Friday 23 August 2019

Perceptions of the Dead 2, Episode 2, 3 & 4 Review (Visual Novel DLC)

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Perceptions of the Dead 2, released on Steam on June 2018, is a light-horror visual novel by Ithaqua Labs, a team whose titles stand out from the usual output of Western VN studios through their unique, vibrant artstyle and full voice acting. Soon after the game’s initial release, I’ve reviewed its then-available first chapter, Misty Mournings. It was an hour and a half piece of content tying together all the stories and characters from the first, freeware Perception of the Dead, with the main storyline revolving around nulls – mysterious ghost-devouring creatures that pose a mortal threat to both spirits and human mediums. This, however, was meant to be only the beginning of the game’s story, with three more chapters promised in the Kickstarter campaign and scheduled for release over the next year. With the fourth story, House Haunting, now available and Perceptions of the Dead 2 experience complete, I’ve decided to revisit the game and take a closer look at all that additional content. Did it maintain the positive impression I’ve got from the first chapter?
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The game’s unique artstyle and creative visual design are still among its greatest assets
 
Perceptions of the Dead is a strange series in that it’s made of relatively short episodes telling interconnected, but ultimately self-contained stories with a very limited overarching narrative. While some could expect that to change with Perceptions of the Dead 2, a larger and commercially-oriented project (while the first game was more or less a collection of Ithaqua Labs’ early works in a shared universe), the new chapters also take their own paths, exploring the game’s world and characters only in vague connection to the events of the initial story, Misty Mournings. Episode 2, Undercover Undead, features a brief section exploring the fallout of the previous events, but focuses on Jill and Tyrone investigating disturbing paranormal phenomena in a sleepy town. This leads them to infiltrating a local high school and discovering a threat way over their expectations. It is also the first time Tulip, the ghost of a teenager which haunts Tyrone, plays a major role, and the largest of new chapters – over an hour of reading with significant branching paths. Episode 3, Garage Reverie, features Jill talking at her home’s garage with her childhood friend. This gives us the opportunity to learn about her backstory and the ways she copes with the discovery of the supernatural world turning her life upside-down. Episode 4, House Haunting, briefly explores the developing relationship between Marcus and Ripley, the other major characters of the series, and reveals the true origins and nature of nulls. Those last two offer around 30 minutes of content, making all the post-launch chapters together offer a similar amount of reading as the game’s initial build.
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The overacted VA and annoying personality of Tulip take quite a lot of appeal from the second story, but is the only major issue I had with the new chapters
 
While, at this point, I could complain about lack of any grand narrative within PotD2, the episodes themselves are rather enjoyable and it’s hard to not appreciate the variety they offer – from the genuinely-interesting mystery plot of the second episode to the long, nostalgic dialogue sections of the third one, pretty much everything the game has to offer is enjoyable in its own unique ways and adds to our understanding of its world and characters. Jill and Tyrone and still very good protagonists, both likeable and relatable despite their involvement with the supernatural. Art is still a joy to look at and is often used in a way atypical for VNs – for example, Garage Reverie uses panoramic, mildly animated drawings and comic-book-like dialogue clouds to present the conversation between Jill and her friend. More dramatic scenes are often portrayed with interesting visual tricks and distorted images fitting the mild Lovecraftian theme of the game. Voice acting is top-notch as always, with one glaring exception – Tulip, whose lines are nearly universally overacted and annoying. This was at least partially by design, as her dialogue makes it clear the writers wanted her to appear as an irritating brat over-the-top obsessed with Tyrone, but the substance of her lines could easily communicate that without making them unbearable. This contrasts strongly with the overall very solid direction of the voice acting and leaves a very unfortunate taint on my whole impression from PotD2’s new content – the role Tulip plays in Chapter 2 is crucial, especially in one of the story branches, making it significantly less enjoyable. I’m still surprised that a studio with such a strong record in this department let something like this slip through.
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The length of the second and fourth episodes might be disappointing, but all four stories together create a rather compelling experience and a good value proposition
 
