Tumgik
#very unique experience of a vn. love love love it
simikae · 5 months
Text
Tumblr media
four hundred and ninety yen
228 notes · View notes
kastelpls · 9 months
Text
steam visual novel fest sale recs
i like visual novels and there's a vn fest going on, so here's a thread on titles i like:
ELIZA
https://store.steampowered.com/app/716500/Eliza
i recently finished this title and while the topic is certainly relevant, what drew me more was how it depicted the traumas of tech startup culture. whether intentional or not, the dreams and aspirations of tech workers to solve problems become tainted by capital and hubris.
the protagonist is jaded as fuck because she's seen her creation take over the world. but she's not as melodramatic as dr frankenstein; she is still gauging how things are going. her alienated view on the world around is intoxicating and i really found the pov very charming.
the experience of playing this game made me feel like i've returned to my unpaid internship days for better or for worse. it's a story that will forever remain relevant until silicon valley and the tech industry as we know it are over. wonderful title.
SeaBed
https://store.steampowered.com/app/583090/SeaBed/
i have personal stakes in seabed since i'm one of the two non-translators credited to bringing this yuri vn overseas. my bias aside, i think this is one of the most unique video games of all time.
you follow a bunch of adults aimlessly wandering around as the world around them reflects their mental states. things just happen, but everyone takes it in the most matter-of-fact fashion. the writing is intentionally tedious at times because it is in love with the mundane. it's a story all about grief, but it is also about how to approach the ebb and flow of life.
as a friend once said, "it's a mystery where the characters don't realize they're in one." or as i like to put it, "a mystery in search of a mystery".
Christmas Tina
https://store.steampowered.com/app/1049100/_/
set in the notorious bubble era of japan, this may look like a romantic encounter between a chinese dude and a japanese girl at first glance. however, it drops that premise by having them squabble forever and not learn each other's languages.
the game is instead about minorities struggling to survive. the chinese guy left china for various reasons and wanted to make a name for himself while the japanese girl got into a car accident with a person engaged in the sex trade because she was looking for money to pay for her sister's surgery. later on, you'll read about different chinese members, a woman raised by a chinese-japanese couple, and other interesting people that make up japan today.
if there is a game i like to credit for inspiring my interest into connecting with my traumatic chinese history again in my own writing, it's this title. there's a section that surprised me because it was, after all, a title mainly developed in china and it's still very recent history. but i'm glad the developers took the risk and it's an impressive episode.
i'd seriously recommend this game if you haven't tried it. it's seriously a sleeper hit.
Chuusotsu
https://store.steampowered.com/app/630870/Chuusotsu_1st_Graduation_Time_After_Time/
the first of an ongoing series, chuusotsu 1st is about a bunch of middle school graduates who can't graduate into high school for various reasons. stories about their traumas are interlinked with the chaos of japanese social media.
likewise, it's also about trying things that they are scared to try. the protagonist is an anxious girl who wants to do art, but she keeps failing at socializing. she's cute.
The Great Ace Attorney Chronicles
https://store.steampowered.com/app/1158850/The_Great_Ace_Attorney_Chronicles/
since this was featured in the festival, i might as well give it a shout. this is more an adventure game in the Ace Attorney series, but i consider it to be the best game and everyone should play it.
it explores a historical period dear to my heart: the era of meiji japan and victorian england. here are two imperialist nationstates, but the latter is stronger than the former and is secretly dictating how japan should behave.
not only does the game explore this colonial dynamic but it also looks into how racism functions in the british justice system. any pretense of democracy and fairness is ultimately failed when the british jury sees the protagonist and calls him an ape.
i credit the final chapter for changing my dissertation thesis when i was still doing my masters. if i ever do a phd, i'm going to continue studying the history of international students and what it reflects about us as a humanity.
Return to Shironagasu Island
https://store.steampowered.com/app/1156990/Return_to_Shironagasu_Island/
a surprise doujin hit in japan, this visual novel written by an ex-mystery writer is very old-school to a fault. you are exploring one of those MURDER ISLANDS and there's orthodox mystery tricks, but it's well-executed.
the main star is neneko who's a little cringe beast. she's cute.
games i've heard are good but haven't played yet
Bustafellows
Taisho x Alice
The Flowers series
Symphonic Rain
Tangle Tower
Fatal Twelve
Furikake Spacy
A Year of Springs
Narcissu 10th Anniversary Project
2064: Read Only Memories
Analogue: A Hate Story
if you are looking for more recommendations on steam, i have a curation page.
50 notes · View notes
perfectlovevn · 2 months
Note
(i'm so sorry, i'm not sure if you accept reviews or not so feel free to ignore this)
Helloo!! I'm brazilian and i'm still learning english so forgive me for any grammar mistakes. I've gotten all endings (i guess- please let me know if i missed anything!) so here's my review of Perfect Love! ♥
I loved this game sooo much! I never played an visual novel with a mean main character and it was just amazing. The trope of ''us'' being the actual villains is very interesting and it made the game super unique! It's also pretty obvious the amount of effort and hard work that's in the game, I was impressed by the quality of it all.
The music and sound effects are pretty good, I loved it all! The artstyle is very pleasing to look at and the black/white/grey contrast with Milo's blue/red eyes are such a nice touch too. I also loved the amount of easter eggs (you couldn't imagine the face I made when I named myself 'Ren') and secret endings/scenes.
Fortunately, when I first played, I knew nothing about the game nor about Milo (which I believe made the experience better since everything turned out to be surprising) and the endings were really good. Through the gameplay, I've encontered one grammar mistake (which I forgot to screenshot it, sorry) and one sprite glitch but nothing that made me annoyed.
After finishing the 8 main endings, I decided it was time to look a little bit on the official Tumblr's page of the VN and that's when I decided to test out all of the easter eggs and that's when I discovered the secret scenes.
So, to summary it all: absolutely 10/10! I can't remember the last time I had so much fun playing a game and being so invested in unlocking all of it's content! I was flabbergasted when I lost all of my endings heh
Please let me know if I missed anything- I'd be more than happy to clear the game entirely.
Tumblr media
Hello there! I love reviews. On my other blog I always write recommendations/reviews for other vns, so I'm always open to seeing what people like and dislike about the game. I hope you don't mind that I'm just gonna mash these two asks into one ask.
Thank you! I also think that a lot of vns don't always focus on being the bad guy in the story and those that do I usually enjoy quite a lot! I'm glad you like the quality of it, it was a lot of fighting renpy and it's UI because I have a one sided rivalry with the base renpy UI. I tried to make it look good though I think I maybe should have attempted to redraw some of the sprites for Milo (for like the third time).
For the art style itself, I actually did it in black and white because it was originally for the 2023 yanjam and I wanted to make a style that wouldn't be extremely tiring for me, and I really like lineart so I made everything in black and white (and also because I'm lazy, I say as I animate half of my assets). The red and blue really make it pop at the end since it's one of the few time color is used in the game. I love when people put easter eggs in their game and I know of a lot of yandere vns so I wanted to put in a ton! I'll probably put in even more in the update when I get all of the extra stories done because putting easter eggs like that is very fun.
Having no knowledge of a game is always a good way to be surprised about the premise and I think it definitely was something good in your case too! For the grammer/ sprite errors if you do ever play or remember what they were, please let me know. I'll try to fix it in the next update if possible.
It's always so nice seeing that people like my game though! I tried my hardest to make it a worthwhile experience and considering it's (technically) my first game, it really makes me happy to see that people really like it! Hopefully it doesn't have too much of the first game amatureness that tends to come (nothing wrong with it, but I hopefully have showcased I kind of know what I'm doing, I say, sweating profusely) .
Yup! That is all of the scenes in the game so far. At least that you can access. If you look inside of the code, I actually have two scenes that I put in there. One of them is pretty much a test scene featuring the character from the next game I'm making, and the other is a special scene where you go to Milo's apartment. You can't access those in the main game, but you can play them if you edit the code a bit.
Basically (for those who don't know), all you have to do is put "jump" and then the name of the label afterwards (so for instance if the label is "rabbit" you would put "jump rabbit") after label start in the code. The two scenes that are not accessable in the game are the last two scenes in the script.rpy file just to make it easier for you. (I put a note that says like "#I'm very dedicated to my craft I say as I disect Milo and then beat him with a stick" because I'm sorry Milo, you deserve better)
But yes, thank you for taking your time and writing your long review! I love it so much.
13 notes · View notes
blacktabbygames · 11 months
Note
Hello! I'm interested in Game Dev but have practically no experience. I love Scarlet Hollow, it's so unique, well-written and has wonderful art.
