, they barely resemble their original character at all. This kills me especially as a massive fan of both characters (being my favorite heroines of the original). That’s not to say all the jokes don’t land, I love the running gags such as Tsukihime 2 (it’ll eventually come out, I still believe) and Hisui being eccentric. But the comedy is a mixed bag at best sadly.

The game does deliver on its more serious elements, but they don’t make up a good chunk of this game at all. I rarely get to see Shiki turn it up to 11 as a character, but when he does, it can genuinely make for some pretty amazing stuff within this story. The highlight of this game are the serious moments that fit the tone of the original work and the side story material of this game (which are stories that take place within the universe of Tsukihime separate from the dreams).

I would recommend this work if you’re a massive Tsukihime fan…

Overall Grade: C-

What I enjoyed most about this work: The serious moments range from very good to fantastic. The humor despite being very spotty has its moments of genuine greatness. The side stories can be amazing depending on the ones you read, I especially love the Akiha side story that takes place after her route. More Tsukihime is never a bad thing, even if it feels a tad bit forced. The experimental structure for a visual novel is extremely commendable and I hope to see Fate/Hollow Ataraxia improve upon the foundation laid here.

15) 9-Nine Episode 2

The Broski episode of 9-Nine is a massive improvement over the first entry in the series. That’s not to say that the story that episode 2 provides is necessarily amazing, rather it hones in on more entertaining aspects to the work outside of its narrative. This is why I feel it’s far more successful at attaining more memorable results despite being another stepping stone for future entries. Kujo was a very bland heroine and Sora is the opposite of that, the focus is put solely on her and because of this 9-Nine is far more entertaining to read through. Sora’s bombastic nature and fantastic voice work really elevate the material of episode 2. She’s genuinely hilarious and the chemistry she has with her brother makes the exchanges she has highly engaging to read through. The side characters are also showcased a lot more prominently in this entry as well, which gives the game much-needed variety from the many exposition dumps and cute moments contained within this series.

Generally speaking, the route has a theme of incest which although is really trashy to read through, the game really owns up to it and because of this, I find it quite successful at being good for what it is. I don’t really see this game giving people huge morality issues due to how comedic and absurd it takes itself with the incest aspect of the route (paper bag). Though it does touch upon the taboo at points to varying degrees of success, I personally don’t find the main conflict of Episode 2 very interesting and that’s what limits it the most for me. I feel the conflict isn’t very strong due to the main character lacking the introspection to make these dramatic scenes very strong. He approaches the situation at surface level and because of this, I don’t find the drama to be particularly engaging even though it’s not quite bad either. Just kind of middling as a whole when compared to the stronger aspects of the work.

The game does progress the story in a pretty adequate way here and I do find some of the revelations made here to be quite good in retrospect when I consider where the story went. Though I don’t think this is quite great either, it has its flaws, but it’s quite the entertaining read and a good indicator of whether or not you’ll like 9-Nine moving forward.

Normal sisterly behavior…

Overall Grade: C

What I enjoyed most about this work: Far more entertaining than its predecessor as a whole. Sora is an incredibly funny and unique heroine when compared to other brocons, reveling in her own filth to high success. The story progression is good here and I find the side characters to be utilized well here when compared to the first entry. Production value is still high, but it’s obviously just adding on top of what 9-Nine episode 1 had. The funniest h-scene I have ever read is in this game.

14) d2b VS Deardrops -Cross the Future-

This is a really fun crossover visual novel that honestly surprised me due to lowering my expectations. I didn’t really have strong hopes for this one considering Setoguchi (original writer of Kira☆Kira) had literally no involvement in writing it. So this game had a lot working against it for me when I initially started it. The game despite having all these things going against it managed to succeed due to providing strong fanservice from both Overdrive series. This work acts as a celebration of both Deardrops and Kira☆Kira’s legacy. It’s a companion to both works that provides some answers to potential questions the audience had with the aftermath of both Overdrive entries.

I personally did not think the mixture of tones would work out nearly as well as it did here. Deardrops is a much more lighthearted affair when compared to Kira☆Kira and despite this, the mixture of both universes feels absolutely seamless. The tone of Kira☆Kira is obviously neutered due to lacking the same direction/writing style as the original, but this game still feels very in line with the original thematically. Which I found to be a nice surprise, to say the least. The Deardrops author really put in an effort to make this a strong crossover that didn’t make Kira☆Kira feel tacked on.

I do think that the side characters in this game are really underrepresented, but the actual focus being put into the main couples of both entries helps mitigate that flaw. Since the exploration of Shikanosuke/Kirari and Shouichi/Riho’s relationship does feel like it does reach its full potential here. Focusing on the side characters may have hindered the strong writing for their relationships here. The game does feel like it isn’t overly ambitious and because of this I find it to only be good rather than great, but despite this flaw, the execution absolutely makes up for it. This is just a fun read, I highly recommend it if you loved either of these works. It’s more of the same, but that’s part of the beauty of a fandisc.

More Kirari is always a good thing!

Overall Grade: C+

What I enjoyed most about this work: The fanservice in this work is amazing, they retread a lot of the “best hits” in both series. The artwork is great, I love seeing Kira☆Kira with the artist of Deardrops. A good extension of themes from both works, I especially like the theme they explore of self-hatred/self-discovery in the Kirari/Shikanosuke portion of this story. The main couples are done very tastefully here and resemble their older counterparts. Despite lacking the depressive/darker nature of Kira☆Kira, it transitions quite well into the tone of Deardrops. More Kirari 🙂

13) 9-Nine Episode 3

9-Nine episode 3 continues the trend of gradual improvements with each subsequent entry within this series. The game has less emphasis on the heroine when compared to episode 2 and focuses a lot more on the overall storyline of 9-Nine. Because of this, the first half primarily feels like a plotge, a stark contrast from the previous episodes. Though one that works in this game’s favor, due to the plotline of 9-Nine being really good (for the most part). The stakes of this episode are far higher than Sora/Kujo’s episode since it deals more with the overall impact of the player’s actions as opposed to the heroine’s conflict. I think the direction that this entry goes into elevates the ambition of 9-Nine immensely, this is where I saw higher potential in what 9-Nine was doing. There is something truly special here and it would be capitalized upon in the next entry (and that came true to an extent).

The game beefs up the cast of characters in terms of their development with this entry. Everyone moves at a faster pace in order to complement the massive developments within the story. Because of this we see characters like Takamine showcased a lot more and to say he’s a highlight of this series would be an understatement. He’s easily one of the most amusing characters I’ve seen this year, a fantastic side character that eats up every scene he’s a part of with his unusual charisma and amazing voicework. Haruka is also a very fun heroine despite lacking the eccentricity of someone like Sora. The dual personality aspect of her character gives her a very amusing gimmick that doesn’t really wear thin by the end of this episode. Which I found to be a testament to how well-executed it is.

My biggest issue with episode 3 is the pacing/structure of it. I do not like that the first half of the story is full plot and then it transitions into pure moege at the end. This did not feel like a seamless transition due to the climatic encounters found towards the end of the first half and because of this, the ending feels like an overly long epilogue. I wish that the moege elements were combined into the first half of the story and spliced better rather than providing them all at the end. It feels forced and halts the overall momentum of episode 3. The episode isn’t all bad (it ranked quite high on my end-year list), but I definitely think it has one of the easiest flaws to point out in the list. Could have been something truly great had the structure been more fluid, but sadly that wasn’t the case here.

Haruka is a cute!

Overall Grade: C+

What I enjoyed most about this work: A small improvement over the second entry due to a higher focus on the overall storyline of 9-Nine. Haruka is extremely likable and I find her gimmick highly amusing. The middle of this game is genuinely fantastic, with really high stakes and strong character writing. Takamine is one of my favorite side characters of the year. Higher ambition than the previous 9-Nine entries, leading to a much better work down the line.

12) Deardrops

This is another really fun read, I think Deardrops feels more like a traditional band story when compared to the rest of Overdrive’s catalog. Not because it hones in on the music aspect, moreso since it prioritizes the chemistry of the band as a unit above all else. The character writing in this work is entertaining and I like how characters bounce off each other once the actual band is formed. The primary conflict of the main character is also really interesting and goes into a cool direction in routes like Kanade and Riho as well. I like seeing a more “adult” perspective when I feel the visual novel market is oversaturated with teenager/school settings. Deardrops manages to avoid those cliches completely despite being a charage, a genre that primarily takes place in school settings. Opting to utilize a more mature and realistic setting for its story despite the goofiness of its tone (overall). It gives the game an identity separate from other charage’s I’ve played that occupy the same lane as this one.

The production value of Deardrops is strong and I love the vocal tracks that this game has, they’re extremely memorable and passionate vocal performances. I love the incorporation of a violin into rock songs, provides an interesting elegance that I’m not used to hearing in most commercial rock/pop music. Where Deardrops underdelivers is the shallow character writing outside the main character, Gonda and Riho, most of them lack actual substance. I find them entertaining when they’re in the group and bouncing off each other, but put them in a room by themselves and they’re honestly as interesting as watching paint dry.

The route quality of Deardrops is also a mixed bag, routes like Riho and Kanade are great. But the other two “routes” provided are genuinely shoehorned in for the sole purpose of sex scenes/marketability rather than artistry. Which honestly fucks with my head when I think about the game as a whole. They completely wasted my time by giving me two character routes that last 2-3 hours at most and don’t go anywhere interesting. I especially dislike Rimu’s route, the ending is hilariously bad. Felt like the author just wanted to end it because they didn’t know how to write for her character at all. Yayoi isn’t much better, but at the very least it’s less painful to read through and she’s far more likable than Rimu. Deardrops is a really fun read that’s dragged down by the lackluster character routes for 2 band members and overall shallow character writing.

Friendship rules!

Overall Grade: C+

What I enjoyed most about this work: Kanade and Rimu are genuinely great routes that live up to their potential. I really like characters such as Shoichi, Gonda, and Riho (it’s the other characters that drag this game down). The chemistry of the main cast is a lot of fun despite the shallow character writing. The game is relatively fun to read through, had a smile for a majority of my experience reading this one. The vocal tracks are fantastic, more consistent than Kira☆Kira (though lacking as strong highs), the rock x violin fusions are also really cool. A unique setting for a charage, not a school setting at all, dealing with a slightly more “adult” perspective than what I’m used to for this genre.

11) Baldr Force

Baldr Force is one of the oldest visual novels I’ve played on this list and despite its age, still felt pretty fresh to me nearly 20 years away from its original release. That isn’t to say that Baldr Force explores new avenues when it comes to sci-fi, but it does explore relatively interesting frontiers for a visual novel. It’s a cyberpunk visual novel that deals with the concept of revenge in a virtual reality setting. The game definitely carved its own identity within the medium and I really appreciate it for that sole reason.

The storyline of Baldr Force is really good. Dealing a lot with the theme of revenge and the sacrifices one has to make in order to attain happiness. Whether or not Baldr Force gave a strong answer with its exploration of heroine routes is debatable, but it is laser-focused throughout. The theme is relatively consistent and I find that to be impressive when it’s also trying to develop its complex storyline of contrasting ideologies in the format of a conventional galge.

Storylines involving conspiracy, revenge, the value of human life, and reality within a computer are commonplace in Baldr Force. And for the the most part, despite its age showing on occasion, it’s surprisingly tasteful. The game is really forward-thinking for a visual novel that was made in 2002 and although it’s cliched by today’s standards, it still has some nice surprises that did leave me in shock by the end of its narrative.

Wish we had more of this…

I do think that Baldr Force runs into a lot of issues though. I’m not a fan of constantly making the player replay portions of the story in order to progress further. Especially when it’s mostly gameplay sections that take up way too much time (though the gameplay is actually quite easy, I find it annoying). This is a very outdated concept and I hope that future Baldr entries don’t follow that trend.

The routes despite progressively getting better as the story goes along and being utilized well from a structural standpoint (all routes were relevant and build on each other), still feel quite weak in context. I don’t like that a lot of characters feel like sacrificial lambs for the narrative since it hinders the emotional impact of their storylines. Which are great conceptually, especially Tsukina and Ayane who underdeliver due to the focus on being tools to expand the bigger storylines. They feel hollow despite the stakes of their routes being massive and consequential to the main characters internal conflicts. There are great routes hiding within Baldr Force, some of which we actually get to see, but for the most part they feel like lost potential.

In general, the character writing of Baldr Force is weak, they feel like mere actors that don’t try to push me into emotionally investing in the story and instead just act out their roles. All characters are utilized well, though at the same time they’re nothing to write home about. I especially find the villain to be incredibly shallow and used solely as a plot device. The actual characters outside the main heroines have little substance to their characters outside vague hints of a personality/backstory. This is definitely a visual novel that would have largely benefited from more slice of life, because most characters feel really hollow.

The eroge tropes can take away from the seriousness of the game, I especially dislike the stupidity of characters like Reika and how they unlock hidden potential within the virtual reality-sphere. It’s really goofy and takes away a lot of the intensity from some of the more heartfelt/tragic storylines. I feel a lot of the time Baldr Force has weird tonal clashes with these goofy elements trying to co-exist with the serious ones. It makes the game more memorable, but hurts the overall package when I look back on them.

These are all issues, though, considering the age, I can look past a lot of them (for the most part). This is definitely worth playing if anything I said remotely interested you.

This game would have really benefited from more slice of life.

Overall Grade: C+

What I enjoyed most about this work: The plot is actually really great for the most part, the last 3 routes are genuinely fantastic. The soundtrack and production value are very high for a game made in 2002, the UI is especially really cool. The story is extremely ambitious and I really respect that it shoots for the stars despite missing at certain points. I really like the theming of the game, revenge is really well handled here through the writing of its character routes. The structure of Baldr Force elevates it a lot, the story provides really interesting twists based on the little context provided in early routes.

10) 9-Nine Episode 4

Easily the most consistent 9-Nine entry. Episode 4 ends the series on a high note, providing some of the strongest setpieces across all episodes along with some of the best pacing I’ve seen all year. There is rarely a dull moment within the 4th entry of 9-Nine due to the high concept of the work finally matching the quality of its storyline. Without saying much, episode 4 really takes advantage of the medium and is the type of story that excels specifically as a visual novel. I have high praise for the 4th episode overall, it’s a great visual novel. Though at the same time despite enjoying my time with this entry immensely, I do think it suffers from several flaws that do hurt the overall experience for me and prevent it from being much higher on this list.

The last 3rd of 9-Nine Episode 4 is great, containing some of the most intense moments I’ve seen in a visual novel (in 2021). But I do feel that to an extent, the game is extremely limited due to the character writing. And what I got here despite being very enjoyable, doesn’t really reflect my overall attachment to its characters nor is it something fantastic. I have praised 9-Nine for its character writing on occasions, but that praise comes from thinking that the characters are enjoyable. But once I actually took the time to consider how high the concept of the work is, I felt slightly disappointed with the overall package.

Normal Noa

Despite 9-Nine having some genuinely intense moments, the main character of this work doesn’t really elevate those moments beyond the action. What I’m trying to say is that Kakeru is serviceable at best, when he should be amazing considering the work he’s in. I feel he lacks as much introspection or self-reflection necessary to take these good moments to the next level and because of that, the emotion does feel a bit underdeveloped. That wouldn’t be a massive issue in other episodes, since the focus is put on the heroine. But it’s most noticeable here since this is about Kakeru, a character that approaches most of these intense/emotional situations in their most objective form. Kakeru doesn’t really showcase the emotional maturity or depth needed for these great moments and because of this, 9-Nine suffers.

There are other things to dislike, I think the main villains of 9-Nine are extremely weak characters, lacking anything truly substantial. But at the same time, their actions are extremely interesting in context, so I find myself somewhat lenient towards their deficiencies due to the moments they produce within the story. The presentation is great as always and although the actual ending of this work isn’t the greatest thing ever, it did feel worthy of the build for this game. In the sense that 9-Nine maximized its strengths as a concept for this section of the story, though felt a little too safe for me.

I think the 4th episode of 9-Nine was great for what it was, I just know it would be capable of being a masterpiece had the character writing been a little stronger.

Chibi Noa

Overall Grade: B-

What I enjoyed most about this work: Strong concept with overall great execution in the storyline. Some genuinely intense moments sent chills down my spine within the last third of the story. The last third of the story is great in general. Noa is a very likable heroine and probably the most substantial of the cast, though not my favorite (Sora and Haruka). The production value is great as always, insert song is especially a memorable inclusion to the soundtrack. The pacing is fantastic, one of the best-paced visual novels I’ve played all year.

9) Toushin Toshi 2

This is the type of sequel that exceeds the original in every way and is honestly one of the most impressive 90’s visual novels I have ever read. A game that despite showing its age with some gameplay mechanics and shallow writing, shows its quality through its sheer charm and influence on the medium moving forward. The biggest improvement within this entry of the series is the main character, he’s far more proactive than Custom was. Seed feels like an actual character with real motivations beyond simple lust, it helps that he has an actual backstory. One that actually plays into every action he takes within this entry and allows for depth to his spectrum of emotions.

This is a real zero to hero story since Seed’s motivation for participating in the tournament is to be worthy of his childhood friend’s hand in marriage. A simple albeit well-executed storyline that has a great sense of escalation and boatloads of charm. There’s a certain level of innocence within Seed that really differentiates him from other Alicesoft protagonists and makes him likable in a genuine way. Seed feels like a normal dude that just wants to be with his girlfriend and despite this game containing the “dark” eroge elements of previous Alicesoft games, it definitely feels the most human of their works (that I’ve played so far).

Surprisingly the gameplay is good, outdated sure, but very playable which is more than I can say for most early Rance entries. Something that I specifically like about this works gameplay is that the scaling of enemies feels far more natural than other AS games that I’ve played. It doesn’t really feel cheap and I didn’t have to grind nearly as much as their other works, which made the experience far more smooth. Just play smartly and this game will be a breeze, though it does have its occasional challenges that will require more thinking in how you approach the situation. Not the most amazing JRPG mechanics ever, but definitely an improvement over their previous works.

Something that Toushin Toshi 2 improved upon was the karma system of the first game. It actually has some bite to it here and does have consequences on the overall storyline/Seed’s character. A really unique mechanic that I’m glad Alicesoft built upon, even if it’s still in a pretty infantile form here. It helps that Seed is genuinely a good person despite his flaws and seeing him commit some really evil actions definitely felt consequential to his overall character. Another good aspect of TT2 is the character writing is generally improved and the participants in the tournament are far more interesting/unique. I had a lot of fun working my way up the ladder, especially with characters that have actual personalities to them beyond their archetype.

Where Toushin Toshi 2 slightly falters is the second half of its story. It contains some really great parts, but it does feel like it drags on occasion/plays it too safe. I’m not really big on the actual ending of the story, feels anticlimactic considering the build of its story even if it was a fitting conclusion for Seed’s character. But don’t let these small nitpicks deter you, this is a must-play if you’re curious about Alicesoft’s capabilities outside of Rance. A very impressive title that generally aged gracefully for a 1994 release.

Also, the art is great.

Overall Grade: B

What I enjoyed most about this work: Seed is a great character, one of the few 90’s visual novels where I feel I can genuinely say that. Great pacing in the first half of its storyline and a good sense of difficulty scaling throughout. Character writing is far more fun than the original Toushin Toshi, night and day difference in regards to character depth. Really unique mechanics such as the karma system make me want to revisit this game again. The dark eroge elements are decently tasteful for an Alicesoft game and play into the characterization of its cast. Large scale and truly epic for a visual novel made in 1994.

8) Marco & The Galaxy Dragon

Easily the visual novel with the highest production value on this list. I genuinely think it’s one of the best looking and most consistently visually appealing works I’ve ever played within this medium. Marco & The Galaxy Dragon feels like a visual novel that prioritizes the experience above all else. It does lack substance on occasion, but it makes up for it completely with its uniquely inventive style of storytelling, character writing, and pacing. While other visual novels thrive in their complexity and theming, Marco & The Galaxy Dragon prioritizes entertainment value above everything. There was never an occasion that I read this story where I thought it was boring, a rarity in a medium that is known for its slow, glacial pacing.

Another thing that makes Marco & The Galaxy Dragon standout amongst its contemporaries is that it’s truly an all-ages visual novel to its core. I don’t feel there are many things in this work that limits its audience at all, it genuinely feels like something I could recommend to just about anyone. Of course, there’s some violence and lewdness along the way, but it makes up a small fraction of the work. Leaning into a more cartoony tone rather than what I’m used to with all-age releases within the medium.

The animations in this game are genuinely amazing…

The comedy of this visual novel is also great, though it’s absurdist humor which can alienate some people that don’t value creativity and view it as randomness for the sake of it. Where the humor mostly excels in its pacing of jokes, it feels like the novel is constantly throwing fun gags at you at a rapid pace. It never lets up, from the visual gags in the CG’s to the actual dialogue onscreen, the story is absolutely drenched in its own style of humor. This can annoy some who are used to visual novels taking themselves dead-serious, but to others, this will be a breath of fresh air. The game is a perfect length, never overstaying its welcome at all and although it really doesn’t take advantage of the medium from a storyline perspective, it makes up for it, and some change with its visual direction.

My only major issue with Marco & The Galaxy Dragon is that its pacing although unique, can make a lot of storylines feel underdeveloped. Not that the potential amongst all the storylines in this work were equal, but it does feel like a compilation of vignettes at points rather than a cohesive unit. It reminds me of something like Chainsaw Man in that regard, where it feels like the story escalates at such a rapid pace to the point it’s hard to soak in the characters/stakes on occasion. Since it moves at a pace of 100 scenes per minute rather than taking its time to develop its world or characters. It’s adventurous territory for a visual novel sure, but I do feel it lacks as much polish as I’d like because of it. I’m also not too big on the “emotional” scenes in this game, though they do fit the tone of the work and are implemented well. I just feel they don’t necessarily add too much to what was already there. A must-play if you don’t mind a story that doesn’t take itself too seriously.

The Kubrick Stare!

Overall Grade: B

What I enjoyed most about this work: Inventive storytelling/character writing that although can lack substance, gives the game a unique style, unlike any visual novel I have ever read. Tremendous production value, rarely a moment the game won’t flash new art at you. The pacing is really fun and allows for very few boring moments, even if it does limit the thoroughness of some storylines. Fantastic absurdist-styled comedy elements that add more charm to this work than take away from it. A TRUE all-age visual novel, easy to recommend to just about anyone as long as they’re not a stick in the mud. Western influence on this work gives it a VERY unique identity amongst its contemporaries.

7) True Remembrance

While Marco was an example of excess giving a work a sense of style unique to its own medium, True Remembrance is the exact opposite. This is a case where simplicity makes the work excel. A visual novel that commits fully to its own promise of ordinary days that create extraordinary moments:

True Remembrance is an ordinary tale of the ordinary days spent in an ordinary town by an ordinary girl who learns that everything in this world is extraordinary – or that nothing is.

True Remembrance is a beautiful story, one that chooses to tell its narrative within the confines of a small town. It has a high concept, dealing with a global epidemic that causes depression with the only cure being the removal of one’s memories. It serves as an interesting allegory for depression, with the concept being that those that suffer despair are those that stay in the past.

One cannot choose what happens to them nor should they be blamed for falling into the pits of despair, but one cannot deny their past. To simply forget about your failures won’t bring about change and you will find yourself never having learned that there was a path without failure. Acceptance of one’s flaws is the key to finding happiness.

Crying in the snow…

This is what I got out of True Remembrance. A beautifully told story that although can be a little too sentimental at points with its writing style, manages to make me believe that anyone is capable of redemption. This work elicits a very strong reaction out of its reader with its overall emotional maturity and lack of bullshit. There’s very little in this game that I feel was wasted, this game makes every moment count and I think that’s the beauty of its execution. One shouldn’t expect anything grandiose with this one, by definition it’s a story that was created out of pure passion. Someone had an idea and they made their vision a reality.

If I were to compare this work to a previous visual novel that I’ve read, it reminds me of something like Symphonic Rain. A story that doesn’t really fall into the anime clichés of typical visual novels and instead chooses to focus on the humanity of its characters. While Symphonic Rain was alienating in its structure/characterization, True Remembrance was transparent and to the point with these elements. Despite sharing a similar atmosphere/tone, True Remembrance is far more sentimental and because of this can feel that the work is melodramatic at points. I never felt that the game was ever horrible because of this, but it does make every action count in a way that can be hard to understand for some readers. To the point where I sometimes question the quality of its writing, it can be a little too emotionally charged for very small things. Which can hurt how organic the story feels at points. A double-edged sword mind you (it absolutely does transcend the quality of scenes), but a noticeable issue when it does show up.

Also the ending despite being good, does feel like it rushed itself a little too much. The plot reveal is great, but there’s a certain level of depth the ending lacks which hurts the overall story since it’s so well-paced prior. The production value of this story is also very low due to being made on what was likely a shoestring budget. Not a killer, but it’s what prevents True Remembrance from ranking higher.

If only it was that easy…

Overall Grade: B+

What I enjoyed most about this work: Emotionally charged writing can make the smallest of actions feel grand, for better or worse. Despite production value issues, it does manage to have a very strong sense of atmosphere. More laidback and human-based storytelling allows for a different tone from the usual anime-styled visual novels. Theming and structure of the story are fantastic. Very few parts that I felt wasted the narrative, otherwise most things in this game felt necessary to elevate its theme. This truly feels like a story that was made from passion and it shows from its writing style and production, clumsy at points but incredibly genuine. A high-concept visual novel with more simplistic storytelling, not very common in what I usually read.

6) Cho Dengeki Strykers

This one has actually grown on me since my initial review of it back in early 2021. Mostly because I find the best parts of this visual novel to really outweigh the worst parts about it. Although the visual novel does have a little too much padding and can vary in quality from route to route, the overall package is a lot of fun. One of the most unique visual novels that Overdrive has ever produced, a superhero visual novel with elements of metafiction and absurdist comedy. It’s definitely not the “smartest” visual novel on this list, but it’s easily one of the most entertaining games I’ve played all year. The writing despite being very juvenile manages to have a lot of charm, regardless of the stupidity of its story at points, it rarely feels without purpose. The satirical elements of Dengeki Strykers never feel pretentious and seem like they come from a place of love, which is a rarity in fiction for me. I really like the clash of tones with the story taking the piss out of conventional superhero stories through its characterization/plotline without ever faltering from its pure-hearted love for the genre. This is a visual novel with a lot of passion behind it and feels like a love letter to fans of comic book (Japanese or American) stories.

