Gaming

Doki Doki Literature Club! Review

A few days ago I saw someone on Reddit (r/visualnovels) recommending this game. It’s a visual novel on Steam called Doki Doki Literature Club!. Of course, when it was recommended I noticed the tag: Psychological Horror. I could sort of guess what that meant. This game, made by non-Japanese gaijin imitating a Japanese-style visual novel, looks all harmonious and beautiful on the Steam page, but inside it’s probably a scam. There might be some “depressing” elements in there. “Depressing” — how depressing can you get? The heroine suddenly dies, suddenly loses her head, suddenly goes yandere, suddenly chops you up. That’s about the limit. At most it’s blood splattering all over the screen. What haven’t I seen? So curiosity made me download this free game and click “Start.” After a thrilling adventure, I repeatedly confirmed that the game had really, truly “End"ed, and only then did my heart settle back down. I let out a long sigh… Let me shamelessly brag for a moment. As a forever-alone otaku who’s been single since 2013, who’s too old to find a partner and keeps failing at arranged dates, I’ve played nearly several hundred visual novels over these four years and written over a hundred impression posts. For a while I was playing visual novels almost indiscriminately. Among them were plenty with crazy plot twists and horror content, but I was immune to almost all of them. Even that Sakura no Mori † Dreamers with evil spirits all over the screen, Honoakari no Toki no Hate Yori with blood-spraying zombies everywhere, the sudden hanging in Midori no Umi, the dismembered limbs in Hakoniwa Logic — all small stuff. Games like Clockup’s are even more whatever. I just smirk, completely unfazed. Out of all the games I’ve played, only two actually scared me. One was the sudden decapitated-head CG that pops up in 3days. The other… is this game. Doki Doki Literature Club!. There’s only one reason it scared me: it was sudden, way too sudden, no preparation whatsoever. Looking back after finishing it, I can say clearly: overall, Doki Doki Literature Club! is not a romance sim. It’s more like a horror game. Yeah, don’t be fooled by all the promotional material or the people in the comments saying how interesting it is. This really is a horror game. At the start it repeatedly emphasizes: if you have a weak mental constitution, don’t play; if you’re a kid, don’t play; if you’re a scaredy-cat, don’t play. That sentence is serious, not a joke! I know a lot of young folks can’t handle even a little “cruelty” in a visual novel. I’ve seen people get spooked by the music in Hatsuyuki Sakura, people devastated because the little sister dies in Kami no Ue no Mahoutsukai, people who can’t take how tragic the mermaid princess is in Suisou Ginka no Istoria, and people who want to mail razor blades to Niijima Yuu because the heroine in a story-within-a-story doesn’t get a happy ending in Majo Koi Nikki. For those people, stay the hell away from this game. It is not a romance game. It’s a horror game, a horror metagame in the same style as Kimi to Kanojo to Kanojo no Koi.

Mono no Aware wa Sai no Koro (もののあはれは彩の頃。) Review

Honestly? I’m a fan of Nanaroba Hana. Yeah, she’s got some black marks in her history, but I’m still a fan. I’ve always felt that when a female artist draws girls, there’s a kind of charm that male artists just can’t replicate—a sort of “cuteness” that only a girl can understand. So Mono no Aware wa Iro no Koro. was naturally on my radar. It got delayed a bunch of times, a trial version came out, I played it, and I felt… weird about it. How should I put this—Mono no Aware wa Iro no Koro. is put out by QUINCE SOFT, a subsidiary of Lump of Sugar. Quince is a fruit, a very peculiar one with a complicated “don’t just bite into it” nature. The reason the sub-brand is called QUINCE SOFT is probably that Lump of Sugar wanted to spin off that whole line of “somewhat playable, complex games” into its own label. What do I mean by “somewhat playable, complex games”? I mean stuff like Unmei Senjou no Phi, Magical Charming, Rensou Relation. Games that aren’t just simple branches but have a ton of complex choices. Honestly, I like these kinds of games. But for Mono no Aware wa Iro no Koro., it’s a bit too complex.
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Onii-chan Migite no Shiyou o Kinshi Shimasu 2 (お兄ちゃん 右手の使用を禁止します2) Review

