Friday 31 August 2018

Sable's Grimoire Review & Developer Interview (English Original visual novel)

4735dabd791d6542b95e09abb5d2e8aca06c0b68
Zetsubou, a developer and writer involved in many popular EVN titles is someone whose work many fans of the genre might be very familiar with, but not necessarily even knowing about it. While have made a few relatively successful projects of his own, such as Sickness or Tomboys Need Love Too!, many of his commissioned works, such as Razzart’s Love Ribbon gained even more recognition. For this reason, among others, there was relatively little fanfare around the release of his latest project, Sable’s Grimoire, in May this year. However, there are many reasons to consider this project as a particularly notable one – the 350k-words-long, modern-fantasy tale about a young mage entering an academy filled with demi-humans is rather far-detached from the usual EVN formula, both by its scale and its dominant themes. 
             Of course, scale by itself does not have to be a positive, just as unusual story elements don't automatically make a VN interesting to read. Does Zetsubou's largest project to date have other merits beyond its impressive word-count and interesting premise, and does its overall quality justify the 25+ hours time investment that is required to fully read through it? In my opinion, answer to all these questions is: yes.
https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/a8b88355-c8c7-4b16-8a7a-4aa9fc1b04ff/ddasu6e-1d977a35-8d63-4732-a776-680749b7f4ea.jpg/v1/fill/w_1192,h_670,q_70,strp/sg1_by_szafalesiaka_ddasu6e-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzA2IiwicGF0aCI6IlwvZlwvYThiODgzNTUtYzhjNy00YjE2LThhN2EtNGFhOWZjMWIwNGZmXC9kZGFzdTZlLTFkOTc3YTM1LThkNjMtNDczMi1hNzc2LTY4MDc0OWI3ZjRlYS5qcGciLCJ3aWR0aCI6Ijw9MTI1NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.6uV1Ld6WZQ8Widakgg9s28cnKoHib6A-FBVxV7pgacU
Just as the heroines are varied when it goes to personality and background, their respective routes are also wildly different from each other
 
Sable’s Grimoire takes some themes quite widely utilized in visual novels and combines them in a slightly unusual way. Our protagonist, Sable, is a young mage obsessed with researching magic and non-human races of the world. At the beginning of the story, he gets accepted into Amadronia Academy – a famous magic school dominated by demi-humans. There, he quickly gets disillusioned with the legendary institution, which proves quite disorderly and poorly managed, but also meets many interesting people (or rather, interesting monster girls, from a near-human rokurokubi to a frighteningly powerful half-dragon), relationships with whom will change his life dramatically.
             What might be worth addressing right away is the protagonist himself, who’s not only an actual character with a face (and even one solo CG, which is pretty much unheard of when it goes to male leads in VNs), but a surprisingly consistent one at that. Driven by his thirst for knowledge and slightly unhealthy fascination with demi-humans, he’s studious and reserved, only driven into more decisive action by his ambition or curiosity. While he possesses some unique skills, some of which could even warrant classifying him as a genius, he’s also a human surrounded by creatures infinitely more powerful than him, making him reliant on his friends and allies. He’s also a deeply unromantic individual, which is an important factor in setting the tone for the most of the character routes – only three of them being vaguely romantic in nature.
             Similar things can be said about the five heroines – obviously, all of them monster girls, although it’s important to point out that the game has no erotic content whatsoever and is one of the very few, if not the only example of this theme being used for something that isn’t a nukige, or borderline nukige. All the girls are well-fleshed out, with interesting traits and backstories explored in their respective routes. They also have a constant presence in the story – unlike in many other multi-route VNs, the heroines are all Sable’s friends and even after you choose one of them as your main point of interest, other ones stay as a part of his everyday life in the Academy and even get interesting episodes outside of their main story-arcs. The fact that they don’t disappear after their introduction sequences does a lot to build a strong climate for the whole story and make all the possible paths cohesive – I couldn’t catch any obvious inconsistencies when it goes to the setting and personal stories of the heroines between routes.
bb1a714e0206dc5912d7dd6a30ea1197d14400b7
Sable’s Grimoire is not only one of the few EVNs with a proper flowchart – it’s one of the very few that actually needs one
 
