A lengthy Steins;Gate session this evening coupled with a chat about Saya no Uta (aka Song of Saya, a game I haven't played but am looking forward to trying) with my friend Mark has reminded me both how and why I love the visual novel medium.
I use the word "medium" when referring to visual novels rather than "genre" because in many cases, it's not entirely accurate to call them "games", despite the fact that they tend to be festooned in the trappings of video games. Most tend to include some sort of metagame element, be it a simple checklist of endings, a CG gallery with a completion percentage or, in the case of more complex games like Steins;Gate, even achievements. Most of them are presented in a distinctly game-like fashion, with console-style main menus that make pleasing noises when you click on them, colourful but clear text boxes with a little spinny thing in the corner that tells you when you've reached the end of the current paragraph, and all manner of other things.
And yet they're not games. Not really. They're interactive stories — some having no more than one or two meaningful choices over the course of the entire narrative, and some even eschewing the element of choice whatsoever — that make use of multimedia presentation to distinguish themselves from, you know, reading a book. The combination of static background images, static or lightly animated characters, music, voice acting, sound effects and text all combine to create a very distinctive effect — and one that can be a powerful poke to the imagination.
Books, of course, are the poster childs for stoking the fires of the imagination, but visual novels also do this, albeit in a different way. Whereas in a book it's left largely up to you how you picture the scene unfolding in front of you, in visual novels you tend to get a bit more in the way of audio-visual cues. You can hear the characters' voices (at least you can in recent releases; earlier VNs were text-only), you can see the characters, you can hear the music giving you an idea of the overall mood and, if the scene is a particularly important one, there'll be an "event" image depicting a dramatic moment from whatever is happening.
Far from being an inferior means of stirring the imagination, this approach works in a different way. While books provide the stimulus for mental pictures through descriptive text, visual novels simply use their multimedia element to do so, which allows them to cut back a little on the descriptive text and instead explore the protagonist's innermost thoughts, or engage in some snappy dialogue between characters.
Visual novels present a particularly good means of expressing a first-person narrative. While in first-person perspective books you tend to feel like you're just along for the ride, in visual novels it feels like you're taking a much more active role — even if your influence on the overall story is minimal. You're sitting inside the main character's mind looking out through their eyes and listening to their innermost thoughts — and even if the main character is some sort of awful jerk (as they often are in visual novels) this provides a very good means of exploring that character, why they are an awful jerk and how they may or may not go about changing themselves. Character growth! How about that.
This isn't to say visual novels have to be confined to first-person narratives, however. No; in fact, it can be very effective for a visual novel to "cut away" to another character, or even a complete shift in perspective to third-person. Nitroplus' visual novel Deus Machina Demonbane is a particularly good example of this being used effectively; during its first-person sections, it's something of a film noir tale about a down-on-his-luck detective and how he becomes embroiled in a series of increasingly ridiculous events. During its third-person sections, however, the true scale of what Kujou is involved in becomes apparent thanks to being able to get an overall picture of what is going on — coupled with the authentically overblown and distinctly Lovecraftian narration that accompanies these scenes.
Steins;Gate, also from Nitroplus, is a little more traditional than Demonbane in that it remains firmly stuck inside the protagonist's mind, but my gosh what an interesting head to be stuck inside, for Rintaro Okabe is a strange individual indeed — seemingly convinced he's a mad scientist named Hououin Kyouma (which his voice actor bellows with admirable aplomb every time it comes up in the script) who is being pursued by "The Organisation", it's not entirely clear for a lot of the game whether Okabe genuinely has a screw loose or if he's just playing up for the people around him. The sheer ridiculousness of his statements would seem to suggest the latter, but then he does something so outrageous that you have to wonder about his mental state. And when Steins;Gate's overarching narrative threads start to get moving, things become even more murky.
The upshot of this is that Okabe becomes something of an unreliable narrator. And this is something that visual novels are particularly good at exploring. Saya no Uta is another particularly good example from what little I know of it, but there are countless others, too; when you're observing a narrative from a first-person perspective, after all, you're only getting one person's perspective on it — and how can you be sure that person is telling the truth?
That's the question, huh? Anyway. That's that for now. Check out Steins;Gate if you've got a yawning chasm in your life that can only be filled by utterly fascinating sci-fi; full review coming soon on USgamer.
I'm still plugging away at the sequel to 999, Virtue's Last Reward. This is an interesting game in many ways, but one of the most fascinating things I've found about it so far is how it's far more willing to withhold an ending from you than 999 was. In 999, there was only one ending that had a "prerequisite" — i.e. you had to finish one path before you could finish the "true" path — but in Virtue's Last Reward, there are numerous plot branches that end prematurely with a "To Be Continued" message that may only be unlocked using knowledge obtained in one of the other narrative paths. Consequently, a big part of the game's challenge looks set to revolve around determining precisely which order you should do things in.
Noire (Hyperdimension Neptunia)
Irina (My Girlfriend is the President)
Ayano (Yuru Yuri)



[Side note: Day 100! Yay. This marks my 448th day of blogging every day. I've been half-tempted to start numbering the posts from when I originally started again, but then that will just get confusing. Perhaps I'll put the total number at the end of each post or something. I don't have an eventual goal number in mind—I fully intend to keep doing this until I can't do it any more, for whatever reason. But given that I continued writing through the disastrous events of last year, it'll take something pretty severe to stop me being here every day. Now, on to your regularly scheduled blog post.]
The thing I like about games that are a bit off the beaten track is the fact that they're not afraid to break with every gaming convention under the sun in order to try something a bit different. Objectively, sometimes they're not great "games" in the traditional sense, but they are definitely worthwhile experiences that explore interesting new ways of telling stories.