I would say the comedy of Dengeki Strykers is a lot of fun, though it’s definitely on the poop joke spectrum instead of cleverly constructed with multiple layers. It’s not a bad thing, since I find those jokes generally more enjoyable anyways, but I can see someone thinking that a dog named Joseph talking about his dick all day in a deep voice isn’t necessarily peak comedy to everyone. The character writing in Dengeki Strykers is mostly surface level, but I find it fun for the kind of story it presents and quite memorable in a “turn off your brain” sort of way. Though that’s not to say the character writing is devoid of any substance, Mirror and Hilko are high points for me in terms of visual novel characters in 2021 specifically for their writing. So the game regardless of some shallow character writing does deliver with a good portion of them.

I rarely feel that the game ever jumped the shark despite the absurdity of its premise, which shows that it must have been doing something right.

You either think this is awesome or stupid, this screenshot is a good example of what kind of game Dengeki Strykers is…

I really like how this game utilizes its structure to further elevate the quality of its overall story. Some routes are wasted opportunities (Steel and Heaven), but most routes actually build into each other in very creative ways. For example, I really like how the Zero saga introduces a lot of mystery and feels very rushed on the initial playthrough. Only for this choice to make complete sense once you actually play the Sky saga where all the weaknesses of Zero are contextualized. It’s honestly a really clever way of using visual novel route structure to elevate the quality of your story, something I wasn’t expecting for a “dumb” visual novel. The game also has some really strong action sequences that are obviously absurd in execution, but give the game a lot of character and feel absolutely balls to the wall hype. It feels like I’m watching a really fun battle shounen when the action actually becomes the focus in Dengeki Strykers. A quality that really stands out when compared to the more serious tone of chuunige-styled visual novels.

The production value of Dengeki Strykers is great, it’s likely the most expensive feeling work Overdrive ever produced. The character sprites feel like they have a lot of movement and I feel most situations that needed a CG actually got one, which isn’t something I see too often. I guess if I were to list another issue with Dengeki Strykers, I’m not a fan of its heroine writing. I feel this game really didn’t put effort into the females, being shoehorned in at the end of routes simply to lead into an h-scene. It doesn’t help that Yamato himself isn’t the most dynamic main character and because of this, he lacks chemistry with most of the females. Though I would say that the Hilko route (Love Saga) has genuinely good romance, though that’s an outlier amongst a lot of weak storylines involving love. Dengeki Strykers definitely won’t appeal to the main demographic of visual novel fans, but I do think it has carved out its own niche as a fun superhero VN with hidden depth.

The real Dengeki Strykers were the friends we made along the way…

Overall Grade: B+

What I enjoyed most about this work: A fun storyline that actually uses its routes to paint a bigger picture. Very unique themes for a work about superheroes within the visual novel medium. The humor of this game is hilarious, though it can be repetitive or too juvenile for certain groups. A lot of passion comes through the writing style and although it’s not winning awards for prose, reads well for the kind of story it is. Strong characterization with Mirror and Hilko. High production value work that actually feels like it’s throwing everything at you in order to work. Really fun action sequences that provide contrast to the more serious fights in other visual novels. A love letter to comic book/manga fans (heavy on fanservice)

5) The World’s Most Forbidden Love

This is my first Maruto visual novel and if the rest of his stuff is written even remotely like this, he could easily end up being one of my favorite writers. This was a fantastic story with some of the most consistently human characters that I’ve seen in a very long time. If I were to describe the style of character writing for this story:

It’s about good people that make shitty choices due to their goodness at heart and desire to protect those they love. It’s about the sacrifice of one’s happiness in order to maintain the status quo and whether or not the sacrifice is worth the cost.

This game does have a trashy concept on paper, mind you, despite this amazing theme, the end goal of this story is to have sex with a teenager. But the journey towards that is written in such a way where I can acknowledge it’s wrong morally but executed extremely well. This is a case where the reader will likely have to try separating the “morality” of a work from the quality of its writing. Because although this visual novel is great, it’s very problematic with what it potentially normalizes through its storytelling. The game does a good job of describing the taboo of its subject matter and why it’s a difficult choice to make. I would like to think that this story’s end goal isn’t trying to normalize grooming, but at the same time, I can’t fault someone for thinking that.

After all, it is called The World’s Most Forbidden Love.

The main heroine of this game…

The writing is great, though the game is definitely more of a slice of life visual novel which has its fair share of detractors. The benefit to this story is that the writing is from a technical standpoint amazing, I love its prose. Also, the huge emphasis on relationship building and introspection really elevate the character writing to another level. Osamu is a fantastic protagonist and quite unique to boot, being a very mature adult by the time this story starts. He’s also fully voiced and the performance is genuinely one of the best I’ve seen all year. They do a great job of providing the vocal range for someone that is spineless but good at heart, someone that sacrifices their own happiness for the sake of those he loves. And the heroines also have really strong performances as well, I especially am fond of Mitoko and Himeo’s voicework.

The storyline is very unique for a visual novel and isn’t a school setting in a conventional sense. You do go there, but most of the time is spent in the office or talking to other heroines, providing a really unique atmosphere/dynamic when compared to other visual novels. The heroines are also adults as well. You have a coworker, boss, ex-wife, and teenage girl that serve their roles as heroines very well, offering distinct dynamics with Osamu. I am especially fond of the ladder structure for this work, I find it to add so much to the structure with each choice the MC makes having massive emotional consequences on Mitoko. It truly felt like a journey getting to her route, since the player got a really good idea of her true nature with each route developing her character further and further. One of my favorite visual novel structures of the year.

Where this game suffers for me is that the h-scene placement can feel really forced, I don’t like how it breaks up the pacing of the game when they’re shoved into the story without any care in the world. The game is structured in a way where they’re not implemented organically and you get them all at once, the only time I found this effect was Asami’s route. The writing of these scenes is very good, but I wish it was placed at a better point. I find Mitoko’s route to be kind of anticlimactic due to sharing the same space as Asami. It makes sense from a narrative standpoint, but I wish they added more to Mitoko’s route to differentiate it after a certain choice. Would have gone a long way for me. The first route of the game is also easily the weakest, though I get why it was done since it foreshadows a lot of Mitoko’s character development in her own route. I just wish the conflict of the route was better integrated since it did have a tendency to feel more forced when compared to the other ones.

Choose wisely!

Overall Grade: A-

What I enjoyed most about this work: Great character writing with a strong sense of theming throughout every route. The taboo subject matter is commendable even if it does raise the issue of being problematic with its conclusion. The main character is fantastic and is the perfect type of character for this story about the value of sacrifice. The story is very unique, dealing with more adult subject matters when compared to other visual novels, not really the perspective of a high schooler. The music is great and the game has good production value, I will remember quite a few of these CG’s for the next few years. The ladder structure works to this game’s favor and makes the theme more prevalent (take notice of Mitoko’s characterization).

4) Kin’iro Loveriche

The most emotional visual novel that I read in 2021. Kin’iro Loveriche is a game with a reputation that precedes it, yet somehow it managed to subvert my expectations with its final route. This is easily one of the most thematically focused games I played this year, every route contextualizing and elevating its final hours. A theme as old as time is highlighted:

Live your life without regret. Thinking about the past in a negative light will only hurt you. Be glad that it happened because it got you to where you are now. Your past doesn’t define you. You’re perpetually golden.

Every single route helps paint this picture of living without regret and making every moment in one’s life “golden”. A theme that is easy to understand but hard to follow, sometimes the pain overwhelming the strongest of people. It’s a concept that requires determination to follow thoroughly and this story is about Ouro’s journey towards that goal. To become golden, he must accept the hardships that come with life as much as the happiness. Because otherwise, he’ll find himself in a path of self-destruction in which there’s no escape.

The beauty of Kin’iro Loveriche is it’s laser-focused theming. Though at the same time, Kin’iro Loveriche can appeal to others outside of that. The comedy for the most part is great, characters bounce off each other very well and I rarely feel that the humor misses the mark. I also think that Kin’iro Loveriche finds a very healthy balance between offering somber and comedic moments back to back. I don’t think there were many times in this story that I felt the balance of comedy/seriousness wasn’t maintained properly. It has a fairly consistent tone throughout even if its comedy is mostly of the goofy variety. Despite this praise, I do find the game too sexually charged at points with its humor. I don’t mind horniness mind you, but it rarely feels necessary and detracts from the magical tone of this one at times (especially the threesomes).

The humor is great, though I do feel that the game can focus a little too heavily on the sex bits…

I genuinely think that Kin’iro Loveriche has one of the best common routes that I’ve read in the past 3 years, consistently entertaining and rewarding to those that look for subtext. Along with this, the routes have a really strong sense of structure and cohesiveness that I rarely see in a moege-styled work. There are very few moments within Kin’iro where I find myself questioning what the point of a route was since even if I can rank importance between routes, I do feel that they were all necessary to make the final route better (to varying degrees).

The production of Kin’iro is nice, but I mostly want to praise the “golden time” moments. Genuinely one of the prettiest uses of animation that I’ve seen within a visual novel, making scenes of pure intimacy turn into one’s of pure ecstasy. The soundtrack is also really great, with many tracks that I will remember far into the future. Especially since the game is good at soundtrack placement, a very subtle but crucial aspect to taking a good soundtrack to the next level. Voice performances are strong here as well, Sylvia and Ria’s voice actors give some of the most convincing performances of 2021 for me. I truly feel immersed into their characters due to their strong emotional depth and comedic timing, very passionate performances.

My only real issue with Kin’iro Loveriche is that I find the first 2 routes to lack due to their strong thematic focus. Which for me, is great, but also makes the heroines feel very weak in context to the rest of the game. Sadly I’m the type of person that wants to eat his cake and have it too, so it can be quite glaring when I find the first 2 routes weak due to their plot focus. I especially think Elle despite containing some essential moments for Ria/Sylvia suffers a lot from this, since I don’t think Elle provides much that adds to the theme. Rather it uses its time to elevate the plot elements of the story (such as Ria), which makes the route feel quite hollow in contrast to the rest. The threesomes in this game were also not something I enjoyed, I especially dislike how it’s implemented into Reina’s route.

Genuinely one of the worst h-scenes I’ve read in a long time. Not because it’s not erotic or badly drawn, rather it just completely changes the tone of the route. Taking what should be a serious conflict and turning its solution into a complete and utter joke. Reina’s route barely recovers from this.

The end?

Overall Grade: A-

What I enjoyed most about this work: Strong emotional depth that managed to subvert my expectations completely despite its praise and detractors. Great route structuring, routes don’t really feel wasted. Sylvia and Ria route are some of the best routes I’ve read this year, genuinely fantastic all-around. The common route is strongly written, balancing comedy and somber moments quite well. Great production value, the soundtrack placement is perfection which is a sign of a strong director. Contains one of my favorite themes for a story to have, to never regret your mistakes/past and learn from them.

3) Ayakashibito

This game is very reminiscent of something like Fate/Stay Night with how it approaches the characterization of the main character. Though goes for a more cryptic approach when it comes to culminating his character arc. The game to its core is a story about someone whose existence has never known happiness and once they find that happiness, the sacrifices they must endure in order to maintain it. The entire game is about Takabe’s growth as an individual who has never known the love of others into someone that wishes to protect everyone at the cost of his own existence. This is somebody that has finally found what he has always desired, a normal life. And this is the primary focus of Ayakashibito, of course, it’s a chuunige, but it’s just as much about the beauty of everyday life.

Basically what I’m saying is that Ayakashibito has a lot of slice of life.

I can’t quite say that Ayakashibito will appeal to everyone, but it’s at the very least a commendable effort with a unique storyline. I find myself constantly looking back to this one for its theming since it utilizes its routes very well to highlight Takabe’s character arc. A lot of these storylines revolve around different sacrifices Takabe or another character have to make in order to find beauty in their miserable existence. Which plays very well into the antagonist of this work, Kuki. A character that is very enigmatic, but reflects the complete opposite of Takabe’s character. A person that has known loss and instead lashes out on the rest of the world instead of moving forward. Somebody who doesn’t grow and try to find other forms of happiness, instead of being stuck in the past due to their own weakness. One of the best aspects of Ayakashibito is the dynamic between Takabe and Kuki, which although may have an anticlimactic conclusion, is truly rewarding when given time to sit on the reader. Easily my favorite aspect of this work.

Generally speaking, the character writing of Ayakashibito is great. I really enjoy how fun the characters are, being based more on fun interactions within a group as opposed to intimate one on one development. It gives the game a lot of charm and also highlights the core theme of finding happiness in the most simple of pleasures. I do feel some of the cast can feel underdeveloped due to this, but I do find myself enjoying the package overall. A major flaw with the character writing is that a lot of the best individual moments between cast members occur in completely disconnected routes. This can make the game feel very disjointed, but at the same time, I do see this as taking advantage of the medium visual novels provide in some form. Since a lot of the development a character gets is locked into certain routes and spread out quite evenly, which helps add to certain routes with the context of how a character is like in other routes. It’s not perfectly implemented, but I do appreciate the effort to make the routes feel distinct even if it missed the mark slightly.

Kuki is one of my favorite characters of the year!

I think the biggest issue people will have with Ayakashibito is they’re going to expect an action visual novel with slice of life elements when it’s actually the complete opposite. I’m not trying to say the action scenes aren’t great, some of them can step toe to toe with the best chuunige out there. But they’re not a primary reason for me to play this game, it’s merely the cherry on top of the cake. The actual meat of this story will primarily be the slice of life and how it relates to the main theme of this story. Spending simple times with friends that although will never know the full extent of your struggles, accept you for who they see. I would say patience is the key to enjoying Ayakashibito, since although it’s paced quite competently, it does make unique structural decisions that will alienate certain readers. An example is keeping a multiple route mystery that lasts the entire game and also making character motivations unclear for large sections of the game (despite being showcased heavily). They make the payoffs feel far more rewarding, but I don’t think everyone will jive with these polarizing structural choices.

The route quality of this one is very high, I enjoyed every route to varying degrees. I found Kaoru to have the weakest character writing of the routes we did get, but it appealed to me with strong action sequences and thematic focus. This route elevates the final route as well to a different level despite feeling rushed in some portions as well, so even if I poke some holes here and there, I do like the package in context. I love Suzu’s route, but I think it had the potential to be the best route in the game if it had a stronger focus on the side characters. Since I feel they go into the background due to this being the route that culminates the Takabe and Kuki storyline. This is a massive shame, even if Takabe still emphasizes their importance to him by the end of this work.

Tonya is my favorite route despite being the least consequential to the main storyline, which is a rarity for me. Though I will die on the hill of saying it’s absolutely essential to the main theme of sacrifice. Touko is the route that emphasizes the friendship aspect the most and delivers on that front, providing one of my favorite introductory routes of the year. Something that I love about the structuring of Ayakashibito is that Kuki becomes more and more prevalent within each route, creating a really nice sense of escalation and tension throughout the visual novel. Since the reader is left in the dark for why he acts the way he does for the majority of the work, making him feel like a massive threat even when allied with Takabe.

Ayakashibito is a fantastic visual novel, I hope to see more works like it in the future. One’s that emphasize the main character and make challenging risks that elevate specific themes.

One of the funniest scenes of the year.

Overall Grade: A

What I enjoyed most about this work: The dynamic between the protagonist and antagonist is genuinely some of the best character writing I’ve seen all year. Thematically focused to a fault, which will alienate people that don’t take their time to think about what every route meant. Character writing is extremely strong and enjoyable, very chemistry-based comedy. The slice of life is very tasteful and adds to the overall theming/tone of the game. The overall route quality is very high (entertainment value) AND feels relevant to the main theme of the story. Some of the action in this game can stand toe to toe with the best fights in any chuunige, though they’re not the primary reason to play this game.

2) Hashihime of Old Book Town

A strong sense of ambition and confidence that I rarely see from an author makes Hashihime stand out amongst not only its BL contemporaries but amongst a sea of mystery visual novels. This is a work that oozes character, showing an uncompromised vision while having the budget to support the artistry showcased here. You can fault Hashihime for not being in your preferred genre of visual novels, but you cannot fault the overall product.

Since this is truly something special…

Hashihime is a BL visual novel that critiques the relationship between humans and the fiction they consume or create. Dealing with the theme of escapism and how it can blind people from finding faults in their own life choices. How the obsession with fiction that people have can ultimately lead towards a path without self-evaluation. The game approaches this from an existential perspective with the main character (he is an author) delusions blending with reality in aggressive ways. The creations in many ways can protect Tamamori, but at the same time, they shield him from reality. A fantastic storytelling device within this story that provides much-needed substance to its major themes. Despite the complexity of its subject matter, Hashihime approaches it from multiple perspectives throughout the routes it offers. A true masterclass of route structuring, even if the game peaks quite early (the first route is easily the best part of this game, luckily it’s 2/3 of the actual story).

The character writing of Hashihime is oftentimes cryptic, though opens up as you go along and rewards the reader if they pay close attention. It’s a story that lives and dies by its theming and although some characters can seem weaker than others, they illustrate their concept of escapism quite well. I love the characters in this game due to their eccentricities and the variation they provide, rarely is there a truly boring moment within Hashihime. Rather everything feels consequential to the overall story, even if some of the stylistic choices with dialogue can be a little too one the nose. Though it does fit the characterization of Tamamori, since we see the entire story through his perspective. I love the prose of Hashihime as well, the sentences flow very smoothly and don’t feel robotic despite the complexity of its subject matter. A rarity in visual novels that are as high concept and ambitious as Hashihime. I never felt that I was ever being lectured or looked down upon by the author as he described his various literary influences. Rather he exuded confidence and gave me just enough to understand how it relates to the overall story without hurting the pacing of his story.

Despite the atmosphere of this work being dreamlike, everything feels organic.

Ain’t!

The game deals with very interesting subject matter, one of my favorite aspects of this story is its lack of fear in exploring concepts such as sexuality. Especially since they apply it from the perspective of post-WWI Japan, a truly unique take that I don’t think I’ll ever see in another visual novel ever again. And this isn’t simply a small aspect of this work, the BL feels absolutely essential to elevating the story. I think Hashihime contains my favorite romance of the year with how thoroughly it explored the relationship between Minakami and Tamamori. A genuinely beautiful story between these two that gave me just enough to feel strong emotions without ever feeling overdone. The rest of the BL elements can vary in quality (never dips below good), but are mostly tasteful due to Tamamori being a very adaptable main character.

The route structure of Hashihime is strong, but it can feel that some routes are underdeveloped due to the emphasis Hashihime has on its theme. The first route takes up a large portion of the work overall and because of its finality, other routes have to kind of work around it. That’s not to say the other routes are garbage, they aren’t and they all add interesting layers to the concept of escapism. But I do think that Hashihime may have benefited if it introduced these routes earlier or incorporated some of these arcs into the common route. The most eye-catching aspect of Hashihime is its art style and it absolutely does deliver (and then some). Easily one of the prettiest visual novels I have ever read with one of the most interesting art directions I’ve seen for any work. Taking elements from both gothic and psychedelic artwork, fusing them to create its own aesthetic separate from every visual novel that came before and after it. The game has generally really high production value as a whole, my only critique is that I wish it had more songs in the soundtrack. Since it would have elevated an already amazing work to a higher level, though I understand that pickers can’t be choosers.

The ending of Hashihime will divide people and it’s purposefully made with the intention to piss off the reader. I personally enjoyed the ending, since it directly relates to the harsh reality of the dark path escapism can lead towards. Though I would say it does feel a bit undercooked due to being anticlimactic and somewhat short relative to the rest of the game. It’s not exactly a high point of this story, though as a thematic culmination of the story’s theme, it’s quite great.

Would I recommend Hashihime to someone that has no interest in BL?

Yes. Because it’s really fucking good. The story is tremendous and I would recommend it to anyone that simply wants a strong mystery with arthouse elements.

Unless you literally just hate gay people, there’s no reason not to play this at all if anything I said remotely interested you.

So much of the game looks like this…

Overall Grade: A+

What I enjoyed most about this work: A high concept work that doesn’t fall under the weight of its own ambition, approaching itself with confidence that I rarely see in any visual novel. One of the best art directions that I have ever seen in a visual novel. Deals with complex subject matter that will alienate some readers, but will appeal to people that don’t like to be pandered to. This game has really strong prose, sentences/dialogue flow extremely well. Great route structure, even if it peaks rather early. A boy love title that takes place in a very unique time period and challenges the reader with its literary references and themes of sexuality. It has the strongest romance I’ve seen all year with Tamamori and Minakami.

1) Musicus!

Overdrive’s swan song ranks at the top of this list.

Kira☆Kira is one of my favorite visual novels of all time. A genuinely heartfelt story with strong thematic focus and passion oozing out of every crevice of its being. It also contains Shikanosuke Maejima, who has one of the most personal depictions of self-hatred and teenage angst that I have ever seen in a visual novel. To say that I love Kira☆Kira is an understatement, it is genuinely one of the most emotional works that I have ever read. So to see that this was Setoguchi Ren’ya’s final visual novel for several years was an interesting feeling. He stopped with his best work (that I’ve read) up to this point and did so under his own terms in order to move his focus towards novels. Which he had every right to do since he created what was likely the best-selling Overdrive work up to that point. After the success of Kira☆Kira, Overdrive would continue to create fiction under different writers. Experimenting with different concepts and never really sticking to a specific format for their works minus the involvement of musical themes/various bands. They did this for several years with varying degrees of success, though none matched the acclaim or sales of Kira☆Kira (minus Go! Go! Nippon!).

So Overdrive decides to end their legacy with a bang, completing their mark on the visual novel medium with the man who wrote their most successful visual novel:

Setoguchi Ren’ya.

And thus Musicus was born. The final Overdrive work.

Musicus acts as a soft reboot to the original Kira☆Kira, dealing with many similar themes and sharing plot commonalities. The main difference between these works is what aspects they emphasize the most. With Kira☆Kira it has a strong focus on the concept of finding purpose within a group and is more self-contained. Music is merely an aesthetic to further elevate its theme. Musicus on the other hand has a main character that’s more existential and is simply trying to find his own happiness. Whether or not that comes from creating art, befriending others, or observing music is irrelevant. For him, the true purpose of existence is to immerse himself within his interests and see where it goes from there. He doesn’t truly know whether or not it will bring him happiness, but he wants to recapture the feelings he thought he never had through the creation of his own art. In this case music. Music is not merely an aesthetic in this work, rather it’s a part of its core identity. And that’s what makes Musicus such an interesting companion piece to the original Kira☆Kira, since it doesn’t seek to outright replace it. Rather it just focuses on the same theme and executes it completely differently. What Setoguchi created here is something that encapsulates the concept of Overdrive:

A company that created fiction and never reached mainstream success. And despite this, continued to think forward and try pushing themselves to create art that reflected their passion. It doesn’t truly matter whether or not they reached success, they reached the hearts of many people due to their passion. This had its own beauty beyond abstract concepts such as “success”. It was true artistry.

The final Overdrive visual novel…

Musicus is one of the best written visual novels that I have ever played. Despite personally preferring the rougher writing style of Kira☆Kira (it allows for more emotion), I think overall Musicus has a more refined sense of theming and plot structure. Musicus has a structure that involves the protagonist Kei Tsushima finding different forms of happiness:

Ozaki has him accept the happiness of being with someone else he truly cares for rather than chasing his dream of pursuing music as an art form.

Meguru has him find happiness through creating art that although may not reach the mainstream, will reach the hearts of those that followed his career.

Sumi’s route has him give up on his dream for the benefit of someone he cares for, leading him towards a darker path. The sacrifice of one’s happiness in order to bring about joy into another person’s life. Can you reach true satisfaction in this manner?

Mikazuki helps him realize the futility of reaching “true” success. Because it isn’t defined by an objective metric, rather it’s the happiness he finds from pursuing his passion.

All four of these routes contribute to illustrating the main concept of the game, that success is measured by your own sense of satisfaction. Worrying about how others will evaluate your art will only lead you towards a path of self-destruction. People create art because they love to do so, not because of the success that they will attain. That is coincidental and largely based on the audience your art creates, separate from the artist themselves. I think the Ozaki route is likely the weakest link amongst these 4 stories, but it still felt essential to me by the end of the narrative. I would say this is my favorite message of his works, even if I find it to be the less cryptic and the most simple of his visual novels. A testament to the writing ability of Setoguchi. Some of his best work is contained within Musicus.

A true comeback!

I could say more about Musicus, but I think it’s very obvious that I enjoy the story immensely. It’s easily one of my favorite visual novels of all time and although I don’t feel quite comfortable (yet) to give it a 10, I do think it has the potential to grow on me over the next few years. A beautiful story that I can see myself coming back to time and time again, not my favorite Setogouchi work, but a tremendous sendoff to the illustrious history of Overdrive.

If you want to see my full thoughts on Musicus, I reviewed it (along with quite a few of the works that appeared on this list).

Musicus Drip!

Overall Grade: S

What I enjoyed most about this work: One of the best written visual novels I have ever played, great use of structure and theming to illustrate its concept of “the meaning of life”. Strong character writing overall, though I do feel some of the cast has a tendency to illustrate a theme more than stand on their own as individual characters. Kei is one of my favorite protagonists in recent memory, really introspective while also providing some very personal angst throughout the story. Sumi route is one of my favorite character routes of all time, the feelings I had when I read it were of pure terror and resentment for the choices Kei made. Despite being less emotional than previous Setoguchi visual novels, I find the message to be the strongest and most fully realized of his works. The artwork is really beautiful and the soundtrack is top tier, some of the best vocal songs Overdrive has ever produced. It manages to tell a complex message utilizing philosophy without feeling nearly as heavy-handed when compared to its contemporaries. Kaneda is a funny man.

I don’t know how to end this…

Hashihime of the Old Book Town Review

Hashihime of the Old Book Town is a visual novel developed by ADELTA. The game was originally released for PC in 2016. The version of the game I will be reviewing is the MangaGamer release from 2019. It also has a Steam release and will eventually be getting an official Switch release (with English support). Minimal spoilers in this review, but I will avoid anything that reveals crucial plot elements or twist within this game. I will provide a general outline of the game while also providing my thoughts on it as a visual novel (production value, story, characters, etc.). Anyways, let’s get started!

Is a Life of Escapism Worth Living? (Story/Boy Love)

Hashihime follows the story of Tamamori. A person who went to the Imperial Capital of Tokyo with the hopes of being accepted to a prestigious university along with his childhood friends. Sadly he was not able to pass the entrance exam and finds himself working at a used book store within 2 years of failing. Nothing really panned out for Tamamori as he finds himself mooching off other friends and living a generally uneventful life.