In the end, though, I think the new content for Perceptions of the Dead 2 offers some very solid additions, making the game and overall satisfying and well-priced package (currently sitting at $7.99 on Steam). It’s still a very unique and peculiar title that might not fit into people’s expectations: it plays on horror tropes and contain some grim/disturbing moments, but is ultimately fun and light-hearted (and distinctly colourful when it goes to visuals). It also puts quality over quantity, making even the really short episodes work thanks to their unique style and well-written stories. The 3-4 hours of reading time for the whole game might seem like relatively little, but most of what is in there is way more memorable and fresh-feeling than your usual EVN content. Of course, I can’t completely ignore the tiny length of the final two episodes and the aforementioned problems with the VA, thus making my final score for PotD2 new episodes slightly lower than the one I gave to the initial release – however, I still wholeheartedly recommend giving it a chance, especially if Lovecraftian themes and horror-comedy are something you usually enjoy.

Final Score: 3/5

Pros:
+ More of great artwork and fun, creepy story
+ Interesting and varied storytelling
 
Cons:
- Tulip’s VA
- Short episodes with little overarching narrative

Buy Perceptions of the Dead 2 on Steam or Itch.io

Friday 16 August 2019

Shall We Date? Blood in Roses+ Review & NTT Solmare's Despicable Business Model (Predatory Mobile Visual Novel)

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I’ll be completely honest: I didn’t have a good opinion of NTT Solmare even before approaching the game this review is about. After exploring their sole non-otome visual novel, Moe! Ninja Girls, I was absolutely stunned with the predatory monetisation and poor quality of that title. I was still curious about their otome projects though and decided to check out one featuring the theme I personally enjoy a lot: vampires. Thus, I ended up playing Blood in Roses+, one of the over 20(!) games in the Shall We Date? series and what I found there was an extension of my Moe! Ninja Girl experience, along with some interesting surprises (which doesn’t mean any of them were particularly pleasant).
                First, however, a bit of context is required. NTT Solmare is a Japanese company producing e-books and mobile games primarily for the Western market. Shall We Date? Otome games are their flagship product and can be split into two categories: paid apps, which are mostly Android/iOS, English-localized ports of other companies' otome VNs, including some Idea Factory/Otomate titles, and free apps which are produced by NTT Solmare themselves. Since 2011, they’ve released literally dozens of cheaply-made, but aggressively monetized games, particularly in the free-to-play segment. This is also the category where Blood in Roses+ fits in, being a fully free-to-play mobile VN, in which you can theoretically experience an impressive and constantly-expanding pool of content without paying anything. There’s a catch though… Or a dozen, which are all worth discussing in detail due to the unbelievable abuse of the VN format they represent.
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The consistent setting and a cast of characters shared between the many alternative-universe scenarios are among the game’s few redeeming qualities
 
Before I get to ripping the game to pieces for its business model, what is Blood in Roses about? At its core, it’s a supernatural romance featuring a human protagonist becoming involved with a group of powerful vampires and other fantasy creatures – nearly all of them in the form of ridiculously-attractive ikemen, of course. Every one of the 25(!) hero routes (there’s a token yuri one too) revolves around the Hotel Libra Sincera, a castle built at the crossroads between the human and magical world, and a core cast of characters, including Alfred and Rupert, the vampire twins in charge of the hotel. There’s also the mystical rose garden present within the Libra Sincera's walls, which the game takes its title from and which usually proves to be of crucial importance to the protagonist. Every hero arc can be considered an alternative-universe scenario, telling a self-contained, conclusive intrigue and romance scenario. While there are some recommended “beginner routes” that work best as an introduction to the game’s lore, the only thing you probably shouldn’t do is starting with one of the arcs featuring the “hunter” protagonist – the second version of the lead character, added in one of the later updated to the game, original one being the “witch”. Those play a lot on the previously-established lore and will be more fun to experience if you know the “core” stories like Alfred’s and Rupert’s.
                While, in general, the game’s writing is generic and often quite uninspired, most routes have their interesting moments and the ability to see so many version of the story and different perspectives is quite fun, making the game more enjoyable the more you play it. The protagonists (they’re explicitly two versions of the same person from different timelines, but are also different enough in their skillsets and behaviour to be considered separate characters) are also rather fine, with a major caveat that I mostly enjoyed them when choosing “moonlight” dialogue options. This is part of the game’s karma system, determining which ending you get: moonlight choices usually involve the protagonist being more decisive, aggressive and openly affectionate towards the hero, while the opposite “sunlight” route basically means her being a bag of wet noodles (or in other words, a stereotypical otome protagonist). Especially in the case of the witch, who starts her story as a prisoner of the vampire brothers, sunlight choices are rather jarring to observe and often lead to submissive endings that rubbed me the wrong way.  
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The avatar system and all the gameplay mechanics of Shall We Date? games are more roadblocks preventing you from experiencing the story, than actual sources of fun
 
