Sunday, May 26, 2013

Games for Adults: Boob Wars


Boob Wars Review
 




                As I’ve admitted before, back when Mangagamer announced its partnership with Softhouse-seal, I wasn’t that thrilled about it since the lineup didn’t exactly look that enticing. Sexy Demon Transformation however managed to prove me wrong and now I have to admit I’m looking forward to what this new company has to offer (and anyone else who’s been paying attention to MG’s plans for 2013 can see they have quite a bit down the line). So as you can expect, I had good expectations once I’d downloaded and installed my copy of the next in the Softhouse-seal English lineup, Boob Wars, released in English on October 19, 2012. After playing it…I can at least say it’s a decent time killer.

Pros: Fun card battle system, good artwork, some of the jokes are funny, Teresa makes for a good heroine.

Cons: Not as funny as I was hoping, characters aren’t really used that well, the harem ending pretty much makes the other two endings kind of pointless.

WTF?!: I hear this every time I tell people I don’t really hate Mass Effect 3’s ending with the Extended Cut…


                You know considering there wasn’t much point in a summary for Sexy Demon Transformation, I’ll opt to quote Mangagamer again:

At the beginning of the 22nd Century, an anomaly began occurring in the bodies of women...
All the women of the world became either E Cups and up or A cups and under.
"Big Breasts" and "Flat Chests"... Due to their division into these two groups,
the debate over which was superior began.
After the first incident of armed conflict, known as the "Nyuuhen Tragedy,"
the entire world was split between the Big Breasts Tribe and the Flat Chests Tribe and an intense conflict ensued.

87 years later...

The secret organization of Erorists, "Eagle", has ordered our protagonist Takamura Manabu to pursue the mission of his career: "Seduce Queen Milk Elioto of the Big Breasts Tribe and Queen Teresa Premadasa of the Flat Chests Tribe and bring this war to a close."

"Eagle" immediately sent the Erorist, Takamura Manabu, to the two queens!!

Can Manabu stop the two queens and bring this war to an end!?”

                And that’s basically this game’s story…but considering this is softhouse-seal, a story with depth is not to be expected. Really, in a light hearted sex romp game like this, what you should hope for is that the characters are likable and the humor works. As for how Boob Wars handles those…I’d say it really only does an okay job. With the characters (click here for profiles), most of them are just passable since while all the characters with a character portrait are given a personality, it’s really only Milk and Teresa who get the most  significant screen time while Suzuka and Sophia get significantly less. This is further confounded by the fact that Milk isn’t all that interesting as a character either.  Really, aside from Teresa the rest of the cast is pretty forgettable.

                Now I realize that this game isn’t supposed to have deep characters considering its genre and shortness, but SDT was able to have characters that were memorable and they all got a fitting amount of screen time and humorous scenes and it’s about the same length as Boob Wars. While we’re comparing the two though, I should also point out the Boob Wars isn’t as funny as SDT. Don’t get me wrong, it has a good enough amount of jokes to make me chuckle, but for every funny joke there’s a joke that falls flat or I simply just don’t get. I think part of the reason is because the jokes in SDT had a better focus on what it was making jokes about: the ridiculousness of the monster rape genre of eroge.

                Concerning the routes of this game, there sadly isn’t much to talk about considering the individual endings for Milk and Teresa are obviously fake endings with the harem route being the true ending. I can say that if not for the last part of it, Teresa’s route is pretty good considering she has some good interactions with Manabu that I found cute and kind of funny. Can’t really say the same for Milk since like I said before she isn’t that interesting and the same can be said of her route. The harem route, while better than Milk’s, is just okay.

                As for the gameplay, this is where Boob Wars actually does its best as throughout the game you battle enemies in a card based game similar to Princess Waltz where you and your opponent alternate between attacking and defending, receiving two randomly picked cards each turn. In each phase you can use up to three cards and the combined numerical value of each card determines how much damage you do when attacking and how much you block when defending. If the value of the attack exceeds the defense, a lot of damage is inflicted but if the value of the defense is higher then only a few points of damage are dealt if any. While the battle system is simple it can actually be pretty fun, especially on hard mode where you actually do have to put some strategy into fights such as how may high number cards should you use for attack vs. defense. If you don’t want to play the story again, but want to just play the card battle’s there is a free battle mode in the extras section.