Minus his own delusions.

Tamamori writes stories in his downtime as well. Though he has a warped sense of reality, one that was only amplified further due to his own failures. Constantly in a state of potential delusion, this gives him inspiration to continue writing fantastical stories at the cost of his own sanity. In many ways, Tamamori finds solace in his own delusions. With his own characters such as Haruhiko and the Frogman acting as emotional support/voice of reasons for him. He really doesn’t need to continue to move forward as long as he can continue to escape from the reality of his dire situation.

In many ways Tamamori has resigned from his own life. Living with embracement of his own pathetic nature. Never striving to improve and instead living life with a smile on his face if it means he can continue to stagnate. Tamamori is stuck on a path towards self-destruction if he doesn’t take the time to evaluate his own life.

Will he have a wake-up call?

Tamamori does find his wake-up call, though it comes in a form that he never would have expected. His stories are no longer fiction, rather they have become reality. Mysterious deaths start to consume his once uneventful life and Tamamori finds himself in a position where he has to eat his own pride and self-reflect.

Tamamori will have to make a choice:

Escape from his own delusions or lose his sense of reality.

Tamamori in the flesh!

Hashihime isn’t a game that can be put into one category. Rather it feels like an amalgamation of various different genres. On one hand it’s boy love, but on the other hand that really doesn’t do it justice. It also has elements of mystery thriller, existential horror, sci-fi, and historical fiction. All of this is packaged within a work that has a very psychedelic edge due to the gimmick of of an unreliable/delusional narrator. There are more things I could mention about how unique this story actually is, though I rather not delve too deeply because half the fun is in the surprise of how it culminates. If any of these aspects remotely interest you, I’d advice to give this story a try. It’s well worth your time.

Spoiler alert for the rest of the review. But this game is amazing.

The core theme of Hashihime is the relationship between humans and fiction. A relationship that is critiqued through every route within this work. The story delving deep into how people can hide themselves in their own delusions of reality due to their relationship with fiction. Choosing to live a life without self-reflection as long as it makes them more comfortable in their miserable existence. The way Hashihime does this theme isn’t very straightforward and risks alienating many people who don’t try looking beyond the surface level value of its story. Not everything will be explained and I feel many people that read this work will come out with more questions than answers. Though I wouldn’t really say this is because the game is badly written, rather I just feel that the story prioritizes the experience of its style at the risk of lacking coherency in some parts.

I do feel that I got a good understanding of the core themes of Hashihime and I did have fun trying to interpret every literary references/visuals provided within this work. But I don’t think I even got close to having a full understanding of everything that occurred within this work. This is a story that is extremely dense, it gets really easy to lose yourself in all of its madness when you don’t know the context of what’s going on. The game slowly does fill the reader in, but not to the point where I feel most people will come out with every answer. This is likely a game that will reward the player more if they re-read it and try to evaluate the entire story with context of its end-goals/themes.

It’s not a work that you can quite enjoy to its maximum potential on your initial read. But at the same time, I still love the experience. Hashihime is a story that will live and die by how much the player is able to reflect on it. That’s both the best asset it has and its greatest weakness as a conventional narrative.

He’s just like me…

An elephant in the room for the average visual novel fan is that many simply won’t want to get into this story due to the genre being boy love. I personally feel that a work is not measured in quality from the genre it’s in, rather I feel it’s measured in the contents of its story. Hashihime does contain LGBT themes and they’re very tasteful when they’re actually spotlighted (specifically its first and second chapter). I really love how they even deal with the hardships trans people deal with in this time period of Japan (Taisho Era) even if it’s obviously not 100% accurate to the time. Homosexuality within this work is handled very well, it makes the work more than it takes away from it. Although I feel it can be forced at points (especially the final chapter), the game doesn’t really make an effort to shove it in your face consistently. The core focus of this work is on the story/characters and presentation of its themes.

There is legitimately only one h-scene per route.

If you’re bothered by men simply having sex for maybe 3% of the work at most and that doesn’t let you experience a good story. That’s fine, but I would really advice to give this work a chance if anything I have said has remotely interested you. The writing of this game is off the charts and how uniquely it handles its subject matter makes it (for me) a defining work of the boy love genre. One that anyone with potential interest (in the genre) SHOULD give a chance. I promise you that even if you dislike the genre, there is a lot of value to be found within Hashihime in the sheer quality of its writing/themes (especially the first chapter of its story). Even the delusions are a lot of fun and are very different from what I’m used to, relating more to Tamamori’s fear of change rather than constantly bombarding the player with vapid comedy/insanity (like many delusional characters tend to do). This is definitely something worth picking up, the acclaim it has garnered among its niche fanbase is very well-earned.

Yes there is boy love. But it’s not the only aspect worth talking about when it comes to Hashihime. This is a story that can easily be enjoyed regardless of what genre it falls into for you.

The Woes of a (Failed) University Student (Characters)

Hashihime has generally strong character writing; however, it does run the risk of not appealing to the reader if they aren’t patient enough to see the characters through. The reason I mention this as a specific issue with the work is because readers will oftentimes be confused on what the character motivations are until they reach a certain portion of the story. Characters in Hashihime are more about the mystery surrounding their motivations as opposed to what you see initially. Because of this you won’t be seeing the full extent of their personality for the majority of the work. Although this presentation of characters can be initially off-putting, it’s used to great effect in this story. Because if you become invested in their mysteries, the payoffs are well worth the initial confusion (for the most part). The main male cast is used to great effect, especially characters like Minakami and Kawase. Who embody the less is more philosophy when it comes to their character writing, they are easily the high points of the cast (that aren’t Tamamori). I also find characters like Hikawa and Hanazawa (to a lesser extent) perfect for the themes of the story, even if their routes don’t develop them as much as I would have liked. I don’t really feel that the main characters of this work were wasted at all, they all helped in developing the general theme of escapism.

At worst the main cast (not including Tamamori) does a good job of developing the themes of the story, even if they are stretched too thin (as standalone characters).

Romance isn’t really the focus of Hashihime and because of this some of the relationships for some of the male bachelors can fall flat on their face. Outside of Minakami and Kawase, I don’t really feel the relationship progression in Hashihime is that great. That’s not to say the routes don’t accomplish their job, I feel the author was able to convey the core themes of the story through the routes. But in a vacuum, I feel the romance isn’t really the strong suit of this work (minus those 2 exceptions). Despite this, the interactions Tamamori has with the main male cast are highly amusing and can carry some of the weaker elements of their relationship. Just don’t expect the romance writing to be as good as the writing for the story because it’s inconsistent at best. Especially since Tamamori has to deal with such drastically different archetypes with the male cast provided. I would say the biggest detriment to Hanazawa and Hikawa is that they have to work their way from the ground up in regards to their relationship with Tamamori. Comparatively Minakami and Kawase have more chemistry with him due to being a part of Tamamori’s life for a far longer period than those 2. I would have preferred if Hikawa and Hanazawa (especially this one) removed the romance elements, but at the same time they don’t really take away from the game. It’s just a nitpick of mine due to the stronger focus being put on Kawase and Minakami, making those characters feel underexplored.

Romance is good within Hashihime. I just feel that Hikawa and Hanazawa should have had more time dedicated to their relationship with Tamamori.

Tamamori (the main character) of this story is easily the best character within it. He develops so much throughout the work and I consider his character to be the most important thing to fully enjoy in order to “get” the work. Tamamori makes or breaks Hashihime due to the game centering around his conflict of interest between his reality and delusions. Every relationship he has is put on a magnifying lens and the player is asked to evaluate whether or not the Tamamori we currently see lives a shallow existence that is capable of redemption. Tamamori is lazy, immature, and arrogant. It’s these character traits that make Tamamori dislikable, but it’s also what makes him feel human. I feel the general aimlessness within Tamamori’s current life is something many readers can relate to. Tamamori shows so much vulnerability throughout the story to the point where I can see myself within him. The general idea that your reality isn’t quite perfect and because of this you have to find comfort in the fiction others create is embodied through his character arc.

He’s a very thematic protagonist and because of this I feel is a perfect fit for the story. Though I would argue Tamamori is also very versatile in the sense that he has good chemistry with most of the characters within this work. I feel his banter with other characters is extremely entertaining especially with how versatile the main cast is. Because of this we get to see many sides of Tamamori that aren’t just serious or eccentric, which gives Tamamori a longer shelf life than most VN protagonists. Whenever Tamamori does actually feel a need to critique his negative traits, he’s extremely good at making these moments feel like a natural progression. I have never felt like Tamamori ever gave an inorganic response to what was happening to him, feeling both proactive and realistic. I would say the main reason as to why the game is able to manage this is because of the prose. Hashihime does a fantastic job of conveying Tamamori’s thoughts and he’s a protagonist with a very interesting worldview. He’s the type of protagonist to elevate a scene as opposed to take away from it and everything he says or does is for the betterment of the work. Tamamori is easily one of my favorite protagonists among the works I’ve experienced this year (including other mediums).

Hashihime in many ways can be interpreted as a cautionary tale of what happens to someone that can’t face their own reality. Tamamori is the perfect protagonist to showcase this theme.

The side characters of Hashihime had a lot more meat to them than I expected, though their development is very fragmented throughout the work. This is because the emphasis put onto certain characters depends largely on what chapter you are currently reading. So I would say to keep that in mind when reading this work, since you likely won’t see their full potential until you complete certain portions of the story. But I do think that you will get most of their base development within chapter 1, which does a great job of introducing the entire cast. My favorite side character is probably Haruhiko. He adds adds an interesting layer to Tamamori’s character, acting as a voice of reason for whenever Tamamori crosses a line he shouldn’t. I find their interactions very amusing as well with Haruhiko acting as a father figure for Tamamori. I also really like Meiko, Hitotsurugi and Sazan, characters that further elevate the themes of the story while offering their own interesting gimmicks in context to the plot. I can’t praise a certain character because it’s a spoiler that they exist, but the reveal of them is genuinely amazing and one of the high points of the work. After their introduction, they continue to have strong presence throughout the work, being the most thematically relevant side character within Hashihime.

Overall I think Hashihime has a fantastic cast even if I do feel there are some missed opportunities with characters like Hanazawa or Hikawa who may feel underdeveloped in contrast to other characters.

A Psychedelic Edge Above the Rest (Production Value)

The art direction of Hashihime is extraordinary. It makes a very good argument for being some of the best art I have ever seen in a visual novel (110+ into the medium). The art just radiates so much style and life, fusing elements from gothic and psychedelic artwork. On many occasions I feel like I’m being transported into a different dimension due to how abrasive the delusions Tamamori has in stark contrast to reality. So much symbolism is conveyed through the art as well with how weird and freaky the art direction gets depending on the route. Doing a good job of incorporating visual motifs that further reinforce character traits/plot points in this work. I almost feel like I’m in an art museum with how good the art is, special care was put into every CG within Hashihime. It does a great job of blending reality and fiction to create an intoxicating atmosphere, adding huge layers of immersion along with the writing. I don’t think the game could have delivered any better than what was presented here, the art elevates the tone/atmosphere of this work immensely.

The backgrounds of Hashihime are incredibly detailed and gorgeous to look at along with the CG’s. Character sprites are expressive and find ways to stand out despite their somewhat mundane designs on paper due to how beautiful the art direction is. There are nearly 200 unique CG’s within this work as well and considering that it clocks in at around slightly over 30 hours, that’s incredibly impressive. One of my favorite aspects with the visuals found within this work is that they found a very creative way in which to keep the reader interested in exposition. Usually when a character is about to be explored in-depth, the game decides to show a screen that prepares the reader for the plot dump. I really liked this because the game showed transparency when it wanted its reader to pay close attention to what was unfolding on-screen. Along with this they were visually very cool to look at and it’s something I’d like for more visual novels to incorporate with their scenes that contain exposition. Because they’re a great way to make the reader feel involved within the story, especially since these scenes tend to have a conversational approach (with their dialogue). Decisions to incorporate visuals like this are why Hashihime stands out amongst its contemporaries.

The game has fantastic production value (in the visuals department), it’s far above most visual novels in regards to providing strong visuals consistently. You will not be disappointed with the art of Hashihime, it’s an overachiever in every sense of the word.

The art finds ways to make the most mundane of CG’s feel out of this world!
Like holy shit. The art slaps!

In terms of sound, voice work is fantastic here. Everyone is voiced, including Tamamori. Although this hasn’t been a unique thing for me in recent years (due to reading many works with voiced protagonists), Tamamori gives a great performance. I especially love his more subdued moments where he shows a lot of fear for his future but holds a lot of his reactions internally. His moments of extreme desperation are also massive highlights as well, his male seiyuu did a great job of selling me on his character. I also really like Kawase’s brash performance in this work, did a great job in terms of illustrating his arrogant nature in contrast to Tamamori’s needs for validation. The cast in general does a very solid job, I believe most of the characters that they present and the voice acting being good is the cherry on the cake for me. For me the defining performance of this work is Kanzaki Tomoya’s performance as Minakami. I love how subtle his voicework is here, conveying tremendous emotion/pain with very little words (until a certain portion of this work). The climax of chapter 1 is made even more amazing by Kanzaki’s willingness to put it all out there. He completely sold me on the character here despite the gradual build towards Minakami not providing me too much gratification initially. Definitely the standout along with Tamamori.

Soundtrack-wise the songs are really great though lack in regards to variation. There are probably slightly over a handful of unique songs within this work and it does stick out like a sore thumb when the game puts so much effort in regards to visuals as opposed to its sound. Not to say the songs are bad, far from it, they are for the most part great pieces of music. Though this soundtrack runs into a similar issue I have with works such as Symphonic Rain. Where it gets repetitive due to the limitation of having maybe slightly over 10 songs in total for a pretty sizable work. I do like the attention this game put into the vocal songs though (like Symphonic Rain), they’re great and have very fun lyrics that relate to the themes of the work. The ED lyrics for Eyes Only and Bibliophilia are especially interesting with full knowledge of this story, very dense lyrics with many ways in which the reader can interpret them. I don’t really dislike this soundtrack, on a bad day it’s very good. It’s just I wish there was more to it than what was provided because the style of music for this work does such a great job of elevating it in spite of its limitations. Being able to switch the mood of a scene from quirky insanity to existential dread. A really good OST as a whole.

An example of what I was talking about how Hashihime handles exposition. Really good way of standing out from its competition, almost reminds me of works like Monogatari.

Another nitpick I have with Hashihime is that it doesn’t really have a section to view the music outside the OP’s and ED’s. This disappointed me because I would have loved to list what songs were my favorite for this work, since there are some really great pieces of music here. I’m also not a fan of the visual novel having a pop-up encyclopedia that can’t be viewed outside the context of when certain pieces of dialogue appear. Makes it feel pointless that I can’t go back to it whenever I want. I also would have liked for it to be more prominent than what it was, because I genuinely don’t think the encyclopedia was very thorough in explaining many things. The PDF file that MangaGamer provided was far better than anything this work mustered up (encyclopedia-wise).

A very small issue, though I find myself confused as to why more visual novels don’t do them at every opportunity possible. Where’s the title screen change? you had a very thematic ending and you don’t want me to have my jaw on the floor after that insane journey? Like come on. It could have easily changed into a certain character from this story and it would have made a pretty cool moment even cooler. But again this is just a very small issue. I just don’t get why title screen changes aren’t more prominent in the visual novels I read. Because they’re such a small detail that oftentimes gets overlooked but can elevate most visual novel endings to another level.

Yes these are very small nitpicks, but at the same time I felt it was important to note them. For the most part the production value of Hashihime is really great.

Chapter 1 (Minakami Route)

Minakami’s route is the common route of Hashihime. It is the portion of the story that introduces all the characters and major conflicts of this game. I’d also say it’s easily the best route that Hashihime has to offer. The game peaks here.

Now hold your horses, this isn’t me saying everything else the game offered was mediocre or necessarily a huge step down from this route. This speaks more for the strength in writing that I’m able to appreciate the routes afterwards even if I consider the first route the best one.

This route is really emotional, it contains the best relationship in Hashihime with Tamamori and Minakami. The way this route constantly plays with their relationship and encourages the reader to evaluate their relationship from a thematic standpoint is nothing less than a stroke of genius. Because constant roadblocks are placed between the two throughout the entire runtime of this route. The reader is constantly made to question what Minakami truly sees in Tamamori and because of these seeds of doubt, it makes the eventual payoffs extremely cathartic. I was completely invested in their relationship and wanted to see Tamamori succeed in saving his friend, but at the same time I was doubting Minakami’s intentions. Something that Hashihime does very well is play with the readers expectations and try to subvert them, this route is no exception. Minakami is consistently showcased as a character that the player slowly learns more about and due to the missing puzzle pieces, can come off as incomplete or shallow initially. Once the reader is filled in with what his general character is, the player is able to re-evaluate every action Minakami committed prior to that reveal in a new light.

The detours that take place within this route are also really cool. I adore how many themes this route tackles through the subplots/reveals (outside of Minakami), constantly taking major risks in terms of plot. Subjects such as sexuality, relationship between fiction/reality, existentialism, illusion of choice, and regret are commonplace within Hashihime’s first chapter. The first half is very fun, but the second half is insane. Nonstop reveals and amazing character development once you reach this portion of the story. I can easily say the game did not disappoint with following through on its high ambitions here. Characters are utilized very tastefully here, though you won’t get a full idea of what they’re about until you read the later routes. So a lot of the development (outside of Minakami and Tamamori) will be introductory at best. Tamamori makes great observations about how his ego has gotten in the way of his life. With every failure he comes across, he will try to escape from it through distractions such as writing stories or watching a movie. Never truly facing his issues because he knows that doing so would cause him great fear for the future. He knew he had to change, but would rather stagnate if it meant he didn’t have to move forward and take a risk with his life. A theme that throughout this work is consistent and something Minakami route does a fantastic job of establishing.

It may seem somewhat vague, but I rather someone find out about the quality of this route through experience rather than what I have to say about it.

If you know, you know.

If you know, you know!

Chapter 2 (Kawase Route)

Minakami is a kinetic experience. Once you finish this route; however, you unlock choices that you can start going through by skipping to certain points within this game.

The first route the player is able to experience is Kawase.

Kawase gets a lot of shine in chapter 1, though the player doesn’t really get a full scope of what’s going on with him until this portion of the story. This is a great companion piece to Minakami’s route in the sense that it does a lot to build off it thematically. With this route focusing on the idea of escapism from reality due to one’s troubled past. I really like how this theme is illustrated through Kawase’s character arc, which deals a lot with concepts such as unrequited love and one’s own sense of justice. Never outright giving a clear answer to whether or not Kawase’s actions were justified, but also saying that human beings are capable of redemption despite their troubled past.

Escapism from reality isn’t really the answer because eventually they’ll be reminded that they never faced their issues head-on. Which can eat at someone for the rest of their own life. A fate that Kawase could face if Tamamori doesn’t intervene.

Though I wouldn’t say that the only good aspect to this route are the themes in relation to the core concept of Hashihime. I really like the interactions between Kawase and Tamamori, they’re very amusing and they play off each other very well due to their contrasting personalities. Kawase is more cynical and jaded while Tamamori is a romantic at heart/eccentric. They probably have the best chemistry in the game due to building off eachother more consistently than Minakami. Kawase having a large presence throughout the entirety of the game due to being involved in several characters lives (such as Hanazawa and Meiko). So exposure to who he is was more consistently common than what was provided with the Minakami character arc.

Although the route is a lot shorter than Minakami, it still manages to provide strong payoffs. I especially like the resolution to Kawase’s major conflict in relation to the themes of this story, definitely a high point of Hashihime. The route also did a good job of utilizing other cast members to convey interesting points about reality/escapism. I really like how Haruhiko/Frogman are used in this route, appearing very sporadically but definitely adding to the routes quality when they do appear. I probably would have preferred if they handled Meiko slightly differently, though at the same time her resolution wasn’t really illogical based off what we saw her accomplish in other portions of the story. I just would have liked for her to feel more involved within this route than what I actually got because it did leave me a tad bit disappointed. Since they were one of my favorite side characters in Hashihime.

Regardless of my nitpicks, this is a highly enjoyable route with strong writing. I just feel that it does sell itself short at points mostly due to the limited time it has to convey all of its plot points adequately. Though understanding that this route does a good job of adding to the core themes of Minakami, I’m far more lenient on it in retrospect.

One of the trippiest sequences within this game is contained in Kawase’s route.

Chapter 3 (Hanazawa Route)

Hanazawa has the weakest Hashihime route. The biggest issue with Hanazawa as a character is that he suffers from the least amount of screentime across all 5 routes. This is due to the game hiding a certain twist about him for the majority of the work. He also lacks chemistry with Tamamori due to their relationship almost being sibling-like. With Hanazawa being the mature brother who looks out for his younger brother (Tamamori). Because of this a lot of their interactions throughout the game feel like both characters are walking on eggshells rather than pushing each other to be stronger characters. Though the last 3rd of this route does push their relationship in an interesting direction, but by the time this occurs the route just ends. I would say that Hanazawa on his own is very interesting due to their motivations being very thematic to the core story of Hashihime. I can’t really say why due to major spoilers, but if the ending is any indication along with their backstory, Hanazawa does feel layered despite their limitations. Someone that feels a strong sense of responsibility to make the world a better place due to their fear of weakness. On this end Hanazawa does deliver, I’m mostly critical of his potential to be a stronger character. I was not really a big fan of his “romance” with Tamamori, it felt very forced (especially after what we find out about his life). But I understand the point that the game was trying to get across with their relationship even if the game sold itself short in terms of substance.

The ending of Hanazawa is phenomenal. I love how it relates to the theme escapism, it’s probably the most thorough ending in regards to that. The implications are incredibly dark and the last piece of dialogue sent a chill down my spine due to how warped both his and Tamamori’s reality became. I love how brief it is as well, giving the player just barely enough time to process it all. Which makes the ending have a huge sense of urgency, though at the same time this ending has potential to weaken the route further (for some). This is due to the rushed nature of the ending potentially alienating people further from an already underdeveloped route. I felt less is more in this case, but I do see why some people might be bothered by the downer ending of this route. This route also contains some very cool delusions with many ways in which the player can interpret them in-context. So at the very least, this route has some very nice art direction and weirdness to it that makes me enjoy it more than an average route. Conceptually I’m glad Hanazawa’s route exists, but it’s just disappointing how the route could have been far better if it was given more time to stew.

This art direction of this route is really cool, impressive in terms of CG’s. Also this route has an interesting take on “mana transfer” lol.

Chapter 4 (Hikawa)

This route is pure insanity front to back. It makes sure to get as much concepts across as possible within its short 3-4 hour runtime. I would say it can get really incoherent at points, but this is definitely an experience above all else as opposed to a traditional story route. So the weird direction this chapter takes doesn’t bother me too much, especially since it does fit the eccentricities of Hikawa’s character. I would say this is easily the most abstract route in Hashihime despite having “logic” be a major plot element within it. The route is sci-fi themed and plays around with many interesting concepts of that genre. I find the the relationship between Hikawa and Tamamori very entertaining due to how absurd it is. But I would warn the reader to not expect as much depth here when compared to Minakami and Kawase, since this is definitely a very different take on the “romance” of this work. I would say the route is at its best when it just goes off the rails, the route having the most dreamlike quality within Hashihime. I was especially immersed for the last 3rd of this route, constantly wondering what would be the next crazy thing that Hashihime would throw into its story. Almost feeling like a controlled trainwreck due to how this story constantly tries to 1-up itself with each crazy thing that occurs in it.

For the most part this is a very good route, but it does have certain sections that aren’t developed as much as they could be. I would say an example of this is the ending feeling somewhat rushed and some of the potential implications of the sci-fi elements being brushed off at points. Though I did come out of this route with a positive impression of it. I really like how the theme of escapism here played into a much more positive message when compared to previous routes. The ending is genuinely very heartwarming especially after witnessing a certain scene involving Minakami’s depressive state after a huge moment within this route. The side characters are utilized well, though I do feel it didn’t leave as strong of an impact when compared to the other character moments in previous routes. A certain plot element within this route felt very reminiscent of something from Steins;Gate (specifically the Faris route) and I did like how they explored that concept. Even if it wasn’t spotlighted as much as I’d like, it’s still one of those story elements that gives terrifying implications to sci-fi settings such as this one. This route could definitely have been as good as Kawase’s had more time been dedicated to it, but I definitely don’t feel the brevity of it hurt the route as much as Hanazawa. Definitely a fun read in spite of its many flaws.

Hikawa is also a mega simp for Tamamori. Which is very entertaining since Tamamori’s ego is massive depending on which part of the story you’re in.

Chapter 5 (True Route)

This route has the potential to completely destroy Hashihime for some people. Definitely a massive risk that the work took and honestly I’m still not sure whether or not I consider it a great ending to this story. The best part of this route is the beginning and implications of its ending relative to the main theme of this work. I love how the beginning trolls the reader and I personally think it’s a very amusing way of playing with the readers expectations. The game takes the piss on the reader here and I can see it as potentially disrespectful had the game not been as playful as it was with the tone of this scene. I love how the game doubles down on its ending here by giving another “twist” on top of the one they already had. It’s almost like the author wanted to make as divisive of an ending as possible and I can respect his vision even if it did have some flaws. I also love the theme of this route, questioning the relationship that humans have with fiction and how this relationship can have life-altering consequences. People experiencing and creating fiction in order to make up for the horrible lives that they lead as opposed to trying to fix their problems from the ground up.

The theme of escapism is spotlighted through a certain monologue that Tamamori has in relation to the major twist. I consider this a really powerful moment within this work, especially when they reveal what actually happened in this story. Though I understand that it’s a route that is made with the intention to piss off the reader as opposed to gratify them. So the ending is definitely something that I’d understand would “ruin” the work, but I found the majority of Hashihime very entertaining. So in the end of the day for me it’s more about the journey rather than the destination. The biggest flaw this route has for me is that it doesn’t really go in depth with the “relationships” Tamamori has with the new characters introduced within this route. I’m also not really a fan of a certain element of Tamamori’s relationship with his love interest here. I feel this part of the story was made for shock value as opposed to being a substantial conclusion to his character arc. I don’t think the ending is quite clear on what Tamamori’s destination is, but I do respect the intention of the author here. Showing that Tamamori’s unhealthy relationship with fiction has caused him a great amount of distress in his life. A very relatable theme even if it does feel too extreme in its presentation at points. Had this route been maybe an hour or two longer, I feel people would actually come to understand the core themes of the others routes in relation to this one. But sadly the route can come off as somewhat cryptic in what its core theme is, which is a shame because I do see a great concept here. It just wasn’t as thorough as it could be, which although fits the tone of the game, definitely left a lot to be desired. I would try to advice the reader to evaluate this route as more of an ending as opposed to a chapter, because it reads a lot better under that lens.

