13 Sentinels: Aegis Rim

13 Sentinels: Aegis Rim is half sci-fi visual novel and half real-time tower defense tactics game with a moderately robust system of mecha customization. It’s an amazing work of nonlinear digital storytelling, but it’s also about 25 hours long and difficult to talk about without spoiling certain elements of the plot. I’m therefore going to spoil a few small bits of the game’s premise, which I hope will make this review easier to follow.

To simplify the story significantly, 13 Sentinels is about teenage mecha pilots from different decades in modern Japan. Although the timeline stretches from 1945 to 2188, the primary setting of the game is an urban high school in the year 1985. Time travel is introduced into the story fairly early on, but it gradually becomes apparent that the various pilots’ movements between decades may not be time travel at all. In addition, a few of the characters are very concerned with “loops,” which seem to be connected to the different “generations” of mecha you control during the tower-defense sequences.

Your job, as the player, is twofold. First, you need to defend the city during a multi-stage final battle against invading alien mecha; and second, you need to follow each of the thirteen characters’ stories in order to figure out how they got to the point at which the final battle begins.

The tactics battles are short and linear, and you can repeat battles to grind for experience or meet certain challenge conditions. You can choose the difficulty level for these battles, which end in victory automatically if the tower does not fall within the time limit. The visual presentation of the battles is somewhat simplistic and occasionally confusing, but they’re easy to cheese through multi-target long-range missiles.

Personally speaking, I’m not big into tower defense tactics, but I found the mecha battles in 13 Sentinels to be extremely addictive. If you, like me, are interested primarily in the narrative aspects of the game, I would say not to worry too much about the mecha battles. They’re easy and fun!

Meanwhile, the visual novel portion of the game plays out in a series of roughly five-minute segments. There are thirteen viewpoint characters, and each character’s story is divided into six to eight episodes. Although some of the episodes have conditions that need to be met before they’re unlocked, you can switch between characters and play through the episodes in whatever order you like. You can also complete a lot of the story without doing the mecha battles, and vice versa.    

The story segments are set up like a 2.5D (Paper Mario style) adventure game in which you navigate between connected screens while talking to NPCs. Most of these story segments are linear, by which I mean that they necessitate specific actions performed in a specific order. Each character’s story has its own style of gameplay-adjacent narration, and certain segments of two of the characters (Juro Kurabe and Yuki Takamiya) might necessitate using a walkthrough. For the most part, though, each story episode is fairly intuitive and self-explanatory, and the player can sit back and enjoy the art and writing and voice acting without having to worry about making decisions.  

Although each individual battle and story episode is relatively short, there are a lot of them in aggregate, and the game will take at least twenty hours to finish. Unfortunately, you have no control over the opening tutorial sequence, which takes about an hour to complete. Because this tutorial takes so long, I think it’s important to let people going into 13 Sentinels know that it doesn’t reflect the content of the vast majority of the game.

I recently listened to a discussion of 13 Sentinels in which two people who’d played the game attempted to explain it to a larger group, and one of them made an embarrassed comment about “anime tropes.” I think it’s worth discussing these tropes (without spoilers), as they appear primarily in the opening tutorial and may turn off many players to an otherwise excellent game.

The first anime trope is fanservice, by which I mean “male gaze anime pedo bullshit.” For whatever reason, this fanservice is frontloaded into the tutorial and then more or less disappears. In other words, it’s a little gross at the beginning, but then it stops being an issue. It’s kind of like the opening of Final Fantasy XII, where you have to get intimately acquainted with the dimples in Penelo’s ass and watch Fran straddle a flying motorcycle in lingerie before the game drops the fanservice pretense and gets down to the business of telling a story in which the characters aren’t sexualized at all.

The second anime trope is basic netto uyoku brainrot. This is concentrated at the beginning of one character’s story but then stops being an issue. There’s not much to say about this, save that it’s fairly common in a lot of anime-adjacent work that came out of Japan in the late 2010s, and that it will probably go over the heads of most people playing the game in English. I’m generally sensitive to this sort of thing, but it’s such a minor part of the overall story that it was easy to roll my eyes and not be bothered by it. Also, that character’s storyline gets much better later in the game.

The third anime trope is “giant mecha that can only be piloted by teenagers in high school.” As someone who generally dislikes this trope, what I would say is that the diegetic explanation is very good, and that the narrative payoff is a lot of fun. The explanation and payoff don’t happen until late in the game, but they’re worth suspending disbelief for.  

In a lot of ways, 13 Sentinels has strong Final Fantasy VIII vibes, and it’s good to remind people (mainly myself) that Final Fantasy VIII was actually a really smart and interesting game. The conceit of all the characters being in high school is admittedly silly, but the “daily life” nonsense at the beginning of the game exists primarily to serve as a contrast for what you learn about the story as it progresses.