Thus far, it doesn’t sound so bad, right? What’s the issue then? Well, the first problem is that you read the story in tiny, 1-2 minute bits (scenes), each of them costing a story ticket. You can get up to 6 free story tickets per day (with up to 5 stored at once), but if you want to read faster, you have to buy premium tickets at an insane price of $2 apiece. This already creates an extremely stilted reading experience, exasperated by the Blood in Roses’ clunky UI and very high input lag – the client acts pretty much as a web browser, with all the nasty implications you might be familiar with if you played old browser games in the early 2000s. If you think, however, that you’d be able to just buy $200 worth of story tickets and read a full route in one go, you’re sorely mistaken. The game also forces you to participate in the crude minigame called “Miss Rose Contest”, where you compete with other players to farm two in-game currencies: Tokens and Lady Level. You require both to bypass “Love Challenges”, literal roadblocks that prevent you from reading the story any further until you buy a specific avatar item for Tokens or reach high-enough Lady Level. This is, of course, another way to extort money from you, although bypassing these challenges with cash is so expensive that you should probably forget about doing so unless you’re a Saudi sheikh.
                There’s another layer of scummy to Love Challenges: using premium currency to buy special items in some of the challenges will reward you with premium version of the story, with special dialogue and an extra CG that will save to your library (quite often for a price of a full route or two in a much better game). The Love Challenges are also designed to show up often enough and with so high Token prices required to bypass them, that you’re likely to get stuck for literal days farming currency to just continue reading (no matter how many story tickets you might have). And if you wondered if there was some aspect of the VN experience that wasn’t monetized yet, the aforementioned moonlight/sunlight endings also have a trick to them. You cannot go back on your choices without resetting the whole route (each consists of ten chapters, or around 170 scenes total) and losing all the story tickets you used and Lady Level you farmed (it always resets after finishing or switching a route). This means that if you mess up the dialogue too many times and don’t get enough points in either alignment, you’ll end up being stuck with a short, bad “Farewell Ending” – that is, unless you use the premium currency to boost your points. What makes all this even worse than Moe! Ninja Girls is that while that game also represented shocking levels of greed, it at least had the decency of consistently awarding you premium currency through events and rewards for finishing story chapters. Here, you can only rely on your wallet to get you any of the game’s premium features.
                Speaking of events, as you can imagine, those are pretty impossible to complete in without going full pay-to-win – in my first experience, even using up all of the very significant starting bonuses (around 70 premium story tickets and other expensive item you get for free in the first two weeks of playing) I could just barely keep myself in the top 1000 ranking and earn some worthwhile rewards. Interestingly enough, after I already invested a lot into said event (they work in 20-day cycles), the game sabotaged me in a way by starting a new character’s launch bonus, giving five times the diamonds for reading chapters in his story, which I had no interest in (and would have to abandon the route I was two-thirds into and actually enjoying). The sudden need for choosing between reading something I had little interest in and shooting myself in the foot gameplay-wise was not something I enjoyed. 
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Some of these heroes might look like abusing assholes at first, but ACTUALLY, they are abusive assholes with minor redeeming qualities, which magically make everything they do acceptable...? 