Rainy days…

Concluding Thoughts

Hashihime is an arthouse visual novel. It’s very experimental with its route structure/themes and I don’t think it was made with the intention to please everyone. I respect its vision for its story immensely and I found the uniqueness to be a breath of fresh air amongst its contemporaries within the medium. Although boy love does have negative connotations within the community (depending on what part of it you’re in), this is definitely something I’d recommend to anyone that has remote interest in mystery thrillers. It’s very thematic, consistently well written and a genuinely fun take on the relationship humans have with fiction. The existentialism and great use of horror/thriller elements is just the cherry on the cake for me. I do feel it sold itself short and peaked very early, but the routes afterwards were not bad by any means. I also really appreciate the vision it has in relation to how humans find escapism through the fiction they create. A fantastic theme that was explored adequately through the core concepts of its routes (even if underdeveloped at points). If you don’t mind the criticisms I threw at this work and a more cryptic approach to storytelling, this is definitely something that’s worth your time.

Light to Decent 9

Ayakashibito Review

Ayakashibito is a visual novel developed by Propeller. The game was originally released for PC in 2005. The version of the game I will be reviewing is a fan-translated release from Ate The Moon Translations (2014). Minimal spoilers in this review, but I will avoid anything that reveals crucial plot elements or twist within this game. I will provide a general outline of the game while also providing my thoughts on it as a visual novel (production value, story, characters, etc.). Anyways, let’s get started!

The Modern Youkai of Japan (Setting/Common Route)

Youkai were once very powerful beings that ruled over Japan prior to the Meiji Restoration period. Eventually, they were forced to make a difficult choice of whether or not to co-exist with humans at the cost of giving up their powers. Many chose to become human. Though over time, many of their offspring started exhibiting powers related to their youkai lineage. Society would label these people as Jinyous (half-youkai). These human/youkai hybrids would inevitability become segregated from society due to their powers posing a threat to normal humans. Most Jinyous would be sent to Kamizawa City, where they would be walled off from human society and co-exist with their fellow kin. The ones who had particularly dangerous powers were sent to a medical facility on an uncharted island. These Jinyou being groomed within this facility in order to be used by various organizations for dangerous missions/capturing other powerful Jinyou.

Why did the youkai relinquish their power? Especially if it meant that their offspring would eventually become ostracized from the humans they wanted to co-exist with. Was this really worth the sacrifice if they could foresee this as the result?

The story follows Takabe Ryouichi. A Jinyou who has lived within this facility for the majority of his life. Never knowing the luxury of what it’s like to live a normal life, he decides to make an escape with his only friend on the island. A mysterious girl that goes by the name of Suzu. Through unique circumstances, he finds himself in Kamizawa City and starts attending school. In time he eventually makes friends with various residents within the city, seemingly carving a path towards happiness. Happiness that he was robbed of when he entered the island at the young age of 5. This is where his story should end…

Though things aren’t this easy. Takabe is being tracked down by Dominion, an organization that desires the person he took with him.

Suzu isn’t actually a Jinyou. She is a youkai with the potential to change the world. Will Takabe be able to continue living his peaceful days within Kamizawa City? Does Takabe have the power and resolve to protect Suzu from a life of misery?

Chuunige Moment!

This is a very unique visual novel. The story has a very clear vision, and although the execution can border on cliched with some of the major plot twists, I find myself enthralled by the creativity Ayakashibito exudes in most cases. The story does a great job of fusing elements of Japanese mythology with urban fantasy. I even see some potential western influences on the story such as X-Men (racism towards mutants). To be honest describing the basic premise of Ayakashibito is quite the difficult task due to how the story fuses so many different genres throughout its 50+ hour runtime. My little writeup for the premise really doesn’t do it justice. A majority of the story will be spent within a school setting and a lot of the comedy revolves around slice of life shenanigans (with the added twist of superpowers). I personally find the slice of life found within Ayakashibito to be very charming and enjoyable, though I can see that it would pose a big problem to those that want a more action-orientated visual novel experience. Which Ayakashibito does an excellent job of showcasing when it’s actually the focus of the story.

The fight sequences are quite intimate within this work and I find myself invested in the majority of them. There’s a lot of creativity when it comes to structuring the major action sequences for each fight. The author effectively presents the Jinyou gimmick in a way that adds more intensity to each confrontation. I would say the only major pitfall of the story for me was that I found the structure to be extremely lacking. I am not a fan of how the branching plot of this game hinders the enjoyability of its character writing in many cases. Not to the point where I dislike them, though it does keep characters from being something truly special within Ayakashibito. The problem is that a lot of character development only occurs within certain routes and because the routes have a structure that you are expected to read them in, many huge character moments feel completely wasted when put into other routes rather than common. I would say this is most evident with the side characters who although get their moments in the spotlight, do feel underdeveloped since they oftentimes get lost in the shuffle once a character route actually starts.

I feel Ayakashibito compromised a lot in order to maintain a multiple route mystery. Character motivations will oftentimes make zero sense to the reader unless they had knowledge of the full-scale of the story. This is technically a good thing but at the same time, I find it annoying when certain characters get major moments in one route that fall completely flat (emotionally) because they didn’t have the development of another route. This may reward readers that will eventually re-experience the game at a future date, though it’s a massive gamble that will potentially divide readers on their initial reads. A big reason why this occurs is because a lot of common route interactions are also spliced into the character routes, negating their importance in any other route minus the ones they are a part of. I know that a long common route will oftentimes risk alienating readers that have low attention spans. However, I believe that Ayakashibito would have really benefited from implementing certain character interactions from the character routes into the common route. Would have made a world of difference when it came to the more emotional payoffs that this work had. Which are very well written, but lack strong emotional impact due to the structure of this work.

I would say to go into Ayakashibito with the expectation of it being more of a SOL comedy (with occasional drama) than an action visual novel. Because although it’s a chuunige at its core, it’s still not quite a full-on action visual novel moreso than it is a SOL comedy.

The Jinyou of Kamizawa City (Characters)

It’s funny that I complained about the character writing for the story section of this review when I find it to be one of the strong points of this work. That’s not me trying to say that the character writing is lackluster, far from it. It’s actually great.

Ayakashibito sports a strong cast. The best aspect of the character writing of Ayakashibito is that it doesn’t try to pretend that it has any deeper meaning than what’s presented. I mean this in the sense that characters within this work are more about their presentation/chemistry within a group rather than their substance. The game does a fantastic job of keeping characters in their own lane. I also really respect the author’s attempt to give each character a moment, even if all of them didn’t quite land as well as they could. I would say that some of the character writing can be sloppy at points. I find character arcs like Sakura, Miu, and Kaoru to lack due to their limited screentime (relative to other characters that provide similar roles to them). I also find characters like Kotarou and Reina to never reach their full potential even when they are given ample time to develop in their respective route showcases. Not to say I dislike most of these characters, because at worst they’re just slightly disappointing. It’s just I know that these characters could be handled way better if more time was spent in pacing out their development rather than relying on me enjoying their characters due to their one moment in the spotlight. Because that’s a very dangerous game to play when other characters have more balanced development/presence throughout the work.

The Squad!

Takabe is a great main character and I love his development throughout this work. The game really goes in when it comes to his emotions and I feel that all the routes showcase a strong concept with his character. A concept that revolves around the “cost” of attaining happiness and the sacrifices you must make in some situations in order to maintain it. I really appreciate the writing here and although he could be too much of a “good boy” for some, I found myself extremely satisfied with his development by the time I got to Suzu’s route.

The best character in Ayakashibito is easily Kuki. I would say that the game does a fantastic job of building up his mystique throughout each route. Always being a consistent source of entertainment/intrigue for the reader. Kuki is borderline the main heroine of this work in a way since many of the conflicts for Takabe revolve around his past with him. At the very least you could say Kuki is the strongest focus of this work that isn’t Takabe and Suzu (I would argue he’s more important than Suzu). I really love the concept of his character and how it contrasts so much with Takabe. I can see that the ending of his character arc being a little deflating for some. Though within the context of the entire game, it’s genuinely a pretty amazing resolution.

I really like the main heroines of Ayakashibito. My favorites being Touko and Tonya. They have very fun personalities and are utilized quite well within their routes, though I did find Tonya to feel somewhat disconnected from the story outside her story arc. Touko has more consistent presence throughout the work, however; for spoiler reasons is limited in her involvement depending on the route.

Suzu is probably going to be the most divisive heroine for most people. I honestly enjoyed her by the end of the story, though she can have some very annoying traits. Especially when she can be presented as too childlike (rude and annoyingly controlling/jealous). The best way to enjoy her character is to try empathizing with her current situation and why she is like that, otherwise she could be a route-killer for some. I would say Kaoru is an example of a character that is hurt by the structure of this work since she isn’t showcased for the majority of it. She relies too heavily on her past with Takabe and because of that can come off as extremely shallow outside that context. I feel the author expected me to enjoy her purely due to her backstory rather than her character writing. I don’t dislike Kaoru, she has her moments of being great. It’s just that I find her to be easily the least interesting of the main 4 heroines.

I would say the majority of side characters are very good for the most part. They have a very effective presentation that highlights their strengths. The comedy/grittiness works in the favor of the cast in most cases as well. I would say my favorite side characters were Vladimir, Keijirou, Karito, Ichibee, and Shuugen. Who worked really well within this type of premise, being able to both present themselves comedic and serious characters. I like that Ayakashibito does a good job of letting characters breathe within its world. Many characters doing things disconnected from the main story which gave the work a more “laxed” atmosphere. I believe that this made the work stronger as a whole since such a large emphasis was placed towards Takabe and his desire for a normal life. Though I won’t pretend that every character in Ayakashibito has a metric ton of substance, it’s moreso that the majority are entertaining. All in all, I really like the characters of Ayakashibito. Easily one of the strongest points of this work.

…And the only way to find out is to read the work (or go to my past tweets).

The Martial Art of Presentation (Production Value/H-Scene Writing)

Ayakashibito has very good production value for its time, keeping in mind that it was a visual novel that was created in 2005. Though it definitely shows its age more than other works that came out during this period (such as Yoake Mae). The game has a lot of CG’s and it does a very good job of pacing them out/giving them as much mileage as possible. Nevertheless, I can find it lazy when they re-use CG’s for different scenes that occur in different routes. I was not a fan of Kaoru’s route for example using a CG that was shown in Suzu’s route. Because the background made very little sense with what was described, which hurt the impact of the CG used in Suzu’s route. Another issue with this work is how much of the CG’s are dedicated to h-scene that add little to the story (in many cases they hurt it). This game had a total of 24 h-scenes. Most of which hurt the pacing of the work or detract from the seriousness of a moment. I will go more in-depth with the h-scene writing, but I wish fewer CG’s were used for h-scenes. Since they could have easily been used to further flesh out the presentation if used for less sexually charged scenes.

The character sprites are great, I really like how expressive they are and there is a good variety. Voice work is also strong, I especially like that Takabe (MC) is voiced. He gives a fantastic performance along with Kuki and Shuugen. The OST of Ayakashibito is a mixed bag because although I do like the majority of tracks, they aren’t amazing either. Some tracks are too skeletal or overused for my liking (very noticeable due to how long this visual novel is). I wish there was more music provided in this work with more variation in terms of instrumentality/emotions they conveyed. Because I feel that many scenes aren’t nearly as effective due to the limited amount of songs (20 in total, including the OP and ED). I will praise the more melancholic tracks such as Mayoiga, Goisagi, Zashiki Warashi, and Ubume. Easily the standouts when it comes to BGM for this work. Sora no Shizuku (OP) and In The Break of Dawn (ED) are also legendary songs. Sora no Shizuku has a strong sense of escalation and I love how it was utilized in one of the best scenes of the work. In The Break of Dawn is a transcendent track, angelic and hauntingly beautiful vocals/instrumentation. It’s also a very unique ED in terms of what I’ve played so far, never heard anything quite like it for a visual novel (110+ into the medium).

♬ The break of dawn ♬
♬ remembers her grace to which ♬
♬ I hold the love I long ♬
♬ surrenders her stories to unfold ♬

The h-scene writing of Ayakashibito isn’t necessarily bad. The implementation of h-scenes are bad. Ayakashibito really screws up when it comes to the placement of the h-scenes. Several of them are put in literally the worst place possible and a good portion of them are rape h-scenes. H-scenes from a conceptual standpoint to me are not necessarily bad. But they hurt the experience when they are implemented in the middle of tense/important scenes and are disconnected from those important scenes. I would say an example of a dumb h-scene occurred in Kaoru’s route in the middle of a huge character moment involving Takabe, the player is greeted with a random threesome immediately after this moment. This h-scene also goes out of its way to contradict another character’s motivation while also reducing the intensity of a scene. It was by definition, forced. Then there are just random h-scenes just to have them. Very early on in the game, there’s a scene with Takabe and Suzu where they go to the bathroom together.

Let your mind wander for a bit. What if I told you whatever image you created in your head is far less worse/cringey than what actually happened here. That’s this h-scene.

I can appreciate that Ayakashibito includes h-scenes that occur between different characters that aren’t the MC or are rape. That felt very unique, though it’s not quite enough for me to be positive on these scenes. I feel that they easily could have been implemented better had the writing actually tried placing them more strategically and pacing them out between each other. Maybe even use some of that h-scene money for unique CG’s involving the biggest scenes of this work. But that’s just me. The production value of Ayakashibito is beyond serviceable, it’s very good in fact. I just think it could have been even better if it took these factors to account.

Bruh Moment #1

Touko Route

This is a great introductory route. It finds a good balance of building up a mystery for subsequent routes while also offering its own strong plotline. The majority of routes for Ayakashibito have a formula of developing Takabe, Kuki, and a side character/main heroine. In this one Shuugen gets a lot of shine, which I greatly appreciated since he’s a character that I wanted to see more of after completing the common route. And for the most part, Shuugen held his own. There is a limitation that his character has where he can’t appear as much due to a plot element within this story, though he was still able to get me invested in his character by the end of this route. Shuugen is the type of character to express more with his actions rather than words. So because of this I really appreciated the approach this route had, accentuating his relationship with his sister Touko. Playing the role of a caring brother who wants nothing but the best for his sister, who he feels doesn’t give enough credit to herself as an individual. For me, this route is just as much about him as it is about Touko. I would say the strongest scenes of this route revolve around these 2 characters rather than the romance between Takabe and Touko.

That’s not to say I find Takabe and Touko to lack chemistry. They’re actually very good together and I really enjoy Touko’s specific archetype. Though I do think their relationship does run into the typical clichés associated with “fake” relationship conflicts. I will also mention that the route also borders on really cheesy throughout in the first half of it due to the major conflict with Touko and another side character being very goofy. But the game I feel acknowledges the stupidity and takes advantage of it for several comedic scenes which I found to make the plotline fun enough. It also plays into the theme of hatred that this route (also the entire visual novel) has which transitions well into Takabe’s character after this conflict. The subplot does a great job of highlighting how it feels to be miserable and having the world against you which in my opinion adds to the intense direction of the second half.

The second half of this route is very good and I really like it in context to the concept of the visual novel. I can’t really say why due to it being such a drastic change in direction (with this route), but Takabe’s character is pretty fantastic here. I really like what they did here with him and it elevated the final routes conflict a lot keeping this route in mind. I would say the biggest flaw here is that because it’s an introductory route, there are quite a few exposition dumps that may bore the readers to tears (I personally didn’t mind them). Along with this, I feel the route could be anti-climatic to someone that doesn’t take into account how this route above all else builds up a mystery (that’s consistent throughout the work). Some character motivations won’t make sense on your initial read, a massive risk that could alienate readers that don’t care for how routes build into each other. It’s also a tad bit too predictable, but I love the overall package as a whole. This is a great route and I enjoy it more when I thought about it from a more structural standpoint (rest of the work).

Touko is very cute as well!

Tonya Route

This is a very unique case for me where I love a route despite the fact it really doesn’t add much to the rest of the visual novel. The main conflict of this route is very isolated from the rest of the work, yet this is actually my favorite route. Tonya to me is a very entertaining heroine and I really liked her chemistry with Takabe. She was hilarious here and the utilization of Vladimir (her brother) was nothing less than stellar. I really enjoyed his interactions with the rest of the cast, they were insanely hilarious and how it transitions into the main conflict of this route was a masterstroke to me. I loved Vladimir’s relationship with Tonya and they do a good job of not overexposing him, since he appears very one-note on his initial appearance. Something that this route does a great job with as well is utilizing the majority of the cast effectively. Most characters within the main friend group are utilized to their maximum potential here. That’s not to say all of them are insanely substantial characters, but they do not feel completely isolated or wasted here. This is for me what I would consider an extremely “fun” route where I get high enjoyment in spite of its structural flaws.

I really love the ending of this route as well (epilogue not being included since for me it didn’t add much). It does a great job of building the mystery for Kuki and also plays really well into the relationship that he once had with Takabe. The resolution is really good despite the fact that it runs a massive risk of feeling completely disconnected from the rest of the route. I was especially apprehensive towards praising it initially due to it coming after a hugely climactic moment within this route. But I feel what this moment accomplished (Kuki x Takabe) was really worth that huge risk of potentially making the route overstay its welcome. It just made an already great route even better for me. This could be a case where people feel that the game forced plot elements within it in order to give the illusion of a strong structure. And although I see where this complaint comes from, I personally felt that the good outweighed the bad by a lot here.

I would say my personal nitpicks with this route are that I feel Suzu can come off as really annoying at points. This is especially evident when she third-wheels a lot of Tonya x Takabe interactions which fits the character, but greatly diminished some of the comedy for me. I also don’t like that they don’t really have a strong resolution with their rivalry (especially when that resolution was an extremely forced and optional h-scene). The epilogue didn’t add much as well for me compared to other ones within this game. The biggest asset that this route has is that it is able to commit fully to the absurdity of its conflicts. Which in turn made me highly invested in Tonya/Vladimir’s character arcs. I also think that despite being isolated from the rest of the VN, there are still many important plot points derived from this route. And it also provides much-needed variety which I can appreciate despite this potentially hurting the structure of Ayakashibito.

This character sprite hits a little different…

Kaoru Route

This route was integral to making Suzu a great route. Though I feel this is an example of a route being too connected to the main storyline. Honestly to the point where it lacks in providing strong entertainment outside the context of another route.

This route lives and dies by how much you like Suzu’s route.

I would say the biggest issue for me is that I feel Kaoru’s character doesn’t really feel that well developed. I do appreciate the concept they have for it and how it contrasts with Takabe’s self-hatred of his past. But outside how it affects him, I feel Kaoru is quite shallow. To the point where I’d argue that she’s the least interesting heroine in Ayakashibito by miles. She relies too much on her backstory and archetype to the point where there’s little entertainment to be had for a reader that isn’t buying her character. The way Tonya/Touko circumvent this issue is by having a core focus on common route/interactions with established cast members. Kaoru doesn’t really have that luxury since she isn’t implemented nearly as much outside this route. The best part of their relationship is strictly related to the plot of this route. Another issue is that Suzu is heavily implemented here and she takes a lot of the shine away from Kaoru. Not to say that Suzu is particularly great here, she really walks a fine line between annoying and straight-up malicious. But it is noticeable how a huge amount of interactions between Kaoru and Suzu leave a bitter aftertaste. It does accomplish its goal of trying to showcase Kaoru’s determination, but I honestly didn’t feel it was worth stretching the route out further.

The side character with the most development here is Kotarou and he’s quite serviceable here. I really like the sensei and student dynamic between him and Takabe, though Kotarou suffers a lot from not being prevalent outside this route. Weakening the impact of his more intimate/tender moments here. The most interesting aspect of his character is how his relationship with Takabe parallels Kuki. This was very well-done. I kind of wish the Dominion characters got more development in this route, though I did like how their arcs ended even if I was expecting more. I’ll specifically praise Ichibee since he had a really great moment towards the end of this route. Kuki gets the most shine here and I’d say the majority of his development within this route is crucial to enjoying the Suzu route. A big issue with this route is the h-scene quality, they’re easily the most forced h-scenes within Ayakashibito. And that’s honestly saying a lot. I especially detest a certain threesome that occurs here. Though I don’t find the “confession” scene particularly great either. I wish they weren’t here or implemented in a more natural way, because they do take away from this work.

The ending of this route is good, though I wish a certain element (friendship) was present in Suzu’s route towards the end. Because it would have made the route that much sweeter for me. I also really liked how this route built up more mystery for Suzu/Kuki, making it feel like a bigger deal to read prior. I may have trashed a lot in this section of Kaoru, but I genuinely think it’s a good route. It’s just hard to talk about why I enjoy it without spoiling the majority of its story. My strongest praise for it is that Takabe and Kuki are fantastic here and the action scenes within this route are also extremely good. They build up a lot of hype for each major fight here and it really shows with how fun they are.

Kaoru is a good route, it’s just my least favorite in Ayakashibito.

Suzu Route

This is probably my second favorite route in the game. Though I feel a lot of the appeal in this route relies heavily on the reader caring about the previous ones. Otherwise, it will fall extremely flat. One of the most surprising things for me is how thematic this route is. It doesn’t necessarily give the reader everything they want when it comes to immediate gratification. It rewards a reader for trying to understand why certain elements of the route are the way they are instead of just blasting the reader with cool moments. This is something I actually appreciated more after I finished as opposed to when I read the route initially. This route is also quite subversive as well, I am a massive fan of how they handled Kuki’s character here. They did a great job of making a potentially cliched character concept extremely interesting. One of my favorite parts of this VN is how Kuki’s “revenge” plan actually occurs, I would have preferred a little more detail. But at the same time how it’s handled so suddenly and carnally really puts into perspective how unhappy this pursuit made his character. And putting that into perspective with how this “revenge” was handled in the other routes was a fantastic approach. Takabe is also great in this route, I love how they handle his character at the end of this story. A perfect culmination of his development from the prior routes, though definitely not as impactful as it could have been due to some structural flaws within this game.

I think I have only two major issues with this route. I am not a fan of how they handle certain side characters within this route, especially when the focus isn’t put onto them by the end of the work. It kind of leaves me feeling deflated since the game does try implementing every character in some way here. Though they weren’t big factors by the end of the route which kind of goes against the idea that Takabe treasures his friends as much as he claims. Since a majority of his resolution revolves around Suzu rather than them. Another issue I had with this route is that I wish it committed fully to two ending over 3 different ones. Because all of them have really cool ideas and in my opinion could work as two separate endings, though for whatever reason they tried to force another ending that in my opinion could have easily been worked into the “true” ending. Another nitpick with the endings is that I wish they were a bit longer here, I honestly did not mind how short the endings were in the previous routes. Though in this case, I feel the endings are too thematic/potentially anti-climactic to the point where they lack the emotional impact that they could have if more detail was put into them. This route also has two really dumb h-scenes, though I’m happy that one of them was at least optional.

I really like the main conflict with Suzu and Takabe’s relationship, the route really highlights their love for each other. And I honestly bought it by the end of the story, even if I feel their interactions weren’t consistently entertaining to me. They were genuine. The route actually utilizes Miu very well and I love her character development in this route as well, surprisingly one of the better parts of the VN. This route also has some of the best fight sequences in the whole visual novel, I genuinely think the fight between Takabe and Teruyoshi is one of the best fights I’ve ever read in a visual novel. Extremely brutal and carnal with a very interesting result when taken into consideration what it meant in the grand scheme of the work. The route even offers direct plot points from previous routes revolving around the heroines, which gave this route a bigger sense of feeling like a true route. I appreciated the effort to make the game feel very structured, even if it meant that a lot of parts were potentially sacrificed in their impact to the reader. Awesome route.

I think I would have preferred this route over Tonya had the side characters been used more for the final resolution of it. Also if the ending was more of a victory lap as opposed to a sprint.

Concluding Thoughts

Ayakashibito is a fantastic visual novel. It takes advantage of the medium in many ways, though I feel a lot of the appeal will be lost in readers that don’t care for the story it’s trying to tell. This is a visual novel that’s extremely tied to its concept, to the point where if you aren’t constantly invested throughout, it will genuinely lose all appeal. This is an extremely fun visual novel that prioritizes entertainment value with a strong sense of theming for the main character and his former master. It does have flaws with the weaker production value (in some areas) and a weirder structure than most, but this didn’t detract from my experience in most cases.

The biggest surprise to me was how enjoyable the slice of life was, in many cases actually surpassing the action scenes in their respective routes. Did not expect this work to also try some very subversive/thematic things with its characters and story. Really made this one stand out amongst the 110+ visual novels I have played in the past half-decade. I love the creativity found within Ayakashibito and it’s easily one of the best releases I’ve played this year. Highly recommended for those that want an SOL with elements of chuunige and mystery.

Light 9

This was an interesting review for me. I was tethering between an 8 or 9. When I initially finished the work, it was an 8. Though as I wrote this review and cleared up my thoughts, I realized I love this work the majority of the time. Even though its appeal is very limited and I do feel it’s quite sloppy in some areas. This rarely happens with the majority of works I play since I have a very rigid mindset at points where once I start reviewing, that’s the score. This was a nice change for that. I’m glad I came out more positive than negative by the end of this work. Fantastic work and I hope to read further Propeller visual novels in the future!

Kin’iro Loveriche Review

Kin’iro Loveriche is a visual novel developed by Saga Planets. The game was originally released for PC in 2017. The version of the game I will be reviewing is the NekoNyan Steam release from 2021. The Steam release is all-ages, though it has an 18+ patch as well (which I used). Minimal spoilers in this review, but I will avoid anything that reveals crucial plot elements or twist within this game. I will provide a general outline of the game while also providing my thoughts on it as a visual novel (production value, story, characters, etc.). Anyways, let’s get started!

To Become Golden (Story/Common Route)

Ouro finds himself attending a private academy after reacquainting himself with a friend from the past through some less than desirable circumstances. This “childhood friend” being the princess of Sortilège (a Scandinavian country), Sylvia le Cruzcrown. Ouro’s lifestyle before entering this academy had been strained from recent events where he found himself at odds with others he was once close to. For him entering this academy is a fresh start. One that he cannot afford to lose, being both aimless and depressed prior to instigating the set of events that led him towards this new path. And although he finds himself clashing with other students of higher social class within this academy, he manages.

