So I decided to give this VN a shot, since I read good reviews about it, so this are my impressions of it.
I’m gonna try to make this rambling review as spoiler free as possible.
Visual scene map for organizing scenes and connecting your story. Flags or point system. Keep track of simple statistics like love points, flagged triggers, etc. Add collaborators to your visual novel project so multiple people can work on it at once. Create screens such as CG gallery or extra screens. Light Novels (Digital) Artbooks (Digital) CG Sets. Doujinshi (Physical) Physical Goods. Dakimakura $ 0.00. News and Information. But yet the main purpose of these games is to leave a high emphasis of the story/plot. Even to make the player ambiguous of the ending as well. Depending on the Genre that is. I don't read books but visual novels do the trick for me. Any who leading on-! So we have all got the gist of what a VN is. The setting and structure is common as seen below. HER FIRST CONCERT AND THIS HAPPENED. Top 10 Best Anime Kiss Scenes EVER! Visual Novel Best Girl. Visual scene map for organizing scenes and connecting your story. Flags or point system. Keep track of simple statistics like love points, flagged triggers, etc. Add collaborators to your visual novel project so multiple people can work on it at once. Create screens such as CG gallery or extra screens.
SWAN SONG. A name for a game that only makes sense if you know what it means.
Visual Novel Cg Scenes Full
Swan Song is an adult oriented game, as most of the visual novels are. The game contains some sensible scenes that some people may not like; nor find approvable.
The game begins on Christmas Eve, in a town in Japan, when a devastating earthquake strikes destroying almost everything, leaving behind thousands of deaths and not a lot of survivors. One of the protagonists, Amako Tsukasa, meets with a woman who suffers from autism, Yakasaka Aroe, they head to a shelter but get lost ending up in a church, where they meet a guy who was already there, Tanomura Shin. Soon they meet other 3 people, Kuwagata Takuma, Kawase Hibari and Sasaki Yuka, they all gather at the church and there is where the story kicks off…
On the top left is Aroe, top right is Kawase, bottom left is Tsukasa and bottom right is Yuka.
Characters.
The characters are good, I wouldn’t call them memorable, but since there is a “serious” topic the game is trying to achieve they fit in the environment just well enough. Even like that, some of them feel extremely weak and some others are really annoying, making me wonder at some point why they were there, the story could have turned out exactly the same without them. There are the ones that could have been much more than the wasted potential they turned out to be as well. Other problem is the quantity of protagonists. By being six of them the game will put us in their perspectives at some point and some of them don’t have the required screen time to give them a good characterization beyond a superficial way, this made me troubled since I couldn’t identify myself with none of them.
Story.
The story plays out well, it accomplish what it wants and deals a pretty good story, very different from the high school harem style of game. It takes the serious path and, while not being a writing masterpiece and leaving a lot of loopholes and WTF moments, is a good way to show what could happen if the society goes right down through the toilet after a disaster of this magnitude.
Gameplay.
The game itself is not that challenging when the choices are on the screen, since the game is not a multi-route. Some of the choices are really logic things to do and some need to think out of the logic zone to do something that determines the survival. There are other choices that take no part on the script and are just to unlock a CG. The thing to consider is that almost all the wrong choices will lead to a bad ending, making it a good way to stay entertained at some points.
H-Scenes.
The H-scenes in the game are not that much and almost all of them are skippable since they won’t add much to the plot. Some of them may be too much for sensible folks because there are raping scenes that, even being part of the plot, I didn’t like that much and feel like they were torturing me, especially because I don’t really like the senseless sex scenes in a VN and some are like lets put it in here just-cause-sex-sales. Being like this it would be hypocritical from me to say I approve rape.
The protagonists gathered in the church at the beginning of the game.
Art.
The art is really good, lacking just a little at some points but still managing itself to be amazing in its own way. The game doesn’t count with character sprites, instead the characters face pop up in little “geometric shapes” whenever there is a conversation. There is a gallery at the menu, but it will unlock until you clear the and achieve the normal ending of the game. It is pretty normal having a CG mode, a “recollection” mode where you can re-watch the H-scenes once you have them and a BGM mode where you can listen to the game score.
