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…
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.
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.
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. 😉
Buy Bewitched on Steam
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