Friday, 24 January 2020

Fallstreak Review (Free Visual Novel)

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You probably saw many cataclysms in stories you’ve read or watched in the past. Disasters that were natural, technological or magical in nature, limited in scale or apocalyptic, resulting in short-lived crises or civilisation-ending. From Muv-Luv through Swan Song to I Walk Among Zombies, plot-oriented visual novels never shied away from presenting these kinds of scenarios, and along with literature, they’re uniquely positioned to explore deeper consequences they could have for both individuals and whole societies. 
                Fallstreak, a free game released on Steam on October 2018 as a debut title of a small studio under the name Centicerise Productions, is one less-common EVNs tackling this topic. It does so by focusing heavily on a group of people affected by such a catastrophic event – mostly average folk, crippled physically and emotionally by the mysterious Fire of Collapse that ravaged their isolated country without a warning or identifiable source. It’s also, generally speaking, a wonderfully-produced piece of VN that I’m wary of recommending to people due to its surprisingly extreme content and open-ended story, quite clearly meant as an introduction to its world and a prologue to future games utilizing the same setting. So, what are the main reasons to check it out, or to skip on visiting the fantasy realm of Socotrine at least until Fallstreak’s continuation shows up?
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The amount of stories-within-a-story and subplots that are never elaborated upon makes Fallstreak feel more like a prologue leading to a proper story than a standalone experience

Fallstreak’s Steam page claims that the game’s protagonist is Adelise Cotard, the daughter of Socotrine’s ruler and a little girl with a mind of an adult. Atypically mature due to the time she spends in the Golden Dream, a lucid dreamworld full of knowledge which she enters nearly every night, Ade is indeed the character through which we initially experience the story. These introductory chapters, rather relaxed and light-hearted, mostly follow her and her group of friends through some everyday situations – a normal life in which only physical scars some of them bear and occasional reminiscence hint at the dramatic past. However, she’s neither sole focus nor the only protagonist of the game. In its second half, when we start learning about other characters’ backstories and the details of Fire of Collapse though flashbacks, she’s not only pushed to the background but mostly absent, with crucial events taking place before she was even born. At this point, the game switches perspectives on a regular basis, focusing mostly on various members of the Lirit family, whose children are Adelise’s classmates in a private school for those orphaned or otherwise affected by the cataclysm.
                In the meantime, we’re also introduced to a ton of interesting information about Socotrine itself, a land isolated from the outside world by the apparently impassable, magical mist. Its impoverished, but stable history was shaken up by the arrival of a refugee convoy from beyond the barrier, around 20 years before the game’s main events. Bringing with them advanced technology and knowledge of the outside world, refugees affected drastically both the land’s political balance and the way of life of its people. Eventually, the convoy’s “Lost Children” revolted against the ruling aristocracy of Socotrine and brought in an era of prosperity. At the same time, the game opens many questions about their origins, actions after traversing the mist and their connection to the Fire of Collapse which nearly destroyed the whole realm. Adelise’s personal story is also apparently related to much of this, with the Golden Dream, her father’s dethronement of the Lost Children’s leader and her mother’s death all signalized as mysteries crucial to understanding Socotrine’s predicaments, although without many hints on how they’re actually significant.
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Fallstreak’s story turns bleak without much warning and introduces scenes that wouldn’t be out of place in the darkest of horror stories – it’s not a VN for those faint of heart

If this sounds like a lot to fit into a relatively short, 80k-word VN, it definitely is. I also skipped a number of lore details and subplots that could be considered spoilers, and as you can imagine, very few of those receive any kind of answer or satisfying conclusion. The game does not shy away from extensive infodumps and introducing character after character, many of them either signalizing stories that might be told in the future or being little more than exposition props. It also includes allegorical stories-within-the-story, told by various characters, which further draw the readers attention away from its actual plot-points and protagonists. At times the memorable, high-quality visual design and solid characterisation are main things preventing it from devolving into an incomprehensible mess. The unique characters and the sheer beauty of all visual assets make it easier to get immersed in the world and look past the absolute overload of story threads the game bombards you with, without ever tying most of them together. It's also impossible to deny that the setting itself and the mysteries associated with it are well-thought-out and rather imaginative, making you want to know more.
                While the pacing is definitely an issue in Fallstreak, the most problematic part might still be its tone: it often jumps from rather relaxing slice-of-life moments to unsettling mysteries, and then to over-the-top tragedy and absolutely grotesque violence. The aforementioned backstory of the Lirits is full of gut-wrenching moments, drastic enough to disturb even a relatively experienced and desensitized reader like me. I’m not sure all of them belonged in this story – some very much balanced on the border of absurdity and if they had a real narrative function beyond the sheer shock factor, it’s not clear at this point. It’s not a massive problem if you can handle that kind of content, but it definitely makes Fallstreak not an experience for everyone, especially because the intensity of these segments was not properly signalized by previous events and very much caught me by surprise.
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The visual design of Fallstreak is impeccable and helps a lot in fleshing out its characters and world, making them surprisingly memorable

