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Which visual novels have you enjoyed lately, wizzies? For me, I'd say my top VN's were Yume Miru Kusuri (only got one ending, am planning on picking it back up in the future) as well as "Our Lost World Beneath the Skies". I'm still looking for that VN that I can give a 10 on in Vndb, which I'm going to reserve for just one.
What qualities do you look for in a VN? I look for depth, music, and variety, and I don't like sex scenes (for YMK I would just skip past).


wasn’t too recently but I played through Cinderella phenomenon a few times and I enjoyed it a lot, if any wiz are in to otome I highly recommend it


there is an old thread on jp already i think


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I took a break from reading VNs for about a year but I'm getting back into them a little now, almost done with Silver Case on the PS1. I've enjoyed it mostly, I'm not sure I'd call the overall story anything brilliant but it's pretty clever in its presentation and has a great atmosphere. Great soundtrack as well. Not sure what I'll read after that.

>What qualities do you look for in a VN?

A protagonist with an interesting personality, good music, characters I can care about and get invested in. I read a lot of denpa VNs before taking a break since they tended to check some of those boxes, my favorites were

>Sayonara o Oshiete

>Kurai Nichiyoubi

Unfortunately none of them are translated


I downloaded a bunch from gog, including corpse party games, haven't enjoyed any so far, they were all pirated so I don't care if they suck. I like anime, but the gameplay of VNs is too slow and tedious


It hit it's bump limit weeks ago.
At least the games one did.
Don't know about /jp/ if they still had one or not.


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Subarashiki Hibi, Remember 11, Va-11 Hall-a, Saya no Uta, Steins;Gate 0. Those are my favorites I read recently. The first two are my favorite visual novels period.

Fate/stay night, Muv Luv, Ever 17, Never 7. I read these too. Ever 17 was only slightly above average and the other 3 were incredibly mediocre. I'm gonna read Muv Luv alternative sometime soon too since it's ranked #1 on VNDB for some godforesaken reason.

I've also been playing the professor layton games recently, but it doesn't seem like people really count those as visual novels.

>What qualities do you look for in a VN?

Same things as you. But the most important thing is that I actually remember it (In other words, it needs to have a distinct identity.), and it needs to have something novel or interesting to say.

I'm not going to remember generic dating sim #3234, but I think i'll have a pretty hard time forgetting Saya No Uta.


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I'm trying Slobbish Dragon Princess.

its one of my first vns




I changed my mind on Never 7. I think it's better than Ever 17. Fate/Stay Night is even worse than I said it was here. I read Muv-Luv alternative since I posted this. I won't say it was well written, but it is very interesting. The story is brought down by typical anime stuff. One dimensional characters, unrealistic events, forced harem in the ending. It has two saving graces, that pretty much carry it.

The first is Yuuko. Specifically her dynamic with Takeru. It's the single most engaging thing about the VN. Seeing him gradually gain more ground in their dynamic is really satisfying. He goes from a complete retard who's naiveté get's him used, to understanding that he's only necessary to Yuuko so long as he remains useful. And he starts using his utility as a bargaining chip to get Yuuko to help him in return - A mutual transaction, as opposed to whining about how unfair the situations he finds himself in are. Well, he doesn't stop whining, but he starts to abandon his concept of fairness and think only in terms of the outcomes he can produce. The second is how it presents the ideas of collectivism and individualism. Takeru comes from a very privileged world. When he's thrown into a world on the brink of extinction, he realizes just how different the people there are. They're much more selfless – When they have troubles, they consider it wrong to put those troubles on others, and simply bear with it for the greater good. Takeru on the other hand, at the first hiccup immediately falls into a spiral of self-pity and tries to run away. I love the ruthlessness with which this is presented. When takeru asks Meiya if he's allowed to have his own feelings anymore, Meiya just responds "No." She doesn't care about how unfair it is to him. When he runs away, nobody gives him any sympathy. They just call him a coward. Because this is a world unconcerned with the individual.

Here's other things I read: Planetarian, Phenomeno, Hatoful Boyfriend. These were alright. True Remembrance. I didn't like it. G senjou no maou. I enjoyed this one more than the others, but I have alot of critiques. I didn't like the ending. Mostly because of the villain twist, which was just boring. Kyousuke should've been Maou. I know that wouldn't have been very surprising, but not everything needs to be a le epic plot twist. I also didn't really care for his story with Haru. That was also pretty boring. But it was decent overall.

