Tag Archives: visual novel

Game Review: Bad End

Not even a month into the new year & I’ve already completed three games.  Not bad!  Granted… they were all new games that I got over Christmas sales, so they don’t actually tick off my backlog, but… Oh well!

I can’t quite pin down one thing that drew me to today’s game, Bad End.  It could’ve been that it has decent reviews for a little indie visual novel game, or that it was discounted even more than it’s $2 price.  But probably a large part was that I have a thing for horror stories that take advantage of modern technology.  This love of being haunted through progress started with the movie Stay Alive, a movie about a video game that kills people if they die in the game.  And Bad End’s premise is basically the same.

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The titular Bad End is a game within the game.  Players take the role of regular high school student Kyuuhei, who begins investigating rumors about a new mobile game that kills people after his best friend mysteriously dies of a heart attack the same night he texted Kyuuhei about getting the game to work.  Believing this can’t be a coincidence, Kyuuhei discovers that no one seems to know where this game came from, despite its popularity, & threads from people who get the game to work always end mysteriously.  Kyuuhei takes it upon himself to finish the game without making any mistakes to hopefully end the curse so no one else dies, but between the mental fatigue and ghostly phone calls, the line between the game world & reality starts to blur.

As with most visual novels, all of your actions are limited to simply selecting between various choices when the game prompts you.  But as the title suggests, these choices are littered with Bad (or quite literally Dead) Ends.


20170103185103_1Narrative: The overall impression I left the game with was that it was a missed opportunity.  There’s nothing in the story that I can point to as bad, but I don’t feel it was as good as it could have been.  The concept of controlling a character in a visual novel that’s controlling another character in another visual novel is interesting.  And the mystery revolving around the Bad End game (in the game) is well-paced.  I enjoyed solving the mystery along with Kyuuhei, always trying to stay one step ahead of the game.  I felt excited when I caught on to where the story was going, as well as a sense of accomplishment for being right.

That being said, I did find the resolution disappointing.  It was very clichéd, & surprisingly cheesy for a Japanese horror story.  If you know anything about Asian horror, it’s usually that there’s no happy ending.  I did figure out what was behind the cursed game, & it made sense… but I felt Kyuuhei was way too forgiving about the whole ordeal.  The “misunderstanding” killed a lot of people, including Kyuuhei’s stated best friend, & yet he seemingly overlooks this detail because he gets some T&A out of it.  I swear his last scene in the game comes across as, “It sucks my best friend in the whole world died, but at least I got a girlfriend!”  I don’t know… I’m not a guy, so maybe that would be their response, but it just irked me.

But, for me at least, the biggest misstep is all the squandered opportunities the story provided Bad End.  It had the potential to do some interesting things.  They could’ve done some fourth wall breaking stuff by having the character in the mobile game be self-aware & work with Kyuuhei (something that would’ve made sense given the origin of the cursed game), or even some double-fourth wall breaking stuff by having Kyuuhei realize he was being played.  At the very least, I would’ve liked to have seen something other than you-mess-up-once-&-just-die.  The way the store page & trailer presented it, I expected the real world to gradually become more dangerous as threats from the game started chasing Kyuuhei with each mistake he made.  What I got, however, was make a wrong choice & a ghost hand comes out of your phone & strangles you.  The End.  Maybe it’s not fair to judge a game based on what I wanted, & there were some clever bad ends in the beginning (like choosing to believe your friend really did die of natural causes, not pursuing the mystery & living happy life, or going insane from the constant calls from the dead because you couldn’t take the pressure of making a choice in the game).  But it really did feel like the studio dropped the ball.

Overall, aside from a disappointing resolution & some clichés, I can’t say there was anything “bad” about Bad End’s story.  But it wasn’t memorable either.

Score: 3


20170103213327_1Mechanics: What can you say about the mechanics in a visual novel game?  You use the mouse to select an option when prompted.  That’s it.  It is nice, though, that you can save whenever you want, meaning you can save before you make a choice & start back from there if that was the wrong choice.