If what I wrote so far paints a pretty bleak picture, it’s because Fallstreak’s problems could’ve been fatal if not for how just this polished and well-put-together it is. The prose and dialogue, despite the heavy exposition and anachronistic jokes that I’m not sure make sense in the setting, are very solid. Elements such as character’s speech patterns and personality quirks save them from being forgettable in the overcrowded storyline. And in the end, it’s the beautiful visuals and music that really make it stand out. The characters look distinct and expressive, while backgrounds and CGs are hard to take your eyes off. The assets are also pretty abundant for a free VN, with just enough environments, sprite variants and full illustrations to consistently keep things fresh. The original soundtrack is very climatic, with mostly sombre piano tunes underlining the sad reality of the game’s world. It all comes together in a way that I’m not sure I’ve seen in another free VN.
                So, ultimately, what do I make out of Fallstreak? It’s definitely not a bad game and the main problems it suffers from came rather from the developers being overly ambitious than a lack of effort. They definitely tried to fit too much into one package and didn’t follow up properly with new chapters. If I read it right and it is a starting point for a commercial franchise, we should already be seeing much more concrete signals about its continuation than the sporadic teasers present on the developer's social media. It’s not an abandoned project, considering I was directly approached by the studio behind it not a long time ago and the latest updates on the continuation are fairly recent, but whether you should read it depends mostly on whether you’re ok with reading a story that is essentially unfinished (and is going stay like that for a while), and whether you're willing to deal with its grimdark elements. For me, it was definitely worth the time I’ve spent reading it and as a free VN, that time is all it will ever ask from you.

Final Score: 3/5

Pros:
+ Beautiful visuals
+ Climatic soundtrack
+ Memorable main characters

Cons:
– Frequent infodumps and clunky exposition
– Gets over-the-top with the brutality of the backstories
– Feels more like a prologue than a full story


VNDB Page
Play Fallstreak for free on Steam

Friday, 17 January 2020

Chemically Bonded Review (English Original Visual Novel)

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Ds-sans is a British VN developer whose work I've been following since the times I started writing my blog, first being charmed by his free romance game Sounds of Her Love, (check out my review of it here). Released on Steam March 2017, this very tame and heartwarming, small love story was extremely by-the-numbers and rather cliched, but stood out through its solid execution and likeable heroine. Later, I’ve checked out this author’s first VN, Lost Impressions, which also proved enjoyable despite being something of a mess visually and including edgy story elements typical for many beginner VN writers – a rather standard amateur project, but showing traces of genuine talent.
                As you can imagine, I was quite interested in reading ds-sans’ first commercial VN, Chemically Bonded, announced and successfully crowdfunded in late 2017. It promised to continue the wholesome, romantic climate of Sounds of Her Love, but with a more in-depth, branching story and better production values – pretty much a product catered exactly to someone like me, who enjoys fluffy slice-of-life content in VNs over pretty much everything else. After a full year of delays, the game finally came out on November 2019, proving to be… Very much a mixed bag. But, what could go wrong with a project this straightforward and one with such a promising background?
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The game is full to the brim with trivial internal monologues from the protagonist, narrating mundane events and expressing the same exact sentiments towards the heroines over and over again
 