How did you start Scarlet Hollow? What were the first steps? What would you recommend to someone just starting?
It's hard to answer this question without knowing what sort of background you have in writing/art/programming, so I'm going to answer assuming you have a loose baseline in all of them! If you want to make a visual novel, the built in tutorial for ren'py explains pretty much all of the features you'd need to get started, and the installation comes with a very small game that you can examine the code for to get started!
Start with very small projects (to give a VN example, one scene, one character, only a couple of choices) This'll help you get a sense for what it'll be like to work on bigger projects, and help you learn as you go! I think the most important question is deciding out what sort of game you want to make, figuring our what pieces go into making that sort of game, and putting it together piece by piece In terms of Scarlet Hollow specifically, we had a loose story we wanted to tell, and both of us have had pretty thorough writing/narrative design backgrounds!
29 notes · View notes
chemicalbrew · 5 months
Text
2023 game list, part 1: I love complaining!
Once again continuing what has become an honorable tradition thanks to @smash-64 💜
I tried to promise myself I'd be more organized this year, trying to take notes after I beat things, making lists and gifs and everything, as it has become a consistent yearly undertaking. In truth, what happened is that I felt more overwhelmed by this than I did the last three years. The best explanation I can give is a combination of two facts: this year, while not particularly worse than what came before, still saw my confidence in myself tank a bit (i.e. What does this matter when few people read it and I don't bring much things of value to the table?)...
And the fact that I played very few games that really stuck with me, that I enjoyed enough to see through to the end and feel like that had merit, for a lot of the year. When that wasn't the case, it was more than likely I'd been on my nth playthrough of Katana ZERO of the year (more on that in a later post, hopefully).
I probably need help, don't I?..
games I played, but don't have much to say about at the moment without being prompted, aside from 'I kinda liked them, I guess', ordered best to worst:
Purrfect Apawcalypse trilogy (2019-2021) - series of VNs that's genuinely just good fun as you find yourself attached to the characters before you know it. You'll know if this one is for you at a glance. Also, this is how I found out about Panel Royale! LOL
The Witch's House MV (2018) - good old RPG Maker horror with a few decent twists. The remake has good QOL changes.
Gunbrella (2023) - the plot might be forgettable, but you get a gun that's an umbrella! What's not to enjoy?
Donkey Kong Country 2: Diddy's Kong Quest (1995) - I played this game, but only in the most technical sense. Literally cheated the fun out of it - either that, or this platformer style is not for me.
Coffee Talk: Episode 2 - Hibiscus & Butterfly (2023) - the most upsetting entry on the list. The writer behind the original game has passed away, and his absence is felt keenly even if you're not aware of the fact - because this sequel lacks charm.
Turnip Boy Commits Tax Evasion (2021) - yet another of those cheap and short indie 2D Zelda clones. The definition of the word meh.
Irisu Syndrome (2008) - a unique free puzzle timewaster. Tries to have a story and fails.
dishonorable mentions (the part with the most complaining)
2064: Read Only Memories (PC, 2014) [♪ Home (Not) Sweet Home]
Starts off decent enough, doing the bare minimum to string you along the mystery (which, for most people with standards, wouldn't even be good enough, but I was willing to stick with it for the sake of the neat audiovisual presentation).
As soon as the murder scene is revealed, however, the main plot starts to fall apart, and the longer you spend with the game's writing (which seems to go on and on forever) and characters (about as flat as a pancake fresh off the pan), the more bleak and yawn-inducing they seem (including Turing, who just took longer than everyone else to annoy me).
Do yourself a favor, play VA-11 Hall-A (which this game gratuitously references) instead. You'll get all the benefits of cute pixel art and upbeat soundtrack, but with an actually good story\character cast to match. I swear it says something about 2064 that one of its most exciting moments was seeing throwaway lines from a VA-11 character!
Ori and the Blind Forest: Definitive Edition (PC, 2015) [♪ Climbing the Ginso Tree]
This is a game that won awards back when it came out almost a decade ago. Unfortunately, it feels like it was made to win awards and little more. While the credits scrolling up the screen tried to convince otherwise - with the usual special thanks given to families and pets of the developers - I sat there, unsure of what I was supposed to take from this experience (once again, the less words you try to use to tell your story, the more it usually suffers!).
The heart of any platformer is its movement systems - and, while eventually Ori's tools open up just enough to make you feel at least a little free and alive in its world, they also never go beyond what is almost painfully typical. Double jump, wall climb, ground pound, glide, charged projectile? None of that is going to wow anyone. The way it comes together is not too pleasant, either - Ori's too floaty and the obstacles before him, while painted with a talented stroke, are too unclear in their presentation to make for truly fun traversal. The exception to this is the escape sequences - sure, a lot of the time they're not much less frustrating than the rest of the game, but they're definitely more memorable, to the point where the accompaniment to one was the only part of the soundtrack I could think to showcase.
I don't regret the time I spent on this, per se, but what I can tell you is that it probably didn't deserve the awards. Also, the way the wall jump worked was annoying! Pushing towards the wall to do it feels very counter-intuitive, and with this I found that I much prefer when games have you face away from the wall to register wall jumps, or do not require you to press a direction at all.
Celeste (PC, 2018) [♪ Checking In] + Celeste Classic (2015, played as part of full game) :)
I was in high school when this made waves. I pointedly feigned disinterest as it splashed all over the internet, while making sure to download the soundtrack quickly and listen to it - more than occasionally - over the next three or so years. Lena Raine's work carried me through my school years and empowered me, and all the while I hadn't a clue what playing the game is actually like.
Those were the better days.
Now, the things about this game that seem to appeal the most to a lot of people are how refreshingly simple Madeline's moveset is and how much the game respects your time with death transitions and reloading, and the story it tells through heartfelt cutscenes and gameplay working in sync. To which I boldly say... none of those things are good enough.
Having to climb and manage your stamina adds another layer to navigating the rooms, sure, but to my simple ass, that's one layer too many. To the game's credit, there's a setting to make climbing toggleable instead of requiring you to hold down the trigger, and using that was the only reason I managed to push past the hotel and Oshiro (call me a scrub, it was genuinely overwhelming otherwise), but it still did nothing to change how I feel about this mechanic fundamentally.
I get it, it adds precision and verticality to your movement, and, seeing as you're literally supposed to be scaling a mountain, it's more than a natural inclusion... but its existence did nothing but add pressure for me, somehow. I would frequently forget it's an option at all before realizing the room in question expects me to utilize it. Instead of feeling like climbing expands my options, I felt constricted and awkward.
My second issue is much simpler. I'm a spoiled brat, and Celeste's respawning process involving that annoying whoosh sound effect and a transition that, yes, takes only about a second, but is still not quite instant, was not good enough. I recognize that having it be truly instant would not be ideal, either, but I can't help but wish that was the case.
As for the story... It underwhelmed me even back when I was doing surface level research at the time of release, and it's not impressing me now. It's okay, and I recognize why it would resonate with people - the themes of self-acceptance and resolve are plain to see (and just as plain to mull over). But in my time with the game, Madeline never began feeling less like an avatar for my failures and more like an actual character, never changed into someone I would truly like.
By the time I reached the Mirror Temple, I was certain that this game, in most respects, is just not what I would ever want. I pushed towards the summit anyway, and left it feeling profoundly... nothing.
However... Celeste Classic did not have any of those things! That little prototype gem of a game wastes zero time trying to set the stage and make you feel things with ~a story~, doesn't give you any opportunity to climb whatsoever, and neither does it waste your time having the screen fade to black when you die! And these three things, I reckon, are key to why this smaller version, that's supposed to just be treated as an Easter egg now, a relic of the past, and to be forgotten in favor of the project it grew into... resonated with me so much more! I beat it twice! It's lovely! It's what I actually needed Celeste to be!
IT'S COMPLICATED
AI: The Somnium Files (PC, 2019) [♪ MonzAI] + AI:TSF - Nirvana Initiative (PC, 2022) [♪ Nefarious Institute 1]
Tumblr media
You know how they say not to judge the book by its cover? This is a story of me learning (once again) to judge a game neither by its reception nor by the credentials behind it. When I plowed through this duology, I came to understand that sometimes, lightning might strike just the once.
Of course, most of my bitter feelings about it stem from just how miraculous of a fuck-up Nirvana Initiative ended up being as a sequel (it's impressive how much it had to twist everything its predecessor stood for to even have a chance at making a mediocre point!), but a lot of the disappointment came from the way the first game carries itself in general, and maybe even from the presence this game has among fans. 'Oh, if you want more of the magic and mystery that you so enjoyed in Zero Escape, you have to try this! It'll be just as good!'