As for the choices themselves, for the most part if you pay attention to what’s going on in the game it’s not too difficult to make the right choice.  Except for the very first choice made while Kyuuhei’s actually playing the game.  Kyuuhei’s first choice inside the Bad End game gives you one of three directions to run & there’s absolutely no way to know which one won’t get you killed.  It’s obvious when you make the right choice why it’s the right choice, because it’s the direction that leads you back to the main street, but prior to that the game gives you no clues about what’s in any of the directions you’re given the option to run in.  And given that you can actually make one free mistake (meaning you get a second chance) it feels like the developers knew this & were just being mean-spirited.  Like they wanted you to die here.  That just feels like bad design.

Not much else to say.  Just don’t be stupid, & in most cases you won’t die.

Score: 3


untitled-1024x680Aesthetics: If you’re not familiar with the visual novel style, most of the graphics consist of a background with still images of the characters speaking superimposed on it, with dialogue boxes beneath.  And while Bad End has all that, in comparison to other visual novel games I’ve played recently, the images are very uninspired.  Again, not bad.  They just look like your average anime.  The backgrounds are pretty generic, which is doubly bad considering you’ll be seeing the same places over & over.

The music likewise feels very stock.  I know I’ve heard some of them before, but I’m not sure if they’re stock music that comes with whatever program the developers used to create the game or if it’s from a royalty-free site.  Worse yet, none of the music seemed to really fit with the accompanying scene.  The normal music is way too cheery for the game’s themes, & the music intended for scary scenes wasn’t scary.  And as there are no voices, or any other sounds, the music is all you have to focus on.

Overall, there was nothing particularly bad in the presentation, but nothing to make Bad End stand out, either.  Everything felt very stock, & gave me the impression of not putting in much effort to give their game a unique feel.

Score: 2


Replay Value: Low.  There’s really no point to play Bad End more than once after you’ve beaten it.  Even if you’re dying to get all the achievements for seeing all the bad ends, because you can save before each decision you can just pick up where you died.  The game’s always really short, only taking a few hours to finish.  Score: 2


Breakdown

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Final Score: 2

Final Word: Bad End reminded me of those Goosebumps Choose Your Own Adventure books. While there’s nothing glaringly wrong with Bad End, there’s nothing memorable about it either.  The most interesting thing about it is an interesting premise, & it doesn’t even handle that well.  Overall, I can’t recommend Bad End to anyone really.  Even with the low price, I can recommend much better visual novels to put that money toward over this.

–  GamerDame

Title: BAD END
Consoles: PC, iOS, Android
Rating: M
Developer: Arai Koh Create Office
Publisher: YOX-Project
Release Date: November 25, 2015
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Filed under 2, Horror, Indie, Mobile, PC, Reviews, Visual Novel

Game Review: Amenisa: Memories

Despite having probably the most generic & redundant game title in history, what initially made me interested in Amnesia: Memories wasn’t anything in the game itself.  Rather, it was the anime series that it spawned.  Although I found the initial episodes dull, I couldn’t help but be grabbed by the beautiful art style.  And after reading comments that the game was better because the main character wasn’t as dull as she’s portrayed in the anime, I decided to check the game out if it went on sale.  Was it worth it?

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Do people in Japan dress like this?

In Amnesia: Memories you play as a college-aged girl who has, shockingly, lost her memories.  But in comparison to most games where this happens, the reason is pretty unique: a spirit has lodged itself into your soul.  This spirit, Orion’s, consciousness has sort of forced your memories out.  And while he’s not sure why this happened, at least he offers to help you regain them.  But you can’t tell anyone about it, because you’ll sound crazy & likely be locked up, which will cause your mental state to deteriorate.  Thus you and Orion must try to covertly figure out your previous life while living it on top of figuring out why you lost your memory in the first place.  And that would be difficult enough without the whole world seemingly trying to kill you.

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It’s not what it looks like, I swear!

At first glance, Amnesia: Memories appears to be a dating sim.  There are five potential love interests for the Heroine to develop feelings for.  But I think calling it a “visual novel” is more accurate.  The story revolves less around you going on dates as it does playing through the story.  A big part of this is because your love interest is set depending on which world you choose to enter (Heart, Spade, Clover, Diamond or Joker).  Your choices affect the strength of your relationship and ultimately how the story turns out.  Because of this, there isn’t much in the way of control schemes.  You simply select dialogue options & try not to die.

