Showing posts with label Visual Novel. Show all posts
Showing posts with label Visual Novel. Show all posts

Monday, March 4, 2019

Hatoful Boyfriend Review


 For this year’s #DatingSiMonth, I elected to go for an oddball title that I’ve heard come up several times over the past few years, Hatoful Boyfriend. After picking it up for a song during the Lunar New Year sale on Steam, my wife and I played through one path of the game in a single evening. It was a very bizarre experience indeed. Bear with me here as I attempt to explain this one…

Overview:
Hatoful Boyfriend is a visual novel dating sim that takes place in a school attended exclusively by sentient birds. The player character, as the first and only human student, must navigate their strange school life and build relationships with their classmates (I did my best not to think too much about how human-bird dating would work while playing this). Like most visual novels, the majority of the gameplay consists of reading through dialog and looking at still images while making the occasional decision that leads down different branches of the story. Playing through a single story path takes less than two hours.

Observations:
  • While the game initially starts out very jokey,  it has some genuinely dramatic moments as it goes on, especially during the "best friend" character's plot arc (which is the route I completed during my playthrough).
  •  The decision-making is very simplistic. Most of the time you're just picking where you'd like to spend your time which generally very directly correlates with whom you'll be spending time with. Want to get to know the librarian bo-... bird better? Spend more time in the library. I didn't have an issue with the directness of this, but it could have been interesting to see a little more depth to the choices.
  • As the only human in the game, I like how the player character is frequently the target of "hunter-gather" stereotypes. It was also a nice touch that the player's strength stat is always maxed out (presumably because the stats are on a scale intended for birds).
  • For a seemingly silly game, there appears to be some sort of dark subplot going on in the background. I'm kind of interested to play through a few other paths to see more of it, but I must admit that it's unlikely I'll end up getting around to it (unless I pick up the mobile version at some point).
  • I appreciated the mixture of serious and completely off-the-wall characters (e.g. Okosan).

This ended up being a strange one, but not in the way I expected. It’s simultaneously a parody of dating sims while also occasionally being a very earnest one. I tend to be someone who only plays through a game once, so the extra depth that may be added by replaying is something I'll likely miss. As interesting as Hatoful Boyfriend was as a cheap game to play on a lark (see what I did there 😜), for the next Dating Sim Month or Visual Novel November, I think I'll go with something a little less gimmicky that can tell a richer story in a single playthrough.

Score: ⭐⭐⭐
Completion Time: 95 minutes (one story path)

Note: Events like #DatingSiMonth and #VNNovember are put together by ApricotSushi from the Chic-Pixel Blog. Be sure to check out her whole calendar of Community Game-Along events.


 

Sunday, February 18, 2018

UtaPri Impressions


Lately I've been feeling like a lot of the games I've reviewed have come with the caveat that they feature heavy use of "fan service" particularly focused on female characters. In the spirit of fairness, I decided to pick something a little different for #DatingSiMonth and go with one the Chic-Pixel blog's recommendations: Uta no Prince-sama Shining Live (aka UtaPri).