I should have had my doubts from the start, given how little I had enjoyed the ZE series after 999. AI1 flounders in many things, like its obtuse, deeply unfun gameplay loop - most of which is pressing random buttons until you see the most ridiculous shit present itself. There's also the overt reliance on stale and perverse jokes, and a story that can barely do much except trudge to the finish line and attempt to convince you the journey was worth it with a trite dance number, of all things.
But the thing is… even with all that, the first entry was somewhat compelling during its runtime, though most of that comes from its bold novelty. The idea of taking advantage of the surreality of dreams to find deeply concealed truths is fun to occasionally ponder, and there's just enough fluff to the places you visit and things you do to string you along for the ride (though having to check the same spots for flavor text on each revisit to very little results is a deep annoyance I have with both entries). The characters actually got a chance to grow (if not by much… this series' urge to be immature at every turn is nothing short of ruinous, sometimes), and their designs strike a wonderful line between outstanding and cringeworthy that makes them just… stick out in your brain, you know?
So while I thought the song and dance (both the literal and the metaphorical) were ultimately not worth much, I was still convinced, fooled by the magic just enough to see things come to an end; and the resolution itself was satisfying and believable, if nothing else. And with how exhausted I felt reaching this point, I figured that'd be enough.
To me, AI1 is all about finding shards of diamonds in the rough, and it doesn't surprise me in the slightest that its fandom runs away with what little they have to try and improve on it (and often succeed). As such, you'd expect its sequel to take advantage of how much room there is to grow, capitalize on this chance to refine things, and use the few strong themes the original presented (value of bonds and family made both by blood and by choice, finding those you can rely on to carry what you have done forward, etc)... right?
Um, yeah, turns out it twists over itself even more than I'd already thought possible in order to make sense (not to mention seemingly forsaking most of that mess right at the true end in order to approach the established universe from a contrived meta angle). If AI1 can be described as having extremely unrefined gameplay coupled with a decently intriguing story, NI is just about the opposite of that.
While I'm glad they bothered to make exploring the dream worlds enjoyable this go around, there's no way in hell that makes it worthwhile to bear witness to the innumerable ways in which this mess of a sequel sullied the already weak foundations laid down by its predecessor. When I had finished that game, I wrote, on impulse, that 'I haven't been this confounded by a sequel's existence since Chrono Cross'. It just… did not need to happen, like, at all.
Nirvana Initiative posed to me one of the worst questions you can have while playing a game, which is…
'Why am I doing this, again?'
Let's be real, it was mostly for the soundtrack. Unlike AI1, this game had passable music! Though having to watch ANOTHER dance number (like half a dozen times, actually! and no, there's no skip button!) just about had me gagging.
That's not even the worst part about that sequence, no - that would have to be the way it almost actively ruins and undermines what's probably the only passable character arc in NI (and even then, you have to squint hard for it to pass your judgement, given how it starts... gotta hand it to this game for managing to have multiple relationships with genuinely questionable setups involving uncomfortable age gaps).
I wanted to feel touched by the new, somewhat expanded narratives, I wanted to see the world grow a little, despite all the grievances I was certain I would have... But not even halfway through the plot, I realized that my true wish was to just move on. I think that's what I'll do here, as well, as even reminiscing on this chaos is quite dreadful.
Tumblr media
Xenoblade Chronicles 3 (Switch, 2022) [♪ Agnus Colony]
Tumblr media
Don't become prey and victim to your own expectations - or to bad advertising.
Xenoblade is a special series, full of wonder and power. Words fail me this year, as they did the year before, when it comes to describing how much of an impact these games - the second entry most of all, a game I think about now and then with a bittersweetness on my heart that I oddly never can get enough of - had had on my mental well-being last year. They might as well have saved me back then, and while getting to experience them was something I'd been planning to do for a while, the specific circumstances it all had happened under were just so special, so exceptional, so wild, that it's hard to think of those days as anything but a gift.
And yet, there are plenty of things in this particular journey I still have to reconcile with. I never settled on what my impression of 1 is, in the end (or, some might say, I never properly played it); I could use a fresher look at 2, and… I never, ever, will finish Xenoblade Chronicles 3. It's a game I once had hopes for, but nowadays don't ever want to think about.
I thought it a privilege, of sorts - the fact that I was there to witness (and acquire) a brand-new release in a series that became dearly important to me. I ended up hearing many things - the trailers, the rumors, the leaks. They all spoke of a definitive resolution to the series, of levels of refinement never seen before, of intrigue so big you can barely take it, of key character appearances we were all dying to see.
Turns out most of what we were so eagerly expecting came with an extra price tag.
The base game of Xenoblade 3 is a mirage, a mere shade of what came before it. The environments are open and vast, but they look more drab than ever - and with the new autowalk feature, it takes even less time to get sick of it. The music takes you on a journey, but you forget what it sounds like far sooner than you'd prefer. The battle system promises lots of options and a nice learning curve, but it only overextends, overwhelms and forces you to grind. The cutscenes look every bit the part of a Xenoblade story, but meander and stretch things out to the point of boredom, which means none of the characters get enough time to grow on the player, either… Though a lot of them would probably go nowhere even given all the time in the world.
And the setting as a whole? Well, it's a simulation, so who cares about it feeling unique or fun? That's the point, the game says, you're supposed to empathize with these characters breaking out of their bonds, out of this miserable existence! Well, I say that things can be made appealing even in decay. You don't have to actively worsen things to make a point.
Future Redeemed is an impressive demonstration of how things could have been. It fixes practically every point where the base game falters - and it is in this part of the game where all those promises that once seemed hollow finally come true. Sort of. The exploration process is smooth as butter in the way none of the games before were, characters are at last back to having defined roles in battle, and all that teasing becomes a thing of the past as 3 acknowledges its own roots and past in full, and you think to yourself… 'If only we'd got this in the base game all along!'
But we didn't. And the credits on Future Redeemed roll far too soon to truly be satisfied. Is this how you wanted the saga to end?
honorable mentions
Butterfly Soup 2 (PC, 2022) [♪ Night Tourist] *I hope you'll forgive me for not finding a GIF for a mostly static VN...
It's so funny. For me it has been two years; for the creator, it'd been five. But I guess time doesn't matter when it comes to maturity, as I feel like both myself and this game have done plenty of growth. And for that, I love it all the more, just as I am now thankful to be able to call Butterfly Soup a short series.
Compared to the first game, the art is more refined, the tone is more consistent, and treatment of serious topics is more grounded - in more ways than one, this sequel is like a fond, yet melancholic look at what you once had, what changed since then, and what you hope to make of things. But between all that, it stays sincere and silly in the best of ways - the ones that make you feel cozy on the darkest of nights, the ones that endear you for a good while yet. Truly, this game was a ray of light in a sea of mediocrity this year.
Road 96 (PC, 2021) [♪ Hit the Road]
Tumblr media
Yeah, I know. The fact that I have played a goddamn walking simulator at the behest of a good pal (who might or might not be reading this, hi on the off chance that you are!) is nothing short of a miracle. Not to mention the fact that I ended up having a good time with it!
I'll put it plain: the vibes of this game are almost impeccable. It wastes little time setting things up - it's the turn of the century, and a massively corrupt government is practically folding in on itself as it closes its borders. It's up to you, as you're literally put into a blank-slate teenager's shoes, to go on a desperate journey and see whether or not you make your way out.
Over the course of Road 96, you do this six times, and the people you meet on the way and choices you make with them may or may not shape not just your own future, but that of the whole country. There's nothing for it, then, but hit the road and see what awaits you, as you sit in a car that's probably stolen, blaring music from your carefully curated tapes… or are dropped off on the wayside with nothing but a paltry backpack to speak of… or find yourself biding your time near a gas station… or… whatever it is the game throws at you, as you hope that the strangers you run into actually deign to help.
Yes, the biggest way this game attempts to stand out is with our good old friend, RNG. Even reading blurbs about it, you cannot escape the all-too-typical claims of 'your own personal journey', 'a thousand unique paths waiting for you' and all that… months later, I find myself unable to decide whether this helped the game or harmed it more, as it's definitely smaller than it makes itself out to be.
As a story hook, this setup is clever and delightful, as I tried to illustrate a moment earlier, but the moment you begin to overthink it, you realize that the randomness aspect clashes hard against the continuity the game tries to establish. You, as the player, indeed learn more about the world and colorful characters in it each time you venture forth, but the avatar you control is supposed to be clueless as ever, setting out on a path that is, in fact, not quite their own any more. It's a weird gripe to have, and I found it an easy one to ignore, but I wish something could be done about it anyway.