I don’t want to say that anyone’s enjoyment of 13 Sentinels will be dependent on their tolerance for anime tropes, but what I would say is that you might need to be patient with the game during the first hour. Like any other JRPG, 13 Sentinels gets so much better once you’re free from the mandatory tutorial.

Given that 13 Sentinels levies a tax of an hour of your life before you’re allowed to start the game in earnest, I want to try to explain why the experience of playing it is worth the price of admission.  

To begin with, 13 Sentinels is a gorgeous game. The character designs are gorgeous. The backgrounds are gorgeous. The lighting effects are gorgeous. The animation is limited, but it’s gorgeous as well. Every tiny detail is just so incredibly gorgeous, and the game constantly reveals new details.

I also appreciate that 13 Sentinels isn’t so much a traditional visual novel as it is a nonviolent adventure game. I love this style of interactive storytelling, and I love to see it done with a proper budget. You don’t just passively watch the characters and look at all the gorgeous art; you get to move through the lushly detailed environments and interact with them using standard JRPG mechanics that help guide you through the story.

While the writing doesn’t draw attention to itself at the level of its prose, it’s a marvel how everything comes together in bits and pieces in a way that makes perfect sense. Some character episodes must be unlocked, so there are a few gates regulating how much the player knows at any given time, but 13 Sentinels showcases nonlinear storytelling at its best.

The game also features a good mix of subgenres. Some characters are normal high school students who gradually get sucked into the larger story, while other characters begin right in the middle of a hardcore sci-fi action movie. Some of the characters have love stories, while others have murder stories. A surprising number of the characters’ stories look deeply into ontological definitions of humanity. Meanwhile, there are some characters you don’t get to play as, an aspect of narrative gameplay that generates its own set of themes and questions.

If you get bored with one character, you can always switch to another. All of the stories are connected, so you might uncover something that causes you to view the formerly boring character in a different light. Some of the characters resonated more strongly with my own interests while others left me a bit cold, but all of the characters have fully realized narrative arcs that somehow manage to keep developing deep into the endgame.

I can’t say too much about the game without spoiling it, but I was constantly dazzled by the storytelling. When I say that the narrative payoff of the anime tropes is worth the initial silliness, I mean it – the ending of 13 Sentinels feels satisfying and well-earned.

Because it’s divided into bite-sized chunks, 13 Sentinels is a great portable handheld game, and it’s perfect for the Nintendo Switch. Its load times are almost nonexistent, so it’s easy to pick up and put down and pick back up again. I gradually played 13 Sentinels over the course of about two months, but I imagine the game’s structure would make it a lot of fun for people who prefer to binge stories.

So, despite the slog of the opening tutorial, I’d definitely recommend 13 Sentinels if you’re interested in a smart and fun sci-story that’s also a smart and fun game.

One Night, Hot Springs

One Night, Hot Springs (here on Itchio) a short visual novel that takes about twenty minutes to play. It’s the free-to-download first chapter of A Year of Springs, which is available for $5 on various platforms, including Nintendo Switch. The story is about a 19-year-old girl named Haru who spends the night at a fancy onsen hotel with her childhood friend Minami and Minami’s friend Erika. Everything seems set up for a fun girls’ night out, but Haru is worried that being trans might make getting into a public bath tricky.

Minami and Erika are both a bit clueless about what it means to be transgender, but each is kind and supportive of Haru in her own way. The onsen staff are kind and supportive as well. No one particularly cares that Haru is trans, but they still go out of their way to make sure she feels comfortable, just as they would for any other guest. Haru is shy and doesn’t want to cause trouble, but a staff member assures her that plenty of people need (and deserve!) a bit of extra attention, and that trans guests aren’t actually as uncommon as one might think.   

There’s a big pink banner with a content warning for transphobia hovering over the game’s page on Itchio, which is why I didn’t take the plunge and buy the full game. I got seriously burned by The House in Fata Morgana, and I don’t want to play another visual novel about a trans character being abused or harassed. It turns out that I need not have worried, thankfully. If you’re honest to everyone about your character being trans, the ending you’ll get is called “The World Can Be Kind, Too.”

There’s an educational element to the game, and this can be something of a bummer, as the social and legal realities of being LGBTQ+ in Japan aren’t great. Still, One Night, Hot Springs is mostly about simulating the experience of spending a relaxing evening in the company of good friends at a beautiful onsen hotel. The artwork is cute yet polished and offers the player lovely visions of traditional architecture, delicious food, and screenshot-worthy outdoor vistas.

One Night, Hot Springs is just as wholesome as its artwork is adorable, and I really enjoyed the story. I was inspired to get the full game, A Year of Springs, and I’m looking forward to playing it soon.

Later Daters

Later Daters is a cute and clever queer dating sim set in a retirement community. It’s divided into seven chapters, each of which takes about ten minutes to read. I enjoyed this game so much that I played it three times. There’s a fair amount of repetition, but also enough potential for variation to keep each replay interesting.