I read Katawa Shoujo. It was very good. I'm surprised to see actual good character writing in a VN for once. Rin's route was Kino. The others were pretty good, although Hanako's was boring.
I think i'm gonna read Kanon next.


I played Fata Morgana I liked it mostly for it's artstyle, music, ethereal atmosphere and some of it's characters.

It has some grand love story "I waited a million years to find you again" sort of thing which I find insufferable. But it starts of seeming more like a collection of horror stories with a eerie but beautiful atmosphere which I find comfortable.
I also "played" katawa shoujo and I guess I just don't like romance since that felt lame


YMK is pretty great but Mizuki's route was not that good compared to Aeka's or Nekoko, in my opinion. I think my top VN is Kimi to Kanojo to Kanojo no Koi, Nitroplus always makes good shit.


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I recently finished the great ace attorney chronicles, which were the last ace attorney games I hadn't played. I feel like talking about them.

The first game (GAA-Adventures) starts out unfortunately pretty weak. The first case itself is pretty basic and needlessly padded out, which is a problem that appears alot in this game. If it had been cut in half, maybe it would've been decent, but as it stands it's a pretty weak case with some good elements here and there. I thought the concept of the murder being committed via poison the courts couldn't yet detect to be interesting. It's a pretty ingenious way of incorporating the games time period into the mystery: I also think it did a good job setting up the political circumstances of the games setting.
The second cases victim is this games "mentor" character, Kazuma. Blatant rehashing of the original ace attorney aside, I thought this was a good premise. Even moreso because so far Kazuma had bored me to death, and the idea of him being around for the rest of the story sounded painful. Unfortunately, this case is terrible. For the first time, this case consists of purely investigation segments. Which is a problem, because investigations in Ace Attorney games are terrible. They also introduce Herlock Sholmes, who I find to be relatively boring despite his floridity, and a new investigation mechanic called joint reasoning. Although it has excellent presentation, and a fun premise, joint reasoning is actually a really terrible mecahnic, and actively detracts from the case whenever it appears. The appeal of Ace Attorney to me is in deducing the solutions to mysteries… Joint reasoning doesn't actually require you to deduce anything: The game basically just puts the answer in your face while the characters handhold you through it. It's a shame, too, because it could have very easily been fixed. And it was. During the last case of the second game, there's a joint reasoning where instead of zooming in on a particular location where the solution is in your face, the game gives you the entire room for each prompt. Which actually means you're required to logically think it through in order to deduce the odd element out. …But, as I said, this is only during the final case, and everywhere else the mechanic sucks. Anyway, the mystery in this case was fine. There's an admittedly very clever solution to the locked room mystery, but this is ruined because the game also hands this answer to you instead of letting you deduce it yourself. The sparsity of any real mystery solving makes this case the weakest of the two games. The culprit was fine, although the game is far too harsh with her, considering her murder was an accident. It comes off as kind of tone deaf, when there's a flamboyant detective dancing around the crime scene.
Case 3 - "Adventure of the runaway room" - is a drastic improvement. I don't have much to say about this case, except that it has a well put together mystery, some entertaining characters with a really fun defendant (Who happens to be the killer) and an ingenious use of the evidence examination mechanics. Throughout the trial, you're able to freely examine the crime scene in your court record. If you're observant enough, you'll notice it changing throughout the trial, indicating the forgery of evidence by the defendant. The game later asks you to call upon your own memories and tell the court whether you believe the evidence was indeed tampered with: But of course, since you're the defense in this case, being honest about this is not in your interest. It's an interesting dilemma. Mystery aside, this case also introduces the jury. Which is… fine. I enjoy it as a set piece throughout the trials, but it does leave alot to be desired mechanically. It almost exclusively serves to derail the trials from the main mystery, if i'm quite honest. But it's still a fun mechanic. You also meet the games main prosecutor: I don't have much to say about his character, but as an opponent, I was pleased to find he was relatively competent, managing to make some pretty strong counterarguments to the defense. I find that often, prosecutors in ace attorney fail to do this (See Godot), instead just sitting there, saying "where the evidence tho". This is my 2nd favorite case in the game.
The fourth case, "Adventure of the clouded kokoro", is my personal favorite. Although, this seems to be an unpopular opinion. This case has some fun characters, including the defendant, Natsume Soseki, based on the real-life japanese author of the same name. It also has some fun commentary on class and race in this era, bringing up topics like the old window tax, and featuring an old couple (The garridebs), of which the wive pretends to be a maid so as to keep up a middle class appearance. As it happens, the wife in question is the unwitting murderer in this case. This mystery in this case has an honestly ridiculous solution, very reminiscent of big top. But personally, those kinds of ridiculous solutions are the most fun ones to figure out, soinsofar as they're logically. Overall, I enjoyed this case alot. It had some really charming characters, a fun mystery, and some interesting social commentary. My only issue is it feels a little padded out by pointless red herrings.
Case 5 is okay. I love the premise of a murder taking place in a pawnbrokers, but this case feels leagues longer than it needs to be. The mystery of the murder itself is relatively simple: But besides padding itself with pointless red herrings, this case also feels the need to delve into some gigantic subplot about a communications officer leaking government secrets. And if i'm to be quite honest, I couldn't care less. Up until you get the killer on the stand and pretty much establish he did it, the case is pretty fun. But then it begins to drag on. Luckily, the pace picks up again near the end, where this games detective gets on the stand and strikes a secret deal with the witness. This leads to a really great sequence filled with rapid-fire prompts that ends in you finally managing to catch the culprit. Right at the end, there's a really badass scene where Naruhodo basically threatens to leak government secrets to get the detective on the stand to confess to secret dealings with the witness, leading into my favorite line from this game: "I will stop at nothing to protect my client! I don't care who I make an enemy of!", which is just made better by the pursuit theme in this game. Overall, this case is pretty middle of the road. I like it less than Case 3/4, but more than 1/2.


