It’s the last Waifu Wednesday before Halloween, so who better to explore this week than an honest to goodness witch?
Alice Kamishiro is one of the central characters of minori’s Supipara, a proposed five-part series of visual novels of which we’ve seen the first in the West so far, thanks to MangaGamer. Although the first chapter isn’t Alice’s “route”, instead focusing on the protagonist’s second cousin Sakura, she still plays an important part in the story as a whole — and is a mysterious, intriguing character in her own right.
As the series continues to unfold, we’ll have the opportunity to learn more about this rather odd girl and her remarkable powers.
Continue reading Waifu Wednesday: Alice Kamishiro
I normally don’t bother with spoiler warnings here on MoeGamer, since it should be fairly apparent that in the process of analysing certain works in depth, “spoilers” are something of a necessity.
I will, however, make an exception in the case of Doki Doki Literature Club, a Japanese-style visual novel from independent Western developer Team Salvato. This is a game that is best experienced completely and utterly blind, so if you have the slightest interest in a visual novel that subverts expectations and makes astonishingly good use of its medium, I recommend you go play it through now before reading any further. It’s completely free, can be cleared in an afternoon, and is available either via Steam or itch.io.
Beyond this point lie hefty spoilers, so consider yourself warned!
Continue reading Doki Doki Literature Club: Cute Girls Write Poems
Sometimes a good palate-cleanser is just what the doctor ordered, and that’s exactly what Space Live: Advent of the Net Idols provides.
Developed as a West-first release by a collaborative effort between Da Capo creator Circus and localisation specialists MangaGamer, Space Live markets itself as a “short and sweet visual novel that will add some kick into your step for the week” — an eminently accurate description.
It’s not a visual novel that’s attempting to say anything deep and meaningful, nor is it attempting to wow you with its technical proficiency, big budget and days-long play time. It’s simply a bit of fun, aimed with a laser-sharp focus at Western fans of Japanese popular media, and it succeeds admirably at what it does.
Continue reading Space Live: Flawless Fanservice
Fate/stay night’s final route Heaven’s Feel is a culmination of everything that has come before.
Longer, more complex, more challenging and concluding with a definite sense of “finality”, it’s a fitting end to an enormously ambitious visual novel — as well as just the beginning of something that would go on to become a worldwide phenomenon.
So let’s dive into the Holy Grail War for one last time and see where this epic (in every sense of the word) ends up…
Continue reading Fate/stay night: The Friction of Real and Ideal
Nitroplus’ Deus Machina Demonbane is an absolutely remarkable visual novel.
Combining elements of Lovecraftian horror and giant robot anime with a generous dash of noir, it is quite unlike any other piece of interactive entertainment I’ve had the pleasure of experiencing.
And a big part of that is due to one of its major characters: Al Azif, typically referred to just as Al.
Continue reading Waifu Wednesday: Al Azif
Fate/stay night’s complete three-part narrative opens with the simply named Fate.
In the original 2004 release of the game, this 30+ hour path was a prerequisite to unlocking the other routes of the game Unlimited Blade Works and Heaven’s Feel, though the 2012 Réalta Nua release on PC split the three routes into separate executable files, allowing them to be played independently, albeit with some shared save data.
It’s still best to play them in the order they were originally intended, however, since Fate, as we’ll explore today, carries the important role of allowing us to understand the context in which the other narratives unfold.
Continue reading Fate/stay night: Oneself as an Ideal
The first game I ever played on the PlayStation 2 was Konami’s Shadow of Memories, also known as Shadow of Destiny in the States.
I’d wanted a PS2 for a while, but even back then, I felt like I didn’t want to pick up a game that I felt I already knew all about from reading about it in magazines. So I deliberately chose a game I knew absolutely nothing about as my first PS2 game, then sat down to play it and found myself utterly entranced by something quite unlike anything I’d ever played before.
Combining elements of traditional adventure games, visual novels and even open-world exploration, Shadow of Memories remains a highly noteworthy title in the PS2’s library, and well worth exploring even today.
Continue reading PS2 Essentials: Shadow of Memories