Of course, the are minor prices in the events that you can get to just by playing consistently and one of the Blood in Roses’ features I actually like comes into play here too – you can get a lot of minor bonuses, like extra diamonds for events, extra energy for Miss Rose Contest and faster story ticket recovery by watching ads. This is something I consider a much more reasonable option that just asking you to pay up, but it hardly changes the predatory nature of all the game’s core features. In this topic, I should probably quickly go through the avatar system, which lets you equip items you get from mandatory Love Challenge purchases, the events, the "Make a Date” gacha (another thing that is fuelled mostly by the Miss Rose Contest, as every 5-win streak will award you tokens for the gacha machine) and unreasonably-expensive premium gachas. For a non-paying player this is another source of frustration, as while there’s a number of cool items you can buy for Tokens, if you also want to read the story consistently, you’ll pretty much never have any extra ones to buy an item you actually want, rather than the ones you need to progress through the roadblocks. Also, there’s a pretty strict limit on how many avatar items you can own, possible to expand through pricey consumables – another limitation that seems to have little purpose other than making you pay up If you’re not lucky enough to earn those from events or gacha and you run out of space.
                In the end, literally everything in Blood in Roses is an aggressive, meticulously-crafted scheme to extort money from the player. The depth of predatory monetisation is so severe that I have a hard time to consider it a game, or especially a visual novel – it’s a scam disguised as one. It might look and sound decent-enough at first, but quickly shows its ugly face of a cynical money-making machine that puts manipulating the played into spending money over any kind of fun or creative integrity. While the daily routine of interacting with the game might not be wholly-unenjoyable, I find what it truly represents nothing short of disgusting, mostly because it’s not an isolated case, but simply an iteration of NTT Solmare’s utterly corrupt business model. This is mobile gaming at its absolute worst and a gross bastardisation of the visual novel formula – if you care about our niche at all, otome and beyond, please don’t support this company and other ones utilizing similar practices. They don’t deserve it.


Final Rating: 1,5/5

Pros:
+ The art isn’t bad
+ Most routes have their moments
 
Cons:
- All-around despicable business model
- Overly simplistic, tacked-on gameplay mechanics
- Clunky UI that makes daily tasks an absolute chore
- Ultimately shallow storytelling
 

VNDB Page
(Please don’t) play Shall We Date? Blood in Roses+ for free on Android or iOS

Saturday 10 August 2019

Fuwanovel Revitalisation Efforts & my The Language of Love review


Today there's a thing happening that is probably pretty minor in anyone else's eyes, but feels quite huge to me: my review of ebi-hime's The Language of Love is being published on Fuwanovel main site as my first contribution there. It is also the first review to go up in the Review Hub after the leadership changes and attempts to revitalize the site started a bit over a month ago. While I'm a latecomer when it goes to the VN community, Fuwanovel played a massive role in my involvement with it, with discussions on the Forums and people I met there being a constant source of fun, information and motivation to pursue this hobby further. It is the Fuwa Forums where this blog originated from and where I've spent a decent portion of my time and energy in the past two years. 

From early 2017, I was consistently one of the most active people in the Fuwanovel community, sharing the anguish of others seeing the site die due to its owner's absence. This was all happening despite the presence of many people willing to work on giving the site a new life – whatever our initiatives tried to achieve, always ended up crashing on the barrier of not having access to the main site and the impossibility of getting anything from the admins. After a few months of trying, even I simply had to accept that Fuwa is a sinking ship and there's quite likely nothing I'll be even able to do about it.

My Fuwanovel Forums stats clearly show that I've spent way more time there than should reasonably allowed...