As for the rest of the plot, let's just say it's... surprisingly binary, and the supporting cast small and not always compelling in turn. The game sacrifices some of the personal intimacy and uniqueness it has built up to make a sweeping, painfully boring statement of 'freedom good, suppression bad' before credits roll, but as damaging as that is to the overall experience, I feel like one can't deny the fundamental appeal of just being asked to go on a journey with sweeping stakes and truly, truly banging music. Seriously, it was meant to be put on speakers and blasted as the world passes you by!
In a word, Road 96 is ambitious, and in a sentence, it is ambitious, yet falling short of itself. Nonetheless, I was impressed by how it managed to worm its way into my heart for a while.
A Space for the Unbound (PC, 2023) [♪ Don't Have Much Choice]
Tumblr media
Wouldn't you know it? I had actually played two games involving entering people's subconsciousness to solve their problems this year!
Truth be told, I'd been looking forward to this game for about a year, given that it was published by the people behind Coffee Talk (which, if you recall, I had quite enjoyed). The warm and inviting screenshots on the back-then almost empty store page, showing off awesome art and promising a sweet little journey with slice-of-life tropes and a mystery waiting to be solved… well, to say all of that was alluring is to say nothing, really. I just about jumped when I received a notification for this game releasing at last at the beginning of the year, and wasted little time trying to dive in.
The sad thing is, what you see is not always what you get. The cozy, comfortable, sensible vibes of the early game - running around the city, doing chores at your school, naming every stray cat you come across, watching the protagonist's diary fill up as he crosses all the little goals he had set in life off his precious list… Yeah, those things won't last - definitely not long enough to get you attached to characters living in this world.
As the plot begins to unfold, it fumbles over itself trying to introduce various cliches and supernatural elements, to the point where you recognize the whole experience as a tedious drag as you see exactly where it's heading, and think to yourself that you have heard all this before. It's yet another heartfelt story about self-actualization, and as the game hammers it in harder than ever before, you sigh and wish you could go back to the times of bottle cap collecting and cat petting. Sometimes, simpler is better.
Unfortunately, that's not exactly true when it comes to actually playing A Space for the Unbound. The gameplay is as simple as can be - basically all you do is walk around (quite slowly) and interact with things. I can appreciate how linear the game is, for the most part, but I wish it let us accomplish our goals without wasting too much time! Not to mention, if you try to see everything there is, you have to be prepared to deal with quite a few mind-numbingly repetitive mini-games for far longer than you have to. Don't do that. It'll just sully your impression of the game.
If you're somehow still interested in this after reading this messy opinion of mine, don't be too discouraged - you'll see plenty of beautiful sights, hear some cute music, and, maybe, be affected by the story far more than I was. (Besides, for a cat lover, it's always nice to see others appreciate them!) Just... try not to waste too much time with the game's superficial sidequests.
Tales of the Abyss (3DS, 2011 port of a 2006 release) [♪ The Distribution Base]
Tumblr media
There's something ironic in how playing (most of) this game has been one of the best things I have done with my lovely 2DS since I homebrewed it earlier this year... and yet I quite regret not checking how (ahem) easily available the PS2 version is, instead. They may be functionally identical, but the hardware is not - you have no idea how hard some of the goddamn Mieu Fire puzzles become when your character is taking up a mere four or so pixels of an already tiny screen. Man, that was trying my patience at its finest.
These horrors aside, though, what kind of game are we even dealing with here? Well, it’s a Tales game first and foremost. I can’t deny claims that Abyss has a few strengths of its own (most notably, of course, actually bothering to have coherent character development arcs), but it’s not quite enough to obscure the ever-prevalent issues this series has:
exploration and side-questing is still annoyingly obtuse, not to mention traversal is painfully slow in the first half of the game,
some characters (in this case, Anise more so than others, but I'd argue Mieu's whole existence is part of this too) are obligated to suffer because Tales has to meet its unhealthy anime tropes\wackiness quota per game,
the skit system has not, unfortunately, evolved one bit (the amount of times I would skip a skit on accident, because any input halts its playback entirely…),
while I’m inclined to say the battle system is, for the most part, an improvement (the Field of Fonons mechanic is quite a nice change given the foundations of Tales gameplay, I have to admit), any goodwill you might want to give it gets shattered when you realize Free Run breaks bosses in half. And aside from that, it’s just your usual button-mashy fare.
So why did I push on with this game as far as I did, pulling the classic move of quitting right at the final boss instead of, well, any earlier? A lot of that is because I was just in the mood to mash some buttons in bed until I realized I was slightly underleveled for the finale and caught myself groaning at the mere thought of trying to even cheese it. A shame, that, because the ending of this game is pretty wonderful for what it set out to do, and it was the only bit I did not see on my own. It's like my experience with Final Fantasy VI all over again…
That's not all there is to it, though. Abyss has some of what's probably the most involved and curious worldbuilding (once you get past all the awkward made up jargon it loves to throw at you) of any Tales game I know! Not that this says much, because that's a low bar, and I'm not too familiar with the series at large, but it was enough to keep me engaged for a long while. And, as mentioned earlier, it puts in greater efforts than I expected to endear you to the cast as they slowly band together and uncover their own talents, purposes and aims in life - Luke in particular.
I liked him almost immediately - because I'm not too hard to please when it comes to this series, and his design is, I feel, particularly sweet and striking (especially given how nicely the game used the Important Haircut trope with him, and of course, the contrast between him and Asch). But that alone doesn't a good protagonist make - it's the fact that the story allows Luke to make mistakes (from small ones to straight-up catastrophes), get his comeuppance and grow from them organically, at his own pace, that makes him stand out in my mind.
As Luke sheds his sheltered ways of thought and accepts his responsibilities, those that were traveling with him, either out of obligation or by chance, begin to support him more and stand by him in earnest. It all comes together gradually and at a satisfying pace, and is definitely a highlight of the experience to me.
Growth and connection are probably among the biggest themes of the game, so it's nice to see that it applies pretty much equally to both protagonists and antagonists. Sure, it's the job of a Tales' Big Bad faction to be goofy and up to nefarious activities, but beyond that, the group has solid enough chemistry both among themselves and with the party that I actually ended up looking forward to most encounters with them, even if ultimately it felt a little predictable. As an aside, for a game this old, the voice acting was really good and plentiful (though there is none for skits, which sucks), and further piqued my interest in the story along the way.
To conclude, I'd like to say that the biggest thing I learned while playing this game is that I'm a sucker for grounded tales of (ha) self-actualization even this many years later. And also that once you play one Tales game, you truly, to some extent, know them all.
SANABI (PC, 2023) [♪ Warm Hospitality]
Tumblr media
Do you want to know why I ended up playing this one? Of course you do, that wasn't really a question. I only bring this up because the answer can be revealed with a single screenshot:
Tumblr media
...yep, the inspiration is that blatantly on display. I was expecting it, of course - the Katana ZERO community is the only reason I know of SANABI in the first place, and even as you read people's thoughts on it, the extreme similarity is practically all they ever bring up, be it in a positive or negative light. It pleased me and warmed my heart, while also making me feel wary - it's one thing to be inspired by something, and another to actually carve an identity of your own.
That said, KZ is far from the worst thing to try to replicate, particularly when it comes to visuals - SANABI has some awesome scenery that makes me feel right at home. And while the story at times feels so much like an amateurish copy that it leaves me confused more than anything (I'm sure the awkward English translation sadly does not help matters, not to mention the fact that I'd played this game in an unfinished state - you might expect me to write about it again next year!), the gameplay is anything but.
I'm sure there are quite a few platformers out there that have you use what's essentially a grappling hook to swing through the stages, but SANABI is my first experience with something like this, and in this regard the game absolutely manages to shine on its own. Movement is lightning-fast and responsive, enemy targeting is extremely generous - almost to the point of being handholdy (and, of course, they all die in one satisfying hit - as do you, if you set the game to the highest difficulty. It's nice to be given an opportunity to learn the ropes before engaging with the game earnestly!), and there's something to be said about how the level design has that extreme kind of clarity to it that I always appreciate and favors speed over precision, with how spacious everything is.
My only big issues with how the game plays are how it doesn't seem to be designed with a controller in mind (it is an option, but I found myself moving much more precisely with KBM! Me! Someone who never plays games with that!), and, once again, the just-a-bit-too-long death animation\transition. Being able to skip it helps, but I just yearn for no time to be wasted...