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I adore the manager

Narrative: What impresses me most about Amnesia: Memories is that each world has a unique narrative.  Whereas with most dating sims you have the same starting point that branches off depending on which partner you favor, each world plays completely different from the very beginning.  I also liked that the characters reoccur in every world, but their roles vary.  In one world the Heroine may be very familiar with a character, but in another they’re strangers.  For example, in one world the Heroine may have never met the eccentric leader of a fan club before the end of the story, but in another they’re best friends.  It helps each story stand on its own.  I should also point out, without spoiling much, that these worlds are not individual stories but part of a larger story.  Which brings me to the ultimate ending of the game… it’s pretty confusing.  I got the gist, as anyone familiar with the multiverse theory would, but I couldn’t help feeling it sort of undoes all the other stories.  Like they don’t matter, & only the final ending matters. It’s not necessarily bad, but it seems to be a common thing in dating sim/visual novel games.  The characters were interesting, though nothing anyone who’s spent time with anime hasn’t seen before.  But there’s something to suit everyone’s preferences.  That being said, the game seems to suffer from the same flaw as the show, in that I felt the Heroine didn’t have a coherent personality in any of the stories.  This is probably a personal gripe against dating sims as a genre, but I hate feeling like I’m conforming myself (or my character, I guess) to meet the guy’s preferences.  What’s the point of even giving me options if only one route is the “most correct”?  Almost every option I would naturally pick led to a Bad End.  Maybe that explains why I’ve never made it past three dates before… Anyways, that probably speaks more to an inherent character flaw in myself than the game’s fault.  What I can blame on the game, however, is some of the bizarre logic the characters display.  I don’t know if it’s a Japanese culture thing, but I found it creepy how every single partner, at some point in the story, warned me about doing things that would make it hard for them to “resist.”  Do men normally tell that to their partners, at least in a serious manner?  That sounds pretty rapey to me.  And also, I won’t say which world it was in, but one of the worlds should’ve had a different Perfect End.  I know it has to do with anime tropes, but I was like, “It’s sweet that you wanted to protect me, but you could’ve just told me instead of, I don’t know– locking me in a cage!”  It did not deserve that sappy ending.  But overall, the stories themselves are fun, the characters are a lot of fun, & I enjoyed solving the mystery.  Though people easily annoyed by anime tropes will likely not enjoy it.  Score: 4

Mechanics: There’s not much to say here.  You just click the option you want during dialogue to progress the story.  There’s nothing else to the gameplay.  That being said, I really appreciated that if you’re playing through a section of story for the second time, you can choose the Skip options to make the game speed through all the dialogue you’ve previously seen, stopping only when you reach new dialogue or you have to make a choice.  It makes replaying worlds so much easier.  Score: 3

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Orion has the best lines

Aesthetics: This is a beautiful game.  The characters are all so unique and detailed.  I especially love the coloring for the eyes.  The detailed design really pops against the stark background, which are beautiful in their own right.  Of course, the designs are clearly based in anime, with even the characters’ everyday clothes being outlandish.  This is especially funny during some of the scenes that clearly show everyone else wearing standard jeans & t-shirts.  It’s a shame that most of the game is spent staring at stills with all the character talking just standing on screen, only their expressions changing appropriately during dialogue.  There isn’t much animation, & the special scenes are just beautifully-drawn images.  But this is standard with visual novels.  The music is okay, with only a few tracks, but they’re appropriate to the scenes.  The voiceacting is okay as well, though it’s in Japanese.  Overall, though sparse, the designs are truly stunning never get old staring at for hours on end.  Score: 4

Replay Value: Fairly high.  Each world has multiple endings (Perfect, Normal & 2 Bad Ends).  To unlock the final world you have to get Perfect Ends on the first four, and that world has a Perfect, Good and 7 Bad Ends.  Plus, getting a Perfect End unlocks a bonus story for each character.  So if you want to experience everything, there’s plenty of value.  I think each world takes about 3-4 hours a piece to complete.  Score: 4

Breakdown

Untitled

Overall Score: 4

Recommended for: fans of otome & visual novel games, those curious in that genre, or people who just like to stare at pretty boys.  Is a good example of this genre & has some fun elements.

Not recommended for: most other gamers, especially those who hate anime.  Not enough actual “game” to it.

-GamerDame

Title: Amnesia: Memories
Console: PC, PSVita
Rating: T
Developer: Idea Factory
Release Date: August 25, 2015

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Filed under 4, PC, Reviews, Visual Novel