While the main cast of Sable's Grimoire is developed in a rather praiseworthy manner, both Sable and the heroines being multi-dimensional and consistent through the story, the supporting cast also proves to be quite impressive – it’s filled with memorable characters, who not only have an important role in building the fantasy setting, but also influence the story in various ways and react to player’s actions. A good example of that is Sable’s roommate, a pixie named Tix, who might even leave the Amadronia altogether depending his choices – it signalizes to player the weight of his decisions and the fact that every path they take have its upsides and downsides, influencing protagonist’s relationships and his position in the Academy in various, significant ways. And while Tix seems to be a prime candidate on receiving her own route in the upcoming update, a few other “secondary” girls are also fleshed out well-enough to feel like appealing romance options, giving quite a lot of space for expanding the game and maybe even creating some spin-off titles.
             The pretty great cast translates into some very enjoyable and varied routes. While the game has some overarching themes, such as racism and violent discrimination of non-humans, the actual story arcs differ significantly when it goes to their climate and the conclusions they lead to. Rei’s and Etch’s (rokurokubi and mandragora) joined route is mostly comedic and lighthearted, organized around the theme of friendship and has no bad endings. Jurou’s (spider girl) and Lisha’s (elf) routes, on the other hand, are very dark, featuring some highly disturbing dead ends and exploring the most unsettling parts of the game’s lore. Drakan’s (half-dragon) story emphasize adventure and, to a lesser extent, romance, giving space for some of the most spectacular moments of the game. For me, they were all fun to read, although to fully enjoy them you have to be ready to accept that characters’ flaws and backgrounds, including Sable’s personality, make for some plot developments and conclusions that strafe far from wish-fulfilment scenarios typical for more romance-oriented VNs – bitter-sweet endings and creating bonds of friendship, rather than love, are often the best that that you can hope for. The build-in flowchart makes it easy to track the various branching paths and possible endings, making it fairly easy to figure out the game without a guide, despite its size and complexity.
             There are two complaints that I have to bring up at this point. The first of them is repetition and unnecessary slice-of-life filler scenes in some routes – especially in Drakan’s arc, I felt like some of the conflict and Sable’s interactions with other students didn’t really add anything interesting, neither to the story in question nor to the general world-building. There are also examples of pointless repetition throughout the game, with certain plot-points or lore details being repeatedly explained without a good reason – although, I’d interpret them as writing slip-ups that are likely to happen in a script this huge, especially when it was made basically by one person. The other problem is the relative lack of romance – counting only the optimal endings for each character, there are two friendship ones and three vaguely romantic ones, but even in case of the latter, we end up with Sable being hesitant to enter a relationship with the heroine. Also, the only route that ends up in a pretty conclusive way, that is Drakan’s, involves Sable being coerced into becoming her mate under clear threat of death – and while he might be genuinely fond of the half-dragon girl, it’s not really a heart-warming, fun scenario from any perspective. Those that are looking for a classic, romance-focused VN experience will simply not find it here.
https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/a8b88355-c8c7-4b16-8a7a-4aa9fc1b04ff/ddasu68-64891d3a-74b5-496b-a30d-ca939bd0f69d.jpg/v1/fill/w_1192,h_670,q_70,strp/sg2_by_szafalesiaka_ddasu68-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzIwIiwicGF0aCI6IlwvZlwvYThiODgzNTUtYzhjNy00YjE2LThhN2EtNGFhOWZjMWIwNGZmXC9kZGFzdTY4LTY0ODkxZDNhLTc0YjUtNDk2Yi1hMzBkLWNhOTM5YmQwZjY5ZC5qcGciLCJ3aWR0aCI6Ijw9MTI4MCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.EEJWyhbNkx1-qO1GS9aqhJuYTXMqmcRwpJTDyGu9SbA
Game’s supporting cast is also one of its biggest strengths, adding to the atmosphere and depth of the story
 
Production values of the game are… Adequate, with most music and most visual elements being rather average, but serviceable. One thing that definitely stood out to me were the facial expressions on most sprites – those were really well-done, giving a lot of personality to the characters and communicating their emotion very well – even in the "tricky" cases such as Jurou, the heroine who always wears a mask. The CGs, while not amazing when it goes to artstyle and details, are both properly numerous (44 in total, which feels appropriate for a VN of this size) and well-utilized – they don’t only show up in crucial moments of the story or introduction sequences, but various optional scenes throughout the game, adding to its climate and giving us opportunities to explore the characters and the setting in interesting ways.
             Sable’s Grimoire is a unique game, especially in the context of the Western VN market. It offers an imaginative, story-driven experience that is hard for me to compare to any other EVN I’ve played so far. While it has some obvious flaws and might not be for everyone (it’s definitely not a casual waifu game), I’ve enjoyed the nearly 30 hours I’ve spent with it immensely and can’t recommend it hard enough. Especially for the modest asking price of $15, it’s a great value proposition and one of those EVN projects that really shouldn’t go unnoticed – and I really hope it will do well enough to encourage other developers to be this ambitious and uncompromising with their work.
             And before, as I hope, you rush to buy it for yourself, consider checking out my interview with Sable’s Grimoire’s author, Zetsubou, waiting for you below this review!

Final Score: 4/5

Pros:
+ Interesting, detailed setting
+ Well-fleshed-out heroines and supporting characters
+ Memorable protagonist
+ Highly distinct, enjoyable routes
 
Cons:
- (Sometimes) repetitious dialogue
- Lack of proper romance
- Average music and visuals


VNDB Page
Buy Sable’s Grimoire on Steam or Itch.io

----------------------------------------------------
https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/a8b88355-c8c7-4b16-8a7a-4aa9fc1b04ff/ddasu64-3db78877-86cf-4194-a370-b556c9377cc6.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2E4Yjg4MzU1LWM4YzctNGIxNi04YTdhLTRhYTlmYzFiMDRmZlwvZGRhc3U2NC0zZGI3ODg3Ny04NmNmLTQxOTQtYTM3MC1iNTU2YzkzNzdjYzYucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.ehtoXn28Dy2VSRb_kI9zF9YIaGCqx23qbrNGgnUMhq0
PlkLesiak: Thank you for accepting my invitation! I’m pretty sure many of my readers recognize your nick from various EVN projects, but probably know very little about the person behind the Zetsubou label. Would you be willing to tell a bit about yourself?
 
Zetsubou: My games are all written in American English, but I'm actually an Australian citizen. Which isn't great, considering Australia's non-existent support of the video games industry... but I'll spare you that rant.
 
I'm a full-time software developer (not video games), and I've been playing visual novels since I was in high school. Since I was a kid I've always enjoyed reading, writing, and playing video games. Growing up, I generally favored RPGs, platformers and fantasy series, but nowadays my interests are much more diverse. Most of my time is spent either at work or commuting. Since I started making visual novels, that's where the majority of my free time has gone. Some people IRL know that I work on games in my free time, but to most people, I'm just that boring guy who never wants to meet up outside of work.
 