Each of the characters in Later Daters is distinctly attractive in their own way, but perhaps it’s important to say that not a single one of them looks a day past 65 years old. In fact, most of them seem to be in their mid-to-late 50s. I’m not sure if this is a failure of imagination or simply a concession to the player, but everyone is healthy and hearty. All of the characters have good hair and good skin and good teeth and good posture, and they all have the minds and progressive views and sex drives of college students.

Not that I’m complaining, of course! I just want to make it clear that, as in any dating sim, there’s a strong element of fantasy involved.

Your character, who looks maybe 50 years old, is supposed to be 80. (You can choose their gender, but I’m going to stick with “they.”) They’re an artist who lived in a big house out in the country, but their doctor recommended that they move to a retirement community after they developed vertigo and took a fall. The player can choose how positive they feel about this; regardless, everyone in the community is friendly and welcoming.

The retirement community itself is beautiful, with lovely apartments, grass-covered lawns, and a gorgeous greenhouse filled with marijuana plants. The community also has sufficient funding for various clubs and activities, and it’s managed by the residents with no outside interference. It feels like paradise, to be honest.  

The main goal of the game is to choose an NPC to romance, which you can do at your leisure and to whatever degree of steaminess you prefer. The first time I played the game, I was so enchanted by the characters that all I wanted to do was to make friends. I therefore played the game as aro-ace, which ended up being a lot of fun. Unfortunately, I made some questionable decisions regarding a few of the characters, overstepping the boundaries of some while not being attentive enough to others. I therefore played the game again to get to know them better, and along the way I ended up starting a relationship with my cute neighbor.

On my third playthrough, I was like, “Fuck it, we ball,” and I ended up seducing a rock star. The bed scenes were very silly, and there was more than enough humor to create a bridge above any potential cringe. I don’t think most people are going to feel compelled to crank it to Later Daters, but the quality of its dick jokes is extremely high.

Despite the number of excellent (but mercifully non-obtrusive) one-liners, the underlying purpose of the game is to help the player explore scenarios related to aging and death that aren’t often addressed in pop culture or entertainment media.

To give an example, a minor character suddenly dies of a heart attack in the second chapter. Although you can choose not to participate, your character is invited to a group therapy session that has moments of humor but legit made me cry the first time because it was so heartfelt and honest. No one preaches or lectures, but the session does manage to sneak in some real talk about issues such as the importance of creating a will when you get older.

Another example is the person who is (or seems to be?) the sole exception to my earlier statement that “every character is healthy.” A man named Haroun is suffering from Alzheimer’s. This understandably causes trouble for his wife Salema, who doesn’t want to move him to an intensive-care residence.

If you become friends with Salema, you’ll be introduced to her fourteen-year-old grandson Marcel, a sweet kid who tries to help with Haroun but can’t really manage his care on his own. Putting Salema and Haroun’s issues aside, it’s lovely to see how everyone reacts to Marcel with love and kindness. If you’re a queer person who’s ever felt anxiety regarding the judgment of older people, this portrayal of friendliness and acceptance is a godsend.  

Given that Later Daters is so warm-hearted, I didn’t have the courage to do a genocide run, but I’m curious about what that would look like. From the very first dialogue option, you can choose to be extremely negative about moving to a retirement community, and you can also actively choose not to spend time with anyone.

I’m the sort of person who needs a lot of alone time and has never taken well to communal living. If I were to play this game realistically, as myself, I think this would probably be tantamount to a genocide run. Still, I get the feeling that Later Daters might be a safe space to explore these fears and anxieties.

I think it’s especially for people like me that the fourth chapter of the game is a sci-fi themed “and it was all a dream” style mini-story that serves as an icebreaker, allowing you to explore your relationships with the characters without there being any long-term consequences. This chapter is a marvelously clever storytelling device, and it’s a lot of fun.

Even if you’re not especially into older-looking characters, Later Daters is about an hour of good art and excellent writing that can easily be played in one sitting and rewards multiple playthroughs. And again, the dick jokes are great, but you don’t have to date anyone if you’re just interested in the story. If you do happen to be up for romance, Later Daters gives you all the queer options you could hope for while allowing you to set your own pace at every step of the way.

There are several ways to download Later Daters, including paying for each chapter at a time, but I’m happy that I went ahead and got the full game, “Later Daters Part One and Two.”

The House in Fata Morgana

The House in Fata Morgana describes itself as “a gothic suspense tale set in a cursed mansion,” but I would describe this visual novel as 500k+ words of torture porn. It’s so bad. It is so so bad.

The premise of the game is that you wake up in an abandoned mansion with no memories. A creepy maid guides you through the house while telling you the tragic stories of the people who once lived there. It turns out that the maid was present in all eras of history, and that you were too – albeit not in the form you expect. Along the way there are a lot of silly and juvenile anime tropes, as well as a seriously awful mistreatment of transgender issues. And did I mention torture? There’s a lot of torture.