9 notes · View notes
desudog · 3 months
Note
wait you HATED sweet pool omg. its my least fave out of the n+c releases ive read so far mainly for how flat the characters felt to me and how clumsy a lot of the plot felt but i rlly loved the aesthetic/general vibe it had so thats rlly interesting to me,if ur up for it id love to know what didnt click for u ^_^
when i judge how bad a VN is with my brother (avid VN reader as well) we use Sweet Pool as a basically "zero" on the scale of professional, large VNs.
Sweet Pool's writing was WEIRD. I can do some weird, thats fine. Weird ass-birth stillborn meatslugs? ... okay, ill... look past that. ok i wont lie, the constant ass-birth was hard for me. i really did try to not judge it on that but like, there was almost constant buttbirth going on. ive made peace with this by now, kinda making a link to myself about the connections of it to being an unintentional trans narrative in many ways and all but like. it was WEIRD. and kinda hard to read. it didnt strike me as horror, it struck me as "weird fetish i have to sit through. oh my god is he licking tha- PUT IT DOWN Z-DAWG. Ok christ."
The characters were also weird. I laughed out loud in surprise at how stupid the "i saved you from being raped <3 SO I CAN RAPE YOU, PSYCH!" scene was. like wtf was that??????
Tumblr media
(I hope you werent planning on USING that butthole, mister!)
i did not enjoy the art style, i think its the ugliest N+C art style yet and since. not my thing. many angles and proportions look weird. the CGs looked stiff and uninspired. it NEVER grew on me. no shade to people who liked it or the artist it just.. wasnt my thing. not unbearable but just. not. as good as it could have been and def took away from the experience.
i didnt like any of the endings. it wasnt scary it was weird. the pacing was weird. for being a BL, it had very little love just... wtf. and im so sad abt what they did to mikoto bc i liked him before uuuUuUuUu yandere plot twwwwist. bleh.... dollar store keisuke! they would FORCE the true end so you maybe go, "maybe the true end is satisfying and good an-" no. its not. fuck yoU!
sweet pool was painful. i dont know how else to put my experience. i 100%d it because i 100% everything when i can, and i was literally pushing through like a hiker in a snow storm to finish it. every 3 seconds was secondhand embarrassment. the "jerking off in the classroom" scene comes to mind. i got up and took a break for that one because it was just unbearable. idk how anyone could slap one out to this vn. im not sure if anyone ever has. which makes the sex weird. actually, i dont think there was a single consensual ero scene unless u count the true end fusion scene.
Tumblr media
(proof god does not love us)
the aesthetic/vibe was... ehhh... not super unique IMO. school setting immediately put me off, a more gritty and cool toned, dark palate made things interesting but, its still a "weird thing happens in high school" story. kinda bored to death of HS settings in VNs.
i did like the protag tho! he was interesting and it was nice having a chronically ill protag even if it was just a plot device to make him be able to miss school while going on a... dark apartment birth marathon.
sweet pool felt like a bizarre, amateur fanfiction for a fetish i dont have.
the soundtrack is very memorable as well as the opening pre-game sequence, i liked the concept of the choice button meanings, but they were very rough in actual use.
this is my favorite CG i appreciate the aquarium set up instead of a fish bowl (though he could do better...)
Tumblr media
(shame about them turning into meat popcorn tho...)
i liked the iguana lol
i didnt care about these guys so much i dont even remember their names most of the time. except zenya. i liked him cus hes so cute and batshit crazy and has intersex swag.
Tumblr media
(does this shade match my festering flesheye?)
all in all?
i give sweet pool a 2/10 butt babies.
--------- CONS:
no shortage of buttbirth stuff
seems to have lost the "love" in "BL".
some characters arent even original... FROM THEIR OWN STUDIO.
boring, hard to follow story
character focus on a character who has no personality. this guy is the gijinka of the hair that gathers at the drain of your shower.
designs that just are not very memorable or unique, without the personality to work with
story has routes but none of them were thought much of, should have just been a kinetic
confusing choice buttons
WAY too many choices for a VN with 3 candidates. makes 100%ing a drag.
predictable story
----------
PROS:
no shortage of buttbirth stuff, i mean, if youre into that
a soundtrack that makes up for the lack of good ero because this OST FUCKS
still a better love story than twilight
-----------
note: i read it in offical ENG, so i was no doubt getting a lower quality version. i dont think the original text would have helped getting it more than a single grade higher.
8 notes · View notes
doublefreegames · 6 months
Text
Travel Devil - better the devil you know!
Tumblr media
There's less than a week left of judging for the Spooktober Visual Novel Jam and it's been a fantastic experience for us so far! Travel Devil has received such wonderful feedback and critiques. We take on board everything that is written to us so we can make better games every time!
So today I'm going to give a little insight into how and why Travel Devil came to be.
Do you wanna know how Travel Devil came to exist?
Tumblr media
Originally we put together a game idea for a spooky pet adoptions agency. The game would take place on Halloween and have six pets (3 unlocked and 3 locked) to play with. Each pet was going to have a unique story and minigame associated with it. It was codenamed "Spoopy Pets" and it was far too much for the me and Robert to take on and complete in the Spooktober VN Jam timeframe. We worked on it for the first two days of the jam before we were flagging problems up, so we changed trajectory. It's not a dead idea though, it's in the list of rainy day ideas.
Speaking of the rainy day ideas list, that's where Travel Devil comes in. We thought this up a while ago but just put it on the back burner as there was no time to work on it. The concept was simple - a demon escapes hell and starts a travel log. Then the servants of hell follow in its wake starting the apocalypse march on humanity. When Spoopy Pets became too big we had a look at what we had to play with and Travel Devil just sort of fell into place. Robert started writing and I started drawing.
Tumblr media
Character design went pretty smoothly. I went for a mix of cartoon styles, drawing inspiration from things like Dead End, Gravity Falls, The Simpsons and Garfield.
Traditionally, visual novels use anime and manga style design but truth be told, I'm not very good at that style. It takes me ages to make characters look good when I try to draw like that. Hats off to all the wonderful artists in this jam who made beautiful, scintillating characters. I'm so impressed by their dedication to fantastic character art.
Tumblr media
One of the first pitfalls I encountered was background art. I like to use sites like Pixabay to get backgrounds but recently it's been flooded with AI artworks. The game jam expressly forbids AI use in your game so we had to get creative.
Fortunately this game revolves around travel vlog creation in Paris and we found loads of creative commons photos of the famous tourist destination. Seriously there are so many fantastic photographers out there and it was a complete life and time saver for the jam. All I had to do was add a translucent white filter to the top of the photos to make the characters pop out and we had our backgrounds!
Tumblr media Tumblr media
Development went well once we got on the right track. Travel Devil was made using Ren'py which is a joy to develop with. We did have to wind back our ideas at one point as both Robert and I got sick with a nasty bug but we made it. We stripped back some choices and streamlined the game to make sure we could get finished. Originally, we wanted the player to be able to unlock multiple hidden scenes in one playthrough. As the deadline loomed we simplified it so that the player would only see one of three potential side stories that were growing due to the activities of our main character Tornacense per playthrough. We included 7 unlockable scenes and also 6 unlockable images in our gallery.
Tumblr media
There's also a nifty guide to finding all the unlockables right here if you want a more relaxing time while playing.
Tumblr media
If you've had a chance to play Travel Devil you may have noticed that we planted some seeds in our side stories that will be big plot points as we go forward. Travel Devil is going to be a series of five games travelling around Europe making video journals and outrunning the underworld.
Tumblr media
Tornacense and Kirby will grow, we'll meet lots of new strange and devastating people and love could be just around the corner! Who knows? That choice will be yours.
If you want to check out the first installment of Travel Devil you can nab a pentagram portal and find it right here.
Travel Devil was made for the 5th Annual Spooktober Visual Novel Jam in under 30 days. The next one will be made with a lot more time dedicated to it!
Thanks for stopping by!
DoubleFree - Artist and coder for Travel Devil
9 notes · View notes
velvet-cupcake-games · 4 months
Note
I just finished Robin’s route and I have to say this is if not the best written VN I’ve read, easily top three. I love Marion’s character and I see so much of myself in her (especially with the blunt response options ha-ha). I just loved every minute and every selectable choice really made me think, and felt so realistic (in terms of relationships). Amazing work and I can’t wait for the other routes!
I eeeeespecially can’t wait for the DLC because I was so charmed by Layton, but I love every character, they are each so fleshed out and unique. Great great work, and thank you for sharing your vision with us!!
Thank you so much! I'm so pleased by the response to Robin's route and I'm excited for everyone to experience Will, who is very different.
11 notes · View notes
nananarc · 7 months
Text
EXCUSE ME WHILE I RANT FOR A BIT
So anyway I finally started with the graduation project and, lemme tell ya, it was annoying. I mean I expected this, but it's still annoying.