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Onto the second game (GAA2-Resolve). Case 1 of the second game is leagues better than the first. Shorter and less padded out, too. I don't have much to say besides that. It's a competent mystery, with a fun premise and an entertaining killer. It also reintroduces some old characters, which is fun.
Case 2 ("Memoirs of the clouded Kokoro") is my favorite case in both games, and probably my third favorite in the entire ace attorney series. As it happens, it's also a continuation of case 4 from the previous game, which was my favorite in that one. The charming characters and setting of that case return, along with some very entertaining new characters, as well. This case also isn't too padded out, which helps. The solution to this case is nearly as ridiculous as the solution to it's predecessor. But without explaining further, the culprit in this case is the victim in the prior one. And the victim in this case doesn't die either, which culminates in the victims of both cases ending up on the stand together at the end, and then both getting accused of individual murders. It's pretty ridiculous, but fun, and even has a well done tragic undertone.
Cases 3, 4 and 5 have a similar underlying storyline. But honestly, it feels so horribly padded out, that even though these cases have some excellent moments, and some competent mysteries, I found myself just wanting the game to end. I think it would've been better, perhaps, if the games main thematic wasn't handled so clumsily. I'd say case 3 is pretty good. It has fun characters, a flawed but well put together mystery and a great resolution. Case 4 and 5… Well, there's good elements, but the game begins to feel so deeply entrenched in lore and international conspiracies that I honestly found myself wishing that the game would… I dunno, dial back the scale a bit? I was fucking keking when at the end herlock literally invented holograms in the 1900's and used them to send a message to the court saying he was at Buckingham palace with the queen. And that's how you manage to bring justice to the killer. It's funny, but also such a stupid way to end the game.
When talking about Resolve, I feel like I have to mention it's theme, since it plays such a massive role. Basically, it's the idea of "taking justice into your own hands". The main antagonist of the game (Stronghart) basically kills a bunch of criminals who escaped justice from the courts due to bribing the jury or whatever. He basically says that in order to take on criminals who evade the law, you have to fight fire with fire and be willing to become a criminal yourself. It's actually an incredibly interesting dilemma, and at the core of the ace attorney series, really. Which is why it's so disappointing how poorly handled it is. Stronghart isn't even wrong about what he's saying. If the judiciary itself fails to deliver justice, then what are they even supposed to do? The only way to deal with such people is to take justice into your own hands, so to speak. But the game basically glosses over this complexity and nuance completely, outright portraying stronghart as a monster for killing killers. But… This is really confusing, because this game also tactlessly endorses state killing anyway. Why is it any better for the state to kill criminals than it is for a regular civilian? The game skirts on the surface of addressing this, but manages to evade it basically the entire time. And it makes me ask what the point was. Why make this idea such a prominent driving force throughout the story if you're too cowardly to actually address the nuances? This skirting of the topic brings down the experience alot. It's odd, too. Apollo Justice, another game by the same author, is actually pretty gusty on this same topic, having the main mentor basically outright forge evidence at one point, on the belief that sometimes doing murky things like that is necessary to administer justice when the legal system itself has failed the common citizen.