Plk: Before making your first independent projects, you already did commission writing for VNs. How did you get into this niche? Was writing for visual novels something you specifically aspired to?
 
Z: Writing is something I never thought I'd be doing to this extent. It was a hobby, something I enjoyed, but nothing more than that. As a software developer who plays video games in their spare time, branching into game development seemed like a pretty obvious transition. The big question for me was what sort of game I'd try to make.
 
Considering my own time and budget constraints, I realized that the most realistic paths forward were 2D RPGs, or visual novels. At that point in time, most of the VNs I'd played were translated JVNs, and I knew little about the EVN scene. I started researching EVNs, and that signalled the beginning of my foray into visual novel development. I began by helping out other people with their games while I learned how it all worked, mostly in the form of free programming.
 
Once I felt that I had a grasp of the basics, I started writing too. My love of story writing turned into game scriptwriting, and it quickly became my pastime of choice. It was never planned, or anything I really aspired towards. But considering my interests, VN writing made a lot of sense, and it's something I've been happy to stick with.
 
PLK: Sable’s Grimoire, with a 300k+ words script, is an unusually big project for a Western-produced VN. Did you plan it to be on this scale from the beginning?
 
Z: Not quite. I was originally aiming for something around half of the final length. But as I started writing and the cast/branching grew, SG just kept on getting bigger. There are many things about SG which changed from the concept/planning stage to its actual production. Once I started writing, the story took on a life of its own, and it quickly turned into something much bigger and broader than what I had intended to make.
screenshot0004.png 
Sickness 
 
PLK: Is an EVN this big economically viable? I’m sure you could’ve made a few short VNs using the same resources, selling each for a price only slightly lower than SG’s $15.
 
Z: Honestly, I was hesitant to make another long visual novel. My first VN, Sickness, took 1-2 years to make. It then took over a year to break even financially, and it's been a pain to update since then due to the complexity and the amount of testing that each update required. Tomboys Need Love Too, on the other hand, took a fraction of the time and money to produce, and paid for itself very quickly. The branching is simple, the story is straightforward, it's all just so much easier to manage.
 
With that in mind, for me to make Sable's Grimoire, which wound up being more than twice the length Sickness was at launch, probably seems like a bout of insanity. It definitely would have been more financially viable to make several smaller games than one big game. With the time and money it took to make SG, I believe I could have made 3 shorter, slightly cheaper games with the same resources. Going by the reception of other EVNs, it seems like $10 games lasting 2-4 hours has become the norm, which is a long way off what Sable's Grimoire has become.
 
Unfortunately, Sable's Grimoire isn't what I'd call economically viable. I believe the sales will cover the development costs over time, but as soon as you factor in the sheer amount of time and effort I spent making the game, the trade-off looks a little more bleak. I know that sounds pessimistic, but it's the unfortunate reality of the situation. Sable's Grimoire was a labor of love, and I'm happy with the end result, but speaking purely from a financial point of view, I would have been much better off making something else. There's a good reason why there are so many short, ecchi EVNs out there.
 
PLK: Sable’s Grimoire is also one the relatively few large EVNs that didn’t rely on crowdfunding at any stage of its development. Did you consider using a Kickstarter Campaign, or another form of crowdfunding to limit the risk on your end?
 
Z: Crowdfunding is something I've considered many times, but ultimately chosen to avoid. I can see it being a massive boon for the development of an indie game. Publicity, funding for initial development, minimized risk, gauging interest, etc. are all good reasons for an indie game developer to consider crowdfunding. But as much as I understand the positive aspects of launching a crowdfunding campaign, I always wind up shrugging the idea off.
 
The main reason I keep avoiding crowdfunding is that I don't want to be restricted in what I create, or betray backers' expectations by delivering something different than originally intended. If I pitch an idea and a timeline to people while expecting them to invest in my game, then I will feel obligated to deliver what I originally pitched.
 
In the case of Sable's Grimoire, for example, the game wound up being twice as long as originally intended. If it had been a crowdfunding campaign, I would have wound up over budget and likely delayed while delivering something different than what I pitched. The only way I could see crowdfunding working for me is if I waited until the script was already 100% complete, which would minimize the risk of my pitch differing from the final product. It's something I'll consider going forward, but I have a hard time seeing myself going through with it.
https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/a8b88355-c8c7-4b16-8a7a-4aa9fc1b04ff/ddatxic-918a841e-6834-4886-a959-df564bc76dd2.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2E4Yjg4MzU1LWM4YzctNGIxNi04YTdhLTRhYTlmYzFiMDRmZlwvZGRhdHhpYy05MThhODQxZS02ODM0LTQ4ODYtYTk1OS1kZjU2NGJjNzZkZDIuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.uBGfS-2wszU7wD2A1VBE18e2s50AEtuEuB3IyIy_kbw
Tomboys Need Love Too! 
 
PLK: In Tomboys Need Love Too! and many of your commissioned works you wrote erotic scenes, but they’re very visibly absent in Sable’s Grimoire. We all know that sex sells and monster-girl sex especially so – weren’t you tempted to include fanservice and h-scenes to boost sales?
 
Z: I was definitely tempted to add sex scenes, or at least erotic scenes. As you've noted, many of the games I've worked on include sex scenes, and I'm not about to stop making games with such content either. Be that as it may, I don't consider sexual content to be a requirement for a visual novel, and above all, I don't want to force it into a game if I think it isn't a good fit, or that it might detract from the story.
 