The school and the mentor wants things to be of a certain aesthetic and standard so it can fit with the general public's taste and eventually it can be picked up by a publisher. it has to be commercial and easy to digest, for a lack of better words. Which is like, the opposite of essentially what i am as a person and as an artist.
So anyway I'll be doing Truyện Kiều again, illustrating the full book with better art this time. Here are some sketches I did:
Tumblr media Tumblr media
Below is the mentor's very quick sketch for demo:
Tumblr media
Which is. Ok cool, it's very traditional, Vietnamese fine art design and aesthetic. The thing that you see everywhere in books and media. The thing that is taught in fine art school. And it's also very HIM because he's a very prominent artist since a long time ago. I'm not talking about the difference in the era clothing tho because he demoed in Nguyễn dynasty while mine is of the Trần dynasty.
My style was criticized (politely) that the face doesn't look pretty, the nose is too prominent and big, the lineart is too scratchy and loose, and that I have to restrict the freedom in my lineart more.
Which is. Like. Pretty much all the things that i like about my art the most. I don't really like drawing "pretty" people, I wanna draw distinct and unique people. I like the fact that the nose is prominent because that's a very Vietnamese facial feature. Our nose is big, flat and flared. And I like it. AND I DIDNT EVEN DRAW IT THAT BIG. it's already stylized and stuff. The lineart is scratchy and spontaneous because that's how my ADHD brain works! And I like the freedom, the raw unfinished feel to it. And my way of scrawing is kinda similar to sculpting in a way that I like to put in a block of line or shape (yang) and then erase it and putting in more nothing space (yin). And I like Maximalism and Kitsch and Neo-traditionalism so I love to do things a bit crazy and new and filled with emotions.
My mentor comes from a very different generation, and a different field than me. He's very commercial, leaning more into minimalism, fine-art conservative and traditional aesthetic. WHICH IS THE OPPOSITE OF ME. Sadly we don't get to choose mentor cos there's only one lmao.
And also I don't understand why I have to aim for publishing in Vietnam too, because that's not where my target customer is. I'm a niche artist with limited customer base and they are international clients (who mostly pay better, treat you better, and appreciate your art more than the general public in VN do). Luckily I have a bachelor in business admin so I know how to do brand and marketing myself, othewise id just keep on trying to please everyone (flexing a little bit, but i was graduating with excellence and on the top 10 of my intake lmeo). Not to mention the fact that why do I even have to publish in the first place, because this is a school, it is a place to experiment, make mistakes, and learn. It's not a place to conform to the industry to make a living. If I wanna do that I would not be here and start working for a company already!
I understand it when they said that it would be a huge advantage if you can get published, but then again, that route is not for everyone, and it's not the only way to be an illustrator like they said. I have my own path to walk on, and I don't think they are aware that we even have those paths, because they are from a different generation. I mean, that's why I was struggling so much before to find a footing, because virtually no one here knows there are other paths! I had to dig things up myself through sweat, blood and tear.
Anyway I rant but i will keep trying to fight and do it on my own terms. They can't make me anyway. There's gonna be sticks and stones, but I mean, I can't physically make myself do something I do not wanna do. There's another option which is to drop it because I don't need the certificate anyway, but I wanna finish a big project of my own too.
12 notes · View notes
suzuran777 · 1 year
Text
Koshotengai no Hashihime ~Noma~ (Adelta) Review
Tumblr media
I just finished playing Koshotengai no Hashihime ~Noma~, Hashihime's portable version which is available on the PS Vita and Nintendo Switch! This game does contain some extras the PC version did not have, like some post-game content. This includes the short stories which are also available in Japanese on the official website. I did read these before, but they added voice acting and many new CGs, so I had a lot of fun playing these!
I was surprised when I saw that the game was also available in English and Chinese because all the other Nintendo Switch ports I've played so far were only available in Japanese. I decided to play the English version this time and the translations almost seems exactly the same as MangaGamer’s version of the game? I noticed a few differences when I compared both versions, but in general I think the translaton was quite good! 
Because most routes didn't have that many 18+ scenes in the first place they really didn’t cut a lot of content if I compare it to the original game, though I still recommend playing both versions if you want to get the full experience. I also like how VN Switch ports in general allows you to skip forward and backwards really easily, so you can always go back and re-read lines.
The five routes (contains some spoilers!) It has been a long time since I played this game for the first time but I had a lot of fun re-playing it and understanding references I missed the first time. Minakami’s route is a good introduction to Hashihime’s story and worldbuilding, I remember I couldn’t stop playing the first time because I was so curious how Tamamori was ever going to prevent his death. The extra story was interesting too, especially the one in which you see everything from Minakami’s perspective.
Kawase’s route remains my favorite route because I just love his attitude and slowly discovering more about the character. Kawase and Tamamori’s arguments are also always funny and I like how they secretly both care a lot about each other. The extra story was super funny, Kawase I can’t believe you let some creep record your ‘’intimate moments’’ with Tamamori only to take the recording with you and watch it at home... (of course Tamamori did not appreciate that). Is this the real reason why he asked for help setting up a home-cinema...?
Tumblr media
Hanazawa’s route has always been quite controversial, but I do think his route is interesting in its own way. In the final route it's mentioned that Kawase, Minakami and Kawase are all based off the works of real authors (Kyouka Izumi, Ruikou and Oshikawa). Oshikawa, whose work inspired Hanazawa's route, was a writer who would write many stories about the Russian - Japanese war, but he was also the pioneer of Japanese science fiction writing and seemed to love kaiju stories. I think his style can definitely be recognized in Hanazawa's route (the military parts, but also his ending when they end up in the past and fight monsters), so I think those are some really interesting details. 
I think Hikawa’s (Or Hakase’s) route is very unique because it’s the first route in which another character can immediately time travel together with Tamamori. The extra story shows how their relationship is still very awkward even after the good ending, but I think that’s expected from Hakase who likes Tamamori a little bit too much lol! I miss Hitotsurugi and Sazan... They were such nice characters so it’s kind of a bittersweet ending.
Tumblr media
The last route (or Kaoru’s route) is pretty short, which is a bit of a shame because I do think it’s an interesting timeline in which all of the other main characters died a long time ago. Kurosawa Rinko confirmed that it's not like the other routes didn't really happen, they just take place in different timelines (although Kaoru route seems to be the original timeline). It definitely adds some variety to the routes and endings and I enjoy seeing older Tamamori...! 
----------------------------------------------------------------------------
Overall I definitely think this game becomes even more fun if you're familiar with some of the novels and authors the writer references in the story. It's not a necessity of course, but to me personally it was even more fun than the first time I played this game years ago! I also like how the Switch port now has a full glossary, the PC versions did explain terms, but the glossary is even more useful. 
I love Taisho era Japan VNs so I definitely think it’s great this game is available in multiple languages, even the Switch port. I own a few other portable versions of BL games like Taisho Mebiusline and Omega Vampire, but these versions are a little bit hard to recommend to people because of the language barrier. When you play on PC it’s at least possible to use some kind of translation software, but I don’t think there’s a way of doing this on a console.
32 notes · View notes
sunshineandcheer · 10 months
Text
𝘾𝙤𝙢𝙚 𝙖𝙡𝙤𝙣𝙜, 𝙣𝙤𝙬 ! 𝙏𝙝𝙚𝙧𝙚'𝙨 𝙍𝙀𝙎𝙀𝘼𝙍𝘾𝙃 𝙖𝙛𝙤𝙤𝙩 !
// This is a roleplay account! Any message or piece of text not marked with the two slashes shown above is in-character, and is completely fictitious.
This pinned post will inform you a bit about the character, some unique circumstances regarding him, things you should be aware of when interacting, and the person who writes him! I sincerely hope you enjoy it. :)
THE CHARACTER HIMSELF.
Liam Sunshine was an OC created on a Multifandom RP server about a year ago. He started as a character that I would rarely think about, and grew to be my #1 original muse. Friends of mine interlocked their character's lore with his, so you'll probably hear vague references to it in RP. He's set in the SCP 'verse, inspired by the title of a Will Wood song, with slight influence from the game We Happy Few. However, he is his own character, and he stretches far beyond just that!
With the "backstory" set aside, I invite you to look at his 4.3k word DOCUMENT, that entails everything about the character - from personality, to backstory, to strengths and weaknesses. That can be found at the bottom of the post! PLEASE mind the TWs/CWs at the top of the doc, they are serious and important, and I just want everyone who reads it to be safe!