UtaPri Shining Live is a free-to-play rhythm game that features relationship-building mechanics that focus on a band of fictional male pop stars from the larger UtaPri media franchise. The majority of the gameplay is pretty typical touchscreen rhythm game fair similar to games like Voez and various Japanese arcade games. Between the musical performances, UtaPri's campaign features visual novel style cutscenes that advance the story of the band's off-stage activities. In addition to this, there's the "dating sim" part where the player can interact with their favorite of these bishonen (pretty boy) anime pop idols, give them gifts, and dress them up in different outfits. Before I get into my observations from my time with the game, I should mention that I am well outside the target audience for this game but I think that one of the great things about themed gaming events like #DatingSiMonth is that they encourage players to take a step outside of their usual domains. I'm all for giving a game like this a fair shake and getting a little context on parts of the gaming world that I don't normally see. Anyway, on to the impressions:
  • I've never really been into pop music or boy bands, so I didn't expect to get much out of this game's music. I was pleasantly surprised to find that in addition to the typical pop ballads, there were a considerable number of tracks that had a rock or electronic flair that made them fun to play and listen to. This game's soundtrack also showcases a feature of J-pop music that I really appreciate: the use of classical elements like string sections.
  • As I had mentioned previously, the rhythm game sections play very similarly to other touchscreen rhythm games. I'm not musically talented enough to know how well the in-game prompts coincide with the music itself, but the combination of taps, holds, and slides certainly works from a mechanical standpoint and is fun to execute. One of my favorite parts of the rhythm game is that certain notes, when timed appropriately, cause pyrotechnics to launch from the stage. I may be a grown man hunched over his phone playing a cutesy anime pop idol game, but I feel like a total badass every time I nail a set of these notes and shoot off some fireworks.
  • Aside from the music, the production values of UtaPri are quite high. There is a considerable amount of voice work (in Japanese) for each character and the visual novel sections feature a lot more animation and changes of facial expressions than I'm used to seeing. From a visual standpoint, I'm reminded of the character interaction sessions in Fire Emblem Fates.
  • Compared to other mobile games I've played, I've found that my play sessions of UtaPri can't be quite as spontaneous. Since the gameplay hinges on being able to hear the music, I pretty much have to save playing it for situations where I can hook up headphones or play the music on my speakers without disturbing people around me.
  • While the story sections look and sound great, so far their content has not really appealed to me. I've never really been interested in what celebrities do when they're not performing and most of the story sections of the game are about the band members hanging out between shows or doing appearances on talk shows. Essentially, these scenes are just idle banter between the characters and thus are not my cup of tea. Though they are probably interesting to players who have a connection to these characters from other parts of the UtaPri franchise.
  • UtaPri wouldn't be a proper Japanese mobile game without a gachapon component, and this game's definitely got that for those who want it. One of the game's currencies, Prisms, can be spent on doing photo shoots with the band members that yield trading cards of the idols that come in common, rare, super rare, and ultra rare varieties. These serve two purposes. The first is that the cards allow you to swap out your band members for upgraded versions of themselves. Having band member with better stats make it easier to attain high scores when playing the rhythm game. The second purpose of these cards is to admire/collect the character artwork. While this part won't be every player's thing, I can definitely see how some players would get hooked on collecting cards of their favorite characters in different poses and outfits (including swimsuit shots).
  • Occasionally, the game does special events with themed photo shoots for holidays. However, the start and stop times of these events are based on the Japanese timezone regardless of the player's location. This meant that for me Valentines Day in UtaPri ended early in the morning on February 14th.
  • There isn't much substance to the "dating sim" portion of the game. You can tap on your favorite idol to make him say things to you, give him gifts, and change his clothes to build your "bond level" with him. As far as I can tell, there isn't much more to it than that and there aren't any decision trees or plot branches like those that would present in a proper dating sim.
  • Between its various character stats, multiple currencies, leveling up mechanics, and social elements, there is a lot more depth to UtaPri than initially meets the eye. While I've put several hours into the game at this point, there are still some aspects of it that I haven't firmly grasped yet.
Uta no Prince-sama Shining Live presents a compelling package for fans of rhythm games who also enjoy boy bands and bishonen anime. As someone whose affinity for UtaPri's themes is limited, I still found my time with the game to be both fun and interesting. It probably won't make my list of all time favorite mobile games but I'm still planning on keeping it on my phone and checking in  periodically. If anything I've described in this post sounds intriguing to you, the game is free on iOS and Android, so definitely give it a go.

Note: If you find yourself overwhelmed by this game's systems, check out this starter guide.





Sunday, November 19, 2017

Doki-Doki Literature Club Review

A wolf in sheep's clothing.

