Eroge
I’ve always thought of Lucle as something of an outlier among scenario writers in the visual novel market. While other works were still stuck on surface-level romance full of anime stereotypes, Lucle used theatrical prose and direction to deliver something genuinely different — a dimensional strike against a VN scene already frozen into “chuuni philosophy,” “dark and edgy,” and “cookie-cutter school confessions.”
After Mahou Tsukai no Hako (紙の上の魔法使い), Suisou Ginka no Istoria (水葬銀貨のイストリア), Sora ni Kizanda Parallelogram (空に刻んだパラレログラム), and Meikai no Rupekaria (冥契のルペルカリア), Lucle went quiet for a long stretch with no new work. Some say he got lazy, but I doubt it. If you’ve followed his narratives, or really sat down and experienced them, it’s easy to spot Lucle’s three favorite tricks: a miserable fate built on contradictions, a weak-willed protagonist, and a villain who whispers demonic temptations at him for the long haul — plus a genius character whose presence he uses to show ordinary people their own inferiority. Meikai no Rupekaria was already the culmination, a distillation of everything Lucle could bring. You can see echoes of his earlier works all over it. Sometimes I think Lucle burned himself out finishing Meikai no Rupekaria.
Or, to put it more bluntly: he ran out of material.
Last October in Beijing, when Fengniu Jushi Zhu Niubi treated me to guanchang at the Dongsi Minfang restaurant, he asked me a question:
“Your blog’s pretty badass these days, huh?” “Badass my ass. There’s exactly one badass thing about my blog.” “Where?” “Open Google, search for the keyword ‘妹ぱらだいす2’, and see who’s first.” “Search for what? Ichimoto… what?” “It’s Japanese!”
So I guided Zhu Niubi through searching “妹ぱらだいす2”, and after seeing the first result, even Zhu Niubi couldn’t help but marvel:
“Badass, badass, badass. Truly badass.” “Right? That’s the one badass thing about my blog, though I don’t know how to explain it.”
A while back I was mulling something over:
Which visual novel actually delivers a romance experience closest to the real thing?
If I’m forced to answer, the first thing that pops into my head is a game from a company called SMEE.
Yeah, SMEE and HOOKSOFT are basically the same outfit. They bill themselves as focusing on “romance by stages” — the whole hero-meets-heroine, gets to know her, falls for her, and then, uh, conspires with her… wait, no, marries her kind of flow. That’s what they say on the tin, but the games themselves don’t always look that way.
How to put it — a lot of SMEE games feel like gag routines strung together through everyday life. Early on, Fureraba Friend to Lover wasn’t that blatant about it. But later stuff like Pure×Connect and Step Kanojo started leaning harder into comedy, using exaggerated presentation to sell the heroines’ quirks and the protagonist’s snark. Sometimes the protagonist himself turns into a total creep just so you have something to roast.
SMEE’s comedy path keeps veering further off course, though. Last game, that “country love” one, was basically a joke collection — the heroines had no personality, the art was unsettling, and I had a genuinely painful time playing it. Listening to Honda-san’s country ojou-sama rattle off scatological jokes one after another, plus bits about a bunch of people observing sperm… I didn’t know whether to laugh or cry. The confession at the end was cookie-cutter and half-hearted, and it wrapped up out of nowhere.
Personally, I prefer the style of early SMEE like Fureraba. There the conversations center on “getting to know the girl,” most choices are about communicating with her, and many of the women feel close to real romance — especially Mochizuki Rina and the vegetable-selling senpai Sawatari Misaki. That’s why I say SMEE’s games are closer to real love.
And now SMEE is back with a new title: Making*Lovers. Still about the player searching for a partner, still that witty, chatty style. They even put out a super simple preview version first — a few minutes of dialogue per heroine, nothing you could really judge. A trial version came later, but I couldn’t be bothered since the game was about to launch.
After finishing the retail version, I have to say this is probably SMEE’s second-best game in recent years, after Fureraba.
Looking back on some of my old Gal impressions, I always want to laugh bitterly.
The old me thought a game had to have a good story to be good. And what counts as a good story? It has to have a big twist, but not too absurd a twist — explode the plot while staying coherent, plant a pile of foreshadowing and pick every bit of it back up. Best if it also works in a little life wisdom and the truth of the world. That’s a good game.
Now I see that what I was after was just the “good” games within the story-driven category. But like how a cinema shows more than Hollywood blockbusters, Galgames aren’t only the story-driven kind.
I’ve also thought that if a game can make its characters cute enough, that’s fine too — I just always felt that kind of game was a tier below the story-driven ones. Because those are the big titles, and this is just selling moe character writing, tea-party-slice-of-life level. Like holding up Death Note against Yuru Yuri, or a AAA title against Minecraft — most people figure the two aren’t even on the same level.
Since I started playing eroge I’ve eaten a fair amount of shit, and my standards have kept dropping. At this point I figure a game just has to tell one story without being brain-dead, draw the characters decently, and not have some Sendai oba-san for a voice actress — that’s a good game.
Fine, a “not-bad game.”
Japanese people like to call an unexpectedly garbage game a “landmine.” You go in hyped, the drop is enormous, it doesn’t just fail to meet expectations, it’s a turd — like stepping on dog shit, like hitting a landmine, you just explode. Pretty apt, honestly.
I haven’t played many landmines, to be fair. Maybe I just don’t want much, so I don’t expect much, and I’m easy to please. No matter how ridiculous a game gets, I figure it’s at least dumb in an amusing way, at least it’s got something.
Whether a game is dumb or garbage mostly depends on the dev team. Some games, I think the devs could’ve just played them once themselves and known what level they were at — no need to let the players judge, judging it themselves would’ve been enough.
One thing puzzles me though: some eroge are clearly made with zero care in every department. The dev team has to know it’s a slapdash rush job. And they still ship it and sell it.
In other words: you know it’s a turd, you put it on sale anyway, you won’t make money, you’ll only make enemies. Why insist on releasing it?
Today’s subject is a game called Aoiro Note.
When I was a kid, my father would rigorously review my homework—essays above all.
By “review” I mean I had to show him my essays first, he’d give suggestions for revision, and only once he was satisfied and I’d done enough editing could I hand it in.
Pretty unreasonable, right? A very paternalistic approach, right? But every coin has two sides—luckily my father happened to be a decent writer himself, so a lot of his feedback was actually useful.
The thing I remember most is what he said about narrative essays. Sometimes he’d flat-out call my writing “boring”—meaning it gave you no desire to keep reading. “You should give your story ups and downs, maybe even suspense, so people will want to keep going.”
“But the thing I’m writing about was just boring.” I think it was about giving up my seat to an old lady—“A Meaningful Event.”
“You can arrange the story a bit—like, you give up your seat but she flat-out refuses to sit at first, and only later explains she thinks she’s not that old yet, or something…”
“But that’s just making stuff up…”
“And giving up your seat isn’t making stuff up? Have you ever actually given up your seat?”
“…………”