There's one important character missing from the backstory, but they'll be mentioned in RP and, one day, added to the doc! Keep an eye out. 👁
One final thing, before we move on;
I (the writer) am an indie dev. I hold this character very, very close to my heart, and he, the mystery character, and his story are going to be turned into a full fledged RPG/VN in the coming years. It's going to take a lot of work! ^^;
With that said, if you end up liking his character, please keep posting about it strictly on Tumblr! This account is like a little experiment; to see how people like the character and what could be improved. (It's also quite a bit of fun, because I ADORE writing him!!)
I'd also like to keep most things about the game under wraps for the moment, so do note that when asked, I can only answer questions vaguely.
THE WRITER.
The writer of this account is a MINOR. (Which is to say; do not attempt to initiate NSFW with the author or his character.)
I'm a huge nerd, and a lover of writing, podcasts, and video games. I really love the opportunity of getting to share this MASSIVE piece of my writing with you guys!
I also am on the Autism spectrum, so please be patient if I (or Liam) doesn't understand something the first time. When speaking OOC, tone tags are greatly appreciated! /g
BEFORE YOU INTERACT.
This account comes with loads of Content Warnings that you really MUST be aware of before interacting. The following list is exhaustive, some of these are not likely to come up frequently or at all, but it's important that you know that they are a possibility. Don't trigger yourself, and stay safe!
The list of TWs/CWs is as follows;
Death, overdose, violence and gore (commonly associated with SCP), self-harm, suicide, forced suicide, mind-altering medication, mutilation/body horror, heavy discussion of manipulation and toxic relationships, religious trauma, hallucinations, and spiking.
That'll do it! I hope you enjoy learning about this little guy and interacting with him. Thank you for reading all this; and stay cheerful!
:)
(There's the aforementioned doc, by the way!)
6 notes · View notes
saikitsu · 2 years
Note
do u have any recommendations for free games u can find on itch.io? i've been playing a lot of random VNs and short twine games on there recently theyre so fun ^^
hehe srry it took so long to reply but yeah i can find a few recs for u :> some of them might just be cheap instead of free i hope thats ok :0
this visual novel called black has an interesting story and a bunch of endings i enjoyed it a lot + the art is so cool
not a visual novel but the aquatic adventure of the last human is only 4.99USD and sooo beautiful also quite difficult but it definitely caught my attention! i think its worth it :>
bird of passage is simple but it's very atmospheric and the art is great, just overall enjoyable
the raccoon who lost their shape is a very unique experience, lots of fun
sacrament iv is a very well-done little rpg, if ur into horror at all i would check it out
ok this last one isnt even cheap im srry but it's so amazing and very much worth the price it's called long gone days and it's just so well-written and executed and just. ah. an experience. it is 14.99USD but like for how much and how good of a game u get it's just so so so good. it's not complete yet (3/4 parts i believe r out) but yeah so wonderful.
so yeah i hope u enjoy these if u ever want anymore im always playing new games so just tell me hehe :] and if u ever want to give me recs feel free i love playing new games
3 notes · View notes
quetzalpapalotl · 1 year
Note
cactus, sage, and aloe vera for the ask meme!
cactus ⇢ something you’re currently learning (about)?
Already answered!
sage ⇢ what ‘medium’ of art (poetry, music, fiction, paintings, statues etc.) is the most touching to you? why do you think that is?
Ah, this is a hard question. Of course all mediums have their perks and a good artist knows to use the unique characteristics of a medium. I'm going to say fiction because well, that's what I invest most of my free time on.
Actually, I think the medium that most touches me for this is visual novels, which I know get a bad rep. But see, visual novels have all the advantages of written prose, which are a lot, plus you get depictions of the characters which is great because I'm bad at picturing things in my head.
But VNs can go a long way with very simple tricks. It comes with integrated soundtrack but can also add sound ans visual effects at the right time. You have a lot of control over the pacing. VNs get a lot of mileage of the few images they can present. I don't know how to explain it. It think of something simple like being sucked into the story and then screen going dark, the soundtrack stopping, and a still image of a drop of blood appearing next to a heavy sound. You don't need to show any character actually bleeding, but it still carries a lot of weight.
And then the ones with a good budget get full voice acting!! And let's not fucking get on all the meta narrative of being able to experience different paths of a same story!! I get giddy thinking about it, to see the same characters react to different, incompatible situations, a story breaking its own conventions, the way each path is in dialogue with all the other paths, amazing.
Man, I would love if there were more visual novels that were less about giving the player character an avatar or dating sims (not that those are bad), and just about telling a story.
1 note · View note
elpscroll · 17 days
Text
The end but not really of Eman Looc's Possession Scroll.
To those not on the ELPS Discord, I've made the decision to end ELPS… as a Student Transfer Scenario.
Instead, Eman Looc's Possession Scroll will become... its own Visual Novel.
Truthfully, I've been thinking about this for a while. When I created the first version, I debated the idea, but my lack of coding and Visual Novel experience held me back. Now, with a bit more knowledge(When I say a bit I really mean it) and more courage, I believe I'm ready to take this next step. I understand that some of you may have questions and feel frustrated about this change. I have much to say, but let me first address some obvious questions.
Why do this?:
-Well, there isn't one reason for this but, a main one is that I just want my own thing. I enjoyed creating the scenario, and I feel that transforming it into a Visual Novel will make it even better, and even more fun than it already was.
-While this is more of a minor reason, sometimes I just, can't do stuff I want. I often watch Renpy tutorials and want to incorporate them into my scenario, but they either don't work correctly or would be too complicated(And I feel bad about bothering the ST devs to ask how I would do this... I'm sure they would love to help, this is just a me thing). With my own Visual Novel, I'll have the freedom to add any cool Renpy features I discover.
-Let's be honest, my scenario changed so much about ST canon that there was barely any reason for it to be a scenario… I mean, it really wasn't a "scenario" in the ST universe, it was mostly just, something losely based on it.
-I just want to.
Honestly, that's the closest to a main reason. You only got one life, you gotta do what you want.
How much will it change?:
-I plan to copy over all of ELPS and improve upon it, including some changes. The end result will be essentially the same, but better! And longer!
-The sprites will remain the same, though I'll use the original game sprites, rather than Student Transfer's edits or additions. So because of it tons of outfits, BGS and other things will change, since they all need to be edited or made by the cube(Guess this means they'll be worse? I'll try my best like I always have).
-All characters with names not given by me, will receive new names. This is because I want to avoid copying ST and to have my own, unique elements. So Eman Looc will stay the same for example, but Sayaka is not a name I made, so she'll be changed.
-When it comes to the looks of animations and stuff like that, I can't promise it'll be... improved, since I won't be using the code that Cobalt and co made, and I'm not even close to their amazing level. Again, I'll do my best to have everything looking good.
Will this new VN be FTF?:
This is a very annoying question I get a lot about all I do, even though my main thing from the beginning is FTF.
YES. IT WILL MOSTLY BE THAT. ANYTHING I DO IS 95% (OR MORE) THAT. DON'T ASK ME THAT ANYMORE AND DON'T ASK FOR ME TO DO SOMETHING ELSE.
The caps here isn't that much because I'm angry, it's more that I don't want those people missing the answer.
I'll even answer again! This is going to be ELPS, ELPS is FTF, so this VN will be FTF focused.
Final Things:
I just want to add to this that, I'm not doing this because I dislike anything or I'm upset about ST or Scenarios, it's all great. Even the community is mostly great, besides the deslike to FTF stuff almost any time it's mentioned, which sometimes included my scenario. Though I guess that's expected considering a bunch of people coming to ST just want to see a dude get in a girl and masturbate.
ST is great, and they don't have to give so many tools for scenario making, but they still go out of their way to do it, and all for free. That's one of the reason why ST is wonderful, and I hope it will keep evolving more and more.
To conclude, I hope that those who enjoyed ELPS will join me in transferring to the new Visual Novel. However, I understand if this decision upsets some of you and you choose not to follow the project anymore.
If you want updates on how far I got with the Visual Novel, I will talking about it as the days go by in the ELPS Discord.
The cube says thank you to everyone who has enjoyed ELPS, and thank you to the Student Transfer team. See ya.
Tumblr media
0 notes
zoneaglestore · 1 year
Text
Zoneagle Store
Welcome to Zoneagle Store
Zoneagle is located at 964 E. Badillo Street #2068 Covina, CA 91724. Design department at 03 Pasteur, Da Nang, VN 55000, Our Supplier: Dreamship Inc, 814 Mission street, San Francisco, CA, 94103 Founded in 2018, Zoneagle is determined to make one billion noteworthy minutes for our customers. We accept the truth that love is the foundation for a better world, and it spreads when it is shared. With all our heart, we offer the most significant, unique, and fun ways for you to express your love to surrounding people.