Chemically Bonded is a story of an unassuming Japanese high-schooler, whose boring routine is turned upside down when he’s invited by Kiyoko, the best student in his school, to join the science club. With her being the only other member, the protagonist is pretty much guilt-tripped into accompanying her in the various “club activities”, and by this is thrown right into the center of a conflict between Kiyoko and Naomi, the captain of the track team and quite likely the most popular girl in her year. The two heroines, formerly friends, fell apart in a dramatic manner, and our lead takes it upon himself to bring them back together. Here we encounter the first of the game’s major issues: the (nameable) protagonist is the blankest of blank slates, with less background information and personality than the average male lead in a Sakura game. He apparently also doesn’t have anything going on in his life apart from dealing with Kiyoko and Naomi, as we never observe him interacting with his family or other people in school in a meaningful manner. This really detracts from the experience, as even the Sounds of Her Love protagonist, still arguably a self-insert, had a decently-defined family that played into the story and provoked fun dialogue, making him feel like an actual person. His characterisation also made it somewhat clear why he connected so well with the heroine – here, there’s pretty much nothing meaningful that can be said about the lead and it’s hard to tell why the girls are even into him.
                There’s one more, deeply problematic thing about the protagonist, which is also the biggest issue the whole game suffers from – his monologues. While visual novels strive on dialogue and meaningful interactions between the key characters, Chemically Bonded’s idea of core VN content is overly-colourful narration of trivial, everyday occurrences, and constant repetition of a few uninspired statements about the heroines’ emotional state and the protagonist’s intention to help them. It’s very hard to fully communicate just how broken the game’s writing is in the first two acts (first 3-4 hours of the game) and how much it damages the pacing of the story. Moments that push the plot forward are drowned in countless lined about dust particles dancing in the sun or descriptions of how deeply heartbroken either Kiyoko or Naomi is. It also borderline-ignores the visual input of the game’s assets, often describing things that are in plain sight or obvious from the scene’s context. The situation improves significantly after the breakthrough is achieved in the conflict between the girls and they start interacting with each other a lot more, but the experience of getting to that point is generally not that great.
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Naomi’s tsundere persona wouldn’t be a problem if it wasn’t this exaggerated and inconsistent – even with all the explanations for her behaviour, she’s just not relatable or endearing
 
Another thing that starts broken and gets (slightly) better over time is the tsundere heroine, Naomi – in the opening segments, she’s juggling at least three different personas in a completely incoherent manner, switching between abusive, boastful and flustered modes in a way that is neither believable nor amusing to watch. The game makes a point of her initial behaviour being fake, but this doesn’t help it feel any more fluid or cleverly-written, and even the overall very talented Amber Barile, who voices the character, couldn’t make the confusing, stuttered dialogue sound right. This also changes after the second act, when Naomi mostly drops the pretences and only playfully re-enacts elements of her “tsun” persona, but it’s a bit too little, too late to make her arc truly satisfying. Kiyoko, on the other hand, is a fine heroine – the science theme in her story is paper-thin, rarely going beyond chemistry puns, but her cheerful personality and her relationship with the protagonist are fairly believable. As someone heartbroken and isolated from her former friends, I can see her falling for someone who treated her without judgment and offered his support. At the same time Naomi, essentially a school celebrity, have very few reasons to show her “dere” side so quickly (it’s there nearly from the beginning), especially if we consider that the game’s plot plays out literally within a few weeks. If I have any problem with Kiyoko, it would sadly be her VA – at the beginning, she sounds more like a small child than a high-schooler, and even later her tone and mannerisms hardly match the sharp, energetic personality the game is trying to communicate. Voices of the secondary characters (all dialogue in the game is voiced), by the way, are just fine – nothing more and nothing less.
                If you’re waiting for me to stop complaining, we’re nearly there, but… I have to say a few things about secondary characters and cameos. While the Sounds of Her Love heroine Ceri showing up is pretty fun (also because she’s simply an endearing and well-designed character), other supporting characters which received sprites (three in total, random schoolmates/teenagers Ken & Sae and a teacher, Mr Kabeer) didn’t seem to serve a real function in the story. They were sometimes used for humour, but most of the jokes didn’t land well enough to by themselves justify their presence – all three feel more like artefacts of the development process that planned for their inclusion early on and then failed to find a proper role for them to play. In a way, this is also the feeling the whole Naomi route gives out – because of how the game was conceptualized her romance arc was necessary to make, but I haven’t seen in it an actual idea on how to execute it in an effective and cohesive manner. The supposed feelings between her and the protagonist show up practically out of nowhere and most scenes with her are narratively empty, adding nothing to the story. In result, it simply doesn’t work as a romance plot, in contrast to the reasonably satisfying Kiyoko’s arc, which is maybe still a bit rushed, but goes through all the steps necessary to get you emotionally invested in the relationship. Starting with Naomi’s scenario was both a curse and a blessing for me, as it initially soured me towards the whole game, but also let me skip a lot of repeated narration while reading Kiyoko’s arc and fully enjoy its genuinely good moments, which are basically the best narrative elements of Chemically Bonded. Naomi is also much more tolerable as a secondary character and honestly, she should’ve stayed as such, with Kiyoko’s story getting more development.
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The one thing Chemically Bonded definitely got right is the visual quality and aesthetic – if only the story was this consistent...
 
