Category: Editorial

Ideas, opinions, and hopefully coherent ramblings

Editorial

OEL Visual Novels and the Gamble of Monetization

[raemz]

I could call myself a fan of OEL visual novels. True, I have never played one that genuinely impressed me outside of the comedy/satire genre, and I’m naturally biased toward the medium considering my own endeavour in it, but it’s safe to say that there are a few pleasant creations out there. Ren’Py has been around since 2004, and a lot of amateur writers and artists have tried their hand at the tedious but ultimately rewarding task of creating a visual novel.

Considering that the community has an ever-growing archive of Ren’Py-created games, it would seem as though everything is in order. As a consumer, however, this might not be the case. As much as I hate to say this, some developers might be trying to step into the professional world a bit too soon.

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Editorial

Aiming for the Harem End, Or Not – An Eroge Theory

There’s a certain topic within moe fandom that is rarely broached. Considering the amount of fuss people make over events like Sal9000‘s wedding, you’d think it would have come up, but most conversations skirt around what I have always considered to be the heart of the matter. In essence, it boils down to the following questions:

These points beat around the bush as well, but I think you get the idea. I believe that the often-overlooked “secret” behind moe and 2D complex lies within the exact opposite of what ero-ge is traditionally supposed to be about.

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Editorial

2D Characters, 3D Projection

[96]

As you might know, I’ve been reading through Kanon, the famed visual novel that sparked many a moe enthusiast’s fandom. All things considered, it’s not a bad game – it shows its age, and I think Itaru Hinoue’s skill has increased significantly over the past decade, but it’s definitely not bad. I could say a bit more about it, but since I’m only now finishing the trunk, I’d rather keep the rest of my opinion for the final post.

More importantly, amidst the chaos of Umineko and the distinct lack of Key over the last few seasons, Kanon is a breath of fresh air. It’s my first “normal” visual novel in a while, a reminder of why I enjoyed the medium in the first place. The endearingly generic characters, the forcefully surreal dream sequences, the cheesy synths of Last Regrets – everything that you could say to insult it, I could spin to defend it. That’s always been the law of visual novels. On top of that, its familiar galge tropes got me thinking about something I haven’t thought about in a while: the art of making 2D characters feel 3D.

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Editorial

The Surrealism of Yasuhiro Yoshiura

Pale CocoonI’m not sure if surrealism is the technical term to describe this unusual director’s vague yet distinctive style, but Yasuhiro Yoshiura of Eve no Jikan fame is undoubtedly an oddball in the industry.

And I say “oddball” with the most respect that the word can connote. Though I’ve spent less than an hour viewing his works, I’m already unquestionably entranced with his well-thought-out direction, delicious eye-candy, and ambiguous yet unpretentious storytelling.

However, the best part of it is that you don’t have to be an academic to figure out what he’s trying to say.

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Editorial

Premature Ramblings on the When They Cry Tradition

When They Cry

Ryukishi07 is somewhat of a god in today’s anime fandom. Though he’s been writing professionally for less than a decade, his When They Cry series has become one of the most recognized franchises across the subculture, appearing everywhere from spoilerific 4chan threads to bad YouTube AMVs. Though it feels like it’s been a lifetime since then, it was only a few years ago that I first felt the horror and masochistic adoration for the anime adaptation of Higurashi; and since then, the name “Ryukishi07” has been synonymous in my mind with “crazy but awesome.”

Anyway, after finally giving in to the pressure from the internet, I found time to start playing Umineko no Naku Koro ni (which, interestingly, makes seagulls seem almost as dramatic a background motif as cicadas). So far I’ve only finished the first episode, so what follows will be a bit of rambling on my part (and it spoils the two Higurashi seasons as well as the first episode of Umineko, so beware). Since most of you know more about the story than I do at this point, I won’t bother speculating – instead, I’ll try to explore the beginnings of an idea on Ryukishi07’s original structure and recurring themes that make all the difference in an otherwise unoriginal genre.

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Editorial

Starry Eyes and Rose-Tinted Glasses: Putting the Magic back into Magical Girl

Kobato[インマR.]

There are many adults in this world who enjoy fiction aimed at children. That isn’t news to anyone, and it shouldn’t need justifying. Be it for the magic and excitement or the hotblooded black-and-white combat, stories that are primarily aimed at teens – or younger – are often enjoyed by many demographics.

Sometimes, though, I wonder what it is about these shows that makes them appealing. Is it simply because they’re different, or because they’re less challenging? The thing is, age can be a misleading factor when looking at target audience. Some stories appear to be aimed at a younger audience when they can really be enjoyed universally, and I’m not just talking about otaku-targeted mahou shoujo. Age does have an impact somewhere along the line, but now that I’ve had the pleasure of watching shows from Ghost in the Shell and Mushishi to Cardcaptor Sakura and Hayate no Gotoku, I’ve come to understand the simple pleasures that can be found in stories free of moral ambiguity and psychological intrigue.

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