I'll not get into the specifics of Fuwa's internal drama, because it's neither important nor it'd be in good tone to share any of that. There's a much more important thing I want to say: for the first time in literal years, Fuwa is making steps towards recovery. And while I'm hoping to keep doing my part in the foreseeable future, there's something the site needs more of in order to survive: contributors. Fuwa was always a community, but also a fan site that offered something interesting and useful for anyone willing to visit it from time to time. Was it VNTS, the review hub, news articles... This usefulness was completely lost of the last period of the site being dead, and is something we need to reclaim.

If you think there's something you could offer to Fuwa's main site, check out this recruitment post or try visiting our Discord and asking around. We don't expect anyone to overwork themselves for us, or contribute stuff on any fixed schedule. We don't pay for content, as no one is making money from the site. We just want to keep this community alive and share our love for VNs. And if you think that is something worth helping with and decide to join us in this project, we'll be forever grateful for it.

And as always, thank you very much for following my work and I hope you’ll enjoy the review! If everything goes according to plans, that’s not the last one I’m putting there.

Friday 2 August 2019

No One But You Review (English Original Visual Novel)

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In our obscure EVN market, there are rarely games or events that could be described as major controversies – even the most unfortunate releases or Kickstarter disasters usually don’t involve enough people and money to gather the attention of the community for a longer period of time or spark a mass backlash. Along with Aeon Dream Studios’ k-pop fan game debacle (a really amazing story of incompetence and borderline-fraud, if you care to follow it), No One But You is possibly the most controversial and polarizing EVN ever released. Appearing on the relatively-barren landscape of early 2015 and promising experience similar to the high-budget Japanese VNs, it sparked a lot of interest and hope for the second coming of Katawa Shoujo – an EVN that would not feel overly niche or amateurish, but actually capture the charm of beloved Japanese titles and rival them in its storytelling.
            The reality, of course, proved much more underwhelming. The unexpected Kickstarter success (the campaign reached over 1200% of the initial, $1200 goal) resulted in a highly upscaled and complex project, developed within just a year by then still-unexperienced Unwonted Studios. Involving a network of over a dozen writers and artists, and a heavily-rushed release (which was never moved from the initial KS campaign claim despite of many major features being added through stretch goals), No One But You was eviscerated by many reviewers, with Fuwanovel notably giving it lowest possible score in two separate articles, and received only a mixed reception from the readers after showing up on Steam on January 2016. In a way, it remains one of the most infamous story-centric EVNs, possibly only beaten by the cheap ecchi titles such as Sakura games in the amount of hate and ridicule it gathered. However, looking at it three years later and with all the fixes and additional content added post-launch, is it really that bad?
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The opening sequences of No One But You make it look like your typical, cute moege with minor mystery elements, making the whole experience something of a bait-and-switch
 
The first thing worth addressing when looking at No One But You is its production quality, which is both one of its biggest strengths and possibly suffered the most from the rushed release. The character sprites and CGs are of really good quality, with all the characters (including the protagonist, who thankfully isn’t a faceless mannequin) being nicely designed and pleasant to look at. The designs of the heroines are admittedly so standard that you can immediately recognize the archetypes each girl represents just after looking at her for a few moments, but that doesn’t nullify the sheer appeal of the character art. This part of the game is also, unlike in many other EVNs from that era, quite consistent both in style and quality – the CGs might not be very numerous or spectacular, but they are good enough to do their job effectively and do not clash with the other assets, while the sprites are pretty and expressive enough to carry the more casual/SoL scenes. Backgrounds, on the other hand, are anything but consistent: while some are absolutely gorgeous, many more, including frequently used ones like the protagonist’s kitchen, look overly-simplistic and undercooked. This might slide if you don’t pay much attention to details, but it’s still a huge shame it spoils the great first impression character art offers. Also, the illustrations are at times clearly mismatched with the game’s text or the scenes that lead up to them, the most striking example being a CG in Yui’s route, in which a long sequence happening on a rainy evening suddenly transfers to broad daylight, with blinding sun rays all over the place. Such obvious mistakes devalue the art and kill the emotional impact of some of those crucial scenes.
                The soundtrack is another interesting topic, as it consists of an impressive number of 34 instrumental tracks, including character themes and melodies unique to important story sequences. It’s not brilliant by any means, but solid enough to enhance the climate of the game and represents a level of effort few EVN devs are willing to put into this area. There’s also the opening song with Japanese vocals, included in an update some time after the initial release of the game – a decent, but arguably pointless addition, as I imagine most people finished the VN before it was implemented and while they could come back for other content added post-launch, such as afterstories and h-scenes, they had little reason to revisit the beginning of the game. This can also be a general comment on how the launch was handled – pushing the game out in such a bare-bones state and fulfilling most Kickstarter promises months later undoubtedly contributed both to many of its persistent problems and the atrocious initial reception it received. Some major promises, like the English voice acting, manga adaptation and a sequel never even materialized, adding to backers' disappointment, while others were realized in a manner that hardly matched what was promised – this particularly applies to afterstories, presented in the campaign as major extra chapters but which proved to be just brief epilogues.
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The tropy heroines and predictable twists make even the better elements of the story, like the Chinatsu route written by ebi-hime, quite underwhelming
 