Kin’iro Loveriche does a very difficult thing within the first few hours of its initial start. It manages to present a story with an absurd premise while also making it abundantly clear to the reader that there’s more than what meets the eye goofiness aside. The way Kin’iro Loveriche manages to blend both its comedy/serious moments was the biggest surprise to me about reading it. Usually, I find it hard to take these types of stories too seriously, but Kin’iro Loveriche somehow manages. The common route is filled to the brim with comedy (mostly of the sexual variety), but what keeps me reading is the implementation of its more somber moments. The reader can tell that Kin’iro Loveriche is presenting a story with a cohesive theme AND long-term storytelling from the very first minutes of its story. And it does so without feeling too melodramatic or overacted, the story is genuine to its core. A feat that very few works that I’ve read can manage.

The common route of Kin’iro Loveriche is fantastic. It does a great job of presenting the core conflicts of this story while also being a lot of fun to read through. I found myself constantly laughing at the strong sense of humor within this story, especially the comedy revolving around how sheltered people of the upper class can be from society. This elevated the theme of classism within this work and left me in stitches as I read along.

The common route also does the most important thing that it should do.

It keeps the reader entertained AND has a good sense of foreshadowing for the future routes, not compromising either for the other. The craftsmanship of this portion of the story is stellar. I can tell that the writer wasn’t trying to waste my time. Something quite difficult to do when your common route is 10-12 hours. I blasted through this with ease.

That’s not to say the common route is flawless. I can see some of the sexual deviancies showcased in this portion of the story being a turn-off for some. I also believe that the cutesiness and absurdities may not clash well with people that want a more serious story. Since this game balances these tones rather than fully committing to them. So if you don’t like moege, this isn’t going to change your mind. Though I would advise readers to give the demo a try (which offers the entire common route) to see if it’s their cup of tea. Since I do think the common route is extremely well done despite these potential hang-ups some may have.

I wonder if this will come back at a later point in the story…?

The Students of Noble Private Academy (Characters)

I adored the cast of this one.

Something that Kin’iro Loveriche absolutely nails, especially when compared to other visual novels is keeping the presence of its cast BEYOND the common route. None of the heroines feel like they completely drop off the face of the planet once you start a route. They maintain consistent appearances throughout the entire work. Something that even my favorite visual novels don’t manage to do nearly as well.

Kin’iro Loveriche does have a strong cast, though very few characters are stellar individually. The reason I enjoy the character writing in this one is because the cast has very good chemistry. In most cases within this work, characters will be paired up to hide their weaknesses (as characters). It becomes very noticeable that few characters in Kin’iro can manage to keep a scene interesting without the assistance of another. Which may make the characterization feel very shallow for some. Though the standouts within this work elevate the cast. Especially characters like Ria and Sylvia which are capable of carrying potentially weak scenes into amazing ones.

I would call the character writing in Kin’iro Loveriche functional above all else. Because although not every character will blow your socks off individually, they all felt purposeful in the grand scheme of the story. The main heroines especially do a good job of consistently showcasing the theme of classism, pride, and facing your problems without regret. Ouro (the main character) is great, though he doesn’t hit the full throttle as much as I’d like when it comes to his introspection. You rarely get to see him go all-out in terms of personality, though when he does it’s very special. Which is probably why I wish I got to see it more within the heroine routes. Despite this drawback though, Ouro maintained my interest in most cases within this work.

The heroines are good. Though I do find Elle, Reina, and Akane to be lacking. I would say the reason is primarily because their character arcs showcase a theme more than a strong character. I won’t really remember them outside the context of their stories, though I will remember Ria and Sylvia. Fantastic characters, ones that I will likely never forget. One of the most interesting things about Kin’iro Loveriche is that it uses the main heroine to elevate another heroine. Something I have never really seen in a visual novel before. One of the most creative aspects of this work easily. I found the side characters in this work to be pretty good, though not quite in the same ballpark as other amazing side characters I’ve seen in past visual novels. I personally really enjoyed Ayaka, though I do think she lacks consistency due to routes like Reina. The rest of the side characters are fun, though they don’t offer much substance outside their entertainment value.

I adored the cast of this one, it’s just not quite a favorite of mine.

The Gal Pals!

Golden Time (Production Value)

Kin’iro Loveriche has great production value. The art style is awesome at conveying both the comedic and serious moments throughout this work. But that’s not my only praise for the art style. The game also has a very nice variety of character sprites (outfits) for each heroine. I love how they constantly change expression mid-conversation, keeping me very immersed/invested throughout the story. The CG’s in this one also don’t feel wasted. Even the sub-route has a huge amount of artwork dedicated to it. Which was extremely impressive to me. Since those typically have very little compared to the main heroine routes. The utilization of CG animation for the “Golden Time” CG was also pretty amazing, elevating these beautiful scenes of pure intimacy into pure ecstasy. The game had a really strong director, knowing when to dial up the production value for maximum impact.

The voice talents in this work are also fantastic. I especially love the performance that characters like Elle, Ria, and Sylvia provided, really honing in on their archetypes and showing a lot of emotional depth. The comedic performances of the male characters were also really memorable, I’ll never forget the “lolicon” scenes due to the delivery of the male cast in this one. The comedic timing was simply amazing. I also have high praise for the soundtrack generally, especially the more serious tracks. Tracks like Golden Time, Sealed Off World, and Orohora especially take on new meanings when shown in context to certain scenes. Once again proving to me why I enjoy visual novel soundtracks. The context elevates the quality of the music to me. Making me associate a peak moment with a song will make that moment/song legendary. A principle that Kin’iro Loveriche can uphold magnificently with its placement of soundtracks.

I also really dig the SOL music, above the standard of what I’m used to.

If I were to nitpick the production value, this game would have benefited immensely from a title screen/theme song change at the end. I did not like the emotional whiplash I had once I finished the game and was greeted with Golden Mission. I love that track, it’s one of my favorites in this OST. But it wasn’t the song I need to hear when I finished the game. A change in visuals would have been nice as well, though it’s not as common as I’d like in most visual novels I’ve played. I also wasn’t a fan of how much artwork was dedicated to h-scenes, because although they’re not abhorrent (usually), they just shouldn’t have taken priority. I do think this problem persists with me in a lot of eroge. So it’s not something I’m particularly mad with in regards to Kin’iro Loveriche. It’s just something that I think could have been improved.

The production value of this work was truly GOLDEN!

Reina Route

This was a good route.

I say this with some potential caveats. Thematically this was a crucial route in terms of developing Ouro’s character. Since this is the portion of the story that dedicates the most time to developing his backstory. But at the same time, I do feel that this route does lack in a few regards. One thing I’m not particularly fond of is how it develops Reina’s relationship with Ouro. There’s an h-scene within this route that in my opinion makes the relationship very hard to take seriously. Felt like the writer wrote themselves into a corner here and decided to accelerate development regardless of whether or not it fits the tone of the work. I think most people would agree that this route sacrificed a potentially interesting sub-plot with Ayaka in order to cheaply get the relationship rolling between Reina and Ouro. For me, the worst part of this route is the middle portion. The route begins and ends very strongly.

Reina is very likable as a heroine. Though I do think that she lacks as much development when compared to the other characters. What stilts her development the most is how little time is dedicated to any of her conflicts. Ouro takes priority and I find that to be a big shame since it’s hard for me to justify Reina’s relationship with Ouro beyond the supportive role she plays. Despite this fatal flaw though, I think this route made the game overall better. Since it does accomplish its job of elevating Ouro’s character. While also foreshadowing some of the events that take place within Ria’s route. One of the portions of this route I enjoy most is the resolution to Ouro’s character. Especially in context to the rest of this visual novel. This was far from a complete waste of time, a common theme throughout the entire work. Even if I don’t think the route was necessarily fantastic, it did not feel unnecessary.

Which is the highest praise I can give this route.

Just as a side note. Akane’s route is pretty enjoyable for a sub-route, though nothing too memorable. I do feel it rushes its story and a lot of the time is spent having sex. Which is nice, but it didn’t really elevate too much of the story. I did like though that it kept the theme of living without regret consistent though. Could have easily just been a pure love-making session.

Elle Route

This is another case in which a heroine exists to elevate the story. Though I feel in this case Elle has a stronger sense of identity. Since the relationship she has with Ouro plays a large role in her development. This route has a lot more intimacy when compared to Reina, though I don’t think it’s quite better than it. More so that it develops Sylvia/Ria in this case instead of focusing solely on Ouro. I find Ouro’s character in this route to take a backseat which I’m not a fan of. Elle takes up a lot of screentime being very lovey-dovey with Ouro. Although this is quite cute, it does drag out the route at some points. The core conflict of this route is good too, though I don’t like how passive the development is. I feel like the route plays it too safe. Lessening the impact of the resolution/climax of Elle’s conflict. It was very predictable in a way that took me out of the story. I was expecting some more highs in character development than what I actually got.

What I enjoyed most about this route is how it elevated Sylvia’s arc. I really fancied how the theme of independence in this route plays into Sylvia’s character. This route re-contextualizes the relationship she has with Elle in a very transformative way. Ria also has some very strong moments and this route (especially towards the end) puts forth a good effort to elevate the main themes of Ria’s route. Where this route mostly faltered for me is the overall importance in the grand scheme of the visual novel. Because although it did elevate Sylvia’s route, they were mostly minor improvements for the most part. In a lot of ways, I feel Elle could have been a sub-route. The Ria scenes are great, though they could be put in other routes hypothetically. Not only this but as I said previously, the route does drag out the lovey-dovey scenes a little too much for my taste. I like these scenes usually, though Elle wasn’t a strong enough heroine for me to be head over heels towards their implementation. Overall I think this is a decent route, just wish it could have been a little shorter or more expressive in the way it conveyed its themes. Since I didn’t get any strong character-defining moments throughout its runtime, weakening its overall impact.

Oh, goody. Holographic meatloaf again!

Sylvia’s Route

Amazing heroine route. Especially when you evaluate the quality of its storytelling/structure after you finish the game. I feel Ria was really emphasized in this route compared to Sylvia, increasing my excitement going into that route. This is how you properly build the main heroine. By using all the tools available in the routes before to take your story to another level. Though this route isn’t just functionally good, it also has a strong heroine at its helm. Sylvia is an extremely likable character, one that I constantly find myself mesmerized with. I really enjoyed her offbeat personality combined with her high emotional intelligence, making her a character capable of elevating both comedic and emotional scenes very well. Though I don’t think the conflict of this route is insane, I do like how it does keep the story focused. Since the main theme of this route by the end is:

Live your life without regret. Thinking about the past in a negative light will only hurt you. Be glad that it happened because it got you to where you are now. Your past doesn’t define you. You’re perpetually golden.

The route is a lot of fun as well, a good chunk of my favorite comedic segments occur within this. I especially like the scenario where Ouro feels like he needs to impress Sylvia so he enlists the help of her sister. Which made for some very amusing scenes. The relationship that Sylvia and Ouro have is also very heartwarming, I can tell that they have a genuine love for each other. Especially with how highly Sylvia speaks of her childhood friends to others. What steals the show though is Ria. She is an absolute POWERHOUSE in this route, taking command of EVERY scene she is a part of. I felt floored with how good her character was in this route, constantly keeping me on the edge of my seat. With every word she spoke seemingly having a double meaning. This is a case where Sylvia may have been outshined in her own route and I’m not particularly mad at it because Sylvia herself was enjoyable regardless of this. She was simply just outclassed rather than obliterated. A testament to how good the writing of this route was. The final moments of this route are nothing less than legendary, the perfect lead-in to Ria’s route.

Perfect scene.

Ria Route

This route was quite literally all gas. No brakes.

Rarely do I read a route that maintains my interest throughout the entire runtime. This is a route that was made great by everything that came prior. Although I do have some minor reservations about the necessity/quality of some routes (Elle in particular), it was all worth it for this one moment. This route relies heavily on Ouro’s backstory (Reina) and Sylvia/Ria’s development (Elle/Sylvia). It is the culmination of Kin’iro Loveriche. And it’s all being blasted into the reader’s face by Ria’s development in this arc. It’s a very simple arc in theory, but quite beautiful to see unfold when it’s executed by someone capable of writing a strong VN structure. Ria is the type of character where EVERY line she says in this route feels masterfully done and purposeful. I was quite literally feeling emotion for even the smallest of things she said in this route, it was a very personal and cathartic character arc. One that will stay with me for years to come due to its strong theming and message. This was only amplified further with how good the writing was for Ria’s perspective shifts in this route. The way she conducts herself makes her feel like a living being.

Which is the highest compliment I can give her to this character, that she made me forget I was reading a visual novel. I was watching a human make themselves completely vulnerable to their loved one. This was Ria Souma‘s story rather than just a character’s story.

The route was consistent in its quality. I really like how it made several callbacks to Sylvia’s route, making me enjoy that route even more with the context of this one. The cast is used to their maximum potential within this story. I especially like how characters like Ayaka, Maria, and Sylvia are utilized here. Nothing felt wasted with those characters and they had many great scenes in this route. The final hour of Ria’s route is extremely poignant, though at the same time very hopeful. I admire how it manages to convey the main theme of the story without having to rely on any cheap tricks. The last hour of this route is completely stripped down and raw, making the reader feel a vast spectrum of emotion. Knowing the result. But at the same time not regretting the choices they made to read this far into the route. The final message of this route is one of hope and optimism rather than feeling defined by the destined result. It was in quite a few ways predictable story, but nonetheless it remained golden throughout.

Life is perpetually golden and that doesn’t change regardless of the hardships you may face. Life is a beautiful thing and you can move forward despite what your destination may be. Don’t forget that.

Beautiful route.

Concluding Thoughts

Kin’iro Loveriche is a great work. One that I will remember for years to come. The message of its story resonates with me immensely. I also love how the themes are presented in this work, never feeling compromised by other elements within the story. My only major reservation with this work is that I’m not a fan of the route quality on an individual level. At the same time; however, I think it never reached anything below acceptable. The major highlights of this game are Sylvia and Ria’s route along with common. I’m also a huge fan of the structure that this visual novel has. Utilizing every route to elevate the last two (Sylvia and Ria). This was a very memorable experience and is likely a shoo-in for one of the best visual novels I’ve read this year. Which is saying a lot when it has competition like True Remembrance, Musicus, and 9-Nine Episode 4. I highly recommend reading this work if you have any interest in the genre of moege. Though I will say that it gets drama-heavy towards the end, which may turn off some people that just want a cutesy story. This game also has an enforced route order. Which I personally love since it makes the work feel more focused in most cases, since routes start existing to culminate a theme as opposed to being a flash in the pan. But I’ll leave this warning here for those that simply can’t stand the fact that there is a main heroine.

Strong 8-Light 9

Musicus Review

Musicus is a visual novel developed by Overdrive. The game was originally released for PC in 2019. The version of the game I will be reviewing is the MangaGamer release from 2021. It also has a Steam release that can be patched (to be 18+). Minimal spoilers in this review, but I will avoid anything that reveals crucial plot elements or twist within this game. I will provide a general outline of the game while also providing my thoughts on it as a visual novel (production value, story, characters, etc.). Anyways, let’s get started!

Looking for a Reason (Story/Common Route)

Musicus is a very human story at its core. It’s a story about self-improvement, though it’s in a different vein from Setoguchi’s prior work Kira Kira. With a stronger emphasis on existentialism and how it relates to the protagonists struggles to find his own form of happiness. The story is very simple:

Kei Tsushima exists.

Kei went to a prestigious high school with the lofty aspiration to be a doctor once he hits college. This was a role that he was meant to play. A role that he never chose because he truly wanted to help others. Rather it was thrust onto him by the people close to him (his father). Feeling pressure, believing that it was his only route to find true success, he lived his life working towards that goal. Believing that it would one day bring him happiness.

Kei Tsushima hit a roadblock.

Kei is now in part-time school. He has effectively messed up his life. Having made a choice that led him towards a different path than the one that was laid out for him. It is in this moment of vulnerability that he realizes how futile his efforts may have been. How shallow his existence actually was. Basing his choices on what others desired. In other words:

Kei didn’t truly exist. His existence was never his own.

Kei eventually finds himself involved in the music industry after winning the runner-up in a short story competition. Being told to write a report for a musical event during Kacho-Fugetsu’s upcoming tour (a band). Not being sure of what direction he wants to take his life in, he hears a voice pierce through his doubts. The vocalist of Kacho-Fugetsu, Hanai Korekiyo.

Hanai Korekiyo decides to disband Kacho-Fugetsu after this performance.

After having gained some form of passion for something that he chose through his own free will. It’s taken away from him. It is in this moment of desperation that he talks to Korekiyo and begs for him to make a comeback. Korekiyo refuses. Though he does provide a proposition for Kei:

How about you play rock in my place?

Kei agrees.

The man that started Kei’s journey towards self-realization.

Musicus has a strong hook. Though it’s not an unfamiliar concept to people accustomed to stories within the visual novel medium. I do think it’s very easy to label Musicus as a coming of age story. And this wouldn’t be wrong. It’s not necessarily a new concept by any means. Though what makes Musicus slightly different from its contemporaries is the large emphasis it places on themes over everything else. You can tell this work will be largely thematic from the opening scene involving the protagonist’s parents. For better or worse, the game will use every element of its story as a tool to illustrate its big theme.

What’s the purpose of life?

A theme with no definitive answer. Though I do believe Musicus comes up with a very interesting perspective on what life truly constitutes. When I say for better or worse, I mean that Musicus oftentimes will break up the flow of its own story to illustrate a theme. Because of this quite a few parts of the work come off as manufactured or inorganic. Which is interesting because the only reason this is noticeable is due to how down to Earth the majority of the work actually is. Musicus is a highly introspective and personal work. It is not the type of story that simply throws statistics at your face. Most of the “philosophy” in Musicus is anecdotal and based on self-reflection. I rarely feel that it’s quoting from a textbook, something I can’t say for a lot of works that tout philosophy as a selling point. Though even then, it does have those moments of feeling forced.

What I’m trying to get across is that Musicus isn’t a perfect work. Far from it. It’s a very flawed work, but the beauty of its story comes from how personal it is. The game is messy, but in a way that reflects life itself. I feel this is what makes Setoguchi’s works so impactful to me. The fact that he doesn’t really care about how others will evaluate his works. I feel like I’m seeing a compilation of events and being told to come up with my own conclusions on whether or not they meant anything. Which to me shows that Setoguchi really wants to tell this type of personal story regardless of whether or not my evaluation of it is what he intended it to be. In other words Setoguchi really trusts the reader. Common route will be filled to the brim with subversions and detours that may break the experience, but I do feel most of the time it did have a purpose. Even if it does make the work feel very spotty at points.

If I were to state examples of the game being spotty in regards to structure, the branching points really hurt the flow of the game. I do like them from a thematic standpoint (showing the drastically different paths Kei’s life can take from his choices), though I do think they really disrupt the stream of events they precede. I consider the routes very important, though I feel this aspect of the game could have been done more smoothly. I also think Musicus runs into an issue of being too barebones with how strong of an effect events can have on Kei. Like Setoguchi isn’t really pulling out as much from Kei as he could be. Which although makes sense (considering the direction Sumi route takes), does limit my overall enjoyment of common and some of the routes afterwards. I also think the game does have a tendency to create conflicts simply because the themes call for them rather than the story calling for them. Which can be a really hard sale for some readers (including myself) when it comes to suspending our disbelief at certain points of the route (Common, Ozaki, and Sumi).

What makes the Musicus common route fantastic is the strong emphasis it has on themes. Though I also think a massive appeal to it was the high level of introspection, even if it isn’t as overblown or as impactful as other works I’ve read before it (even Kira Kira). It’s a very simple common route, though it does have a strong sense of progression (most of the time) and is very tightly written. It’s also quite long and ambitious (in terms of the structure). It was a fantastic experience for me to read through, though I do think a lot of the appeal may be lost in people that expect something more complex from Musicus (due to the reputation it has). What you’re getting is actually a very human story that’s absolutely brutal in its honesty. If you can admire the strong emphasis the common route has on themes and long-term storytelling, I think the route will greatly appeal to you. Even if it does have its weak points.

Common route was an absolute joy to read through. Even if it wasn’t what I was expecting.

Music-US? (Characters)

The character writing of Musicus is probably the strongest I’ve seen from Setoguchi in terms of consistency. Most of the characters feel like they get a moment to shine regardless of their importance to the actual story. I also feel that although some characters get underdeveloped, they still manage to play a role in terms of elevating a certain theme or element of the story. I would say the biggest surprise for me in this game was that I found a lot of the side characters very enjoyable outside of the theme they were there to showcase. Which is something I can’t say for Setoguchi’s previous efforts (Kira Kira and Swan Song), where I feel a lot of characters were purely thematic. I was especially taken aback by how much development Yagihara got (Kira Kira). Musicus maturing the character immensely, a big difference from his enigmatic persona in the original work he was showcased in. I also really enjoyed cast members like Shuusaku, Kurumi, and Rin. Characters that I felt brought a lot of life to Musicus for different reasons.

Still though, for as much as I enjoy some of the side characters in Musicus, it still has weak spots. I felt some characters were really underutilized and offered very little such (Kyouka) or lacked any presence beyond their one moment (Rei). Setoguchi also utilized some characters purely for a theme, which made them feel somewhat shallow in the grand scheme of the work (Sumi, Ryuuichi, etc.). I think in general the problem is somewhat similar to Kira Kira, where he introduces too many characters. Though I still think Setoguchi handled it really well relative to the previous works I’ve read.

The main characters in Musicus are strong, though I do think some of them lack in a few regards. Kei is a consistently good main character, though I feel the game rarely lets him hit the fourth gear. He is extremely introspective, but at the same time a lot of the introspection can come off as repetitive and lacking in raw emotion. Mikazuki is very entertaining and cute. I also like her more self-reflective side, though I do wish I got to see more of it. Kaneda is entertaining throughout, though I do feel that his development won’t appeal to everyone due to how brash and unapologetic his personality is. Meguru has really strong writing when it comes to her route, though she has ZERO presence as a character outside of it (being ignored for large portions of other routes/common). Fuuga is introduced very late into this work and because of this has an uphill battle separating themselves from other band members. Ozaki and Sumi have strong moments in regards to their interactions with Kei, though as standalone characters offer very little (lacking in personality). Despite all these issues I have with the entire cast, they all work to elevate the themes of the Musicus. I don’t feel that any member of the main cast was outright bad, if anything I enjoyed all the main characters in their own way. They all brought something to the table even if I do feel some potential was lost along the way.

Overall I think Musicus had the most consistent cast that Setoguchi has ever assembled. Though at the same time the highlights aren’t as insane as previous works. For example I don’t think Musicus has a character that resonated with me or was as interesting as Shikanosuke (Kira Kira), Takuma (Swan Song), Yuka (Swan Song), or Kirari (Kira Kira). That’s not really me saying it’s bad, because the cast is very strong in Musicus. I actually prefer its cast over previous Setoguchi efforts, though I just wish the game did a better job of letting characters hit their fourth gear more consistently. Since I think this could have easily been one of my favorite VN casts of all time if we got more intimate moments with certain characters. The cast is great in this one, oftentimes fantastic.

My favorite cast members were Kei, Kaneda, Meguru, Mikazuki, Yagihara, and Korekiyo.

The Big Stage (Production Value)

Musicus is very easy on the eyes. The game has extremely high production value, it’s probably the most impressive Overdrive title (in this regard) since Dengeki Strykers. I felt there was a character sprite for pretty much everybody in this game (though some outliers did exist). Not only that, but they constantly up the ante with the sprites having different outfits consistently. The main cast constantly changed clothes throughout the entirety of the VN, it was honestly amazing how much effort was put into making the band feel larger than life. They felt like actual human beings due to the character sprites being both expressive and dynamic (clothing). To me this is easily the most impressive aspect of the production value. Though I do think some minor characters deserved sprites and it felt weird that they didn’t have one (considering what characters did get sprites). But this is more nitpicky than a cardinal sin of Musicus. Most of the cast had a sprite in some form, something I can’t say for games that sport as large of casts as this one.

The game has many CG’s though I did feel Musicus had a tendency to have long stretches of time without any CG’s only to provide me a flurry of them at once. I personally wasn’t a fan of this. I wish the VN either had more CG’s or at the very least stretched them out more. Since I do think it’s quite noticeable. Especially when a lot of the CG’s I did get for certain routes were just H-CG’s. Not only this but the CG’s oftentimes don’t get much room to breathe, a lot just appear and then it transitions way too quickly into the next scene. Making it feel wasted (at points). Despite my nitpicks though, I think the CG’s that were provided had great artwork and most of the important events did get at least one CG. I don’t feel like the work was necessarily bad in this department, it was great in fact. I just think it could have stretched out CG’s far more often than it actually did. Especially when I took to account how great the production value was in other regards.

Musicus has music

Big surprise, Musicus has a great soundtrack. It’s actually my favorite Overdrive soundtrack, it’s pure consistency. I felt very little tracks were wasted and the rock-centric tracks absolutely BANG. The game also has ED’s for every route (an Overdrive classic), though the ED’s are more dynamic than their previous efforts. Each ED not only has its own vibe, but they also are accompanied by dynamic animations/slideshows that showcase the routes biggest moments and capture their tone. It’s honestly very impressive. The lyrical content is also fantastic, with each vocal song having strong lyrics that relate to theme of the route in some form. Very little was wasted in regards to the vocals. There are even small bonuses for massive Overdrive fans (Deardrops, D2B and Star Generation songs). I do think some Overdrive visual novels (Kira Kira and Deardrops) had higher quality songs, though I think Musicus has them beat in terms of variety and pure consistent quality. I will nitpick this aspect though, I do feel the concerts that Musicus has are less immersive and emotional than the ones provided in Kira Kira/Deardrops. But to be honest, those were very hard to beat. The actual quality of music is extremely high. It’s one of my favorite aspects of this visual novel.

I guess a small critique of Musicus is that I found the artstyle to be somewhat inconsistent at points. With too much variety in terms of character designs at points. I found character designs like Toriyama, Kyouka, Kurumi, and Korekiyo to be really good for what type of character they are, though they simply don’t look like characters from the same game. A lot of the characters tends to look too different and I feel this is very noticeable when they’re put right next to each other. I also wasn’t a fan of constantly showing the character sprites in a background that made it look like a CG but it wasn’t. It made the game look cheaper than it actually was, I wouldn’t have minded it 2-3 times, though I feel the game overuses this production technique. Regardless, I have high praise for the production value of Musicus.