Reminding me slightly of PixelFade’s Crystalline, the thing that works the most in Chemically Bonded is its visual quality – being something of ds-sans' speciality, the level of detail and visual cohesion of all the assets are pretty great. The heroine sprites have a very good degree of variation, with clothes and hairstyles changing depending on the situation, along with a proper set of facial expressions. It’s clear a lot of effort went into this aspect of the VN and it all helps to offset the very limited number of dedicated CGs (11 in the whole game), mostly present in the introductory scenes and crucial romantic moments. I think a few of the more casual scenes also could've gained a lot from some additional illustrations, but the quality of what’s already there is hard to argue with. Many immersive details, like a believable smartphone interface showing up for texting and calls, are also present in the game, even though I feel they weren’t used to their full potential. For example, it’s a shame that text messages the characters exchange aren’t more involved, as it would be a great method to expand on their relationships without using the expensive, voiced dialogue – these, however, are nitpicks rather than serious complaints. The game’s original soundtrack is overall very good, although at times misused: while I fully enjoyed the ambient themes in more relaxed parts of the game, when the heavier moments kicked in the music tended to go overly-dramatic, to the point of distracting me a bit.
                What are my final thoughts on Chemically Bonded then? When I started reading it, I was genuinely afraid it will prove to be a complete waste of time, but Kiyoko’s arc ultimately proved satisfying and I’m willing to recommend the game just so you can experience it. Naomi’s romance is better left ignored and because that means skipping quite a lot of content, it’s probably a good idea to wait for a significant discount before buying this VN. At the same time, I’m pretty sure that ds-sans himself is very much aware of the problems CB suffered from and he’ll be able to correct his mistakes in his future project – despite this one definitely being a disappointment, I’m very curious what he’ll come up with next.
 
Final Rating: 2,5/5
 
Pros:
+ High-quality, stylistically consistent visuals
+ Good soundtrack
+ Kiyoko’s arc
 
Cons:
- Poorly-written and bloated narration
- Weak pacing in the first half of the story
- Weak and inconsistent characterisation of Naomi


VNDB Page
Buy Chemically Bonded on Steam

Friday, 10 January 2020

Bewitched – that visual novel I've helped proofreading & other games by Graven Visual Novels

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Today I wanted to talk a bit about an interesting project, and one that provided me with a unique opportunity to, for the first time, act as a proof-reader and do minor editing for a sizeable VN. Because of this personal involvement, this won’t be a full-on review, but more of a loose rant, highlighting both the worthwhile aspects of the game and my somewhat-peculiar experience with it. The VN in question, Bewitched is indeed a rather interesting one, as all games by Graven Visual Novels are – just as they are weighted down by extremely awkward translations from Russian and inherent flaws of their author’s prose. This time, however, the developer made their first attempt to work on properly polishing the game’s English script with the help of a few volunteers (including my gloriously dyslectic person). This move was quite likely inspired by the discussions I had with them regarding their previous projects and the problems with their English versions. If my involvement in the EVN scene ever made a tangible difference, this is the most concrete example of it, and I hope you’ll be willing to join me as I briefly explore what that difference actually is…
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Gruesome and featuring a memorably grim story, Silenced had a lot of potential that was never fully realized, mostly due to its writing and poor translation
 
