Nekopara

Amairo Chocolata (あまいろショコラータ) Review

Whenever I tell someone new that I play visual novels, I hear the same thing: “Oh, galge? Yeah I’ve played those, Nekopara, right? Man, that stuff is something else, heh heh.” Sure, Nekopara technically counts as a visual novel, but every time someone treats “visual novel” and “Nekopara” as the same thing, I get annoyed. Simple reason: I don’t like Nekopara. Unlike certain other Nekopara-hating keyboard-warrior otaku, I don’t hate it because the artist flip-flops politically, or because the devs are milking Steam. I hate it because the game just isn’t very good. First off, Nekopara is a nukige, and a pretty mediocre one. The everyday dialogue and setup have nothing going for them—throw it on DLsite and it’d be one of a thousand. Its only real edge was using Emote, which made it look fancy, and one of the biggest reasons it blew up was that it launched with “official non-Japanese language support.” There are otaku all over the world stuck not knowing Japanese, staring at squiggles with no idea what’s being said, refreshing forums every day waiting for a fan translation—it’s agony. Then suddenly there’s a Steam game with an anime art style, Japanese voice acting, localization support, and a cheap price, and it was the only way to play a visual novel on Steam. So it sold like crazy… Yeah, if I remember right, when Nekopara hit Steam, the only other thing on there was some Willplus game with an English-only release. It was your only option. So Nekopara’s success was just timing and circumstance. The era made it, not the quality.