Anyway, I said alot. Basically, I thought these games were good overall, but there were also alot of flaws that brought down the experience for me. Still, i'd say they're on the top end of ace attorney games in terms of quality. Also, for fun, I made a AA Cases tier list.


>Which visual novels have you enjoyed lately, wizzies?
I'm still pretty new to them and more of a dabbler.
Raging Loop: First three routes are awesome. It becomes less interest after that but overall it's a really fun psychological thriller about the werewolf game.
Making Lovers: First Moege I played. It was very fun all the succubi were great. My favorite was Mashiro.
Danganronpa: All of them are great. The first one feels a bit basic in that the characters aren't too interesting and the culprits are obvious. The sequels improved the formula.
Zero Escape: First one is amazing, second is okay, third was disappointing.
Katawa Shoujo: I didn't like it unfortunately. It wasn't bad or anything but none of the succubi appealed to me.

Games I want to play: Muv-Luv Trilogy, Ace Attorney, Utawarerumono, Higurashi, Muramasa. Tokimeki Memorial recently got an English patch so I'll play that.


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The infinity series is really a waste of potential. The setup of their stories is always really intriguing and the music is good but they get bogged down by boring characters and their tedious drama. I recently finished Ever 17 and for every hour of mystery and philosophical ruminating you then have to read two hours where the characters play kick the can or something equally stupid. I guess I'm just not really into slice of life.

The ending was so dissapointing that I wish I didn't bother finishing it. If someone has the power to summon a fourth dimensional being, I kind of wish that they would use it on something more interesting than a family reunion

Never7 pulled a similar bait and switch. Yuuka's route was so captivating but then it turns into boring character drama for the next few routes, but I pushed through until Izumi's route. The last thing I remember is that the whole story was just a dream or something and then I ragequitted. I suppressed most of what happened so I can't remember the details but I still vividly remember the dissapointment that I felt. The music and art is the greatest in the series though. You just can't beat that 90's style.

Remember 11 was the only one that had a consistently interesting story but apparently the final route was cut so the ending was never really resolved properly. What a cursed series.


are there any good vns that arent cumshit? i played some of narcissu 1 and i enjoyed it a little bit but it was still semi-cumshit.
sorry i dont read your thread and that probably encourages less and bad responses, but i cant say i care if you confirm vns suck nigger dick for me.


Higurashi, Hanachirasu. The former takes a few hours to get going.
The more morbid and depressing, plus an utsuge tag, the better the vn usually. The ones with romance are virtually never good.
House of Fata Morgana, Tsukihime, Muv-luv etc are torturous reads. I really don't get them.

Sayonara o Oshiete seems pretty awesome, I just downloaded that.

Currently slogging through Chaos;Head. Next on the list are Apathy Midnight Collection, Kamaitachi no Yoru, Mahotsukai ni Yoru, and giving another try to Subahibi and EF. Although that one wiz posting shitty philosophy with the subahibi screenshots once again deletes the appeal of reading a nukige for the plot. It seems pretty scary at times and edgy so it's probably good in those aspects.


alrighty, thanks for a human response. i actually already played higurashi but i will check out the other recommendation you listed next to it. also thanks for the further recommendations. i was about done with this entire genre after being shown muv-luv. didnt even finish that garbage.


No problem. Yeah, some vns do indeed, make you not want to read any of it anymore for years.
I've read Muv-luv and unlimited but it never gets better even with the gore and war.
It's kind of a shame there's only so many Muramasa style things because the medium itself is so good and is surpasses books.
Narcissu was also what got me into it back in the day, the free game was great but the follow-ups and other releases from the creator were way worse and not as comfy.


oh alright. kinda sad to hear that. i was hoping greater things for narcissu 2 but it's entirely understandable that it wouldnt be so good. i assume the first ends in suicide. big RIPs.


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Subahibi is not only my favorite VN, but my favorite piece of media, so I'll give Remember11 a try on your recommendation. Muv-Luv Alternative is better than Extra and Unlimited and changes things a lot, though personally I loved Extra. Would recommend trying it out.


Sorry, didn't see your second post
>The first is Yuuko. Specifically her dynamic with Takeru. It's the single most engaging thing about the VN
Holy shit, are you me? This is what I loved about it so much, specifically this. It was so much fucking fun.