The remainder of this post includes discussion of torture, including sexual assault, so please take care.

One of the reasons I shy away from away from amateur writing communities is because they tend to have at least one person who will go through a manic phase and then won’t shut up about how they wrote 10k words in one night, and how these words are the most brilliant thing that’s ever been written, and how every single one of these words are perfect and should never be edited.

The House in Fata Morgana wrote 10k words in one night, and it shows. The ideas behind the individual character stories and the overarching plot aren’t bad, but the writing is godawful. There was clearly no editing, and the pacing is a miserable mess. Characters repeat themselves endlessly in a way that goes far beyond “demonstrating the theme of a cycle of abuse.” Each of the sub-stories drags on forever before ending in a bloodbath of screams that go “AaAAAAggHHH” and “NnnGGggGG uuuUrrhhh” and “hehehHEHEHehehe” for literally dozens of minutes of the player clicking through meaningless text.

(I don’t mean to suggest that the translation is bad, by the way. It’s actually very polished. Still, I feel horrible that the translator had to wade through this mess, and I hope they got to take a long vacation afterward.)

The art is pretty but extremely limited, and the character designs fail to convey any sort of personality or mood. The game offers almost no horror art, or even any interesting visual imagery. The giant gothic mansion has maybe ten rooms, and they’re all bog-standard stock photos run through different filters. The player is asked to make a few decisions, but they’re few and far between. These choices are binary, with the wrong decision being crystal clear and resulting in an obviously premature end to the game. In other words, there’s no real gameplay to speak of, nor any real payoff for making your way through the text.

About two-thirds of the way through the game, I got to the point where I was holding down the skip button to speed-read through the text as quickly as possible. I gave up at some point during the penultimate chapter. Towards the end, the story’s pace slows down instead of quickens, making the game feel even more tedious as it offers revelations that might have been surprising if the writing weren’t so mind-numbingly boring.

The House in Fata Morgana could have had the potential to be unique and interesting if its writing had been properly edited. At perhaps 250k words, the player would still have been able to spend a significant amount of time in this creepy mansion with these unfortunate characters, and the writer still would have been able to convey the sense of feeling trapped in a web of words. I’m willing to grant a creator sufficient room to explore the world of their story, but I think it’s safe to say that three entire novels’ worth of extra words will try anyone’s patience.  

There’s also the game’s severe mistreatment of transgender issues.

By this point I have enough exposure to Japanese otaku media to understand that the representation of queer identity and sexuality is complicated. For example, is a work of fiction seemingly intended for a straight male audience secretly LGBTQ+ friendly, or is it actually homophobic? And, if it is borderline homophobic, how much energy do you need to expend to reinterpret the plot and characters into something that can be read as queer-positive? Is it worth the trouble?

Even with the benefit of the doubt, however, the second-to-last chapter of The House in Fata Morgana hit me especially hard.

This chapter is about a transgender (and possibly intersex) character quietly coming out as gay and then being tortured by his family. It’s intense, and it lasts for more than an hour of gameplay time. I don’t use the word “problematic” lightly, but the way this torture and misgendering resonates with the rest of the story is deeply upsetting.

Maybe this is all resolved and everyone gets a happy ending, who knows. For me, I’m not sure any ending is worth having to sit through hours of a transgender character being imprisoned and starved and beaten and tortured and being told, in line after line after line of text, that he would be happy if only he weren’t gay.

I feel like this goes beyond “horror” and enters the realm of something else entirely. Either the writer has an intense fetish, or it’s sincere homophobia. I don’t think every piece of media needs to be ideologically pure or written for me specifically, but the way this element of the story casts a different light on the plot of the entire game (for complicated spoiler reasons) is extremely weird and fucked up.

I think most players will eventually run up against the question of “why don’t the characters just get up and leave the house,” and the same frustration applies to The House in Fata Morgana in a meta sense. Namely, you don’t need to be trapped by this poorly-written and poorly-edited and poorly-paced game. You can just quit playing! So that’s what I did.

If you’re wondering whether you should spend $40 to check out The House in Fata Morgana and just play until you get bored, it’s worth keeping in mind that there’s a strong psychosexual element to the story presented by each chapter, with sexual assault and torture being the dominant themes. This is par for the course for gothic horror, but the player’s enjoyment of this game is going to be strongly dependent on how many hundreds of thousands of words of explicit descriptions of non-erotic yet still sexualized torture they’re willing to tolerate. Also, the very first chapter is about incest.

I love horror, and I’m not judging anyone who uses fiction to explore the darker sides of human experience. Still, considering how highly rated The House in Fata Morgana is on Steam, I think it’s important to say that this game definitely isn’t for everyone.