So, what No One But You is actually about? The initial setup is as standard as it goes – a perfectly-generic Japanese high-schooler, Hideaki, moves back to his hometown after many years of living in a bigger city. In the new school he quickly manages to make new (female) friends – a cheerful and strangely clingy student council member Megumi, reclusive beauty Shiro, standoffish redhead Yui and a studious senpai named Chinatsu. He also reluctantly becomes friends with the class clown Ryo and at this point, it looks like nothing will disturb his fun in the new school. Only strange, recurring dreams of drowning suggest an underlying mystery connected to protagonist childhood and the reason his family left the town in the first place. If you thought, however, that this game is a moege with slight drama/mystery elements, you couldn’t be more wrong – in depending on the route it varies between a rather poor attempt at nakige to a full-on utsuge, with over-the-top depressing, edgy plot developments and endings.
                Past the average and trope-filled, but reasonably enjoyable common route, the game is at its absolute worst in Shiro’s and Megumi’s routes, the former featuring some comically-incompetent yakuza going after heroine’s father, and the latter a paedophile-murderer teacher who apparently managed to stay in the profession after brutally killing a student in broad daylight, with multiple witnesses. To say these scenarios make little sense is an understatement – they are utterly absurd from start to finish and at times plain uncomfortable to read due to the protagonist’s questionable behaviour. Or course, the worst of his actions are usually completely unavoidable (like the extremely messed up h-scene near the conclusion of Megumi’s route, but also the over-the-top cruel rejection he gives her in Shiro’s arc) – this easily kills the last bit of immersion the numerous plot holes and absurdities didn’t already murder. Yui’s route is mostly on the opposite side of the spectrum, being quite down-to-Earth and using a relatable theme of bullying, spoiling it slightly through the inclusion of some anime romance clichés (notably forgotten childhood promise), but being ultimately pretty sweet and satisfying. It also offers one of the two genuinely good endings present in the game, where for once no one dies or get traumatized for life (that's, of course, only if you make the right choices, as her worst ending is also notably over-the-top). The second positive conclusion available in No One But You is a major surprise – it shows up in Ryo’s route, which might at first look like a throaway scenario for those players that didn't manage to get any of the girls, but quickly transforms into a slightly vague, but still easily-readable BL scenario. Storytelling-wise, it’s arguably the best part of the game – it involves Ryo’s toxic family relations and the feelings of rejection and depression he hid under the façade of a cheerful class clown. Not a particularly novel idea, but still way more interesting than what rest of the VN had to offer and I applaud the dev's courage to include this kind of romance in an obviously male-targeted title.
                The last storyarc I didn’t address is Chinatsu’s route, notably written by ebi-hime (whose pen name was gracefully misspelt as "ebi-himi" in the credits). It’s a fully-linear scenario that is deeply intertwined with the protagonist’s backstory and is overall very competent. However, the main mystery in it is very easy to read, just with the clues offered in the common route and the storyarc itself suffers from the same problem Shiro’s and Chinatsu’s stories did – the overexposure to tragedy and over-the-top plot developments quickly makes you numb and kills the emotional impact the writer was going for. This is also related to the fact that the route, just like all the other ones, felt heavily rushed – with around 10 hours of content No One But You is hardly short for an EVN, but nowhere near long enough to handle five dramatic, complex storyarcs, or develop its cast of characters properly. In a way, it feels like one of those overly-condensed anime adaptations that cut and modify massive source material to fit it into tight screen time, to the point it loses any semblance of coherence or depth. The one, crucial difference being that Unwonted Studios have no excuse for why they let it happen, apart from chasing the unreasonable deadline they set out for themselves.
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No One But You’s visuals, and its production quality in general, are rather good for an EVN of that era, but can only do that much to compensate for often dreadful writing past the common route
 
