Yumahorome: Toki o Tometa Yakata de Asu o Sagasu Maigo-tachi (ゆまほろめ 時を停めた館で明日を探す迷子たち) Review
Years ago, when I first started playing eroge, I had plenty of reasons for it. I was sick of light novels, anime, and manga dragging their “serials” on for years without end, and sick of their bloated, convoluted stories. So I went with galge. One of the reasons that satisfied me most back then was this:
“Visual novels are different from other ACG works — in a single game, you always get to see the story’s ending.”
But times change, and that line has drifted further and further from reality. My view of visual novels has swung to the opposite end too — from weariness to outright hatred.
Never mind that visual novels have all learned the light-novel “split-volume” sales model. What wears on me most is the “advance or regress” market development of the genre over the years.
Visual novel players always call themselves “subculture enthusiasts” and take pride in their supposedly niche hobby. They’re always finding ways to recommend visual novels to others, or personally jumping into making them, or introducing their favorites in ACG discussion forums. Most of these so-called “enthusiasts” will admit it’s a niche market, in a gray zone, not something you can show in broad daylight — but they keep praying that one day the market will evolve and become accepted by more people. And as a niche game category, visual novels have far too many flaws that most people clearly reject, yet the so-called enthusiasts ignore and tolerate them, year after year for over a decade. That’s what I never expected.