League of Enthusiastic Losers

League of Enthusiastic Losers is a chill and beautiful visual novel set in Moscow in the 1990s. You play as Vitya, a handyman, who is often accompanied by his friend and roommate Volodya, a copywriter who’s working on a novel. It’s not clear whether the two men are in a romantic relationship; but regardless, they’re close friends who love and support one another. Unfortunately, while all of their friends from high school are off being successful and moving up in the world during the boom economy, the two of them can barely pay rent.

As the player, your task is to follow Vitya and Volodya as they try to figure out how to pay their landlord a portion of the rent they owe. Both men are extremely sweet and gentle, and they keep getting sidetracked as they do things like adopting a stray dog and helping their landlord’s son fix his toy airplane. Their grand plan is to dig up a “buried treasure” in the local public park that ends up consisting of several small tokens of Soviet life. Thankfully there are no antagonists in this game, and everything turns out okay. The men’s landlord is just as much of a sweetheart as they are, and their friends are happy to help support them.

The player can control Vitya and Volodya’s movement through linear 2D spaces, make a few dialog choices, and enjoy a few simple flash games like “glue the wings on the toy airplane” and “use the metal detector in the park.” There’s no stress and no point of failure, just two soft but handsome men and their adorable dog navigating a beautiful city depicted in a colorful painterly art style.

There are two things I love about the character Volodya in particular. First, he walks with a pronounced limp. It’s never explained, and no one ever comments on it, but people slow down their own pace when they walk with him. I don’t think Volodya has a “disability,” necessarily, but the game does a good job of depicting that sort of human difference.

Second, everyone around Volodya understands and accepts the fact that it takes time to write a novel, and that it probably won’t be picked up by a publisher right away. In fact, the first press he submits the manuscript to rejects it. When I compare this to the writer plot in the game Coffee Talk, in which Freya takes five days to write a novel that’s immediately accepted by a publisher with no agent necessary, I appreciate this game’s honesty about the fact that no one is immaculately conceived as a literary genius.

Everything about League of Enthusiastic Losers is honest, and the honest truth about life is that sometimes everything really is going to be okay. More than anything, League of Enthusiastic Losers is a game about being in your late twenties and gradually finding your place in the world. None of the characters is “good” or “bad,” but all of them are human, and it’s a joy to follow them through their everyday lives.

League of Enthusiastic Losers takes about half an hour to play, and you can pet the dog anytime you want.

Coffee Talk

Coffee Talk is a visual novel about an all-night coffee shop in Seattle. You play as the barista, and your job is to connect your customers to one another while improving their moods by serving warm drinks. Although the game tackles serious issues softened through the lens of fantasy, its tone is relatively lighthearted and gentle, and the pixel graphics are cute and cozy.  

The game has three screens: your view of the shop from behind the counter as you chat with your customers, an ingredient selection screen for the drinks you make, and your cellphone, which contains an incomplete list of recipes, a music playlist, and an in-game social media app. The story takes place over fourteen nights, and there’s only one ending. There are no dialog choices, but some of your customers will open up to you more (and allow you greater access to their social media profiles) if you serve them drinks to match their moods. In other words, there isn’t much gameplay. Aside from brewing different types of coffee and tea, the player is mainly along for the ride.

Every review I’ve read of Coffee Talk complains about the drink brewing system, and rightly so. It’s counterintuitive and needlessly complicated. Each drink has a base – coffee, tea, green tea, chocolate, or milk – and you can add two additional ingredients, such as mint or cinnamon. The order in which you add the ingredients matters, meaning that tea with lemon and honey is a different recipe than tea with honey and lemon. On top of that, each drink has several different meters measuring qualities such as “sweet” or “cool,” and there’s no way to predict what combination of ingredients will result in the requested combination of qualities. Your customers will sometimes tell you how to brew a drink, but you mostly have to complete the recipe app on your phone yourself.

I can’t imagine that there’s any way to get everyone’s drink orders correct without either using a walkthrough or exploiting the save feature as you employ trial and error to go through a list of possible permutations. Thankfully, it doesn’t really matter, and most players will probably do just fine by paying attention to the dialog.

The main draw of Coffee Talk is its setting, a fantasy AU version of Seattle. The year is 2020, and everything is more or less the same except that fantasy races are real – elves, orcs, vampires, fish people, you name it. As far as I can tell, there’s no magic aside from the general characteristics associated with various fantasy races, meaning that elves have long lifespans, werewolves transform once a month, and so on. Each night at the coffee shop is prefaced by the front page of that day’s newspaper, and the fantasy world’s concerns seem to mirror those of our own: Orcs demand an end to workplace discrimination, the U.S. and Atlantis negotiate immigration reforms, Seattle plans to host this year’s Coachella music festival.  

The eleven characters who visit the coffee shop come from all walks of life. One of my favorites is the werewolf war veteran Gala, who works in medical administration. He seems to have a complicated past, but this is nowhere near as important as the mundane conversations he has with other characters, often contributing a sense of perspective to their problems. It’s refreshing that none of the characters care about the details of what it’s like to be a werewolf but are much more interested in what it means to work in medical admin. Gala is friends with a supermodel vampire named Hyde, who is characterized not as a “supermodel” or “vampire,” but rather someone who means well but is brutally honest – and perhaps romantically interested in Gala.