One of the common complaints about No One But You is connected to its extremely shameless copying of JVN storytelling tropes and stylistics, to the point that even its language looks a bit like a fan translation of a Japanese game. To some extent, however, I think this criticism was overblown – while the game’s setup is indeed extremely iterative, adherence to tropes is not really a major problem past the common route. Also, some “inconsistencies”, like the use of honorifics, seem pretty deliberate – Japanese mannerisms show up mostly in really fun sequences of characters texting to each other, which emulate the style of writing teens would use in that context. While the game definitely struggles with its identity and writers had a hard time restraining their otaku sensibilities, I think even most reviewers would easily look past this if the core story wasn’t so kitsch and, well, plain stupid much of the time.
                One last thing that I should probably mention are the h-scenes – there’s one for Megumi, Shiro and Yui, but I’ll be completely honest that knowing in what context Megumi's scene happens and seeing one still of it on VNDB, I wanted nothing to do with any of it. As I kentioned before, all scenes were added to the game after release, along some other promised features such as the afterstories (those, BTW, in many cases added very little to the respective routes or even attached a new layer of stupidity and inconsistency to them, particularly in Shiro’s case), being more of a minor bonus then a selling point. Other illustrations might be less broken than the one I was referring to, but it’s still probably not something you should seriously take into consideration when deciding whether to give this game a try. And staying on this topic, I'm not sure I consider No One But You worth buying as anything more than a curiosity – it has its moments and won’t bore you the way the recently-reviewed Sakura MMO would, but reading most of it is still akin to watching a burning trainwreck, rather than genuine entertainment. If that’s what you’re looking for, or are interested in it because of its unique place in EVN history, feel free to give it a try, but… You’ve been warned.

PS On the final note, No One But You proved extremely difficult for me to rate. Above all, it's extremely inconsistent and its most off-putting elements are mostly confined to just two out of its five routes. On the other hand, even at its best it can only be considered decent (I'd probably rate Ryo's route, my favourite in the game, at a 3 or 3,5), while at its worst it comes very close to the absolute rock-bottom of awful storytelling available in plot-oriented VNs. If judged by Megumi's and Shiro's routes alone, it would indeed be a clear 1/5, just as Decay and Tyrael claimed in their Fuwanovel reviews. Thus, on the very limited scale I use here, I had no other choice but to give No One But You a 2/5. At the same time, I want to make clear that its actual entertainment value is slightly above other VNs I've rated this low, especially if you skip the cursed routes or read them just for laughs, fully aware of what you're getting into.

Final Score: 2/5

Pros:
+ Good character art
+ Decent common route
+ Yui’s and Ryo’s routes
 
Cons:
- Poor pacing in heroine routes
- Unconvincing, over-the-top plot twists 
- Mostly unsatisfying or illogical endings
- Frequent mistakes both in writing and visual assets
- Cliched as f***

VNDB Page
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