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Can somebody recommend me visual novels centered on hikky/neet/otaku protag similar to chaos;head


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I don't post much on imageboards these days but this thread is really slow and I kind of like it.

Like this anon >>56328 I finally read Fata Morgana (and it's prequel) recently. I thought it was kino. It might actually be my second favourite visual novel of what i've read so far. Giselle and michel were the weak links, but I don't really hate them - I think it's just that a little under half of the game focuses on them, and putting the emphasis on these two characters for so long does drag on a little. Their backstories were interesting. But everything else was just much more interesting. It has a very strong thematic backbone, nuanced character writing and the concept behind it's narrative structure is also a strengh. Through it's use of several short stories that are tied into a wider narrative, it's able to explore it's characters and themes from many different angles, while also keeping the story from getting stale. By the time I was getting bored of door 1, they moved onto door 2 and then 3, and then 4, and although I knew these stories would all end in tragedy, the diversity of scenarios (all happening in different time periods, even featuring their own musical styles) helped keep things fresh. The thing I found must compelling was it's exploration of concepts like forgiveness, suffering, empathy and responsibility. I'd argue that morgana is supposed to act as an antagonistic force, and while I disagreed with her actions, the story does such an excellent job portraying the visceral weight of the suffering she endured (and that all the other characters endured) that it's easy to see how she ended up the way she did. You can't really blame her for being the way she is. In general, through both it's storytelling and presentation, I appreciate how fata morgana is able to get across the weight of it's tragedy. I could probably say alot more, but I don't feel like it. As for it's prequel, it felt unecassary and fanfictiony at times, but I enjoyed getting to see a deeper exploration of morgana and jacapo's characters. It was also quite good.

There was also the 'reincarnations' story that came with the dreams of the revenants edition, but THAT felt like fanfiction. Not that it didn't have some pretty good moments, but it didn't need to exist. Also, a fata morgana set in the modern day actually had alot of potential, and reincarnations feels like it wasted that. But it's just a throw-in extra anyway, so it honestly doesn't matter how good it is.

I also played AI: The Somnium Files NIRVANA INITIATIVE. It wasn't as good as I was hoping, but I enjoyed it. Tokiko and Shoma's charaters in particular were excellent. Tokiko really felt like a Remember 11 character; Everything she said and did felt ominous and draped in deeper meaning, and yet, when you finally have the context to understand her words and actions, they actually become more ominous, because you understand that they're directed at you, the player (or frayer). Ie, when she randomly smashes that statue on the ground, it's supposed to be a hint to the frayer about the out of order narrative seqence. I say it reminds me of remember 11, because it does something very sinilar where characters will do and say very ominous and creepy things that only become moreso once you have the context to understand them, ie the scene where Yuni randomly runs out into the snow screaming after being questioned by Kokoro and starts singing the kagome kagome song. Since that song is actually supposed to be a metaphor for killing SELF, he's basically threatening SELF (the player) in a subtle way and basically telling them that he isn't going to give them answers. It's creepy because there's no way to realize that's what his actions mean without outside context. Also, for things I disliked about AINI: The stupid actions scenes, most of the reveals around mizukis character, you didn't really spend enough time interacting with alot of the characters. But it was good. I thought the secret route was one of the most interesting things Uchikoshi has done in a while.

Oh. I almost forgot about this but I also read Kanon like I said. I thought it was mediocre but Shiori's route was weirdly much better than everything else and I really like her character. Also helps that it's a really old game, there's a certain charm to dated presentation. Apparently Kanon has an anime and I don't know if i'll watch it but the ed having a rap verse in it is really kino lol. I'll probably read AIR or I/O next. I really like VN's because even when they're mediocre or bad I still find the experience really comfy.

I actually liked the cure syndrome stuff in never 7 although explaining why would take too long. It's also a semi important piece of sci-fi that's linked into ever 17/remember 11 Ie it's very similar to how SELF changes reality based on what he believes and the tief blau thing and I have no doubt those parallels were intentional. But yes, the infinity series has alot of missed potential. Blick winkel in particular was the funniest shit i've seen in a VN. He's supposed to be the player, but he talks seperately from the player and is also just a total fucking weirdo. I still can't get over the scene where he picks up a rock and jumps into the ocean because he couldn't just wait a couple hours instead. He's so fucking funny.