The setting of Coffee Talk has a lot of narrative potential, but I feel the worldbuilding is somewhat shallow. In addition, the lighthearted tone of the writing doesn’t match the complications of the issues under discussion. To give an example, one of the coffee shop’s patrons is an eighteen-year-old aspiring pop star whose manager seems to be setting her up to be sexually assaulted at a Coachella afterparty. Thankfully, the character is able to avoid this situation by not attending the party. How simple is that! When you’re confronted with sexual menace, you can just… walk away! It’s not like careers in the entertainment industry are based on the connections formed at these parties or anything.

Although this isn’t anywhere near as heavy as some of the other character arcs, I felt personally attacked by Freya, a green-haired human woman who works as a staff writer at a local Seattle newspaper. Freya receives a chance opportunity to submit a novel to a head editor at her newspaper’s parent company, with the caveat that she has to complete a draft in two weeks. Which she is 100% able to do, because she believes in herself. Writing a presentation-ready draft of a novel in two weeks is all about self-confidence, right? And of course her novel is accepted for publication, and it becomes a best seller right away, and all of this happens in less than a year. Because that’s all it takes to publish the first novel you’ve ever written: believing in yourself – and a lot of caffeine!!

Obviously I’m being ironic. Writing and publishing a novel in a few short months is just as much of a fantasy as the story arc of a game developer who solves the issue of crunch culture by… just taking a weekend vacation! Putting aside the work cultures of people in creative industries, I’m frustrated by the suggestion that a pleasant conversation all it takes to solve heavier problems ranging from systemic racism to needlessly high barriers to legal immigration, and that if your own life isn’t working out then you just aren’t drinking enough fancy coffee.

It should go without saying that this is nothing more than my personal response to the game. My frustration with Coffee Talk is my frustration with YA fiction in general, by which I mean that I find it difficult to become emotionally invested in characters who face genuine challenges but aren’t allowed to say “fuck.” Still, I understand that not everything has to be realistic and gritty, and that there’s value in seeing a happy ending for a character whose experience mirrors your own.   

On the whole, Coffee Talk is enjoyable and well-written, and it’s a nice lo-fi game to chill to. It takes about three to four hours to finish, and it has a fun postgame secret ending that adds a bit of replay value. A sequel is planned for release later this year, and I’m looking forward to reading more interactive stories set in this universe.

Reminiscence in the Night

Reminiscence in the Night is a short point-and-click story game that takes place in the two-room apartment of someone with serious depression. It has multiple endings, and it takes about half an hour to play.

At the beginning of the game, your character wakes up in their apartment with no memories, and they can’t (or won’t) go outside. Their only clues to their identity are their mother, who calls on the phone, and their childhood friend Sofia, whom they can video chat with on their computer. Unfortunately, their mother is suffering from a memory disorder, and things are a bit awkward with Sofia.

The controls are simple and easy, but there isn’t much to interact with. The endings aren’t broadcast, and the dialog choices seem arbitrary. Unless you use a walkthrough, you’re probably not getting out of the apartment.

The game’s soft pastel graphics are cute, but its themes are very dark, and there are mild elements of horror. It’s difficult to understand exactly what happens if you get the bad ending, but either a ghost that lives in your mirror attacks and destroys you, or the ghost is metaphorical and you commit suicide.

The good endings are a bit more interesting, but you can only unlock them through an exact series of specific choices. If you happen to choose the “wrong” response to Sofia during your first conversation – which is, again, not broadcast at all – you’re almost certainly going to get the bad ending.

I’m not sure how well this arbitrariness works as a narrative device; but, if you’re willing to accept Reminiscence in the Night as a horror game with a dark ending, it’s an entertaining way to spend half an hour. It’s going for $3 on the Nintendo Switch store, and I’d say it’s worth it.

I’m intrigued by Team SolEtude, the studio that developed Reminiscence in the Night. They’ve got about half a dozen free games up on Itchio, and I’m definitely interested in playing more of their work.

Spirit Hunter: NG

Spirit Hunter: NG is a 2018 visual horror novel about the urban legends that come out after dark in a sleepy Tokyo suburb. You play as Akira Kijima, a 17-year-old delinquent whose young cousin has been captured by a spirit named Kakuya. Kakuya challenges Akira to a game, promising that she will return his cousin if he manages to confront a series of monsters local to the neighborhood of Kissouji.

The overarching story of Kakuya’s game is somewhat silly, as are the protagonist and supporting characters. The stars of the game are the urban legends that form the core of each of the seven chapters. As far as I can tell, these urban legends are all original, and it’s a lot of fun to slowly gather the details of the stories. The monster artwork is very creative and very gruesome, while the scenes depicting the monsters’ victims are horrible, explicit, and intense. There are no jump scares, but I was genuinely shocked by some of the deaths.