I went into Sable's Grimoire undecided as to whether any would be included or not. Sable's Grimoire was never intended to be an eroge, nor was there any specific plot-related reason for sexual content to be included, so I decided to only include sex scenes if they fit the story, made sense for the route/character, and added something of value as opposed to being sex just for the sake of it. There were a couple of points where I thought it could potentially be made into a worthwhile addition. I spent far more time than you'd think mulling over whether to add them or not, what ramifications they would have for the current route and others, whether doing so would really improve their routes, how it would affect characters' relationships, and many other things.
 
Ultimately, I decided that it didn't fit my vision of what Sable's Grimoire should be. I didn't want to cram in sex scenes when they made no sense, or warp character routes/personalities until it did fit in. I was happy with how the story played out without sexual content, and I didn't feel that it would be improved by adding it in. So I chose to leave it out, knowing full well that I'd be losing sales by doing so.
 
PLK: Let’s talk a bit about the game’s story. Like I’ve already mentioned, you use the monster-girl theme in a rather unusual way and by itself, it’s quite a departure from the more realistic settings of your other VNs. What drew you towards fantasy and the “magic academy” setting?
 
Z: My other games have been based in more realistic settings, but that isn't necessarily my preference. I have many ideas for games jotted down which range from completely realistic to outright fantasy. Still, I think my main reason for undergoing such a big shift all of a sudden would be my desire for a bit of variety. When I finished Sickness, I didn't want to write something else that was long, or dark, or with lots of branching. That desire to do something completely different led to the creation of Tomboys Need Love Too.
 
Similarly, after finishing TNLT, I wanted to make something longer, with more choices and a bigger cast. I wasn't necessarily aiming for a fantasy game, but with both Sickness and TNLT having real-world settings, something less grounded in reality did seem appealing. Writing the same kind of content for every one of my VNs would probably give players a better idea of what to expect from me, but it would be more boring for me as the one making them. Variety is what keeps me interested, and while my games will have common themes, I'll gladly do something completely different if it sparks my interest.
ss_90daddc392f5de425e924a4a2296a33ae1d0d
Wander No More 
 
PLK: One of the things that quickly got my attention while playing SG is how disinterested in romance Sable is and how much his attitude influences the routes. Weren’t you worried that people will be disappointed by that in a game which, at first glance, might look like a typical waifu VN?
 
Z: It's definitely a concern of mine. I understand that anyone glancing at a cast of monster girls and seeing the academy setting is probably going to just assume it's that kind of game. I've made it clear in discussions about the game that there's no 18+ patch, no sex, etc. I've also steered clear of terms like "dating sim", and tried to focus more on other aspects of the game.
 
Even so, the unfortunate reality is that players will still walk into SG with that kind of expectation. Connections of "monster girls = hentai", "academy setting = sex with schoolgirl waifu" and so on are deeply rooted in the medium, and it's not one that I see being broken any time soon.
 

I've also done myself no favors by having a mostly female cast, or including light elements of romance and showing screenshots to that effect. Sable's Grimoire is about friendship more so than romance, but I couldn't fault anyone for assuming otherwise. At this point, I can only hope that anyone who walks in with those expectations will give the game a fair go, and be pleasantly surprised by what they do find instead. Sable's Grimoire may not match their preconceived notions of what this kind of visual novel will contain, but I'd like to think that they will enjoy it nonetheless.
 
PLK: Routes in Sable’s Grimoire are very distinct from each other when it goes to climate and themes. Is there one you’re especially proud of or one you particularly enjoyed writing?
 
Z: That's a tough one. All of the routes appeal to me in different ways, and I hope that diversity is something players enjoy. But it does make picking a favorite a difficult choice for me. If I had to pick, I'd say Drakan's route was my favorite. It's hard to elaborate without spoilers, but I will say that I enjoyed the (sometimes unexpected) disconnect between humans and dragons, and the occasional reminder that our prideful protagonist Sable isn't quite as special as he thinks.
 
Most of the characters display differences of one variety or another to human beings. It could be their culture, what they consider to be "common sense", or just a matter of biology. I enjoyed exploring the stark contrast between a dragon - nigh-omnipotent, wise, immune to the ravages of time, a predator to other demi-humans - and a plain old human being.
 
PLK: You've created an impressive, detailed world for this project, with many interesting characters and stories that were signalized, but never elaborated upon. Are we going to see more games in this universe?
 
Z: It's something I definitely want to do. I wrote at length about this on Steam in the Sable's Grimoire discussion board. To summarize my rambling over there, I do want to create new games in the same world as Sable's Grimoire, and any expansions would likely be in the form of spin-offs for individual routes (a direct sequel is difficult, given the branching).
 
Ultimately, it will depend on SG's reception. I already have ideas for spin-offs and ways to expand SG, but whether those ideas actually become games or not will depend on SG's sales. I've toyed with the idea of crowdfunding such expansions. It would be a good way to gauge interest before committing to anything. But for now, I'm going to focus on other things. Once SG has been out for a while I'll be taking another look at how well it's been received and whether additional games would be viable or not.
 
 Humanity Must Perish

PLK: Sooo... Meara’s route? ;)

Z: I was actually leaning towards adding a route for Meara while implementing Jorou's recently released additional ending. I ultimately chose to focus on what I was doing and not get side-tracked, but the notion is still firmly planted in my mind.
 
For the time being, I'm working on Tix's route, since that's the one players keep asking about, but after that I'll be considering new content to add. So new content for Meara is certainly on the table, but not in the near future.