Favorite Tracks: GuraGura, A Place To Go Home, Sunlight Through The Trees, Snow Drop, Sorrow, Over The Rain, Ice Flower, Another Dimension, Be Strong, L&L, Gloomy, Where My Heart Is Going, V・i・X, No Title, Crossover, Lupinus, Pandora, Crack In The Night, and Calling.

Ozaki Route

This route is strong thematically since it builds into a theme that’s explored throughout the rest of the VN (what constitutes a fulfilling life). I really like how it explores the concept of following your dreams and how it can have a negative effect on others you care about. So sometimes it’s best to just give up while you’re ahead to make others around you happy. Rather than focusing on your own happiness. This isn’t necessarily portrayed as a bad thing, though it’s definitely a hard pill that many people have to swallow when their dreams don’t produce immediate results. The route is thematically very powerful, though it does have some missteps. Particularly what event this route follows up. The route is the first branching off point of Musicus and because of how this branch ends, it can actually blue-ball the reader. Because the story takes a massive detour after a huge plot twist. I kind of wish the game led into this route a little more seamlessly, though I did understand what Setoguchi was attempting to communicate through this route. That sometimes it’s best to quit while you’re ahead and fulfill yourself through others. Because following your dreams can have damaging results and burden those you care about, showcased through Ozaki’s backstory.

Although I find the route to be great conceptually and thematically, I do think it did lack in the first half. I found the first half to be necessary, though largely juvenile and uninteresting. Specifically since the game didn’t really have a large emphasis on the characters that were showcased in this route prior, so a lot of them were hard for me to appreciate as much initially. I also think that the relationship that Ozaki and Kei have is probably my least favorite within this game, though it did end very strongly. What this route does well is once the ball starts rolling in terms of the goal that the characters want to reach, it’s hard to put down. Especially if you try to consider what type of message this route is trying to communicate through the events that occur within it. Most of the characters also see gradual development that although is very simple, feels genuine. Something that adds another layer of charm to the cast that Musicus has, even if these characters lack long-term consequences for the rest of the story. Taking that into context, I found the route to be enjoyable even if I do think it’s my least favorite route that Musicus has to offer.

I don’t think people will enjoy this route as much as I did. Though I don’t think it really matters since I did find the themes extremely relevant to the main message of Musicus. Even if it did lack in quite a few areas, the execution of its concepts were overall very solid.

Meguru Route

Meguru’s route is an extremely well written route. It’s probably one of my favorites in terms of execution and concept (when it comes to Musicus). Dealing a lot with themes of mortality, legacy and the impact your art can have on others. All of which were themes that Musicus explored within common route. This route was had very strong buildup prior to its inception. Though I will admit that Meguru lacked as much presence as I would have liked prior to this route. Luckily this part of the story does a fantastic job in terms of exploring Meguru’s character. I feel that this route above all else is truly a heroine route since Meguru has a very strong character within this one, which caught me off-guard due to her personality/archetype. I especially did not expect her backstory to have the quality that it did, being one of my favorite backstories in recent memory. Exploring every nook and cranny needed to make Meguru feel like an actual human being with strong emotions. I especially like how this route also explores the “contextual” value of music, really showcasing how important it is to enjoying this form of art (art in general). The route is actually very reminiscent of the Sarina route (Kira Kira) in terms of certain plot elements, though it does a great job differentiating itself enough from it. Particularly love how it has a stronger emphasis on the heroine, though I do feel the Kei lacks as much character here when compared to the rest of the game. Rarely offering highlights when compared to Meguru.

This route does have minor missteps here and there, I do think Setoguchi limits himself at points from having strong emotional impacts with certain scenes. With some strongly written sequences feeling slightly underdeveloped or half-baked. I wasn’t a big fan of how little emotion was being pulled out of me when I consider the subject matter this route explores. I feel it could have been just a little more impactful if it committed to a more stream of consciousness approach when it came to the introspection here. Though I don’t fault it too much since I do respect how skeletal the route does feel at points, making it in a way feel much more realistic and grounded. I also appreciate the level of effort put forth in regards to developing the character that only appears within this route. I really resonated with their story, even if they weren’t a perfect human being. I completely understood why this person had such a strong impact on someone like Meguru and I found a lot of beauty in their relationship which added another layer of enjoyment for me within this route.

The route also has strong interactions amongst the band, probably my favorite iteration of Dr. Flower. With a strong sense of comradery that I feel wasn’t as emphasized in other routes compared to this one (and rightfully so).

Sumi Route

My favorite Musicus route. Honestly it’s the best route I’ve read since Kirari’s normal end (Kira Kira). This was an extremely personal route. One that was absolutely brutal to read through for all the right reasons. It was completely stripped down and raw. This is the route where Kei Tsushima went from a good character to an amazing one. It has some of the most intimate pieces of dialogue that I have ever read in a visual novel. Kei Tsushima in this route wasn’t a character. He was a human being. That’s how amazing this route was in terms of getting into the main characters head. There was a good stretch of this route where I just couldn’t believe how strong the writing was. Everything that Musicus was building towards was turned onto its head with this route. I was not expecting a bad end of all things to be one of the most emotional and introspective routes I have ever read. I know I may be hyping up this route immensely, but that’s how strong it was to me. I could not put the game down AT ALL when I was reading this. This route was exhilarating, it made me feel emotional in a way very few works can actually achieve for me. I was filled to the brim with anxiety and fear reading this route, it felt like watching my best friend become a horrible human being. This was Kei Tsushima at his most vulnerable.

This is the most important Musicus route (character-wise). It built off everything that came prior to it, all the choices for Kei’s character made complete sense when I took to account what this route actually entailed. It was an expertly crafted route. Though I do think it won’t appeal to everyone. Like most things that are great, it’s very personal and because of this how much emotion this pulls out of the reader will be largely subjective. Not only that but I do think some parts of the route were somewhat too convenient, as in it was piling up too much misery in a way that may cause others to feel it was forced. Sumi is also a largely thematic heroine, so I do think that she’s easily the weakest one. Though absolutely perfect for this type of route. But man, I love the message of this route so freaking much. The idea that simply devoting your entire life to art can also lead you towards path of self-destruction. The final moments of this route really illustrated this point. That with artistry can come extreme emotional pain. A tremendous route and easily one of the best things Setoguchi has ever written.

Raw and visceral are the best ways to describe the execution of Sumi’s route. The crowning achievement of Musicus.

Mikazuki Route

This is a very good route. Don’t get it twisted. I don’t think that Mikazuki is the best route that Musicus has to offer. But it’s the most thematic and crucial to understanding the main theme of the story. I respect the message of this route immensely and think it’s delivered in an extremely genuine way. My favorite aspect of this route is the message and Kei/Mikazuki’s relationship in-context to what kind of story Musicus actually is. I wouldn’t really call Mikazuki a traditional character route, it feels more like a true route. A big emphasis of this route is actually the bandmates themselves and their interactions with the music industry as a whole. Some of the most interesting themes being explored here (outside the main theme of life) being commercialism, the value of art (and its context), and legacy. I really enjoyed the ambition this route had and it did a great job of balancing emotions throughout. I wasn’t expecting the more laidback approach here, though it did make sense once the route reached its conclusion. This route does a great job building off the context of Sumi’s route, it would honestly be a very weak route if that route didn’t precede it. Because it re-contextualizes Mikazuki’s role in this route and what type of person Kei actually becomes.

I personally think that the route rushed through a lot of parts towards the end. Usually the game was very good at providing strong time passages, though in this route it felt more skeletal. Like they were giving me the barebones of what happened rather than fully immersing me into the events that occurred within the story. Sometimes it worked in its favor (made it feel more real), but a lot of the time it felt like more could have been done with this story. I feel Setoguchi held himself back here, though it makes sense since he was approaching this route with context of Sumi’s route. So I would say that the best way to read this route is to not expect something as intimate as that route and to read this as a purely thematic story. Because that’s where the route really hits hard. I also feel that Kei and Mikazuki (as individuals) aren’t as interesting as they could be, though their interactions as a couple and what the end-goal of this story was made me agree with Setoguchi’s portrayal of them. I especially enjoy the ending of this route, it’s a very good thematic callback to Kira Kira and has a very raw message that I was honestly not expecting. Though fit the story like a glove. Mikazuki is a great route, even if I do feel that there are elements I would change here and there.

A strong ending. Even if I do feel that it undersold itself at points.

Concluding Thoughts

Musicus is an amazing visual novel. I don’t think it’s my favorite Overdrive work, though it’s the perfect finale to their legacy as a company. I didn’t touch upon this much throughout the review, but I feel that Musicus does at points feel like a meta-commentary on Overdrive’s legacy as a company. A company that created art moreso for itself rather than caring about what others thought. Every work that Overdrive did felt completely different for better or worse, I respect the artistry of their craft immensely. And it’s a shame that they finally decided to call it quits. Though I’m glad it was Musicus.

Musicus isn’t the type of visual novel that I think will appeal to everyone. It’s very stripped back and down to Earth. It’s not really an epic nor do I think it will change everyone’s life. It’s moreso a very human story that’s extremely character-driven, thematic, and intimate. I do think that the reputation that Musicus has acquired amongst the western VN fanbase is not really in its favor. Creating a very strong resistance due to how “normal” the story actually is. But I believe that people should give this story a fair shot. I genuinely think it’s a very well-made story, even if its appeal is very niche amongst the VN fanbase as a whole. It’s a very personal work and I think that’s what made me appreciate it the most. That it showed a lot of restraint when it could have easily just given me what I wanted at points, even if it meant compromising the message of its story. I respect the artistry Setoguchi showcased immensely and although it’s probably my least favorite Setoguchi work, it was still an amazing testament to his talent as a writer.

Strong 9

I have also reviewed every Overdrive visual novel prior to this. Click on my list of reviews to see my thoughts on their catalog. I would also recommend reading Kira Kira prior to Musicus. Because I think it adds a lot to the themes of Musicus, acting as a spiritual prequel to this work. Even if it does have a shoddy translation quality and is less refined as a whole, I wholeheartedly recommend it. Both are great works and high points of the Overdrive catalog.

Fave Routes: Sumi Route, Common Route, Meguru Route, Mikazuki Route

Least Fave Route: Ozaki Route

Bokuten – Why I Became An Angel Review

Bokuten – Why I Became An Angel is a visual novel developed by Overdrive. The game was originally released for PC in 2013. The version of the game I will be reviewing is the MangaGamer release from 2019. Minimal spoilers in this review, but I will avoid anything that reveals crucial plot elements or twist within this game. I will provide a general outline of the game while also providing my thoughts on it as a visual novel (production value, story, characters, etc.). Anyways, let’s get started!

An Angelic Intervention (Story/Common Route)

Kirinokojima Tomoe lives in pain. A pain that he can never truly resent. An existence that can continue to remain, but never truly find happiness. Tomoe is a man defined by his past. A man that can never truly wish. Because doing so would only bring him pain. The biggest punishment for a man like this is to continue living a normal life. And that’s what he continues to do.

Suddenly this cycle of reluctant existence stops. An angel suddenly appears before Tomoe by the name of Aine. Through this angel, Tomoe finally finds direction in his life by assisting her in bringing others happiness. The happiness of love.

In this journey Tomoe will see the many shapes that love can take. Helping those around his community find a reason to exist outside themselves. It’s ironic that the man who considers himself incapable of finding happiness brought others joy through his actions. Which brings up the question:

Can Tomoe find his own happiness?

Bokuten is a depressing work at its core. Though unlike the happy moments found in other Overdrive works such as Edelweiss and Kira Kira, Bokuten fully commits to the depressing elements within its story. There is never a truly satisfying ending to be found within this game. Every story told within this work brings both misery and happiness to all the parties involved. Which gives the game a very melancholic feel that is only compounded further by the fact that Tomoe (the MC) is depressed for the majority of this work. The work is very conceptually driven and thematically focused on trying to present love from multiple angles.

Which is why the common route is mostly composed of character arcs for individuals that only hold thematic relevance to the theme rather than being mainstays of the cast. This common route feels more like an anthology or an episodic series where the main cast helps somebody with their love life moreso than a traditional visual novel common route. Because of this I believe a lot of people will have fun reading this one if they don’t mind a lack of development for the majority of these storylines. The appeal to be found here is that common route is filled to the brim with variety in terms of conflicts. But at the same time it is due to this variety that a lot of compromise is made in terms of how much they can hone in on the theme that each storyline contains. It’s inherently flawed storytelling, though a very unique experiment nonetheless.

What I don’t like about the common route of Bokuten is that it doesn’t really develop the main cast too much. Since the primary focus of Bokuten within the common route is to showcase these mini character-arcs for each chapter, the main cast doesn’t get development for the majority of common. Which is a huge problem when the meat and potatoes of your story is going to be found within the main heroine routes. Like I enjoyed the fact that it did something different with its common route, but it really sacrificed the emotional attachment that the reader can have with the main cast. Along with this Bokuten has a tendency to take itself way too seriously for some very absurdly miserable setpieces that don’t really fit the tone of the game. Sometimes you’ll have very mature conclusions to arcs with a strong sense of hope for something better within the characters relationships, but then you’ll get stuff like “walking a dog”. In general the tonal inconsistencies of Bokuten also limit the potential that it has to be taken seriously as a story.

Bokuten in general would work better as a story if it fully committed to these character arcs (short stories) or the main cast. Because in my opinion both feel underdeveloped due to sharing too much screentime with each other within common. Like there are some really strong ideas in common route (chapter 4 and 5), but the majority of it just doesn’t leave a strong impression outside the concept that it presents. So I feel that the majority of it only served to highlight a theme that was already going to be present within the main heroine routes to begin with. Which in a way makes these characters arcs feel completely pointless outside accentuating the main theme of Bokuten (that love brings sacrifice).

What I’m saying is that despite being the focus of common route, the short stories don’t offer too much outside the theme they present. Which is a shame since they could be really good routes if worked into a main heroine. But since each chapter is limited to a specific length, a lot of these stories suffer from a lot of underdeveloped elements. Which makes me question if they should even be in the game to begin with.

I Can Be Your Angel or Your Devil (Characters)

This is Bokuten’s biggest problem as a visual novel. The majority of the cast lacks development besides Aine (angel) and Tomoe due to the common route’s primary focus on the side character conflicts. Because of this the main heroines lack presence throughout the common route due to not being as directly involved within these conflicts compared to Aine and Tomoe. For the most part they don’t really offer anything within this portion of the story and because of this they have an uphill battle in their respective routes to actually impress me. Since I can’t really enjoy them prior to their routes based off the 3 interactions they had with Tomoe in common route. I find it really hard to believe that characters like Minamo who barely talked to MC in common being so madly in love with him in the beginning of her route. To the point that she actually masturbates on his desk due to it having his scent. I can’t really believe that can I?

That’s not the only problem with the characters though. Bokuten has a tendency to escalate a storyline with a character too quickly without taking the time to develop them prior. So because of this I don’t really care about their conflict by the time they occurs. This is especially prevalent within some of the common route chapters where a side character will barely get development and then the problem escalates at a rapid pace. Making the character feel completely defined by their problem rather than me actually caring about who they are as an individual. I feel chapter 6 in specific falls into the trap of making a characters motivation feel lackluster due to not giving it time to actually sit with the reader. Only presenting the worst case scenario immediately after establishing an aspect of a characters personality. The side characters in Bokuten don’t really have much time to actually develop so when the problem escalates to an abnormal degree, it feels completely unearned. In many ways it just feels like I’m reading misery porn with some of these chapters. Which really hurts my overall enjoyment of most of the cast. Since they can never have the spotlight on them due to the fragmented nature of common route.

Obviously there are bright spots within the cast of Bokuten, but they’re not enough to make up for the fact that I don’t care for the majority of the cast. Like I enjoy Tomoe, but at the same time his depressive state in this VN is a huge limitation of it. Since it doesn’t allow for him to get close to any of the heroines at all, making the relationships prior to their respective routes feel completely shallow. Since he finds himself in a position where he feels undeserving of love, it wouldn’t make sense for the author to have him pursue a relationship at all. He did a good job here, but didn’t account for the fact that it would make him a boring character for the majority of common route. Tomoe in general is very static and because of this it’s very hard for the reader to root for him when he limits the potential of other characters. Aine is another character where I enjoy them, but they’re not perfect either. Like she’s very funny at points and is a great contrast to Tomoe’s depressive state, but most of her development is actually locked into her route. So because of this she isn’t too dynamic of a character until the end of this game. It’s a big shame that Bokuten’s high ambition limits their full potential to be amazing characters. Since I only find them to be good at best.

This would work better in a more focused and tight visual novel. But since Bokuten has such high ambitions, these characters fall flat due to the narrative’s structure.

Pretty Music and Colors Go Brrr…. (Production Value)

Bokuten is a very pretty visual novel with strong production value. I wouldn’t say it’s quite as impressive or dynamic as something like Dengeki Strykers, but it’s definitely on the high end of the Overdrive catalog in this regard. The art is very refined and there are character portraits for pretty much every cast member that gets directly involved within the story. Even characters that don’t really feel relevant to the main plotline of their chapter or route get some very nice character portraits with quite a good variety of expressions/clothing. I also feel that there were CG’s for the majority of scenes that needed them, though I wish the game did more for side characters in this regard. I would have loved CG’s for characters like Kiyohito who showed a lot of worth within the arc they were involved in. But I do think what was presented was good enough. I find the art for Bokuten very soft, though it does work well in contrast with the dark environment/situations that the characters find themselves in. Since it kind of creates a false sense of security for me at points when I see a happy CG early into the route contrasted with a diabolical one as the story progresses. So it does fit the overall vibe that it’s trying to reach, even if it’s not necessarily the best aspect of the VN.

Something I really liked with the presentation of Bokuten is when they would shift perspectives, they would actually show this through a sketch of the character that we were going to experience at that time. Small things like this really went a long way for me in terms of enjoying the presentation. The soundtrack that Bokuten has is strong, though I don’t find myself really revisiting the majority of it. Most of the songs fit the context that they’re a part of, though they don’t leave much of an impression outside being good pieces of music that fit the work. The best aspect of the soundtrack for me was that the game had vocal ED’s for both the bad and good endings of the heroine routes. The lyrics for these songs also relating very heavily to the theme/tone of the ending they were a part of. The voice performances in this work are good as always, though I feel they lack the power of other Overdrive works. The only standout performance for me were Wakabayashi Naomi (Naruko) and Nakamura Eriko (Aine). I don’t think that Bokuten is quite the most expensive Overdrive VN, but it’s definitely not a bad looking or sounding title by any means. Just doesn’t leave too strong of an impression outside the technicalities for me.

This game not having a title screen change might be the biggest twist that Bokuten has to offer…

Minamo Route

This route started off very weakly for me due to Minamo having very little development with Tomoe within the common route. As I stated previously in this review, she pretty much falls in love with him immediately. To the point where she’s masturbating on a desk and ON TOP of him prior to any major romantic interactions. So to say that I disliked the beginning of this route would be an understatement, though eventually it becomes far stronger as the conflict became more apparent. Minamo herself is a pretty interesting heroine with many likable traits about her. It’s just that the route got off to a very rough start with her romantic interest in the MC coming off as very forced. I would say the primary theme of this story is learning to become your own person and making choices for yourself rather than becoming too dependent on others for your own happiness. Which I feel is handled very respectfully with the “twist” that this route has in regards to Minamo’s character. I think it’s well handled, though the romance really limits my love for the route since it lacks development for the most part. Merely serving as a way to highlight a theme rather than being an interesting dynamic between two characters. For a game about love, the romance is quite hollow. Which is a huge blow to every route within Bokuten.

Another weakness for this route was that the writer isn’t very capable of getting too much mileage out of very strong ideas. Like the concepts in this route should have made me bawl my eyes out but instead it only mildly holds my interest for the majority of its runtime. Which is a shame since conceptually the route has many strong aspects to it. I really like Minamo and her interactions with her mother, I find them to be the best part of this route because they highlight the insecurities both characters feel about their positions in life. I also love the concept of the ending, with the routes message being about how dependency on your partner can create weakness within you. Even if it does bring some form of short-term happiness. The route is probably the most realistic route that Bokuten has, which is why I enjoyed its take on romance. Though it doesn’t really add as much to the overall themes of Bokuten. I think this route would have worked really well in a different game altogether. But as it is, I enjoyed what I got. It’s just very underdeveloped and sometimes quite shallow due to the limitations of the narrative/structure of Bokuten.

Minamo just feels like a route that didn’t fulfill its full potential due to the weak writing of her character prior to the route. Generally speaking the heroines feel extremely underdeveloped prior to their route.

Yuri Route

Yuri started off as the strongest heroine in the beginning of her route. Specifically due to the author honing in on the idea that she feels a need to punish herself for her past. Because of this, Tomoe is very easily able to relate to her and is more emotionally vulnerable to her compared to the other heroines. Having a much stronger relationship with Yuri early on, with the romance they develop being very logical in the context of the story. I enjoyed the first third of this route immensely, thinking that the author would finally be able to follow through with a concept correctly.

Boy, was I wrong!

Yuri’s route completely diminishes in quality with the introduction of a certain character within it, taking an almost absurdist approach to its characterization. The story becomes impossible to take seriously and all the development that happened prior gets completely thrown out the window once the true conflict of this route is introduced. I couldn’t believe some of the horrible writing that occurred in the next 2/3rds of this route. With some massive reaches/huge leaps in logic being made to justify some really cringeworthy scenes. The worst part of this route is that it completely ruins the tone of Bokuten to the point where I couldn’t believe that this was the same person that wrote Deardrops. The tone of Bokuten up to this point has been very depressing and somewhat realistic (to an extent), but this route just makes it extremely goofy. I think maybe this route could work in a different game as a straight up comedy, though trying to make me as a reader take it seriously is an exercise in futility.

I liked the concept of the ending, but the conflict of this route made it impossible to salvage. This was only compounded further by the weak motivation that this certain character had to turning a new leaf at the end. It made no sense due to the fact that the game never presented any humanity within this character outside maybe 1-2 scenes. They were pretty unsalvageable at that point, and then the game presented it like it was supposed to be some super impactful/emotional scene only to fall completely flat on its face. The route is a big example of how some of the conflicts within Bokuten make sense from a thematic standpoint, though at the same time lack the proper build/logic that these story elements would actually warrant. So they either come off as extremely shallow or as extremely hilarious. This was the latter.

HAHAHAAHAHAHAAHAHAHAHAAHAHAHAHAHAA

Naruko Route

This route had the highest potential of the three main heroines (besides Aine) to be good since Naruko had an established relationship to Tomoe prior to the events of the game. Though the common route did limit how much I actually cared about Naruko as a character, since most of my intrigue was based purely off her relationship to MC. The route starts off very promising with Naruko showing a lot of character when the spotlight is given to her, though eventually it becomes too repetitive for my taste. Especially because Tomoe himself isn’t a very dynamic character, so because of this Naruko gets a bulk of the conflict. Which in my opinion really limited the routes romantic potential, since all I really see it from is Naruko’s perspective. And when the conflict is so rudimentary, you can’t really impress the reader too much with an unoriginal concept that isn’t executed to its highest potential. I believe that this route also suffers a lot from having to build up Aine’s route, since this is easily the most plot relevant route of the three main heroines. So a lot of time is devoted to building up Aine’s route. Which hurts the focus of the route making me question why these plot revelations couldn’t have been better distributed between the 3 main heroines rather than just this one.

The route even has a big plot “twist” towards the middle of it which although interesting, feels like a “twist” that’s only there to conveniently lead into a conflict for this route. Which makes it feel very forced. It does re-contextualize the game I guess in a way, but it felt really convoluted. Especially when the theme that this “twist” explores isn’t very relevant to the majority of the games themes. Naruko’s route was sadly a victim of very underdeveloped writing due to having its conflict become related to the main “twist” of Bokuten. But that’s not to say everything in this route was weak. I like the sentiment of the ending (even if it feels forced, especially the “good” ending). I also really like the utilization of a certain side character within this route, though I feel the author really limited this characters appeal by only making them relevant on occasions for the majority of this game. So although it made for some very interesting scenes, they felt very shallow for how strong the writing was in those scenes. I generally think this route is just alright, but I do think it could have easily been the best route of Bokuten if the script was just a little tighter.

The route may be weak. But she do be looking kind of fresh doe.

Aine Route

This is easily the strongest route in Bokuten, though it’s still riddled with many flaws that stop it from being a great route. In particular they still follow through with the “twist” of Naruko’s route. Which although presents an interesting conflict within this game, feels very underdeveloped and forced. I especially don’t like how this “twist” only serves to make the angel system of Bokuten seem really dumb and specific. Which just makes the game feel very goofy when it’s taking itself way too seriously as well. I also don’t like the new plot revelation that’s made in this route in regards to the origin of the angels. That plot point in specific felt very half-baked and only seems to exist to accelerate the conflict further and force character development. Which is fine, but it really goes to show how little care was put into the buildup of the major setpieces of Bokuten. I also think this route had a tendency to drag at points and I really did not like how quickly it moved from place to place. Since it felt like the writer kept details very minimal due to them creating potential plot-holes for this story in specific. Which really limited how much emotion I could feel for a lot of the hard-hitting scenes of this route. Even if they were conceptually rich (which they are).

What I enjoyed about this route is that Aine and Tomoe have a very developed relationship due to their respective pasts. Along with this I love the concept of the ending even if it’s a tad bit forced, being a very strong thematic conclusion to the Aine and Tomoe character arcs. There are some really good scenes spread out within this route as well, which makes it feel like the most consistent that the game has to offer. I think the big problem is that the route doesn’t really feel like a strong conclusion to the entire game. I just see it as another route. Which really hurts my overall impressions of Bokuten. Since their A -game was at best a C-game. It’s just really sad that the end-result of Bokuten was just pretty good when it should have been amazing. Especially when I take the time to consider how cool a lot of the concepts explored in Bokuten actually are. Like Bokuten is conceptually more interesting than the majority of visual novels that I have played within the medium, yet it can barely hold my interest for the majority of the work. Something is definitely wrong here when Bokuten doesn’t really feel any more profound than the average moege despite the themes themselves being so interesting especially in the context of a galge. Bokuten just makes me sad the more I think about it (and not for the right reasons).