The gameplay is simple. You investigate your environment by shining your flashlight on objects embedded in the background artwork, and you collect various odds and ends that you use to solve simple puzzles. You’ll occasionally find yourself in life-or-death encounters with monsters who want to kill you, as well as overzealous police who will end your adventure early by arresting you. During these encounters, you’re presented with a timed series of dialog choices, and you’ll receive an instant “game over” if you select incorrectly.

Unfortunately, you can only save at certain points, meaning that you may have to replay an entire extended encounter sequence if you mess up. It’s possible to speed through previously read text, but I became so frustrated by an early-game confrontation that I started using a walkthrough to help make the gameplay a bit smoother. Although most of the puzzles and dialog choices are self-explanatory, others can feel entirely random. Still, if you don’t mind consulting a walkthrough before you play through the monster encounter sequences, the story flows smoothly, and the exploration elements are enjoyable and fairly intuitive.  

NG has “good,” “bad,” and “normal” endings based on whether you treat the monsters with violence or compassion. Other than that, there don’t seem to be any branching paths, and your choices don’t have anything more than minor cosmetic effects on the story. You can raise the level of affection that the named NPCs feel toward you, but this doesn’t seem to affect anything other than a few throwaway lines of dialog.

The game also includes a few sidequests that involve solving simple riddles to find D-Cards, trading cards that contain information on bonus urban legends with marginal connections to the main plot. These sidequests give the player an opportunity to explore the environment with a greater attention to detail, and the cards showcase some of the most interesting writing in the game. None of this card collecting is mandatory, but it’s nice to have an excuse to walk around the Tokyo suburbs late at night when all the sources of light are artificial and vaguely eerie by default. The atmospheric sound design is excellent as well, and it’s a pleasure to listen to your character’s footsteps echoing on concrete against a backdrop of city traffic, buzzing streetlights, and convenience store chimes.

If you use a walkthrough to progress smoothly through the confrontations with monsters, NG takes about fifteen hours to complete, and it’s easy to get sucked into the story. All of the urban legends are fascinating, and the game has a fairly progressive worldview on corporate violence, corrupt law enforcement, and the ways in which wealth and power facilitate the “othering” of people who are different. NG isn’t misogynistic or gross about its female characters, and there’s no sexual violence or lolicon.

All but one of the urban legend monsters are female, and NG is a treasure trove of themes and imagery to anyone interested in the intersections between gender and horror. The mystery at the core of the overarching story is tied both to real Shintō traditions and to real urban legends about (hopefully fictional) Shintō traditions, so there are a few extra layers of the narrative that players familiar with Japanese religion and folklore will be able to appreciate and enjoy.  

I definitely wouldn’t recommend NG to anyone who can’t handle graphic R-rated horror, but it’s visually striking and thematically satisfying. I respect and admire the game’s creepy demonic women, and I gradually came to sympathize with a few of the monstrous male characters as well. NG is so rich in narrative detail that it would be a fun game to write an in-depth academic research paper about… and who knows, I might even write this paper myself!

World End Syndrome

World End Syndrome is a visual novel about a small seaside town with dark secrets. It’s structured like a dating sim, and you have to romance each of the five datable characters if you want to unlock the “true ending” that answers all the questions about the overarching mystery. Thankfully, the dating sim elements are relatively undemanding. There aren’t a lot of dialog options, and the gameplay mainly involves choosing which location to visit on each day during the month of August.

I know this will be a deal-breaker for some people, so I should say at the beginning that there’s some mandatory incest in this game. But it’s sort of okay because of plot reasons? As far as dating sim incest goes, the relationships in World End Syndrome didn’t particularly creep me out. It’s honestly not that big of a deal, especially not in a game that would be PG-rated were it not for the occasional murder, but your mileage may vary.

As the nameless protagonist, you move to the small seaside town of Mihate to live with your cousin following the death of your sister in a car accident. You and your cousin are in the same class in high school, and your homeroom teacher is a folklore scholar who just published a bestselling YA romance novel. The novel is called World End Syndrome, and it’s based on the Mihate legend of the Yomibito, a dead person who returns to life but doesn’t know they’re dead.

There are strong “Bruce Willis at the end of Sixth Sense” vibes surrounding the protagonist at the beginning, but he turns out to be very much alive – at least until he gets murdered at the end of the prologue. This is the game’s official “worst ending,” and you have to start over from the beginning and make a different choice at a crucial point to progress. In order to avoid being murdered, you have to form an emotional bond one of the girls in your class. Successfully doing so for the first time leads you to an ending that, while satisfying in and of itself, does nothing to explain what the deal is with Mihate and its spooky legends.