I’ll be very blunt: Graven’s first game, Silenced: The House was something of an amusing trainwreck. Its interesting artstyle and effective gore were combined with edgy, needlessly flowery writing and rather awful English, creating an experience that was nowhere as fun to read as it was to look at. The general idea, with a villainous protagonist luring a group of obnoxious teenagers to meet their doom in a haunted house, is the kind of cheesy fun I genuinely enjoy, while the amazing amount of well-stylized art could easily make it an absolute treat. The clunky user interface, most quality-of-life features typical for visual novels missing or broken, underlined the fact that its ideas and efforts of the visual artists were simply squandered by poor execution of all other aspects of the game. The end effect was something I didn’t hate, but still had a hard time recommending to anyone.
                The studio’s second project, Still Alive, was more competent from the technical standpoint, but repeated all the other issues that plagued Silenced: occasionally confusing script and English that was well below acceptable levels. This time, the consequences were more significant: as it tried to catch people’s attention on Kickstarter, neither the project page nor the demo could gather the confidence of English-speaking crowd and despite the unique premise and once more decent art, the game barely reached half of its funding goal. This was something I was personally a bit sad about, as the sci-fi horror and yuri elements were very in-line with my taste and I expected to enjoy the end product quite a lot if the game hasn’t been cancelled.
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Terminator-like, post-apocalyptic setting of Still Alive showed quite a lot of promise, especially because Graven were never afraid to go really dark and grotesque with their games – even in the demo, some events and enemy designs were genuinely unsettling
 
It wasn’t that long after the Still Alive’s Kickstarter failure that I was surprised with a proposition to help edit the script for Graven’s newest project, a game named Bewitched – a story about a young boy becoming an apprentice of his Aunt, a powerful witch and potion maker. It was by most measures a stark departure from the studio’s grim horror stories and while working on the game’s text, I couldn’t help but enjoy the change in stylistics. The English script, however, was once more a giant mess, with me and another volunteer editor (who I had no contact with) tasked to make it readable within a pretty short timeframe. The effects were, as you can imagine, pretty ambivalent – a major improvement on the original draft that was still not fully up to standards I would usually like to see from a VN. While I’m really satisfied with some of the things I’ve done while polishing the text, a lot of awkward sentences and even occasional typos slipped through. Ultimately though, after seeing the final game, I think we managed to make it reasonably enjoyable to read, at least not less than the Russian original likely is, which makes the game something I’m willing to recommend. Maybe if I wasn’t involved, someone else would step in to do the proofreading, but there’s also a chance I’ve saved this game from being more or less lost for the English-speaking audience, and that is honestly quite a good feeling.
                And speaking about the game proper, Bewitched getting destroyed by a bad translation would be a genuine shame. While working on the text, I wondered how certain things would be portrayed in the final product, but I didn’t expect the art to be this detailed and vibrant. Some of the CGs and backgrounds are honestly stunning for a tiny indie game like this – visual quality was always Graven’s strongest side, but Bewitched still managed to be a major improvement in this regard. While from the technical point of view it’s still not perfect, mostly because of not being made in a dedicated visual novel engine, its story is fairly linear, without much reason to fully replay the game and really feel the absence of some quality-of-live features, such as a precise skip-read option. While some branching is present, it’s fairly minimal and mostly related to how you approach certain puzzles in the point-and-click adventure game sections. The interactivity, by the way, is pretty significant, so the game might not be a good pick if you’re not into exploring environments and completing tasks through various interactions – while there are many “pure” story sections, especially dominating its later chapters, you’ll spend a good portion of the 4-5 hour playtime collecting ingredients and exploring the protagonist’s aunt’s house.
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Bewitched created an effective vision of a wacky, danger-filled magical world – one colourful and cheerful at first look, but featuring plenty of dark undertones
 
While I stressed the stylistically change between Bewitched and Graven’s previous projects, it doesn’t mean the game is all sunshine and rainbows. Like in the studio’s previous titles, there’s a plenty of ways to get the protagonist killed and there are intensely dark moments to its story and setting, along with some disturbingly grim humour. You can easily feel that the story was ultimately created by the same team, still holding very similar sensibilities and whether intentional clashes between the colourful visuals and edgy plot elements will bother you is very much up to personal taste. For me, it’s still quite enjoyable, especially when presented through more-readable English than Silenced and Still Alive. It’s also not a deep experience, with neither the story nor characters being particularly complex or meaningful, but it’s fully functional as a silly adventure tale and at times genuinely imaginative.
                In the end, while I’ll refrain from giving Bewitched a rating, I think it’s definitely the best title Graven produced so far and something well-worth the 5$ asking price. It will also always hold a special place in my heart, as I’ve learned some valuable things through my involvement with it. So, give it a chance – and if you ever think editors did a questionable job polishing certain VN’s text, remember that you don’t know what they were starting with. 😉

VNDB Page
Buy Bewitched on Steam