PLK: Beyond Sable's Grimoire and its universe, are there any other projects you're working on? Is there anything you could tell us about those?
 
Z: They're both a fair way off being complete, so it's probably a bit too early to give much detail on them, but there are two more games I've started work on. If all goes well, I expect both of them to be finished in 2019. The first game is My Heart Grows Fonder. It tells the story of a jilted young office worker whose girlfriend suddenly disappeared without saying a word, only to show up on his doorstep years later expecting everything to go back to how it was before. He insists that he's moved on, and that the two of them are through, but as the former couple spend time together, it becomes clear that it isn't that simple. The themes are similar to those in Tomboys Need Love Too, but with an older cast and a slightly more mature take on things. There will be two love interests and a free H patch. It should be a bit longer than TNLT, maybe 1.5x the length.
 
The second game is called Circadian Loop. It takes place in a real-world setting with mild supernatural elements, set in the same universe as Sickness. This game follows the life of a young boy who has been torn away from his family, and is now being raised by an out-of-touch businessman who has some rather warped views on the world. The boy grows up, molded by this new environment, to become a shrewd, charismatic entrepreneur, assisted by a mysterious power he keeps secret even from those closest to him. This game will contain violence and a few somewhat scary scenes. I don't think it will be anywhere near as violent as Sickness though. A fair portion of the game focuses on the main character's growth during his teen years. It then changes track a bit once he reaches adulthood. A lot of this is subject to change, as Circadian Loop is still in the early stages of development.
 
I'm expecting My Heart Grows Fonder to be released Q1 2019. It's harder to estimate with Circadian Loop, but for the time being, I'll say Q4 2019.
 
PLK: Thank you for your time!

Wednesday 29 August 2018

CUPID Review (free visual novel)

cupid_by_szafalesiaka-dc0y85n.png 
This review was originally published on Fuwanovel Forums on February 23th 2018.
 
In my previous review I was writing about a NaNoRenO OELVN-contest entry that definitely bit slightly more than it could chew – a large scale project that, due to its short development cycle, came out rushed and deeply flawed, not reaching the full potential its premise and characters offered if handled properly. Today, however, I’m dealing with a game that could be seen as a bit of a counter-argument to my thesis on what can and cannot be done within NaNoRenO’s tight timeframe – a visual novel made mostly by a single person, which used the event as a starting point, delivering an extensive demo and expanding on it afterwards in a rather spectacular fashion. 
            CUPID, created by Fervent Studio and released for free in March 2016, was a rather unusual and surprising addition to the OELVN niche. This gothic romance/horror story with a female protagonist is pretty far detached from any established subgenre on the VN market, probably owing the most to the classic Western literature. However, its mature, dark themes and extremely competent execution makes it potentially attractive for many types of readers, as long as they’re not easily discouraged by highly unsettling and potentially depressing content. It also introduces a few spins on the typical visual novel formula and unusual storytelling techniques that make it stand out from most Western and Japanese titles, creating a unique, memorable experience on a market dominated by rather generic, trope-driven products.
91246.jpg
CUPID’s artstyle quickly sets it apart from most of generic, anime-style OELVNs, but its originality doesn’t end there
 
CUPID doesn’t wait long with establishing its tone and main themes – the short prologue welcomes the player with a rather agonizing introduction to the protagonist – an abused, mentally broken girl, who is driven by guilt into a horrible act of self-harm, gouging out one of her eyes (thankfully, that scene is only signalized off-screen and not actually shown). From this very moment it’s clear that the themes of mental illness and sexual abuse will be a crucial part of the game and it won't shy away from including drastic events in its plot – I actually find that decision on the part of the developer very appropriate, as everyone uncomfortable with such topics or not prepared for seeing more of the tragedies the game centers around will simply drop it at that point before risking being unsettled even further.
            The prologue also presents one of the most original aspects of the game – the choice system, in which you don’t directly control the protagonists actions or thoughts, but instead act as a voice in her head, which she attributes to her long-dead mother – a symptom of mental instability, that depending on the path you take, will try to sooth the protagonist’s pain and uncertainty, or push her even further towards madness and violence. I’ve found this system very compelling from the storytelling perspective, but also felt that it adds a lot of weight to player agency and makes the dark, abusive choices even more painful than they would normally be. If you push the protagonist towards another tragedy, the game even calls you out in a way, pointing out your cruelty and the fact you’re toying with her for your own fun or out of curiosity.
91247.jpg
The game’s “indirect” choice system is one of its most interesting ideas and paradoxically add a lot of weight to the decisions you make
 
When it goes to characters and story, the game concentrates on a very small cast, in a setting of XVIII-century France. This creates a very focused, well-paced and fulfilling experience, despite CUPID's fairly short playtime (completing the game in 100% won’t take you more than 10 hours). The lead characters include the protagonists, Rosa, Catherine, a child-prodigy pianist and Rosa’s best friend, who saved her from life on the streets, and marquis Guilleme, Catherine’s patron and, eventually, lover. The story spans over nearly two decades but is told without strict chronological order, jumping between the tragedy that is the main axis of the plot and its immediate repercussions on the one hand, and various earlier events on the other (those give context to the main plot-points and slowly reveal the meaning behind the overarching intrigue).
            Just like the game’s title suggests, much of it centers around the themes of love and sex, but this mostly concerns the relation between the Marquis and Catherine and above all, serves as the fuel for both drama and horror elements – it’s not a romance VN in classic understanding of the term. This is also reflected in the endings, only one of which can be to some extent described as romantic (and which is very explicitly a non-canon, bonus route). As you can expect from the first moments of playing CUPID, there’s no real “happy” conclusion to its story and the endings vary between bitter-sweet and utterly horrific – it’s definitely not a VN for those overly sensitive and I myself struggled a bit after reaching the worst end.
ss_49e7db162220169374afc23aa2a0efdae4698
CUPID’s sexual content can be somewhat graphic, but more often than not it serves the horror, rather than romance and at no point it can be considered porn
 