It would be tedious to explain the details, but World End Syndrome has an interesting system of unlocking various scenes and dialog choices based on the number of previously completed interactions. Your cumulative progress carries over between saves, even when you’re hopping from one save file to another on the same romance route. What this means is that each playthrough is going to be different, even during repeated scenes. Your first full playthrough will tell a fairly straightforward story about a high school romance that’s sweet despite having hints of darkness, but on subsequent playthroughs you’ll begin to realize that there’s something very weird going on in Mihate. World End Syndrome isn’t really a horror game, as it’s not gruesome and doesn’t go out of its way to be upsetting, but it turns out to be an intriguing supernatural mystery.

The character art of the girls is very cute, the character art of the boys is very over-the-top silly, and the environmental art is absolutely gorgeous. Although there’s nothing special about the writing on a line-by-line basis, the translation is solid and pleasant to read.

What helps World End Syndrome stand out is the voice acting and sound design. I don’t have the vocabulary to describe what makes the audio elements of the game so appealing, save to say that the quality of the recording is excellent. There’s a lovely in-game radio broadcast that allowed me to finally understand the appeal of ASMR, and I think the sound quality is something you can appreciate even without knowledge of Japanese. The game gives you a lot of control over the sound channels, and you can turn down or even mute the voice acting if you prefer.

I was on the fence about World End Syndrome, as I was dubious about a game that wants you to play the same story six or seven times, but I’m glad I gave it a chance. If you’re only interested in one playthrough, that’s perfectly fine. It takes about ten to twelve hours to get from the beginning to the first character-specific “good ending,” which is a respectable length for a visual novel. Even if you don’t have the patience to solve the mysteries of Mihate, it’s a lot of fun to explore the town, attend club activities, and go on dates while there are dead people (and possibly a cult) wandering around and killing people in the background.

Half Past Fate

Half Part Fate is a visual romance novel by an American developer that follows three couples on their journey to their first date. There’s a long list of possible achievements to unlock, but the story itself is entirely linear. Although the characters are adults, the tone is 100% PG, and everything is very sweet and wholesome.

The game is divided into twelve chapters, each of which takes about ten to fifteen minutes to complete depending on how quickly you read and how much you want to explore. You play each chapter as one of the romantic leads in a top-down environment, each of which functions as a small and self-contained stage reminiscent of the “town” sections of a 16-bit JRPG. Your job is to walk around and talk to people, and the gameplay elements are limited: Person A will give you Object B, but only if you trade it for Object C that you get from Person D. There are (mercifully) no puzzles or reflex-based minigames, making Half Past Fate a chill and relaxing experience.

The environments are a lot of fun. The game is set in a romanticized hybrid of Los Angeles and Austin, and there is no crime, poverty, or infrastructural decay. Everything is clean and neat and aesthetically pleasing, and no one is rude or creepy. You can therefore walk around urban environments like coffee shops, public parks, outdoor shopping arcades, and waterfront bars without worrying that someone is going to report you to the police for striking up conversations with strangers. Half Past Fate reminds me a lot of Earthbound in that it offers the player an opportunity to stroll around a contemporary city and read quirky flavor text while catching small glimpses of people’s lives.

The three love stories are just as cute and charming as the pixel art. One couple has been friends since college but never found the right time to confess their feelings, and now they find themselves realizing how much they mean to each other as their artistic careers have started to take off. One couple meets randomly at a tea-themed street fair and has a lovely afternoon together, but then the boy loses the girl’s phone number and has to track her down. The third couple is entangled in a high-stakes game of money and power and deception, and it admittedly takes a willing suspension of disbelief to fit them into the same world as the other characters, but I still liked their story a lot.

The three main couples are straight, but they’re surrounded by representatives of a rainbow of genders and sexualities. Many of the queer side characters are involved in romantic dramas that you can piece together if you take your time exploring, and queerness is so open and omnipresent that the straightness of the main characters doesn’t feel forced.

In addition, the diversity of the cast is taken entirely for granted, which I appreciate. The racial and ethnic identities of the characters are specific and affect more than their family names and physical appearance, but they’re never the sum total of any character’s personality or backstory. Speaking personally, it’s rare to see multiethnic friend groups represented in popular media in a way that doesn’t involve tokenism, but the characters’ networks of relationships felt very real and natural to me.

I picked up Half Past Fate on Nintendo’s online storefront, and I enjoyed playing it as a handheld portable game on the Switch Lite. I’m not sure if the full $10 list price will be worth the three hours of gameplay for everyone, but it definitely was for me (especially considering that paperback novels cost almost $20 these days). Although I would have preferred a bit more bite and tension in the storytelling, the art and graphics are wonderful, and I’m a big fan of this retro JRPG style of structuring a visual novel. I’ve already downloaded the second game in the series, Half Past Fate: Romantic Distancing, and I’m looking forward to sitting down with it the next time I want to spend a relaxing afternoon in a softer and brighter version of reality.