There was once a god-tier game called Onii-chan, Migi-te no Shiyou o Kinshi Shimasu (お兄ちゃん 右手の使用を禁止します). The gimmick, the marketing, the selling points, the story and art — all of it had real punch. Even people who can’t read Japanese see that title and their imagination runs wild. Combined with that cursed OP, the game hit a height that year, even though it looks like a nukige on the surface… Honestly I don’t think it’s a nukige at all — it’s a pure love game. It even gives every heroine her own route and ending theme. Nukige don’t get that treatment… The company behind Onii-chan, Migi-te no Shiyou o Kinshi Shimasu is Galette, a sub-brand built specifically for siscon games. But this company is… how do I put it. Unlucky. First, two brands to keep straight: Galette and GLace. Galette exists to put out siscon games, GLace exists to put out story-driven ones. Going by the lineup, the company’s real focus is clearly the latter — making nukige is just a desperate cash grab to stay afloat. Who wouldn’t rather be highbrow… But the games GLace puts out are kind of tragic… I never played that Koikami thing they released earlier, no idea. I did play Timepiece Ensemble, and in short: a pile of shit. Later GLace hyped up their new title Amanosora Retrospect (天ノ空レトロスペクト), and after playing it I thought… it’s okay. The setup up front is interesting, but the entire second half has plenty of problems. Worse, even though I thought it was passable, the Japanese didn’t agree — ErogameScape tore it apart and panned it into a landmine. After that the brand was basically poison, so they put on a disguise and kept releasing, putting out Amanatsu Adolescence (甘夏アドゥレセンス). That game has… some redeeming qualities, but overall it’s still pretty garbage… So GLace, the brand supposedly dedicated to building a reputation with story games, has had every release panned into a landmine from day one, even under a new name. Zero reputation to speak of. Did GLace ever put out anything good? Yes! 1/2 summer! But unfortunately 1/2 summer was filed under the Alcot label, and although it later came back to GLace, nobody remembers it as a GLace game anymore. So in most of the industry’s memory, GLace games = landmines…

Zannen na Ore-tachi no Seishun Jijou. (残念な俺達の青春事情。) Review

Ever run into someone like this in real life? Their mouth is vicious, every word dripping with nitpicking. But they also read the room, and the moment they sense you’re about to blow up they shut it down fast. Sensitive and perceptive enough to know if you’re genuinely pissed or just in a bad mood. They care what you think of them, adjust their talk based on your mood, yet they never actually back down—still keeping up that sharp-tongued high ground. They cut themselves off from others, from every little circle, from socializing altogether. But they’re scared of being alone, scared of being misunderstood, they want friends, yet they can’t let go of whatever’s stuck in their craw………… They want to get close to people, but they’re afraid of being gotten close to too easily. Contradictory creatures, through and through………… Japanese has a word for this: porcupine syndrome (ヤマアラシ症候群). Because they’re afraid of getting hurt, they hurt others. Their inherent kindness makes them not want to hurt anyone, but they can’t stop hurting people anyway. So they sink into self-blame and contradiction, sometimes doing ridiculous, absurd things that cause even more damage. That’s the so-called bad side of porcupine syndrome. In modern society there are actually quite a lot of these people. But they’re pitiful too, because deep down most of them aren’t bad at all—they’re kind. It’s just that fear of being hurt turned them into the “vicious loudmouth villain” on the surface, carrying a reputation they don’t deserve. Like a porcupine: afraid of getting hurt, so it stabs others, curls up and refuses to show itself, leaving nothing but spines for everyone else. Actually, these people can be saved. They can shed others’ preconceptions—all they need is someone willing to pull them out. And that person needs the capacity to withstand the “porcupine’s” attacks. Put bluntly: they have to get hurt, and not be afraid of getting hurt. So Zannen na Ore-tachi no Seishun Jijou. (残念な俺達の青春事情。) is, roughly, that kind of story.