All this is complemented by very good visual and sound design. The graphical style is far-detached from the typical, anime-inspired aesthetic and rather unique withing the VN niche, but above all it impresses with its consistent quality and variety. With a large number of CGs and interesting visual tricks in horror scenes, it's way beyond what you would normally expect from this kind of free game. The sound effects and music are rather minimalistic, but do a great job of enhancing the climate when it's especially needed and also fit well into the historical, European setting.
            In the end, CUPID proved to be a really excellent experience, one in which I have a hard time finding actual faults. Its literary values, storytelling and production qualities are all top-notch, especially by the standards of the OELVN scene. The fact it’s a free game, made in a relatively short time span is absolutely mind-blowing. If you haven’t played it yet, I highly recommend it – as a fairly short horror VN it has few worthy competitors and for low the price of nothing, it’s simply a sin not to check it out.
 
Final score: 4,5/5
 
Pros:
+ Original and well implemented aesthetic
+ Very effective, unsettling atmosphere
+ Unique and well-executed choice system
 
Cons:
- Very dark, disturbing story – not for everyone

VNDB page
Download CUPID for free on Steam or Itch.io

Friday 24 August 2018

Plk_Lesiak’s Shovelware Adventures: straight Sakura eroge, part 1

Wondering what this series is about? What's with the "crappy" rating system? Find out all about it here​​​​​​​!

Before the era of Steam adult patches, Winged Cloud established their brand by creating ecchi VNs, full of partially-exposed anime boobs, panty shots and flirty female characters in highly inappropriate outfits, but nothing that could effectively earn them that appealing “sexual content” tag on VNDB. In late 2015, however, utilizing progressively more widespread techniques of circumventing Steam’s censorship, WC made their move towards becoming an actual eroge developer – and year after that, devoted themselves completely to creating full-on Sakura nukige that we know and love(?) today. This time, I'll be taking look at those early iterations of Winged Cloud's porn in their whole, glossy-boobs-filled glory.

ee8d40ae87f0d3050b5d89dc76672cbd.jpg
Featuring Japanese voice acting in a game that never had a Japanese version, Winged Cloud’s first venture into the world of fully-fledged eroge is definitely one of the most “weeb” things out there, but this didn’t prevent it from being one of the most successful and well-received Sakura games. It was also, believe it or not, a pretty drastic step backwards when it goes to storytelling, when compared to what we saw in Angels and Fantasy, with a barely-existent, linear plot and little entertainment value not coming directly from porn. It seems that implementing a novelty in the form of hentai scenes took much of the development team’s energy, without any to spare on character development or giving a proper conclusion to the tiny bits of SoL drama that the game introduces. This is especially painful in the case of Swim Club’s heroines – while the protagonist has a typical “being bound by your parent's expectations” issue that is revolved during the story, the girls have elements of painful, potentially interesting backstories introduced and then quickly forgotten for the sake of fanservice and unavoidable harem ending. Who would care about their mother dying of cancer if they can have a threesome with our “average guy” protagonist?
           Admittedly, the game’s success didn't come out of nowhere – while the plot and characterization might be paper-thin, Wanaca’s CGs are probably among the better ones in the whole Sakura series and the Japanese voice acting is undeniably of decent quality. The game as a whole is still rather hard to recommend though – and nowadays, there’s probably enough of easily-accessible, translated Japanese eroge to make this kind of low-effort imitation rather obsolete anyways.
 
Final rating: Rabbit Poo 
rabbit_by_szafalesiaka-dcbhwb4.png
b701d00880fb459bab826d4d3f5a1754.jpg
While featuring some of the most random and absurd sex scenes I’ve ever seen in a VN (including the heroine saying “Let’s have sex” out of nowhere, in the middle of a potentially deadly dungeon), Nova is one of those rare Sakura games to offer seriously appealing heroines and enough story to (mostly) justify its own existence as something more than a slideshow of thinly-connected “sexy” CGs. It also uses probably the most interesting setting in the whole franchise, combining sci-fi and fantasy themes in a way that does relatively little for the plot, but creates an aesthetic I personally adored, with some wonderfully-looking backgrounds, well complemented by climatic music by Zack Parrish and Wanaca’s always-solid character art.
           All this combined with the presence of proper endings and character epilogues, decent voice-acting and reasonably well-implemented drama makes Nova one of the Sakura titles most closely resembling a proper VN – and while it couldn’t go without a highly-anticlimactic resolution to the main intrigue and its share of pure stupidity and trashiness, it was just as fun as I could ever hope for WC’s game to be. Somewhat recommended, I guess, maybe!
           Those backgrounds though... Details matter. :3
 
Final rating: Golden Poo! 
gold_by_szafalesiaka-dcbhwal.png


As surprising as it was for me, I can’t say that reading through the first two WCs BxG hentai VNs was a bad experience – especially Nova seemed like a project creators of which understood that ecchi and hentai do best when they're attached to at least minimal amounts of story and character development, all working to give the porn segments meaning and make the experience more compelling and “personal” than watching a random video on Pornhub. As I will show in the next part, however, it was not a lesson that Winged Cloud really took to their hearts.
 