Remember 11 is kind of an acquired taste, and my taste in general is pretty weird. If you want a narrative to feed you all the answers you probably won't like it.
Also, hello fellow yuuko enjoyer. I forgot to mention it but one more thing I liked about ML Alternative was the truth about the BETA basically just being material collection robots for another species of silicone based life. The entire war happened because they didn't realize carbon based life existed and I just thought that reveal was really hillarious and morbid.


This video is so fucking kino. Just wanted to share it.


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I've been thinking about Subahibi lately. I've been wanting to hear from someone their personal interpretations of it/what they took away from Subahibi. It's a very nuanced work which I have alot of muddled thoughts on, and I feel I haven't really grasped it fully yet.

I wanted to elaborate a bit more on some of my thoughts here; now that i've had additional time to digest them. Specifically on the themes of Fata Morgana and on Nirvana Initiative in general.

While Fata Morgana is, in the general sense, about suffering, responsibility and empathy, it is also more specifically about generational trauma, trauma in general, and the cycle of abuse. Because of what morgana goes through, she actually ends up inflicting even worse suffering on many, many people - many of whom were completely innocent. And of course, the suffering that she inflicts has roots in the pain she endured in her lifetime. In other words, it's an endless cycle of hatred, where an eye for an eye makes the entire world blind. Morgana is hurt, and she goes on to hurt others, and so on. It takes empathy for michel to provide everyone salvation from their wrongdoings, and to ultimately break the cycle of endless trauma. And this not only frees the victims, but also the abusers. Because the two are intertwined - the abused become abusers and the abusers become the abused. Only by providing salvation to both can the cycle end - and this doesn't necessarily mean forgiveness, but merely that you don't yourself become the abuser. At least, this is one viewpoint and one interpretation of one of Fata morgana's many themes. It is an incredibly nuanced work, and I am certain I haven't grasped all of it's complexities. This blogpost sums up a few of them: https://incognitionblog.wordpress.com/2018/07/19/the-house-in-fata-morgana-themes/

I also wanted to talk about the wasted potential of Nirvana Initiative. After mulling it over, I came to the conclusion that I probably like it less than the first game, but that if a couple aspects had been changed, it had the potential to be one of the best visual novels ever written. Here's what I would have done: First of all, I would have made Ryuki the sole protagonist. The plot works better that way. Ota and Moma would be written out of the game, except in passing mention, and as much as I like Lien in particular, he and Kizuna would also be removed. They don't have enough of a purpose. Instead, they would focus more attention on Hitomi and Iris, and specifically their relationship with Date and Mizuki. I'm not normally one to demand that a game focus on a character when their story is done, but I feel their was more that could have been done with these characters. Also, Date wouldn't get written out of the plot. That happens for no reason. They wouldn't hide that Amame is Shoma's sister. They had no reason to do that either. Amame and Gen's ending was shit, so i'd just change the events of that entirely. And the actions scenes would be less stupid.

Onto the most important changes. The ending of the actual game is salvaged mostly by the Nil ending, which casts almost everything in a brand-new light. I really like it. But, thinking about it, this twist would work much, much better with a couple adjustments. The perspective twist of switching back and fourth between the past and present would still occur, however Ryuki would contract TC-Perge much earlier, and it would be explained that the TC-perge altered his perception to iron out alot of the inconsistencies between the two time periods that would clue him into what was happening. Ryuki also experiences hallucination and time distortions as a result of his mental illness. He's implied to believe he's still living six years in the past, and there's no reason this shouldn't be employed to better make the timeline twist work. This way, the twist doesn't have to rely on certain characters just happening to not appear in certain segments. To be blunt, the twist in the regular game relies on a bunch of contrivances and coincidences. Alongside the TC-Perge/hallucinations, it would also be explained that Tokiko specifically manipulated alot of events to maintain the illusion of the time periods. The reason she does this in the first place is that she needs the Frayer to 'warp and weft' between the past and future, but also has to keep things seeming consistent to the frayer so that they don't get confused and stop playing. Alternatively, it could be that she's trying to trick the game itself into thinking the timelines in a different order so that it's presented to the frayer that way. Either way, the point is that Tokiko manipulates events so that the shifting between past and future occurs as it does, and that she does this for the purpose of having the frayer warp and weft between the past and future. This is implied in game, but it's left very vague, and doing it this way makes it more explicit how exactly tokiko made the frayer perceive things in the order they did.

