Tag Archives: storytelling

Nekopara Vol. 4: The Smiles on Everyone’s Faces

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The first three volumes of the Nekopara series each focused on a pair of the catgirls from the core cast, and explored a key message or lesson they had to learn.

In Nekopara Vol. 1, Chocola and Vanilla learn how to function independently in human society, earning their “Bells” in the process. In Vol. 2, Coconut and Azuki both come at the idea of honesty always being the best policy from slightly different angles. And in Vol. 3, Maple and Cinnamon determine that staying true to yourself is a much better way to live your life than deliberately holding yourself back, or trying to be something that you’re not.

In Vol. 4, things are a little different. This time around, the core narrative focuses on the series protagonist Kashou, who longstanding followers of the series will know has had a certain amount of conflict brewing in his heart since the very beginning. It’s time for him to finally figure out some answers.

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From the Archives: Seeing the Good Within

It’s often fun to think about your favourite “bad games” — games which were received poorly either critically or commercially — and exactly why you like them.

Today, I wanted to talk a little about an interesting related consideration: why would you ever want to play a “bad” game, and how should you handle the experience?

MoeGamer was, right from the beginning, built around the idea that those games commonly considered to be “bad” by press and/or public usually have some redeeming features to someone out there — and there’s actually some solid critical theory to back it up. So let’s explore the matter further!

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My Time With Dee Dee: Learn Through, Uh, Doing

One of the nice things about being a non-commercial site that isn’t funded by big corporate advertising bullshit is that I’m not obliged to be in “competition” with any of my peers.

That means that when people like our friends over at Digitally Downloaded do something cool and interesting, I can explore it for myself and, more to the point, make you aware of it, dear reader.

If I haven’t made this abundantly clear already, the following relates to a piece of media created by a friend of mine. And if you have the slightest interest in media criticism and making use of the conventions of gaming to educate or learn something… you should definitely check it out!

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Waifu Wednesday: Asano Hayase

If there’s one type of character voice actress Eri Kitamura knows how to play well, it’s the seemingly aggressive but actually terribly insecure tsundere.

Asano Hayase from Red Entertainment’s visual novel Our World is Ended is a great example, affording Kitamura the opportunity to demonstrate her full vocal range over the course of the character’s development and narrative threads.

Asano is also an incredibly interesting, unconventional character in her own right, so she takes her place in the spotlight this week.

Some spoilers for Our World is Ended ahead!

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Delving Into Dragon Quest: Hand of the Heavenly Bride – #4

I think I’m nearing the end of Hand of the Heavenly Bride. It’s just a feeling I have.

As we’ve previously discussed, Dragon Quest is not generally a series for making a huge deal out of significant narrative moments, preferring to allow you to draw your own meaning from them rather than attempting to force you to feel a particular way through lengthy cutscenes.

This doesn’t make those significant moments any less meaningful or effective, however — it’s just a markedly different treatment of these events than you’d find in many other games.

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Cyberdimension Neptunia: Narrative, Themes and Characterisation

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One of the interesting things about the Neptunia series as a whole is that it doesn’t really have an overarching “big plot” as such, but nonetheless sees each of its characters getting plenty of development.

Cyberdimension Neptunia: 4 Goddesses Online is an especially intriguing case in that, although it is a spinoff title from the main series, previous examples of which have been regarded as non-canonical, it feels like one of the most significant instances of each member of its main cast “advancing” in their overall development and growth.

In fact, in many ways, the fact Cyberdimension Neptunia does not feature a prominent note that it is a non-canonical installment can lead us to believe that it is a quasi-sequel to Megadimension Neptunia V-II and its predecessor Hyperdimension Neptunia Victory/Re;Birth3, particularly given the presence of characters who were introduced in those games, such as Plutia and Peashy (Victory/Re;Birth3) and Uzume (V-II). And in that context it’s actually a very significant installment in the series from a narrative perspective.

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Granblue Fantasy: More Than Just a Deck of Cards

Japanese mobile-social gacha-based RPGs — or “mobages” as they’re colloquially known today, after the social network many of them are hosted on — were originally described when they first appeared as “card battle” games.

Looking at Cygames’ previous title Rage of Bahamut, it’s easy to understand why. Everything about the game had the feel of a collectible card game about it, from the simplistic battle system (which primarily consisted of ensuring your numbers were bigger than the enemy’s) to the fact that the main incentive to collect all the available units (through blind draws) was to see the beautiful artwork. About the only thing missing was the ability to actually trade “cards” with other players.

In recent years, while the basic structure of these games has remained similar — draw cards, level them up, upgrade them to higher rarity versions, challenge more and more difficult content — there’s been a noticeable shift away from the “card game” feel in favour of something a lot more interesting. And Granblue Fantasy is a particularly good example of this evolution.

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From the Archives: Our Changing Attitudes to Interactive Storytelling

As I write this, I have beside me a copy of the October 1997 issue of PC Zone, a then-popular, now sadly defunct PC games magazine from my homeland of the UK.

I keep this magazine around for two reasons: firstly, the walkthrough of Discworld II on page 145 was written by none other than a teenage yours truly, earned me what felt like a small fortune when I was in secondary school, and represented one of the earliest occasions on which words I had written appeared on national newsstands; and secondly, I simply enjoy looking back on old magazines and seeing how much the games industry and its members’ attitudes have changed over the years.

It’s this second point that I particularly want to explore today.

This article was originally published on Games Are Evil in 2013 as part of the site’s regular READ.ME column on visual novels. It has been edited and republished here due to Games Are Evil no longer existing in its original form.

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Virtual Intimacy

The arrival of relatively affordable virtual reality solutions has the potential to allow us to explore narrative and characterisation in all-new ways — and I’m especially excited to see what Japan comes up with. 

An oft-cited strength of narrative-centric Japanese interactive entertainment is the sense of “intimacy” it engenders between the player, the protagonist and the core cast. Visual novels in particular are noteworthy for their in-depth explorations of characters and in allowing the player to “ride along” inside the protagonist’s head as they encounter various situations.

So what might virtual reality bring to this kind of experience? It’s an interesting question to ponder, and an exciting prospect to imagine.

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