Golden Hour (ゴールデンアワー) Review

More isn’t really a studio that specializes in galge, honestly. It looks more like… “A bunch of music people who make galge on the side so they have an excuse to put out albums.” The company name is MME — MORE MUSIC ENTERTAINMENT. Which is my whole point: their center of gravity is clearly music. Making galge, a cheap kind of game dev, probably isn’t the day job for them. More like a hobby? Hobby or not, they’ve put out a decent number of games, and they don’t look like they’re doing a “one and done” bit. If anything they keep branching out, spawning more and more sub-brands… Sometimes I wonder if registering a new brand in Japan is just free. Why else does every eroge company change its skin every other year… This time the new More brand is called Niko, and their game is Golden Hour (ゴールデンアワー). I mean, More already had two brands running fine — More for pure-love stuff, Pure More for nukige — and now there’s a pile of sub-labels: Chelseasoft, which looks like it’s going for moege, DOLCE, which put out the little flower of Casablanca, and now Niko. God knows what style this one is supposed to be.

Aoiro Note (アオイロノート) Review

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.

Tantei Seven (タンテイセブン) Review

These days most galge are locked into a mold — standard school romance, over-the-top bloodbath, or the “playable” kind. “Playable” means the game has some actual game to it, unlike a traditional visual novel. Maybe lots of choices, maybe combat, maybe investigation. Right, investigation. The easiest thing to bolt onto an AVG is an investigation and deduction system. Throw together a Danganronpa-style investigation screen, then pile up a bunch of choices during the deduction phase — points for right answers, deductions for wrong ones. Compared to building an RPG with combat, this is as simple as it gets, and it’s the go-to for any studio trying to inject “gameplay” into an AVG. So this month we got a game called Tantei Seven (タンテイセブン), which is just “Detective Seven” (I’ll call it Detective Seven from here on). The marketing pushed the “mystery detective” angle hard, and the promo art was so over-the-top cool that it instantly reminded us of a certain game called Persona 5. The OP is genuinely hype too — gives off a “there’s something big here” vibe. I happen to like this kind of setup, so I gave it a spin this month. And after playing it, I was fully satisfied… (on multiple levels)

GRISAIA Phantom Trigger VOL 2 Review

Years ago, The Fruit of Grisaia blew up as Frontwing’s anniversary title, and it’s not hard to see why. The game itself is rock solid, and it nails the mix of “daily-life comedy” and “plot-driven drama” — the 30-hour common route is all slice-of-life gags, while the other 30 hours of heroine routes lean hard into wild plot twists. A game that goes “grab both handles and grip them both tight” like that was never going to escape glowing reviews. The Fruit of Grisaia: possibly a masterpiece After that, Frontwing struck while the iron was hot and put out sequels in the series, including The Labyrinth of Grisaia and The Eden of Grisaia, plus several DLCs for the game. By the time the last DLC, The Melody of Grisaia, came out, the whole Grisaia series was complete, and the game series even got an anime adaptation. Looks like Frontwing put a period at the end of the Grisaia saga and moved on to making new anti-American propaganda spectacles…
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Hatsukoi Syndrome (初恋*シンドローム) Review

Confucius, Jesus, Guang Liang and Shinjou Yuu all said it: “first love is infinitely beautiful.” Especially in Japan, a country with an especially deep complex about “初めて” (the first time), “first love” means a sweeter, more awkward, even slightly painful memory you can’t stop chewing on. “First love” is the first time someone’s heart stirs, the first time they taste what romance is, the first time they start to mature emotionally and learn the playbook. After going through it, a person might turn into a smooth operator or a cynical old hand who no longer gets moved by the simple stuff. Seen that way, first love really is precious.