Aine is a good route. It’s just not a strong final route.

Concluding Thoughts

Bokuten is a disappointment, but I really respect this work in terms of how ambitious it is. I especially find it really interesting that the Deardrops author tried something completely out of his comfort zone here rather than creating just another charage. Because although the execution is borderline horrible, I really like the ideas that were presented here a lot. It’s a shame that the author doesn’t seem to be too involved with the eroge industry anymore, but I can see why since Bokuten was a major risk for Overdrive. Like they have done games in this style before, but they actually fully committed to the dark tone with this one. It seems that Bokuten also sold very weakly, being able to only reach #19th in sales before eventually just not appearing on the Getchu charts for the rest of 2013. So it didn’t seem like Overdrive was too happy with how well this work did, which may have been the reason why Nakura Reiji hasn’t worked on a VN since. I think he was the wrong writer for this VN, but he’s not really a bad writer himself. He was just way too over his head when he made Bokuten and because of this many mistakes were made due to inexperience moreso than incompetence. He got the depressing feel of an utsuge down, he just didn’t have the maturity to explore the topics within this work beyond surface level. And that’s really what crippled Bokuten the most.

Light 5

Cho Dengeki Stryker Review

Dengeki Stryker is a visual novel developed by Overdrive. The game was originally released for PC in 2011. The version of the game I will be reviewing is the Cho Dengeki Stryker version of the game. This version was released in 2012 and adds 3 additional “sagas” to the original game. This game was translated by MangaGamer in 2014. Minimal spoilers in this review, but I will avoid anything that reveals crucial plot elements or twist within this game. I will provide a general outline of the game while also providing my thoughts on it as a visual novel (production value, story, characters, etc.). Anyways, let’s get started!

To Become a Hero (Story/Common Route)

Yamato is a child with a great sense of justice. Always making attempts to emulate the brave acts of the heroes he would read about in the Dengeki Stryker manga. His love for heroism would eventually lead for him to make a deal with an entity known as the Memory Collector:

Ho, ho, ho. The strongest of feelings and richest desires; those are what set me running. Do you have a wish my boy? I can grant any wish, in exchange for a memory.

Seeing this as a chance for him to become a true hero. Yamato decides to throw away his memories in exchange for becoming a true Dengeki Stryker. He then goes back into his life with no true memory of who he was as a child. Several years pass and the enemy of the Dengeki Stryker make their first appearance: The Balbora Empire.

Will Yamato be able to save the city from this evil threat and recover the memories he has lost?

Submit to Yamato!

The most eye-catching aspect of Dengeki Stryker’s premise is that it deals with fictional characters in a real life setting. As in the Balbora Empire (villains) and Yamato (The Dengeki Stryker) have the mindset of their comic book counterparts. Because of this the story has a very comedic approach, poking fun at the absurdity of its own premise. With the Balbora Empire barely being able to scrape by enough funds to support their run-down apartment. This run-down apartment that Yamato also lives in and where the Balbora Empire make most of their devious plans. They also constantly interact with each other and have disguises in the same vein as Clark Kent/Superman. What I’m trying to get across is that Dengeki Stryker is not really a serious story, though it does have a nice level of ambition. Dealing with topics such as the existentialism a character from a work of fiction would have when they realize that they don’t true exist. Small complexities like this really keep the story fresh even if it’s hard to maintain your composure for some of the more outlandish scenes.

The story in general has a boatload of charm. It’s really hard for me to dislike even if it does make an effort to shoot itself in the foot at points. The story of Dengeki Stryker is inherently convoluted and because of this many plot points and power-ups aren’t really justified in a traditional sense. So in a way the game kind of informally asks the reader to “turn off their brain” for a lot of the big twists. Which in my opinion works for a large majority of it. Mostly due to the fact that the story doesn’t really feel pretentious and has a very earnest goal of trying to portray heroism. In some ways it kind of reminds me of the tone a series like Gurren Lagann would have. Where it’s absurd, but you can’t help but feel invested in what’s unfolding onscreen regardless of the logic behind it. Dengeki Stryker fulfills that category of storytelling and because of this it’s unlike the majority of what I play within the medium. Carving itself a very cool niche within the Overdrive catalog and the general visual novel medium.

Dengeki Stryker has a fun story. And it’s actually fairly unique when you consider how much visual novels kind of avoid this tone of humor (at least from my experience). The problem lies when you take it too seriously. Which in my opinion could easily alienate readers.

The common route of Dengeki Stryker like the story has a lot of genuine charm going for it. It’s fairly generic on-paper, though the execution carries a lot of the weaker story elements. I really enjoy the Balbora Empire villains, they’re easily my favorite part of this common route. Having a lot of presence on-screen and generally being a very likable ragtag group with the chemistry of a family. The common route is mostly composed of Yamato getting used to his school life while also tackling his superhero duties. With Yamato likely fighting a member of the Balbora Empire by the end of the chapter. Because of this the common route has the feeling of an anime with how segmented it is. Yamato fighting a villain of the week until the story progresses into its final portions. Because of this I can see the common route being very repetitive for some readers. Though I found it to be consistently fun with how varied the personalities of the villains are. The absurdity also escalating as you read farther along helped in establishing the direction the routes go into once the game actually proceeds into the meat of the story.

There are some fun school SOL sprinkled between the absurd action taking place in common. Though I would not say it’s the main attraction, it does a pretty good job of establishing the heroines for the future routes.

Hero VS. Villain (Characters)

Dengeki Stryker has an extremely likable cast. Though this statement comes with a caveat. The characters in Dengeki Stryker lack when it comes to actual substance behind them (with the only exception being Mirror). Many of them have very vapid motivations/personalities. Which the game does poke fun at (particularly the villains). Though at the same time because of this, most of the characters are limited to simply being good rather than amazing. I feel this limitation does work in Dengeki Stryker’s favor, because in the end of the day it fits the tone of the story content. With very over the top personalities that show much more flash than actual substance. But it does feel disappointing when the story does tackle serious topics with surface-level understanding of them. I would say one of the aspects I’m most critical of is Yamato (Stryker Zero). Where although he is a very good MC for the type of story he’s in, I do feel there are many times where he isn’t challenged enough. I feel the prose in many ways does limit the full potential of characters like Yamato because they don’t feel truly defined. Rather I like what he represents more than what he actually was for the majority of the story. Which is a massive shame because the final route of Dengeki Stryker’s would have double the impact if Yamato was more defined.

Despite how critical I may seem of Dengeki Stryker’s cast, I actually think it’s great for the most part. The Balbora Empire is absolutely hilarious and they bounce off eachother very well (as I stated previously). The heroines are very likable characters, though I do feel that the romance elements of Dengeki Stryker really stop them from reaching their full potential. Since I don’t think any of the romances in this game are particularly strong (minus Hilko). Ninja Jack in specific is an extremely entertaining best friend character with a lot of personality to boot. Though I wish the game utilized him/her for more story content, since I can see a lot of potentially good direction his/her character can go with the right tools. A slight disappointment, though I do feel that the cast was utilized very well for the most part. Mirror is easily the best character within Dengeki Stryker due to the direction the story goes into with him. It’s a very unique take on a villain that although does lack nuance, really added another layer of depth to an otherwise kind of depthless game. If I were to point out a major issue with the cast, I’m not a fan of Curtis (a villain that appears in multiple routes). He lacks charisma and is overexposed for the majority of the game. Not only that, but he doesn’t really add much to the themes of the story and just feels like an excuse for Yamato and Mirror to team up. He’s really the only major sore thumb in the cast, though luckily I found everyone else very good.

Why do I like the villains? Cause they’re cooler than a polar bear’s toenails!

The Most Impressive Overdrive Game Thus Far (Production Value)

This is where Dengeki Stryker went all-out. The production value of Dengeki Stryker is absolutely insane compared to the previous Overdrive efforts. It’s a shame that Katakura Shinji stopped doing the art for Overdrive works after this one, since this is easily his peak when it comes to character designs and artwork. Though his art still has a rough quality to it (like his previous works), it radiates so much charm and fits the tone of the story to perfection. Overdrive went absolutely OVERDRIVE with the effects utilized to bring the artwork to life. With every action within this game having a lot of weight to it due to the variety of sound/visual effects used. Not only that, but there’s even animated cutscenes for a large majority of the most iconic scenes in this game. Animated by Silver Link and directed by Watanabe Shinichirou (Director of Cowboy Bebop). Let’s be honest here. Dengeki Stryker did not have to go THIS hard when it comes to production value. There’s even a CG for most major events in the story, something that I can rarely say for most visual novels I play. If I were to slightly nitpick the game, it doesn’t have as much variety as I’d like when it comes to character portraits. Since a lot of the poses do not fit the tone of the scene they accompany, though I can easily forgive this since it’s not too distracting and an issue I oftentimes see in most visual novels I play. This was an extremely good effort by Overdrive to make the game feel like a huge deal. And in my opinion it payed off immensely, making the games weaker elements become easily forgiven due to the spectacle the artwork/effects create. I genuinely feel like I’m watching an anime at least half the time. It’s amazing!

Where I’m slightly more lukewarm on this visual novel is the soundtrack. It’s very good. Though I would say it’s the weakest mainline Overdrive soundtrack to me thus far. A lot of the songs lack the impact that other works such as Deardrops or Kira Kira showcased when it came to their music. It doesn’t really have as much variation as I’d like since most of the highlights within this soundtrack just feel like songs I’d pump iron to. The majority of the SOL tracks are just very skeletal instrumentally and don’t have enough character to them. Even the mysterious music is nothing that I haven’t already heard in the medium at some point. I would say that the soundtrack is very good though overall since it does fit the tone of the story. Not only that, but it’s also probably the most expansive soundtrack of all the Overdrive works thus far. Sporting about 43 different individual tracks (including vocals). So I don’t feel that the effort put forth was necessarily a bad one. It’s just lacking compared to the works that came before it. The best tracks are easily the vocal tracks, especially the efforts put forth by Endou Masaaki and AiRI. The voice work in this visual novel is also really good. My personal favorite performances being Jack, Mirror, and Hilko. Also another thing that makes Dengeki Stryker’s noteworthy when it comes to production value is that the MC is completely voiced for everything (including h-scenes). Amazing.

Ninja Jack Diaries is another really cute feature the game has where Jack recalls his/her feelings about a particular even in their day. It gave the game a lot of character and is a feature I’d like to see more of in other works.

Zero Saga

As an introductory route. Zero Saga is oftentimes great. This route is filled to the brim with some awesome moments. I especially like how this route handles its major twist with Mirror’s character. Catching me off guard and keeping me at the edge of my seat. The dark tone of the route also gives the story a much more somber vibe to it. Really differentiating it from the majority of the routes in this game, though still fitting the brand of the game. The only major weakness of this route for me is that Haruna isn’t a very strong heroine (when it comes to character). I feel that the relationship she has with Yamato is mediocre at best and because of the focus being put into the story, she gets sidelined for a good majority of it. This helps minimize how much I actually dislike her role in the story, though at the same time it does make me feel that Dengeki Stryker is satisfying a checklist moreso than trying to develop the heroine. The biggest praise I have for this route is how the villains are utilized. All of them feel like they impact the progression of this story without sacrificing their likability. Of course they do villainous deeds, but at the same time I don’t feel like they ever reached a level where I could really stop liking them. Besides Mirror, Roches was also a highlight of this route. Something I really wasn’t expecting considering their involvement in common being the least impressionable of the villains.

I would say that this route in particular isn’t insane when it comes to the story contents contained within. Though I really respect the way it handles the confrontation between Yamato and Mirror. Showing enough of both characters to have a strong impact on the player (emotionally), though at the same time keeping a lot of it under wraps for future reveals. The route really doesn’t blow its load completely, but because of that it keeps a consistent air of excitement for where it will go. Which in my opinion is the perfect way to introduce the reader to the story. So I would say that Zero Saga was overall a very good route, it just requires patience from the reader. Trust needs to be created that it will go somewhere between the reader and the author. Which is a tough order to fill, though I do feel that this saga accomplishes that task.

How much are you willing to sacrifice to become a hero?

Heaven Saga

This route has some very interesting concepts housed within it, though I do feel the execution is more spotty than the Zero Saga. In my opinion where this route really lacks is that the new characters (Curtis and Stryker Ten) aren’t really that great. Yeah they technically move the plot forward, but are introduced way too late into the story and feel like inclusions I could have done without. Curtis simply exists as an even badder villain to Mirror which is fine, but he just has zero substance to him. Not just that, but he lacks the charm or wit to carry lackluster material (he’s no Dio). Stryker Ten is fine for the twist that he’s involved in, though I do feel it was just a means to get Sayaka and Yamato together through unconventional means. What I’m trying to say is that he feels mostly like a plot device rather than a character I want to root for. I do feel this route does run into the issue of being redundant with some of the themes it explores (with the heroine/MC), though I would say it goes for a more laxed approach compared to the dark tone of Zero Saga. It works in this case since the story becomes really dumb fun towards the climax (Chapter 10). I feel that the lack of substance behind this story combined with the different direction it goes kind of cripples the full potential of the route.

Overall it seems that I’m a Debbie Downer when it comes to this route. But I actually really enjoyed it around the last third since it took the absurdity and multiplied it by 10. The story becomes really dumb fun around this part and because of this I’m able to forgive a lot of the weaker elements of the story. Especially since the story contents of this route doesn’t get dragged out for too long. So my impressions of the route remain positive despite the weaker direction it goes into. Sayaka herself is slightly more interesting than Haruna, though at the same time I don’t think her relationship with Yamato warrants the focus it gets within this. Taking it out wouldn’t really change much, which makes the inclusion just feel forced. The big highlight of this route is Yamato and Mirror joining forces to beat Mirror, which in my opinion is one of the best parts of the game. Especially with how the Balbora Empire work off eachother to increased the hype levels beyond the stories limitations. They really made this route for me. So yes this is a good route. Just lacks the balance of something like Zero Saga.

How can you not like this?

Sky Saga

In my opinion this is the best route the game has by miles. I would go as far as to call it amazing due how it manages to be as impactful as it is while being a really short route. I wouldn’t necessarily tell the reader to expect the best thing ever here in terms of multifaceted characterization or anything, but expect a lot of fun being packed densely into a bite-sized treat. Where this route really excels is displaying Mirror’s character at its most vulnerable. Combine this with the context of Zero and Heaven Saga, the route is really a product of the ones that came before it. I really like how the game used both these routes to elevate this one. Allowing for it to be all killer and no filler. Mirror is a really interesting protagonist due to his circumstance and seeing the world from his perspective really puts a different light to everything the story has shown thus far. I was honestly floored at the mature direction this route took with Mirror’s character. Making him feel extremely human and although the prose limits the full potential of his character, it’s still a sight to behold. The conflict of this route is also really interesting and once you reach the end, it feels absolutely worth the price of admission. It’s a pretty amazing end with high stakes and emotion. A real testament to the charm that Dengeki Stryker’s has as a whole.

I would not even be mad if this was the true route of the game. And technically it was before Cho Dengeki Stryker decided to add 3 more routes to the original game. So because of this, the player can get a lot of whiplash playing the new routes, since they feel like filler (until you play Light Saga) compared to this one. I kind of wish this route was placed somewhere else within the new structure of Cho. But at the same time I understand that it only really concludes the previous 2 routes, so it really wouldn’t make sense to place this after Love or Steel Saga. Just try to play the rest of the game with an open mind, since they do offer a really strong conclusion. Though I wouldn’t blame the reader if they thought the story peaked here and didn’t want to play the additional routes. Since again, this is a fantastic conclusion to the original 3 routes.

I chose to only vaguely describe this route mostly because I do not want to spoil the fun of it. It’s a very strong route. I would really advice to go into it with an open mind. Since although it’s short and kind of different from the rest of the game, it’s an extremely great conclusion.

Love Saga

This is actually my 2nd favorite route in the game and is easily the best romance of the entire visual novel. Hilko has an extremely likable personality and it is through Yamato’s interactions with her we get high entertainment value. The thing is you get Hilko as a package deal with the rest of the Balbora Empire. So even if you dislike her archetype, you still get the rest of the Balbora Empire making their presence known. The route really shows why the simplicity of Dengeki Stryker is so solid and integral to its charm. The theme of this route is whether or not people from completely different backgrounds can truly coexist and find mutual love in each other. Which the route handles extremely well with the villain versus hero mentality causing rifts between both partners. Culminating in a confrontation between the two. Yes it’s typical sleeping with the enemy stuff, but the way it’s handled just has so much fun attached to it that I can’t help but smile. The author finds a lot of good ways to open up Yamato and I feel he’s easily at his most defined here besides the Light Saga. His relationship with Hilko feels like it has an actual impact on who he is and he finds someone he can actually trust his feelings with. Something I was not expecting out of this route.

Hilko herself is a very good heroine in the sense that she has a strong personality and visible character development throughout this route. I don’t feel that the author really forced the relationship between Yamato and Hilko. Finding some really great ways to make their pairing logical within this story, I especially like the scene where they discuss their family circumstances. Stuff like that really makes me feel a lot of effort was put into writing a strong romance between the two. The route even ends extremely strong with a very somber yet fitting conclusion to their relationship. Something that I was not expecting at all, but really fit the overall vibe of this route. The route may lack the stakes of the previous ones and also the necessity to exist, but I do think that it was the best possible effort the author could have wrote with the characters in the original story.

This scene MELTED me…

Steel Saga

This is the only route where I feel Dengeki Stryker’s made a crucial mistake. Simply put, this route is too ambitious for its own good and because of this lacks a strong core focus for the majority of it. I especially dislike how they included a new heroine (Clie) rather than work with what was already there, which in my opinion made the route feel really uneven. Since it divides the focus between Clie and her sister Rin, never fully committing between either. I like that this route serves as a direct continuation of the Zero Saga and deals a lot with the fallout of the events that took place. I just don’t think that it was really necessary. Clie has a fun archetype, but at the same time she takes away a lot of the focus with Rin’s turmoil after the events of Zero Saga. Which is easily a much more interesting thing to bite onto than Clie’s involvement with the Balbora Empire. Her involvement as a main heroine only serves to just be a marketing move by the developer to showcase another girl to sell merchandise of. I really feel that her involvement in this route only served as a means to create conflict and she really doesn’t add anything to the themes of the original work.

That’s not to say that I dislike absolutely everything that this route presented. Clie is endearing despite the uneven focus. Her personality really appeals to me and I do think that occasionally she’ll have moments of genuine development where I resonate with her (such as the confrontation with her sister). I also think that Rin has many strong moments in this route, especially the scene with her visiting a grave. I just think that the focus shouldn’t have been divided between the two, since it doesn’t really create interesting conflict. It’s cool that we got a whole entire arc for this series (the route is quite long), but I just don’t think it really needed to be here. Maybe some of the elements here could have been added into Zero or Heaven Saga, but as a standalone route. It feels quite flimsy to say the least.

Another thing that really hurts this route as well is how much it borrows from the Heaven Saga, especially for its climax. It literally just feels like a less hype version of what was already presented there, which only makes me wonder why this route was even in the game. Though upon closer inspection, I do think that this route was important in the sense that it led into something far greater. Which is the Light Saga…

Light Saga

At this point in the story I’m starting to wonder if Cho really added anything to the original game. Love Saga was a major success, though completely unnecessary. Steel Saga had interesting elements within it, though I felt it fell under the heavy amount of ambition it had. So going into this route I kept my expectations low. Funnily enough, this route was a great conclusion to the series as a whole. Going in an extremely absurd direction while also maintaining a general sense of finality throughout the climax. I genuinely believe that the story may have peaked at the end with some of the best scenes in the game being shown here. I love the confrontation that Yamato has with a certain someone and the ending was absolute perfection despite the fact that it may polarize some readers. I moreso like what it represents rather than paying attention to whether or not it truly made sense. That’s the kind of appreciation I have towards Dengeki Stryker’s tone. It can make some of the stupidest things I’ve ever seen in a visual novel just work through its sheer level of genuine charm. I felt like a kid again reading through this route. Yamato himself is at his most defined here as well, feeling like the true hero that I always knew he could be.

I think this route also did a great job when it comes to providing some more closure to a lot of the cast. Since some of the endings did leave a lot to be desired in terms of where the cast would end up. Because of this the route serves as a great culmination of several characters rather than one. Which is very impressive when you consider that this may be the shortest route in the game. I’m not really trying to say that the way Dengeki Stryker handles its characters is for everyone (more flash, less substance). Though at the same time, I really appreciate how much genuine compassion went into telling this type of story. It was truly heroic and something I wish to experience again within the VN medium.

The path of a hero… is one you must carve for yourself…

Concluding Thoughts

Dengeki Stryker is a great visual novel. I genuinely believe that this is one of the more unique stories I’ve read in the medium (thus far). Containing a lot of shounen fire and charm which I feel many stories (in the VN medium) fail to execute as well as this one. The story isn’t genius by any means and is riddled with flaws such as weak characterization, plot holes, and some lackluster routes (as a whole). But the absolute sheer concentrated fun that the story embodies really outweighed a lot of my issues with the story. There’s just nothing like taking a seat and sitting back watching the chaos unfold onscreen. This is easily the best Overdrive visual novel since Kira Kira and I hope to see more visual novels go for this sort of appeal in the future. Because I see a lot of potential with writers going for a more absurdist direction with their stories and not taking themselves too seriously.

Light 8

Deardrops Review

Deardrops is a visual novel developed by Overdrive. This game was released for the PC in 2010 (in Japan). The version of the game I will be reviewing is the MangaGamer release from 2012. Minimal spoilers in this review, but I will avoid anything that reveals crucial plot elements or twist within this game. I will provide a general outline of the game while also providing my thoughts on it as a visual novel (production value, story, characters, etc.). Anyways, let’s get started!

Revitalizing Your Love For Music (Story/Common Route)

Suganuma Shoichi has recently undergone a fall from grace. Shouichi was a talented violinist who made his name in Japan and traveled to Germany at a young age to participate in orchestras (to further his skill). Having once been a top prospects within the violin world (in Germany). Shouichi suddenly finds himself back in Japan after an being involved in an incident that put his rise to a halt. Sakurai Kanade (childhood friend) provides an offer to Shoichi. To work at a live house until he can get back on his feet. It is through this job that Shoichi meets several amateur musicians that he befriends. Eventually they form a rock band known as Deardrops. Though during and after the formation of this band comes many insecurities for Shoichi. Whether or not he can fully transition into a guitarist after his success within the classical world. And whether or not he can move forward from the incident that still haunts him to this day.

Will he be able to revitalize his passion for music through this new band?

Deardrops doesn’t have a very original premise for a visual novel, though at the same time it really doesn’t need one. What makes Deardrops a very entertaining read is the fact that it prioritizes Shoichi’s development above all else during the main story. At its core Deardrops is a story about losing your passion for something due to the fear your own insecurities create within you. Because of this Shoichi is constantly going to be grappling with his demons and questioning whether or not he deserves a new life in music. I found this part of Deardrops to be the most engaging aspect of the story. Along with this I really like how Deardrops has a very relaxed approach to the development of the band. It’s a very gradual formation with natural progression for the most part. I would say the weakest aspect of the band formation is that some arcs feel very half baked. Particularly the Rimu arc which although having charm feels very lacking in substance and rushed. Despite this issue; however, once she’s implemented within the band. I actually believe it and enjoy her inclusion as an impulsive and airheaded child figure within the group.

The humor of Deardrops within common is very good though nothing to write home about. It’s what you would expect from an anime at the time of its release, though what separates Deardrops from a lot of stuff for me is the general charm it has. There’s just something that’s super enjoyable to see about a group of misfits come together to create a band. I really like the approach that Deardrops takes with its story where it’s not too serious or relaxed. It finds a good middleground of tiptoeing around some of the seedier parts of the music industry without demonizing it. Compared to Kira Kira I would say that Deardrops has a more traditional story with a larger emphasis on the music itself. With Kira Kira I saw it was more of an attempt to tell a story with the music being a vehicle to portray its themes (as in it could technically work without the emphasis on music). With Deardrops I see a very honest attempt at telling a story about the formation of a local band and their ascent within the music industry. Because of this I feel it’s not completely derivative of Kira Kira and has its own charm/necessity within the Overdrive catalog. Overall I am very positive on the common route of Deardrops. It has a boatload of charm, the cast has a lot of chemistry and the focus on the MC’s development really makes the common fun to read through. Even taking to account the weaker character arcs within common where I feel the members weren’t implemented the best.

Thank goodness the cast of Deardrops have a lot of chemistry. Because their implementations within the band initially was not the best.

The Regulars of 696 (Characters)

The characters of Deardrops are very simple and outside a select few won’t be seeing major developments throughout the story. The main cast of Deardrops is good because once they’re a group, their interactions between each other carry their characters. They genuinely feel like a group of misfits that formed a band just because they wanted to. This rebellious attitude really feeling like the only thing that keeps them together along with their love for music. I would say the only major highlights for the game are Shoichi (MC), Riho (vocalist), Gonda (bass), and to a lesser extent Kanade. Otherwise the characters on their own are serviceable at best. Though the generally fun demeanor of the game really makes their charm prevalent throughout. This especially applies to side characters such as Rimu’s father, Samejima, Chika, and Kanako who are all really fun iterations of their respective archetypes. Despite this enjoyment of some side characters I do think that there are some missteps within the cast. I didn’t feel characters like Ryuuji and Nishimoto served much outside advancing the plot (both having bland personalities). I also don’t find myself head over heels for people like Johann, Sakurai, and Gotou who I feel could have been better written considering their importance within the story.

Despite my issues with some of the more shallow characters within the cast, I still find the overall package to be very endearing. And the actual character arcs for the cast members worth a damn are actually really great. Gonda and Riho in particular were fantastic individual characters within the band (not counting Shoichi). Gonda being represented as a loner who can’t get along with others early on really made his inclusion within Deardrops feel meaningful. As the player slowly realizes that Gonda is actually just a very blunt person with a crude appearance. Riho is also a major highlight of the cast because she see’s the most change in her life for being a part of this group. For the first time feeling a major sense of motivation for her seemingly aimless life. This attitude really makes her character feel human and likable despite being somewhat aggressive. The MC although having a very gentle personality probably undergoes the most change within the cast. Finally revitalizing his love for music through this group, feeling a sense of great accomplishment and lacking the insecurity of his classical days due to his group members support. The cast isn’t amazing by any means, but it’s a fun one with some great characters if you look deeply enough.