Music.
The music in the game is above average, having really good pieces and others not so good. A lot of them fit perfectly and show the tense or relaxed mood of the situation and/or the characters are living and some of them are pretty annoying and break the pace.
As a conclusion the game is pretty nice and deserves a shot to be played. The story is good, there are some loopholes that could have been addressed to make the story more interesting but I’m satisfied the way it turned out in the end.
MY SCORE: 8/10
Kids stood there watching me with sadness. They didn’t manage to make their game. So I had to break the news to them. Most of the games NEVER get finished.
So yea, it was at that time when I was teaching kids how to makegames. They want to team up, ten of them or so. Elementary school kids. I explain to them about the roles in a gaming studio, how they need a game designer to come up with rules of the game, they need a team that will write code, others will make sprites and backgrounds, then there will be soundeffects and music guys. Finally one boy volunteers to be the boss and oversee the whole process. They have three hours to finish the game.
It starts well, they assign themselves tasks and start working, very excited. Then as they hit first snag, their enthusiasm drops. One by one, they abandon the project. Kids start to chat, snack, play games alone or with others. When time runs out I gather them and ask them, “Where is your game?”
Kids blink and the heavy feeling of failure sinks in. “Hey, that’s okay. About 10.000 games are published every year and for each there is probably ten or more that didn’t get finished. There are more unfinished games in the world then those actually finished. So let’s see what we’ve learned from this fail”. Kids were baffled. Learn. From fail?
Well yea, failing is happening more often than success, so we have to learn from the process. Even this blog post is made of fail, if it has any wisdom in it, it was collected from many authors, artists and game makers that failed. It comes from my personal fail. And my goal is to have you rehash your own fails. Dig them up and see why is it that you seem unable to finish your Visual Novel project that you wanted so bad and now it is neither abandoned nor really in the works…
As our very own dearest Fluffness would say, “Planning? That thing that you think about but never do?” Still, it is the planning and moving forward that will help you make your VN. So this is the first of several blog posts that will deal with the ways to plan your project and hopefully execute it.
Why bother with planning? Well, planning matters. It helps us visualize the task ahead and we connect with the process and the goal. If you don’t plan making your Visual Novel you are risking having very low INTENTION.
What’s that? Well, we human beings often wish for this or that, but we accomplish only those things we really INTENDTO see through. I know it can sound like new age mambo jumbo, but it’s simple logic. Many authors just start making things because the process of being creative is inherently fun. Many dream about making a game, but don’t really put their focus in it.
You can’t make it if you don’t really intend to make it, simple, isn’t it? Planning is one of methods to focus our desire.
Moreover, planning helps you to research the obstacles and risks. Writing 120k words novel sounds awesome, but if you don’t plan then it won’t dawn on you that if you write 1000 words per day (which is pro level of productivity assuming the text is really well written and edited) – it means you will be working on script for our novel for 120 days, which is 4 months.
Games are tricky monsters. Once you start to develop them, they start life of their own and have their own demands. They grow, swell, overflow, become more complex. What started out as simple Visual Novel suddenly is a multiple ending, several highway branches spanning, mini game infested, stats heavy monstrosity.
Visual Novel Cg Scenes Wallpaper
Stories are even sneakier. You seem to be in charge, but as you write them, stories snake away, coil around your mind and before you know it, bam! You are stuck with a monster that can’t be put back in the box.
Ok, first of all, this is going to be a series of posts dealing with issues of planning and execution. Basic elements of the Visual Novels are always the same, but ways we come up with them and the way we actually create them is different for everyone. That’s your CREATIVE PROCESS and if you are proud that you have none, then you’re in trouble. Making things up as you go along is nice if creation is only a game to play, or if you are a genius. While playing is nice it doesn’t ensure you will stick to your project from start to finish. Also I am not a genius, so I need to have creative process I can stick to. It’s ok if you don’t have one right now, but think about it.
Visual Novels are: one part novels, one part visual, one part games and one part audio experience. There is another one very important part that ‘goes without saying’. The inner reasons within the author. It’s easy to assume that if Visual Novel maker has embarked on the journey to make this complex game, that they already have all the inner reasons figured out. Ah, but ‘assuming’ only makes an ass out of me and you , eh? So here is the list of ingredients, with inner reasons added into the fray.