PS Once again, my special thanks goes to Bosskwar, whose videos made preparing this post much more fun than it had any right to be.

Wednesday 22 August 2018

Locked Heart Review (free otome visual novel)


lh_1_by_szafalesiaka-dbwfuoi.jpg 
This review was originally published on Fuwanovel Forums on February 2nd 2018. The game has since disappeared from Google Play, but should be possible to download from other apps/sites.

Locked Heart is a game I’ve encountered pretty much by chance, while randomly browsing VNs available on Google Play. As a nice-looking, free title it quickly found its way into my wishlist, but belonging to a genre I usually don’t play (and apparently following a very standard otome formula), it was never very high on my to-read list. Only another coincidence, leaving me stranded in a café for multiple hours with nothing but my tablet to accompany me, compelled me to run it and discover that I’ve stumbled upon something rather exceptional – definitely when it goes to Android games, but maybe even in a broader sense.
            Developed by Dicesuki, a small studio from Philipines which later created the highly-regarded Cinderella Phenomenon, and published for Android in July 2016, Locked Heart quickly became one of the highest-rated mobile VNs out there, gathering an impressive 4.9/5 score among Google Play users and a decent VNDB rating. Of course, standing out positively on a marketplace full of horrible shovelware and shameless cash-grabs might not be a huge achievement by itself – in the case of this small otome however, this enthusiastic response from the readers seems to indicate a bit more than just contrast from the absolute trash that dominates mobile platforms.
lh_2_by_szafalesiaka-dbwfup3.jpg
The heavily-stylized introduction sequence and gorgeously designed UI quickly show off game’s aesthetic quality – something really stands out among the OELVNs available on mobile devices
 
What’s clear from the first moments after launching the game is its great aesthetic – the main menu screen, the UI and opening cutscene are all full of colour and gorgeously designed. While I often prefer simplicity over flashy, ornamental designs in VNs, here I couldn’t find any disharmony or exaggeration in the artstyle – it has an elaborate, feminine feel to it, but should be attractive to pretty much any reader that sees it. Other assets, such as sprites, backgrounds and CGs are of similar quality – the one paradox might be that because of how solid the general aesthetic is, the quite numerous CGs don’t stand out from what you’re normally seeing on the screen, making them a slightly less impactful than you would normally expect. Still, this is a kind of complain I would be happy to give more often.
            Locked Heart’s story is definitely somewhat standard, but it’s the kind of simplicity that I also rather appreciate – taking common themes and simply realizing them in a masterful fashion, rather than creating pointless contrivance and forced plot twists. In this case, a young, orphaned woman leaves her home village to pursue a career as a cook and gets lost in the woods. Wondering hopelessly, she encounters a mansion belonging to a noble house d’Lockes, which was said to be cursed several years in the past and disappeared without a trace. In there, she finds the family, among it three young men, turned into toys – trapped in the cursed manor, she must find a way to lift the spell and in the process, obviously, falls in love.
https://s.vndb.org/sf/61/92761.jpg
The living toys you meet at the beginning of the story are genuinely cute and there's a lot of fun moments connected to them to the point it feels like a bit of a shame how quickly they're gone

As cliched as this sounds, the details of the story and the bachelors themselves make it quite enjoyable – while the main “twist” is very much predictable, the stories and secrets of the heroes are interesting and written in a convincing way. While they all appear as clear archetypes at first, it’s easy to realize there’s some actual depth to all three of them – this makes the interactions with them and the (admittedly very timid) romance enjoyable to read. The routes also complement each other well, showing the story of the d'Lockes family from different perspectives and constantly adding new details about all the characters involved in it. The protagonist, Aura, might be slightly less fleshed-out, but still presents enough of girlish silliness and stubbornness, combined with life experience derived from her tragic childhood, to be a compelling character. That’s actually one of the tropes in Western otome games that I very much enjoy – protagonists in them are usually much more than just empty silhouettes that the player can insert him/herself into.
            What I might complain about a bit is the structure of the story. After a tiny common route, which decides (in a somewhat unpredictable way) with whom of the three teddy bears/bachelors you’ll be locked in a romance route, the choices only matter by occasionally unlocking hidden CGs or, if you find the “perfect” combination, leading you to the alternative “best ending” with that specific character. In effect, there’s pretty much nothing you can do wrong – literally every path will lead you to a positive, romantic conclusion. This makes a lot of choices, many of which don’t lead to any interesting scenes or pieces of dialogue, very much meaningless, apart from being part of the cryptic, frustrating puzzle of finding that “one true path”. This irritating trope actually plagued another western otome I’ve played in the past, Michaela Laws’s Seduce Me, and I can’t say I was ever motivated to unlock those “true” endings.

lh_3_by_szafalesiaka-dbwfupj.jpg
Obviously, every guy in an otomege has to be not just handsome, but beautiful. Here, the two heirs and their butler could probably start a k-pop group without even changing their haircuts

I also have to mention that the initial premise, with all the characters being toys and sufferings connected to that curse, is pretty quickly forgone. This is definitely related to the overall length of the game (a single playthrough should take you just a little bit over two hours), but leaves you with a feeling of lost potential – the teddy bears just turns into beautiful princes a bit too fast. This is also a problem with supporting female characters, which seem quite interesting, but we just don’t see much of them during the story. Overall though, Locked Heart is a really sweet experience, perfect to fill a lonely evening or kill time during a few long bus rides. While there are many bigger, more memorable titles of this kind available on PCs and consoles, as a mobile game, and a free one at that, it’s definitely worth your time (although, for those interested, a PC version is also available).