A really good cast of characters even if for the most part their development is shallow.

A Massive Step Towards The Right Direction (Production Value)

Like its predecessor, Deardrops also makes some massive improvements upon the previous entry in regards to its production. The art style is far more appealing than the one presented in previous Overdrive works. Taking a much more softer approach which really accentuates the lighter tone of the story. I also felt there was more of an attempt to make scenes cinematic when compared to Kira Kira. Such as the band playing segments within Deardrops not allowing for the player to move through the text and playing the entire song in tandem to the text. Which really immerses the reader into the concerts compared to Kira Kira where depending on your pace could weaken the impact of the concert. I also felt there was more use of special effects/CG’s in Deardrops with a lot of the most important events within the story feeling like they had more weight to them due to the artwork. Though if I were to nitpick the artstyle, I would say that I wish it utilized more of the ugly-chibi designs that it has. Because the one time it was used made that scene 10x funnier. It also seems that they switched engines or at the very least completely reworked the previous one. Because the game runs smoother and also feels way less cheap when it comes to the menus and dialog boxes. Overall the presentation of the story was an even bigger and more substantive change compared to Kira Kira. Where I felt it was pretty much the same as Edelweiss though much more realized (when it came to production).

The soundtrack as expected is great. Overdrive games really overdeliver when it comes to their soundtracks. It lacks the same punch as something like Kira Kira, but has far more impressive/complex songs when it comes to instrumentation. I especially love the use of violin throughout the soundtrack. The way they fuse with the rock sound really elevates the uniqueness of the music. Though I wouldn’t say the instrumental tracks are the only things worth anything in Deardrops. The vocal songs are absolutely to die for. With some really great vocals tracks with fun instrumentation. I would say the soundtrack is probably slightly more consistent than Kira Kira, though lacks the quality of the deeper cuts within the previous Overdrive entry. Though it didn’t really need to reach that level (Kira Kira is one of my favorites), what Deardrops provides in terms of soundtrack is much more different in terms of vibe. It has a more free-spirited approach to its music compared to Kira Kira. The voice work within Deardrops is also good. Though I would say the only character to floor me purely on their voice work was Gonda (in Riho’s route). Otherwise the voice performances are all serviceable and fit their characters well.

The production value of Deardrops is far ahead of the previous Overdrive visual novels. Though I am left disappointed that we didn’t get more of this.

Yayoi Route

This is the start of my main problem with Deardrops. It really shouldn’t have written routes for characters that it wanted to put forth no effort to write for. Yayoi sadly is a causality of the insistence that many visual novels have to write a route for a character they have nothing to tell us with. This route deals a lot with the theme of insecurity and finding commonality through shared interests. Both of which were major themes of the common route. Sadly the route only explores these themes in the most typical way possible, rarely applying them to the struggles of the MC. Which makes this route feel very pointless once it is done. The biggest issue that this route has is that it’s very short. Because of this conflicts accelerate very quickly to give the illusion that the story is constantly advancing/active, which in my opinion felt very unnatural. Yayoi in particular getting thrown conflict after conflict just made all the issues she faces feel completely forced. Only being compounded by her over the top reactions to the smallest inconveniences that she would face along the way. I really felt that these conflicts needed more time to simmer because the end product was just very mediocre.

Though I won’t say the route doesn’t have likable aspects to it. In particular I love the scene where Yayoi after facing another massive hurdle in her path decides to take a risk. By putting all of her future prospects in school at risk by taking a leap of faith to potentially fix her problem. It is here that the MC gives a speech about Yayoi’s sudden change being a sign of growth. That despite believing that she was normal, she was doing something abnormal. I wish the route focused in on more stuff like this, but sadly there wasn’t enough of these types of character defining moments for it (due to length). At best Yayoi route gives the vibe of a very lackluster side route, which in my opinion does a massive disservice to the themes it could have potentially explored. Since in many ways Yayoi serves as a great reminder to the MC’s insecurity of not being good enough. Sadly the route didn’t really take this angle and instead focused on everything else.

I think a lot of the problems with this route can be boiled down to it being rushed and something the author obviously didn’t want to write. Sadly that’s the case for the next route I’m going to be talking about…

Rimu Route

This is another route that suffers from being aimless. Rimu herself is an entertaining character when she’s amongst her band members, being able to bounce off others in an endearing way. My main gripe with this route is that it feels even less purposeful than Yayoi’s route because the MC has nothing to learn from a character like this. Not only that but Rimu herself has very weak conflicts that don’t really entertain me and make her come off as very unlikable (as shown in her arc within common). I feel Rimu’s character could be very good if there was more effort put into writing her, but the route she has is very skeletal at best. I see elements of a good route, for example I really like her father and the struggles he has appeasing his new daughter who for a long time didn’t really accept him. I find this to be a really good potential source for conflict or interesting developments to be made, but sadly it only amounts to a few overprotective father jokes that go nowhere. Rimu doesn’t really advance much as a character until the end and even then once she does have that big development. It really doesn’t feel earned. In my opinion this route as it is isn’t really strong in terms of potential since I don’t see much elements within here to base an entire story on.

The conflicts here are logical in the sense that Rimu is an impulsive character who doesn’t think things through. But at the same time they’re still very annoying to sit through when they’re just such typical conflicts that anyone could have written. I especially don’t like the resolutions to most of them as well because Rimu herself doesn’t really feel like the type of character to learn much from anything that happens to her. Rimu herself is just a boring heroine when it comes to development, she’s only really good when she has other characters around her. As an individual, she’s completely shallow. I won’t say that this was the worst route I ever read, but I’d say it’s definitely below average. The only appeal to me with this route is that it’s generally unadventurous (so nothing really horrible within it) and there are some cute scenes here and there between Shoichi and her. I do think the route is generally underdeveloped and short, though at the same time I don’t really want more time with it compared to Yayoi. Most of the scenes here did not leave an impression on me compared to the other ones within Deardrops.

Okay. Fuck it. RIMU MAID!!!!

Kanade Route

Going into this route I was kind of expecting nothing great. Especially when I considered that Kanade was my least favorite heroine. Due to not being an official Deardrops member, which meant I didn’t really get to see much of her for a good bulk of the common route. Despite this apprehension I had though, the route is actually really great. I genuinely felt that the author put all their efforts into their writing when it came to this one and Riho’s route. It really shows with the general care put into writing Kanade’s relationship with Shoichi. This route uses various perspective shifts to provide context to how Kanade feels about Shoichi, which really elevates her personality/development. I actually really enjoyed the general story, with Kanade making an attempt to branch out and develop her vocalist skills. I like how the motive behind her development isn’t purely to impress MC and is for her own self improvement. A trap that I felt could have easily happened had this material been given to a lesser writer. The route has a big emphasis on the seedier aspects of the music industry and this was a nice change of pace from the more underground scene we saw in common. Kanade is practicing her vocalist skills in places like a strip club or small parties, but does transition into a bigger star as the story progresses. The general ascent is handled really well here, feeling very natural and I like the twists and turns the story takes once it’s there.

That’s not to say that Kanade is the only great aspect of this route. Shoichi himself undergoes the most development in this route. The reader finally learning about his past demons and how they still affect him. I like that the author also found a way to implement this into Kanade’s struggles in a way that felt very logical. The relationship between Kanade and Shoichi is probably my favorite that the game has to offer in terms of progression. Feeling very organic when compared to the other romances within this game. I would say that this route is generally the most focused when it comes to Shoichi and the heroine, though it’s not my favorite. I do have some issues with the route. Some scenes can feel really convenient within the context of the route and it really does take a lot to suspend your disbelief at points. The route also does have some moments which feel very corny. Though I wouldn’t say that it’s a massive dealbreaker due to the charm the game exudes, which for the most part lets me believe some of the sloppier scenes within this story. I also think the twists are way too predictable, which makes some of the scenes lack as much punch as they should. Though I do like how they handled Shoichi’s rival character by the end of the story (when it came to its twist). A generally really good route with a strong message of accepting your past and moving forward.

Despite some weak integration of certain plot points within this route. I still think it’s a great route since it does the most it can with the MC and Kanade’s character. It’s my biggest surprise of Deardrops.

Riho Route

Riho route was a surprise. Because I was expecting it to be the best route the game had to offer, but not for the reason I actually ended up loving the route for. In many way Riho route is the true route of Deardrops due to having a major emphasis on the band itself, which really differentiated it from the other 3. Though what really put this route over the top was the emphasis it has on Gonda’s character. In my opinion, it’s easily the best part of the game. Gonda undergoes massive development within this route and I really like how they related it to the themes of the story and the main characters conflict with himself. I was not expecting for Gonda to get what is essentially a mini-route within Riho’s arc, but the direction it took was simply amazing. Riho herself is a very good heroine with a boatload of development as the route progresses. I really like how she opens up to MC about her struggles with her own insecurities. Feeling that with this band she can finally make something of herself and create art to be proud of. I especially like how as the relationship progresses, she starts to grow as a person. Not being nearly as impulsive and rude, though retaining her hardheaded and supportive traits. Felt completely seamless. The route has a little of everything as well which is probably why I think it’s the most balanced route Deardrops has to offer. With most of the characters it focuses on getting really great arcs and the conflicts being organic.

My only major issue with this route is that it does feel dragged out at points, potentially because of Gonda’s arc feeling like it extends the story too much. In my opinion it could have been a mini-route, though I do think it was still amazing for what it was. I was not expecting for his character to get as much shine as it does and I was surprised (in a good way). I like how this route also embodies the comradery of the band itself, with them facing many hurdles due to their absolute trust in each other. Which makes me want to see them overcome every obstacle that comes in their way, really investing me as a reader. The route also has several cameo’s from Kira Kira (with Kirari and Souta making tasteful appearances). Which was a really neat moment for me as a fan of that work. Shoichi himself also has a lot of the same development that he has in Kanade, though a slightly different interpretation of it. I felt this was necessary since it’s a true route, though I can see it being repetitive to someone that expects something left field from the main route. I really enjoyed the ending of the route, with Shoichi having made a massive change within his life once again. Though with the support of his friends. This and Kanade are easily the best parts of Deardrops.

Friendship always hits a little different in visual novels…

Concluding Thoughts

Deardrops is a very good visual novel that was a lot of fun to read through. I do feel that it’s a victim of some sloppy conflicts/resolutions and weak heroine routes, though the great moments really outweigh the bad ones. It won’t be reinventing the wheel any time soon as many stories of this type exist in various mediums. Though I do think that it’s worth peoples time and a surprising effort by Overdrive considering that Setoguchi wasn’t involved. I found this story to be extremely likable even if it did have missteps in its overall execution. Deardrops is a fun band story with some really endearing themes of self-improvement and taking risks within one’s life. Themes that I feel will resonate with many of the readers that give it a chance. The story isn’t perfect or some masterclass of characterization/nuance. But it wasn’t trying to be. Please give this one a try if you want something that is both light and won’t beat around the bush (in terms of subject matter).

Light-Decent 7

Kira☆Kira Review

Kira☆Kira is a visual novel developed by Overdrive. This game was released for PC in 2007 (in Japan). The version of the game I will be reviewing is the MangaGamer release from 2009. Minimal spoilers in this review, but I will avoid anything that reveals crucial plot elements or twist within this game. I will provide a general outline of the game while also providing my thoughts on it as a visual novel (production value, story, characters, etc.). Anyways, let’s get started!

A Stronger Direction (Story/Common Route)

Shikanosuke (main character) is a cynical and depressed teenager who has just underwent a terrible breakup where he questions his own character. It is in this moment of self-reflection he realizes that he needs to make a change for himself if he wants to move forward in his life. A while afterwards on the way to work Shikanosuke meets Kirari, a new employee who comes from a poor family. Through meeting Kirari, Shikanosuke decides to take a more active role in his life by taking part within the second literature club. This is where he also reunites with his childhood friend Chie and meets Sarina (a rich but reserved woman). Upon realizing how dead the club actually is (with only a handful of active members), they decide to form a punk band (with the 4 mentioned members) in order to leave a mark on the school. Deciding to give a performance at the Culture Festival to prove to themselves and others that they existed.

Eventually they give a great performance (after hours upon hours of practice) at the Culture Festival. So great in fact that they caught the eye of Japan, becoming a viral hit overnight. Upon getting many requests to perform once again, they decide to take their band to a long tour all over Japan. Will Shikanosuke be able to make that change he truly wanted to make at the beginning of the game?

Can you guess who is the protagonist?

The premise of Kira Kira is a fun take on the typical school comedy genre of visual novels. With the first 3rd of it being focused on the inception of the band and taking place primarily within a school setting. Though once this portion ends, the band goes on tour which allows for much more varied environments to be showcased. The aspect I really like about the touring section of Kira Kira is that it feels very ragtag and juvenile to an extent. Really capturing the young spirit and wonderment that a small town band would feel when given an opportunity to go around the country. They don’t necessarily make every stop feel like it’s an event and because of this approach, I find it to be far more relatable than it would be if they emphasized the importance of everything that happened. It has a very “in the moment” feel that makes most events that transpire feel very organic and off the cuff. Even if it becomes glaringly obvious if you pay attention that there is a purpose to a lot of what’s happening on-screen (thematically).

This section of Kira Kira especially foreshadows the darker direction the story takes once the routes actually start. With the band facing many hardships and being thrust into some complex issues on their tour. There’s no shortage of happy moments to balance this out, but the tour isn’t as easygoing when you consider how suddenly their lives changed. It’s not an easy thing to do and Kira Kira perfectly illustrates this with the 2nd third of its common route.

One of my favorite examples being a conversation between Shikanosuke and Akira that comes after a drunken celebration. Akira rarely appears in the grand scheme of the game and discusses many of the major themes of Kira Kira in a way that feels very realistic and intimate. Also love how this conversation occurs AFTER a heated confrontation with him, since it also illustrates one of the biggest themes of the story. That my initial perception of someone is never truly the correct one.

The school section of Kira Kira is also quite entertaining as well, with many of my favorite gags being from this portion of the story. Jokes like the incorporation of cuss words into someone’s vocabulary (in a religious school) and the guerilla concert being particular highlights in terms of comedy. Though the school section doesn’t just offer good laughs, it also offers many scenes with long term thematic implications. The most obvious ones being the birthday scene with Kirari and the MC’s past with tennis. Common is very long, though it’s quite rewarding to those that fully immerse themselves into it. The school section is my “least favorite” part of Kira Kira since it does feel long winded at points, but overall, I found it to be a very enjoyable foundation for the rest of the game. Especially since many of the observations Shikanosuke makes in both the school and touring section are incredibly intimate and introspective. Being able to carry some potentially boring scenes into being good ones. The mark of a great protagonist. Though the stream of consciousness approach they take with his narration may turn off those that want a more concise and focused protagonist (in terms of their mindset). To me this added a more realistic quality to every word he said, since it felt like I was reading his mind (in a good way). Though I can see someone thinking that it is sloppily handled. I personally do not believe this is the case because when Shikanosuke is on the point, he can really elevate the quality of a scene (this is especially prominent in the routes).

Is this punk rocker enough?

The Second Literature Club and Their Affiliates (Characters)

The characterization of Kira Kira is great when it comes to the main cast.  Each heroine offers a fun dynamic within the band in contrast to Shikanosuke’s cynicism. Kirari’s energy is infectious, Sarina’s compassion is heartwarming, and Chie’s maturity is essential. Each bandmate is different enough from each other where they make up for the other one’s flaws. Not only that but they all feel fully realized once you read through their routes as well, no heroine feels like a sore thumb amongst the group. Of course the game does pick a favorite amongst the group (Kirari). But at the same time I felt Kirari’s choice as the main heroine was logical and that the other girls both contributed to her character/could stand alone as a good character in their own right. I didn’t feel that Chie or Sarina solely existed to fill in a quota because their stories offer a lot of thematic depth to the main theme of Kira Kira. And I also found their conflicts within common and their route to be extremely endearing and realistic.

If you can resonate with Shikanosuke’s struggles. Kira Kira will be a very rewarding experience, since I would consider Shikanosuke to be one of the most fully realized protagonists I’ve seen in a visual novel. An absolutely tremendous character that finds a good balance of offering a lot of thematic depth (elevating the story) and being very relatable (his thought process on his emotions being a HUGE highlight of this game).

Where I feel many people might think there was a missed opportunity is the side characters of Kira Kira. Most of which exist to showcase the main themes of the story rather than being great characters on their own. This is especially evident when you realize how quickly the characters moves around when the main cast is going from location to location. Which although does provide a lot of variety in what types of personalities they can showcase, may make the game feel very unfocused. You don’t truly get to see much depth to any character outside the main cast, which may kill this game for a lot of people. An example being a character like Midori which will likely annoy a lot of people if they don’t care to look into their role in the story as a positive (in contrast to Chie). You’d also expect characters like Yagihara to have more screentime (considering how much emphasis the game did put into him). But he rarely appears in the actual game. I did like his enigmatic aura and punky demeanor, but he’s far from an amazing character on his own. So, when evaluating the overall cast of Kira Kira, I do think it’s great because each character has a functional purpose and not many feel completely wasted. Even some of the more “pointless” characters still serve a purpose by illustrating a theme or concept that’s relevant to Kira Kira in some form. It’s just I don’t think that’s gonna be appealing to everyone that’s going to be reading Kira Kira as a whole. Because although I think utilization of the side characters is tasteful, it can be easily argued that they’re mostly shallow.

There are also some character that don’t bring much to the table (joke characters). Not really a killer for Kira Kira since most of the cast is pretty serious. But I believe that being transparent with the faults of the cast is important to truly recommending Kira Kira.

A Rock Tour For The Ages (Production Value/Translation Rant)

The production value of Kira Kira is a massive step up from the previous Overdrive entry (Edelweiss). Kira Kira feels far less cheap than its predecessor with more attention being put into the directing and art direction of Kira Kira. Backgrounds are far lusher and fully realized than the Edelweiss ones, flawlessly capturing the vibe that Kira Kira is going for with each new environment. Character portraits feel like they have more weight to them and the bigger arsenal of CG’s that Kira Kira provides also makes the game feel more expensive than it actually is. Some of the concerts that Kira Kira portrays also feel quite cinematic (especially the one that takes place in Kirari’s route). They even make use of ambient sounds to further drench the reader into the games atmosphere, capturing the noisy and busy life of a punk rocker. The OST of Kira Kira is also instantly memorable and a massive improvement over Edelweiss. With many of the vocal tracks being quite impressive (though I wish they were translated by MangaGamer) as well. For me the crowning jewel of the soundtrack was Reminiscence, a beautifully haunting electric guitar track that emotionally devastates me every time I hear it. It’s used very sparsely throughout the game, but every scene involving it is instantly recognizable to me. If I were to critique something on the technical side of things, I do wish the game did not use an NVL format that had no border. Since it does distract from the wonderful art of the game and makes the game feel like a chore to read at points (it strains the eyes). Besides that, Kira Kira is quite an impressive game when it comes to production value (in context that it came after Edelweiss).

Now when it comes to the translation quality, Kira Kira is borderline unreadable at points. There are hundreds of typos/grammatical errors throughout the 25+ hour runtime and they can REALLY REALLY hurt this games overall impact in certain scenes. Not just that but the actual vibe of the game can be really hampered at points if you don’t read sentences multiple times. It won’t be as easy to tell what the themes are or the point of a story event is if you’re not reading EXTREMELY carefully. Which in my opinion shouldn’t be the case since the actual story on paper is fairly simple. Setoguchi’s works in general have had iffy translation quality (Swan Song), but I feel this was even worse with the amount of punk references missed and absolutely laughable grammar mistakes made within this translation. Which in my opinion is a big reason for why Kira Kira isn’t as well liked as it should be in the states (along with route structure/NVL formatting). It can really kill the game’s momentum and it’s a massive shame it didn’t get an overhaul in terms of translation because I truly would love to read the game with a much stronger translation.

The prose is also really butchered. Which was something that was also noticeable with the Swan Song translation as well (though that wasn’t MangaGamer). I really wish the TL quality was better, because although I love the game. I did feel I missed out on more qualities I could love even more had the translation quality been good.

Chie Route

Chie is a familiar route in concept but manages to stand on its own with its fun gimmicks and surprisingly mature/thoughtful way of handling its subject matter. Chie is a very relatable heroine with some strong moments as an individual character throughout her own route. I would say Chie is the heroine that has the most individual highlights in her own route when compared to the other bandmates. I really liked some of the goofier plot elements (early) within the route, though I do think they did not clash very well with the actual message/tone of this particular story. I really love sequences like Ryousuke’s serenade and Midori’s confrontation with Chie’s fathers mistress which highlight the strong theme of perception vs reality that Kira Kira has had throughout common. The latter scene especially showing how not every problem that one encounters is as simple as one makes it out to be. In actuality these kinds of issues deal with human emotion and not everyone is at fault despite it seeming like that when you don’t account for other perspectives.

Where Chie route falters is in the underdeveloped mafia storyline that although does highlight the main conflict of Chie’s route, still feels slightly hollow. Characters involved in this storyline such as Midori are interesting, though I don’t feel they have enough flesh on their bones to take up as much time as they do. I would have preferred if the storyline was extended. though I see why it didn’t take up too much time since the focus shifted completely after that subplot. In a way the underdeveloped nature does make the storyline feel more realistic, though I would have preferred if it stayed in common as opposed to the actual route itself since everything else was very fleshed out here.

Another massive praise I have for this route is Shikanosuke’s relationship with Chie. I feel the relationship between Chie and Shikanosuke is the most consistently developed one amongst the heroines. The confession scene is one of my favorite scenes in Kira Kira, where we get to see a more vulnerable side to Shikanosuke. Which in my opinion was a great seed for how prominent this side becomes in the future routes. I will say outside this individual highlight; however, he is not that impressive compared to the other routes. But Chie does balance him out in a way where it doesn’t really need to be Shikanosuke at his A game. The ending sequence of this route may not be fulfilling to those that want a definitive payoff, but it’s consistent with the tone of the game and leaves me optimistic in a way many VN’s fail to do.

I was pleasantly surprised that I found this route to be as strong as it is. Because whenever I hear about Kira Kira, it’s always praise for one or two routes. While the rest are bad or filler. In this case I did not feel that at all. This route had a lot of thematic depth for the major theme of Kira Kira’s story. And was also highly entertaining as a standalone route despite some flaws.

Sarina Route

Sarina’s route is one that I feel has the most potential to be divisive amongst the fans and critics of Kira Kira. Particularly because it feels slightly unfocused in the beginning and Sarina herself not being a particularly interesting heroine immediately. Despite these inherent flaws, I found this route to be even more enjoyable than Chie due to its massive highs when it comes to Shikanosuke’s character and unique change of scenery at the start. This is the route where I took notice of how strong Shikanosuke’s individual character is, being incredibly proactive and self-reflective throughout this route when compared to Chie’s route. I also really like the way this route handled its theme (individual) of mortality and living your life to the fullest. Something that really fits the tone of Kira Kira’s common route sections with the emphasis it has on punk rockers having a limited shelf life. I also really liked how unconventionally the first confession scene of this route was handled. Highlighting Shikanosuke’s character moving forward within this one and Kirari.

I also really liked that the first half of the route also played into one of the main themes of Kira Kira. Perception of reality versus actual reality. With characters like Tom and Ryuhei showcasing how one shouldn’t really make assumptions about others without getting to know them better. The change of scenery was also fresh with a good portion of the route taking place in Okinawa. I can see someone finding this portion of the route boring and unfocused due to how it takes the spotlight away from Sarina’s relationship with Shikanosuke and the band. Though I do think it was a crucial step in developing Shikanosuke’s character to the point where he would make the choice he did in the halfway point of this route.

The final chapter of this route is filled to the brim with highlights. From the beginning scene with Shikanosuke’s grandmother to the climatic confrontation with Sarina’s grandfather, this portion of the story is nothing less than very impressive. One of my favorite scenes of the visual novel also happens here. A scene that involves Shikanosuke revealing his true emotions/feelings towards himself and the world around him. A completely vulnerable sequence that really harkens back to the beginning of the game. It was tremendous character development for him. I love Sarina, though I think she’s the weakest individual heroine within Kira Kira due to the story being the main draw for me rather than her development. Another benefit to Sarina’s route is that I feel side characters are utilized far better than in Chie’s route. Masatsugu, Yuuji and Saiki feel like characters that not only relate directly to the themes of the route but are also good characters on their own. Saiki and Yuuji play very supportive roles to Sarina’s development and have clear motivations as to why they want her to move forward without her grandfather meddling into everything she does. The conflict feels real and how it goes back into the theme of perception vs reality of events is nothing less than a big indication that Setoguchi planned these routes to fit into a bigger picture. And didn’t just write routes to fill a quota. A fantastic route.

A quality that I wasn’t too big on with this route was the sexual content within it. I did not find the boob grabbing necessary (and it felt very uncomfortable and out of character for Shikanosuke). I also absolutely could not stand the final h-scene of this route, which was the textbook definition of FORCED. This is interesting since the first h-scene with Sarina is fantastic and I love the Chie one’s as well. But they really missed the mark here with some of the sexual content.

Kirari Route

To explain why Kirari’s route is amazing would be too difficult to do without ruining the fun. Please give this route a read. Because it’s easily one of the best heroine routes I have ever read. And when you finish it, please look at my thoughts on the route itself. Because although it does have some missteps here and there, the actual execution of the route is nothing less than stellar.

My thoughts on Kirari route

True Route

This is the review equivalent of not being able to answer a question on an exam because it requires the prior question to answer. Please trust that that this route is just great and go back to my review if you want confirmation on that. Because the true route is the perfect way to end this story and I would not have changed anything within it.

My thoughts on True route

Final Thoughts

Kira Kira is a beautiful story about finding purpose in one’s own life and living your life to the fullest regardless of your circumstance. It’s also a story about the pain in creating art and how dangerous making assumptions about reality can truly be. Setoguchi crafted a wonderfully poignant story that although does have some flaws, will remain relevant forever. A true classic and instant favorite of mine in spite of its mediocre localization.

If you want to see my more in-depth review that contains spoilers, it’s on here. I also advice to give this game a chance in spite of its mediocre translation. Because although it’s wrong that Kira Kira was butchered the way it was, I still think the story has a lot of value. I loved this game. A massive step forward for Overdrive.

STRONG 9

If you guys want to check out my thoughts on the fandisc. I wrote a review for The Visual Novel DataBase!