Our items are a combination of workmanship and innovation which stretch the limits of the imagination and create unique gifts that bring people together. Based on the principle of creating high-quality products from the design process to material selection, Zoneagle pride ourselves on providing the best products that are memorable and last a lifetime.
If you’re celebrating an important milestone, a holiday, or an everyday moment, our stunning products will be your perfect choice.
Our mission Zoneagle work with key personnel performing professional experience within designing, marketing, and customer service. Our main goal is to bring precious customers the most unique and long-lasting items that deliver a meaningful message of friendship, love, loyalty at a reasonable price.
What will you experience when shopping at Zoneagle ?
A client-focused and easy-to-understand site that helps you find your ideal items very quickly. The best and most secure web-based shopping experience. We disseminate our products to over 200 nations around the world with a secure delivery service. A reliable store for customized items. See the blend of your creative mind and our workmanship come into life with a variety of stunning products. Countless offers and discounts. Shop your #1 item without stressing over costs. Also, numerous different advantages are waiting for you to find out Contact us Website : https://zoneagle.com/ Email: [email protected] Address: 964 E. Badillo Street #2068 Covina, CA 91724
1 note · View note
white-tulips · 3 years
Text
well, since it’s 5 in the morning I think now’s the perfect time to ramble about my thoughts re: OMORI vs Yume Nikki game design, Black Space, and how trying to copy something successful kind of sets you up for missing the mark 
these are thoughts I’ve been stewing in since january, I don’t want people to forget that I have a lot of opinions about OMORI as a game
(firstly, I’m sorry if this is all over the place or not worded well. it is 5AM)
I’ll preface this by saying that these are merely my opinions. I’m specifically going to be focusing on one aspect of game design here, so if you’re curious about any of my other OMORI game design opinions they’re scattered around my blog and are not hard to find tbh
okay so my thoughts about this are mostly Black Space exclusive, and considering that’s one of the climaxes of the game this might be a bit of a spicy subject to talk about KJFGHKFJG but I am passionate about good game design okay. especially in psychological horror RPG games. (also throwing out there jic that I don’t think OMORI is a bad psychological horror. pls reference this post) 
(also want to say that I genuinely like Black Space. okay? okay)
so this was something that I was talking about with a couple of friends back when I first finished OMORI around the beginning of january. actually, at this point I hadn’t even played Yume Nikki yet, but when I did finally play it recently my thoughts on this were 100% solidified
essentially, our thoughts on this can be boiled down to how Black Space was trying too hard to be Yume Nikki, but didn’t grasp exactly what made Yume Nikki so impactful in the first place
obviously taking inspiration from something you like and wanting to rework it into your own creation is normal, good, and even encouraged! however, the most crucial thing with that is the “reworking” part.  when being inspired by something, the goal is to take what you loved, and didn’t love, and mold it into something entirely new. it shouldn’t be “well I like this thing, and this thing did it like this so I’ll try to do it like that too” because it’s just not going to work. (this is actually an all around issue I have with OMORI, not just Black Space, but more on that later)
so to me, a good 50% of Black Space came of feeling kind of... eh...? it was like... you have 50% that feels so well thought out and meaningful, and then 50% that’s there just to. be there. and be like Yume Nikki, I guess. even before I played Yume Nikki, I couldn’t even remember some of the rooms in Black Space existed until I replayed it again, which is a shame because Black Space is the type of area where everything should leave an impact
now I want to talk about the game design itself-
Yume Nikki is a game about experiences, and atmosphere. there’s limitless area to explore, so much so that it feels endless. there are so few things to interact with that sometimes it feels like you’re doing nothing at all. all you have is aimlessly wandering these huge areas, taking in the sights, and listening to vague sounds and music in the background that are often just a few seconds of audio played on loop. (this is one of my favorite OST in the game. having this be all you hear for 30 minutes as you walk around in a looping forest really does things to your head)
it uses all of these elements to make you feel lost, confused, and very alone. you’re just trapped in a dream, where even with all the space in the world to explore, the lack of anything to do makes it feel suffocating. even the small area you have in the waking world is designed in such a way that feels cramped and destitute-
Tumblr media
Yume Nikki is a perfect example of “less is more” and “show, don’t tell.” 
then take OMORI, which doesn’t really know how to balance those things with it’s tendency to try and shove too much in. for instance, think about the over abundance if NPCs with irrelevant fluff dialogue. it was all too much and so dull it got to a point I stopped reading most of them altogether
(and something important to note I think, is that the general feeling of Yume Nikki is the same throughout the entire game. the tone never really changes, and neither do the expectations. OMORI, however, tends to just drop things on you out of nowhere. and that’s not necessarily a bad thing! it works for a lot of different sections of the game, I’ll say. 
however, Black Space was different. it’s kind of like, it just drops you in there and expects you to understand the way it works, despite the fact that all of the other horror segments lead you to have a completely different set of expectations for what you should be doing/feeling. it’s like shifting you into another game entirely, and it’s almost immersion breaking. up until this point, OMORI was not the same type of “show don’t tell” type of game, so suddenly jumping to attempt to do that can make it lose some of it’s impact)
like I mentioned before, Black Space is designed in a way that’s meant to mimic Yume Nikki. and I think we need to ask ourselves “just because we can do this, does it mean that we should?” again, taking inspiration isn’t a bad thing, but it’s the execution that matters
and here’s where my biggest issue actually lies, I suppose. it’s the fact that OMORI has multiple instances of trying to take inspiration from other things, and failing because it’s trying too hard to copy, not rework. it’s just most obvious because of Black Space, I think. because, like I said before, a good half of Black Space is just trying to be Yume Nikki without giving it any OMORI original flavor, and the fact that it’s trying to be something else is immersive breaking as hell to me
for example, take the red mazes. I don’t think the idea to incorporate it into OMORI was bad, but. you can plainly see when you compare the two maps that nothing was really reworked, made more interesting, or even given a OMORI flavored twist-
Tumblr media Tumblr media
(Yume Nikki-1 ; OMORI-2)
another instance is less about the game design itself, but surprising/not-surprisingly, it actually has to do with OST
this is something my friend was telling me, because I myself have not read Umineko, but there are OST in OMORI blatantly trying to mimic songs from that VN, even down to their names
the biggest offender imo is GOLDENVENGEANCE which is a decent song, I won’t say it isn’t, but compare it to it’s Umineko inspiration, Golden Slaughterer 
it’s just another unfortunate instance of “this thing I like is good, so I’ll try to copy it!” with no clear grasp on why it’s successful and it’s disappointing. that’s really the only word I have for it at this point, disappointing
and the reason it’s most disappointing is because of things in OMORI that are obvious inspiration, but were reworked so well
let’s take this other Umineko OST, Worldend Dominator. this is a brilliant song, and it’s really fun to listen to. and, it very clearly inspired beloved World's End Valentine
World’s End Valentine slaps. it’s great. it takes aspects of Worldend Dominator and shifts them around to be a unique and fun piece of music that also fits into OMORI perfectly. 
something important to note about this, is that World’s End Valentine and GOLDENVENGEANCE were written by two different composers. what this makes clear to me is that there were people on the OMORI dev team that were better at reworking ideas than others. because, despite a lot of the criticisms I was talking about, there are things in OMORI that are obvious references that I love and think are great!
like this one, the most pointed out nod to Yume Nikki-
Tumblr media Tumblr media
I think it’s great. it’s taking a very memorable bit of imagery from Yume Nikki, and giving it a reference while also giving it it’s own deeper meaning beyond just the aesthetics of it. it’s just good, I love it
and yeah, not all of Black Space feels like one giant copy of Yume Nikki. there are plenty of doors that I think take the same aimless, empty, and unsettling feelings and use them in a new way that feels more grounded in OMORI. my personal favorite door is the “Sunny... I love you.” room. 
actually, funnily enough, the area in OMORI that felt the most like Yume Nikki to me wasn’t in Black Space at all. it was actually the snowy area right before Snowglobe Mountain. something about the vast empty space, simple yet atmospheric OST, and little things to find scattered around just gave me a nice Yume Nikki vibe, but mixed with the OMORI style (hell, the OST there and the one for the snowy area in Yume Nikki even have a pleasantly similar vibe, and not in the “oh this is a copy” way [X] [X])
gosh, I feel like if I keep talking I might end up going in circles more than I already have
hopefully my words made sense!! I’d love if anything I said resonated with anyone aha. I just hope that I’m not coming across as hating on something because I’m biased towards something else or something... almost all of the critiques I have about OMORI come from a place of genuine interest
thank you if you read all of this!
91 notes · View notes