Anyway, onto the second important change. The addition of a third time period in the story that takes place at the exact midpoint of the past and present - 3 years after the game begins. This would iron out so many problems with the story, and make things much more consistent. One of these is that it'd give more time to devote to the characters without the limitations of timeline twist. This could mean spending more time with Amame so that her being revealed as a killer has more impact; more time with Hitomi, Date, Mizuki and Iris to expand on what was set up in the first game. And it'd help smooth out the transition between past and future. Ryuki would, at some point, talk to the Tokiko. Probably at the 4th X between the past and present. It's here where she would ask about the Nil number. This is important for later. Anyway, the reason the events in this time period will be important is that it's where tears in the simulation will appear. Specifically, they'll appear at the stadium, as this is the midpoint between where the bodies were placed. As for what these 'tears' are, I didn't think about that. Every day, some kind of inexplicable phenomena would occur at the stadium to indicate the simulation beginning to fall apart. Or something like that. Perhaps it'd spread out to other locations as time progresses. On the final day, Tokiko would ask about the nil number. If you don't provide it, as you won't be able to before finishing the game, things will continue onto the present time period, where in the actual game you play as Mizuki. Also, since this game put an emphasis on Duo endings, perhaps Date/Hitomi could have one focusing on their relationship, or perhaps mizuki/iris could have some kind of ending focusing on a sibling kind of relationship. Or, of course, they could just do a date/mizuki and hitomi/iris ending. Just some ideas. Maybe even a ryuki/date ending?

Anyway, the specifics of how events play out from there don't really matter. It'd end the same way, with Amame being outed as a killer, and everyone 'stopping' the nirvana initiative. And then, there would be a scene of someone other than Ryuki being told the Nil number. Perhaps date, it doesn't quite matter. I only say this because it's important to emphasise that the frayer specifically is the one who brings this information to the past rather than Ryuki himself. You'd go back to the Nil number scene and input it, and this would break the simulation and have Tokiko reach moksha, like in the base game. However, this way it makes more sense, as this would be the exact midpoint between the past and future which the frayer has been warping and wefting between - and at the 4th x, or intersection, the nil number would be the final blow needed to break the simulation which was already starting to show it's seams.

Unlike in the original game, this wouldn't just lead into a secret ending, but rather an extended true route about the world being a simulation. One of the main themes of Nirvana Initiative is the clash between the ideas of egoism and self-denial. This is represented by Chikara (Egoism) and Tokiko (Self-denial), but also by Shoma who chooses in his ending to reject the simulation theory and to embrace that his feelings are real, with whatever suffering they may bring. I don't know what the exact contents of this true route would be, but it's only fitting that, like the rest of the game, it'd focus on this duality. The first game ended with a long scene explaining the backstory of the game while the title theme played - i'd have this game end in a similar way. Tokiko would explain her backstory from beginning to end and would also elaborate on all the details of how she came up with her plan; How she was able to lure in the frayer; How she was able to manipulate things to trick the frayer; All of the exact details, basically, of how she made the nirvana initiative work. Secret faith playing and all (https://www.youtube.com/watch?v=FiSWmbNcvfk). From here, i'm unsure where the story would go. Perhaps there could be two separate endings. One where, like Tokiko, you choose to forgo the simulation and to head for the 'true world', and another where you choose to stay in the simulation and declare that the world still matters even if it's simulated.

I think my ideas help fit together the game in a much more cohesive and satisfying way, and that it might have made for Uchikoshi's best work if he had executed things this way. Anyway, I just had this on my mind, and wanted to express it somewhere while I still remembered it. As it stands, Nirvana Initiative is pretty weak. It definitely doesn't fit together as nicely as the first game did, which left everything important resolved.


File: 1663844858084.png (2.79 MB, 2000x1270, 200:127, ClipboardImage.png) ImgOps iqdb


Hatoful Boyfriend is a surprisingly deep visual novel. it was so good that i even bought the manga on kindle.

i originally completely avoided that game thinking it was just a "joke" game, but its really good.

at first the game is a bit slow, but after the first 1-2 routes, it all starts making sense, plus theres also the BBL route and holiday star, both different and good in their own ways.

Shuu is my favourite bird, I hate him.


dude. the atmosphere in fata morgana blows my fucking mind to this day. the story is pretty decent, but the atmosphere is out of this world. i will never forget the way the game made me feel simply from the visuals and the incredible soundtrack. wish i could wipe my memory and play it again.

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