Final Verdict: 3,5/5
 
Pros:
+ Three distinct, well-written routes
+ Interesting premise
+ Very good visuals
 
Cons:
- Pretty short, even when combining all the routes
- Could’ve done more with its main ideas
- Overly specific requirements for the “true endings”


VNDB page
Download Locked Heart for free

Friday 17 August 2018

Perceptions of the Dead 2 Review (English Original Visual Novel)

pofd_by_szafalesiaka-dcg5d7w.jpg
Ithaqua Labs, named ominously after a Great Old One from the lovecraftian Cthulhu mythos, is one of the more unique studios on the EVN scene, not following closely the tropes and aesthetic of the Japanese VNs. While their fantasy and horror games did not really break into the mainstream of the visual novel market, they definitely stand out among the generic romance and ecchi VNs most often found on Steam. On June 14 this year, the two-man team added another interesting title to their catalogue – Perceptions of the Dead 2, sequel to a collection of 3 short horror stories which was one of the Ithaqua’s earliest project, dating back to 2015. Before I go into details of the new release, it’d be a good idea to take a closer look at its prequel (which, by all standards could be considered as a short prologue to the “proper” story told in PotD 2).
Aay99q.jpg
The first Perception of the Dead is simply the prologue for the „real” story, but does a good job of introducing the main characters and establishing the setting
 
Perceptions of the Dead, in the "remastered" version released in late October 2017, contains three horror stories set in the modern-day US (the plots of all of them are brought together in the sequel). While they have a slight Lovecraftian vibe to them, they are nowhere near as grim and suffocating as their inspiration – they’re mostly lighthearted, playing with the tropes of the genre in interesting and amusing ways, but not trying to be genuinely scary. The PotD episodes introduce two protagonists of the franchise – a streamer named Jill, who gets involved with paranormal phenomena by accident while making a Halloween trip to a haunted hospital and Tyrone, a powerful medium who works as a paranormal investigator (along with a substantial cast of supporting characters). While the first of the stories, The Phantom Icecream Truck, is rather clunky and underwhelming, it was also the earliest project by the studio, evidently still looking for their own style in both visual and storytelling. The other two, Jill Count and Perceptions of the Dead, are much more interesting though and tell stories that lead directly into the second game.
          All episodes of PotD share some characteristics that are also very much present in the sequel – distinct, colourful artstyle and good-quality, full voice acting. Both do a lot to make the characters feel alive and likeable – even someone like Jill, who has a slight “bratty social media starlet” vibe to her and could easily be off-putting, feels both believable and fun to follow thanks to her voice actresses’ work and good visual design. The art is sometimes simplified (or even slightly distorted, when it goes to anatomy and various environmental details) but is vibrant and gives the characters a lot of personality in that slightly exaggerated, cartoonish way. For the most part, I absolutely adored the aesthetic of the game and the atmosphere it created, especially after prolonged exposure to cheap ecchi EVNs and their depressingly generic anime art.
DbtkxWwUwAArAra.jpg
The game’s artstyle and character designs are its most distinctive features, building a rather unique atmosphere
 
The story itself might be, however, slightly more problematic, at least from a certain perspective. While Perceptions of the Dead established the setting and its basic rules, with ghosts, mediums and supernatural threats that will become center of attention in the sequel, even when looking at both games combined, they’re a rather short experience (up to 5 hours of reading) that is only starting to gain momentum and unravel the bigger intrigue signalized in the plot. While the sequel is meant to contain two stories, only the first one of which is already out, it’s hard to believe that the upcoming one would be able, on its own, to give us the backstories of the characters and push the story forward as much as we would want it to – and there are some really interesting pieces of lore that just scream to be explored more, while we also still know very little about crucial characters, such as Ripley, an ancient ghost that got interested in Tyrone’s power as a medium and Marcus, Tyrone’s longtime friend who also possesses significant abilities of unclear nature. PotD 2’s story, so far, starting with Tyrone missing and Jill, looking for help with her own hunting problem, teaming with Ripley and Marcus to look for him, mostly created more questions and expanded the intrigue without resolving anything. At least I can’t deny it left me wanting much more – hopefully, Ithaqua has plans to keep the franchise alive beyond another 2-3 hours long story bit, it would be a real shame for it to end without reaching its full potential.
perceptions_of_the_dead_2_image_k7gIo.jp
The consistently strong voice acting adds even more life and personality to the whole cast, including most of the supporting characters
 
The other complaint I have to share is how linear the whole experience is – both in the case of PotD and PotD 2, the choices are both few and mostly meaningless (apart from literally one optional scene and a single, abrupt dead end). While the gimmick of Jill’s audience giving her direction by comments or voting while she’s streaming was fun and immersive, it doesn’t change the fact that in reality the game gives no agency to the player. The story is also full of popcultural references that give the characters even more genuine feel (especially between Jill and Marcus who are both popcultural geeks), but I can imagine them growing old pretty fast or falling flat if you don’t know the referenced material. Music is rather minimalistic, doing the bare minimum of ambience-building necessary in this kind of story. In the end, though, I see Perception of the Dead 2 as a very positive experience – not really as a horror, but as a casual adventure story with a fun cast and unusual premise. Definitely worth checking out, especially for the modest asking price of less than 10 dollars.

Final Score: 3,5/5

Pros:
+ Great, unique artstyle
+ Great voice acting
+ Interesting lead characters with a lot of personality
 
Cons:
- Short
- Linear with mostly meaningless choices

VNDB page
Buy Perceptions of the Dead 2 on Steam