One of my favourite characters in Atelier Iris: Eternal Mana is Veola, the seemingly rather standoffish owner of the magic shop in Kavoc.
Veola’s sidequest is technically optional, but like most of the “shopkeeper quests” throughout Atelier Iris: Eternal Mana, it’s hard not to get swept along in the soap opera of her life — and how she relates to the other people around her, including protagonist Klein, his party members, bartender Norman and numerous others.
So let’s take a closer look at this rather closed-off young woman and figure her out a bit. Some spoilers ahead!
Continue reading Waifu Wednesday: Veola
I wanted to address the music-themed visual novel Kira Kira again today, if I may.
I know I’ve covered it a number of times recently, but it strikes me as quite an interesting if not important work that does a number of particularly noteworthy things.
Specifically, with what I’d like to talk about today, I would like to highlight the question of what it means to “beat,” “complete,” “finish,” “clear,” or whatever you personally call it when you come to the end of a visual novel. It’s a subject I covered from another angle in a recent Swords & Zippers column with regard to JRPGs, and it seems particularly pertinent when discussing Kira Kira.
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.
Continue reading From the Archives: Kira, Kira, Kirari
“Failure is not an option.” It’s a mantra we’ve had repeatedly rammed down our throats since the dawn of gaming — sometimes using those exact words — but is it really true?
Well, in the case of most games, yes — “failing” whatever task you have been set usually results in a Game Over screen (or, in more recent titles, particularly on console, an automatic reload from a checkpoint).
But in the case of visual novels, failure is often not only an option, it’s sometimes outright desirable to seek it out, if only for a certain sense of perverse pleasure in seeing characters suffering anything from a mild setback to extreme tragedy. The emotional engagement endemic to the medium means that sometimes “bad endings” can be even more striking and memorable than the good ones.
This article was originally published on Games Are Evil in 2012 as part of the site’s regular READ.ME column on visual novels. It has been republished here due to Games Are Evil no longer existing in its original form.
Continue reading From the Archives: The Guilty Pleasures of the Bad Ending