My second title for #VNNovember was Doki Doki Literature Club, another freeware visual novel. This one initially presents itself as a cliche saccharin-sweet dating sim, but as things progress, you'll realize there's more to it than meets the eye. As this game is highly susceptible to being spoiled, I'll be keeping this review short and relatively vague so that anyone who reads this will still have surprises in store for them when they play the game.
  • While the game has certain surprise elements that set it apart, the majority of the time you'll spend with it will be in the form of a classic dating sim. The game's developer absolutely nails the tone, characters, and scenarios of classic 90s PC dating sims. Much to my surprise, before the various twists happen, Doki Doki Literature Club is actually a pretty decent dating sim visual novel in its own right.
  • Since the game is about a literature club, the game's main sections involve sharing poems between the protagonist and the various girls in the club (of course the protagonist is the only male member... I told you this is a cliche dating sim). The protagonist's poems are generated by picking a selection of words from a menu. The player never sees the protagonist's completed poems, but the words you choose will affect your dialog with each girl. Reading the girls' poems is more interesting than I expected. The writing in these sections does a good job of giving the characters a little more depth beyond their otherwise trope-laden personas.
  • Like the writing, the music also perfectly captures the tone of classic dating sims while lulling the player into a false sense of comfort. Unique instrumentation of the music plays while reading each girl's poems, which is a nice touch. The pleasant soundtrack also distorts appropriately when the twists start coming, which is another little detail I appreciated.
  • Without saying what actually happens, when the game finally starts deviating from being a dating sim (you'll know when you get there), it does so in a way that is interesting, but not entirely unique. As someone who has played other indie games that hinge on deceiving the player, I wasn't as shocked by the turn of events as some other players might have been. That being said, some of the twists were very well executed, but I felt that a few were handled a little clumsily.
Overall, I really enjoyed my experience with Doki Doki Literature Club. The main portion of the game was a pleasant nostalgia trip to my days as a dorky teen playing dating sims on my parents' computer late at night. The post-twist segment, while not completely original in concept, was still effective and stuck with me for a while after playing. If you like dating sims and games that go to strange and dark places, I'd highly recommend Doki Doki Literature Club. If you don't like dating sims, however, you will likely find yourself getting bored long before you get to the twist.

Score: ⭐️⭐️⭐️⭐️
Completion Time: About 5 hours

Sunday, November 12, 2017

Narcissu Review


Background:
This month, as part of Chic Pixel's #VNNovember Community Game-A-Long event, I'm going to be trying out a couple of visual novels. For those unfamiliar, a visual novel is software that tells a story primarily through static images and text (occasionally accompanied by voice acting). I use the word software here rather than game because while some visual novels involve decision-making and have winning/losing conditions, others are purely a means to tell a story and involve little or no user input.

Review:
Naricussu is a freeware visual novel for PC and Android that tells the story of a man and woman that have been diagnosed with a fatal illness. The story is primarily told from the male protagonist's perspective and describes his thoughts about his condition, his interactions with a fellow hospice patient, Setsumi, and how the two of them elect to spend their final days of life. It probably goes without saying that this is an extremely sad story and it is important that one be in the right mindset before experiencing it.

While I have some prior experience with visual novels (primarily of the adventure or dating sim variety), Narcissu is the first completely linear visual novel I have ever tried. Other than tapping/clicking the screen to advance the text, there is no input required from the user. Also, unlike most visual novels, the use of images is very limited and the graphics primarily show scenery rather than characters. Thus, this minimalist experience is much more like reading a short story rather than playing a video game. I was initially disappointed by this, but once I reframed what this experience would be (i.e. not a game), I was able to get into it.

Being a mostly text-based experience, everything hinges on the quality of the writing, which I had mixed feelings about. Narcissu initially does a great job of expressing the thoughts and feeling of its terminally ill characters and succeeded in getting me invested in their situation. However, as the story went on, the writing style and pacing often tried my patience. The author has a tendency to reiterate the same points several times. I frequently found myself saying "Ok, I get it already, let's move on." Also, since the characters' relationship is initially very awkward, there are many conversations that are primarily made of up phrases like "umm...", "never mind", or just "...". As a result, the middle of the story seemed to drag on. It is possible that some of the issues I had with the writing are not the fault of the original author, but are an artifact from translating the Japanese script to English. Making it through the mid-story slog did come with rewards, the late-story scenes pulled me back in and the poignant conclusion left me thinking for some time to come afterward.

In addition to the text and minimal imagery, Narcissu featured some audio embellishments that added to the atmosphere. The context-appropriate background music and sound effects were well-timed with the text and did much to set the mood of each scene. Also, a subtle, but effective Japanese vocal track is included for Setsumi that contributed to the strength of the ending. The male protagonist, however, is silent.

Narcissu is tricky to recommend. If you're in the right mood for a non-interactive tear-jerker of a story and have the patience to get through some writing in desperate need of an editor, you'll probably be satisfied with your experience. For me, I'm ultimately glad I made it through this visual novel but couldn't help but feel like it had the potential to be much better.

Score: ⭐️⭐️⭐️
Completion Time: About 4 hours