Inner reasons
- WHY are you telling us the story?
- WHAT is the message that you want to carry across to readers?
- WHERE will you place this project in your life?
- WHEN do you plan to finish it?
- WHO can do it better than you?
Novel aspect
- What is your plot structure?
- Kinetic novel – no branching
- Visual novel – branching story
- Common route
- Is it a long route> better suited for establishing new settings, developing characters, long exposition
- Is it a short rout> better suited for writing conflicts, covering different story arcs/characters
- Diverging routes
- Pacing of meaningful choices
- Dead ends and Bad ends
- Switching routes
- Points of no return
- Common route
- Writing style
- Choosing point of view
- Who’s story is it (choosing narrator)
- Deciding on tone and key of the story
- Characters
- Protagonist(s)
- Background – where do they come from?
- Goal(s) – what they want?
- Motive – why they want it?
- Personality – how they go about it?
- Support characters
- Motives
- Relation(ships)
- Are they meaningful?
- Are they colorful?
- Villain(s)
- Goal(s)
- Motives
- Point of friction
- Protagonist(s)
- What is your plot structure?
Visual aspect
- Backgrounds
- Character sprites
- CG – special scenes and/or gallery
- Animations
- Special effects
- Other graphics
- Buttons
- Bars
- Intro screen
- Ending screens
- Text
- Style of presenting text
- ADVenture mode
- NoVeL mode
- Other styles (comics style bubbles)
- Textboxes
- Style and size
- Character name box
- Textbox Character sprites
- Style of presenting text
Audio aspect
- Background music
- Main theme
- Scene specific track
- Sound effects
- Voice acting
- Background music
Game design aspect
- Placement of choices
- Pacing
- Relevance
- Control over text
- Skipping yes/no
- Forced reading
- Speed of text
- Form of text
- Control over animations
- Animated CG?
- Animated characters?
- Mini-games
- Relevance (do they fit the theme of the game?)
- Genre (puzzles, action-games, strategy games, rpg battles, etc)
- Stats
- Stat check gateways
- Stat controlled branching
- Stats that affect endings
- Random events
- Mixing in other genres?
- Dating sims
- Time management
- Resource management
- RPG elements
- Placement of choices
It’s a checklist of elements and issues you need to consider when making your novel. Now you can see why it is so easy to just abandon your project. Hope it’s bit more clear why even the moderately sized Visual Novels take months and years to complete. But don’t worry I will go through this list and help you learn more about ways to make your project going strong.
Oh and I know that most of you are lone wolves making your own games. I also know that making a team complicates things to the power of UGH, but I hope this checklist also illustrates why having a good team is sometimes a must. Writers, scripters, coders, voice talents, animators, sound engineers, project managers, and yea, artists, duh obviously. You are going to need them, or walk in their shoes, at least.
Before I explain all the elements, here are some general tips and pointers for making your visual novel. Always keep quiet. Run up a tree if you see anyone. Keep your tail clean. Keep your nuts in a hole in a tree. Oh wait, these are squirrel rules.
Here are the VN making tips. Don’t bite off more than you can chew. Pace yourself. Know your cliches and know how to turn them into archetypes.
Don’t rely only on text. Don’t overwrite. Visual Novel is a multimedia offering. However, substance over style. Good visuals can’t turn bad story into a good Visual Novel.
Don’t underestimate the power of music and sound effects. Either do awesome and full vocal acting or don’t do it at all. Dialogues are part of the story, don’t drag them out. They need to be plausible, convincing but also informative and concise.
Define your audience and write for them. Interactive fiction is about what COULD HAVE happened. Don’t go for many different endings. Have as many or as few as your STORY demands. Always listen to your story.
Good luck writing your games, at least you don’t have to do any heavy coding, nor you have to learn programming and retrain your brain to comprehend the algorithmical way of thinking, because we provide you with zero-coding experience, plus a very helpful community that can jump to your aid. Just join our Discord server and you’ll see for yourself!