                In the area of presentation, I’d say the artwork is pretty good as is the voice acting even if the music is pretty forgettable.  As for the ero scenes, they’re good, but nothing special.

In Conclusion:

                Boob Wars is an overall okay game that won’t be a waste of your money if all you’re looking for is a sex romp game. The gameplay element is a nice addition and may have you playing the game even after you complete the story mode. I will admit some of the humor may not be for everyone, but it gets enough laughs to be a passable comedy in my book. There are better games in MG’s lineup though, so I recommend only getting this if you want something to pass the time until the next big title releases.

Final Score: 5/10 Average

Author Recommendation:  Try it out.


Wednesday, May 15, 2013

Import Games for Adults: Shinsetsu Ryouki no Ori


Shinsetsu Ryouki no Ori Review
 

                Ever since I played Kara no Shoujo I’ve been hungry for another mystery themed eroge. Of course I could always get something from Innocent Grey’s library, but I wanted to see if any other companies had anything to offer. After a bit of looking, I found Caligula Soft’s Shinsetsu Ryouki no Ori, a remake of a game from Nihon Plantech that came out in 1995 under the name Ryouki no Ori. I admit what got me to take a look at it was the 90s style anime artwork for the characters, but the story was what got me interested in trying it out. Having completed it, I can say it’s a pretty good game overall, but…


Pros: Story is interesting for the most of the game, core cast is memorable and interesting, really good artwork, excellent voice acting.

Cons: The true ending route, the free roaming game mechanic starts to get annoying after a few playthroughs, the side heroine routes are hit or miss storywise, insultingly short ero scenes.

WTF?!: An amusement park with an attraction area based off the Cthulhu mythos?* If only Astroworld had had that it would still be around... ;_;
*Not joking, Misuzu’s saying that the next attraction they’re going to is “Shoggoth’s Tea Party” in the R’lyeh Area.

                In Shinsetsu Ryouki no Ori you play as a detective (who you can name) hired to investigate a series of mysterious disappearances that have occurred in the Zeroshiki Department Store for the past 15 years. Said detective is to go undercover as a new employee in order to conduct the investigation and has nine days to try to solve the mystery.
                When it comes to story, SRO does a pretty good job for the most part. The mystery surrounding the disappearances is intriguing and each revelation you uncover related to it from multiple playthroughs does have you interested in seeing the resolution. Each of the main heroines is tied somehow to the mystery surrounding the disappearances and completing each of their routes gives you a feel as if you’ve obtained another piece to a puzzle that will come together into a big reveal. It also helps that most of the main heroines’ stories are interesting by themselves and the relationships they form with the MC are believable from their interactions with one another to the protagonist’s role in helping them deal with a major problem.
                Ignoring the True Ending route (which I’ll get to soon enough), my route preference is as follows:

1)      Tsukasa

2)      Nobuko

3)      Makoto

4)       Akira

5)      Shizuka

6)      Rebecca

7)      Uzuki

8)      Misuzu

9)      Yori

10)   Kurara
                To be honest, Tsukasa and Nobuko almost tie for first place as I enjoyed both of their stories from how their stories are tied to the main mystery to the role that the MC has in solving their problem and how that leads into a pretty satisfying conclusion to their character arcs. What makes Tsukasa win out over Nobuko though is I think her relationship with the MC is better developed; while over the course of both routes the girls open up to him, Tsukasa’s scenes do a better job at showing how close the two become. Makoto comes in third as her route does a really good job in getting you interested in what the true ending of the main mystery could be thanks to the story revelations in it, plus the chemistry between her and the MC is really nice too. Akira’s route I like for similar reasons, but I feel like it focuses a little too much on the mystery over the relationship development which makes it feel a bit unbalanced compared to the previous three. It’s the opposite with Shizuka’s route, which has some good character development, but the mystery sadly takes a back seat to it. Rebecca and Uzuki’s routes come in next as they both have good stories for side routes that don’t really have anything to do with the main story and the relationship they form with the main character is pretty believable, though between the two I’d say Rebecca’s route has a more satisfying conclusion. As for Misuzu’s route…I’ll talk more about that in a little bit but as a route it’s just okay, but is pretty mediocre as a main story route. Yori and Kurara’s routes are sadly the weakest as both are very short storywise and because of that and the fact that they have no connection to the main plot makes both routes feel out of place. Of the two of them though, I suppose Yori’s is a little better since that route seems to at least have some hints of effort at telling a complete story.
                Having said all that, you can probably guess that one of the things that help to make this an enjoyable read throughout each route is the game’s large cast of characters, and that doesn’t just include the heroines as throughout the game you can have the MC interact with the store’s security guards, different shopkeepers, and even a burglar to name a few. Such a large cast helps in giving the store setting a populated feel with each having their own unique personality to match their looks and the number of different scenes you can get through interacting with these characters at certain times of the day does help to enhance the replay value be they serious scenes that may or may not shed light on the case or lighthearted scenes such as a race through the store on forklifts (and of course…).
                That said, the game has its share of story problems, most of them concerning the true route. Now I’ve mentioned before the general problem I have with a multi-route game with a true ending and how it can end up cheapening, or at worst invalidating, the other routes. Sadly, SRO’s true ending is the kind that completely invalidates the other endings and doesn’t even seem to acknowledge them in any way. This really devalues the playing of the other routes if you played them first as the buildup that they seemed to hint at just falls flat as a result, and if you just play the only route necessary to unlock it, Misuzu’s, then play the route it makes playing the other routes seem pointless because now that you’ve solved the mystery the other routes just come off as fake and pointless in the end.

                Speaking of Misuzu, this is where I’ll be talking about why her route doesn’t rank very high amongst the others in my book as the true route is essentially a truer version of her normal route.  To put it simply, as a heroine Misuzu is pretty boring for this kind of game. Unlike the other main heroines, Misuzu doesn’t have any personal secret tied to the main mystery, her only connections to said mystery are really through her parents and as a result her involvement in the overall story is next to nil. I get that in the true route the writer was probably trying to portray her as a normal innocent girl suddenly thrust into the events store’s dark and ultimately tragic history by circumstances beyond her control, but it’s Misuzu’s normalcy that ends up foiling that, especially if you’ve played the other routes. In those routes, the heroine’s having some sort of personal connection to the main mystery (in most cases a personal problem) actually helps to create an extra stake in the case other than just solving it as you now want to see things turn out well for said heroine too. Basically you get more invested in the story this way, but with Misuzu not really having that the only thing you have to be invested in is in seeing the mystery itself solved. And sadly, the true route manages to fumble that too…

                The main reason the main mystery doesn’t turn out so well is because a lot of it is dependent on the reveal of another culprit aside from the one revealed in the other main routes. This is supposed to be a big plot twist, but unfortunately it’s not a very effective one for a few reasons. First, while the reveal makes some sense initially it raises several questions concerning how it relates to the overall plot that really make it seem like the only reason the culprit wasn’t revealed in the other routes was a series of really hard to swallow plot conveniences. Second, the secret culprit’s motivations are pretty weak considering who that character is and even weaker when compared to those of the main culprit in the other routes. Third, the reveal only serves to create too many villains, and since the revealed culprit isn’t a very effective one you’re left wondering if this reveal was really necessary.

                Another fumble on the true route’s end is that it tries too hard to play up the tragic elements of the story by trying to make the player feel sorry for the villains. It wouldn’t be a problem if it were done well like in Detective Conan , but SRO’s villains just aren’t that sympathetic. The secret culprit’s motivations don’t really show that character as anything but despicable, one of the villains just comes across as a raving lunatic (and that seems to be his main motivation too) and not very sympathetic, and one villain who’s really just a henchman kind of villain doesn’t get much in the way of personality or story outside of his being a flunky until right before he dies where he does a ridiculously long inner monologue of his life story (and yes, that scene is meant to be taken seriously). Only one villain character comes off as being anything close to sympathetic, and that ends up being undermined by the fact that in the bad endings that character does some pretty nasty things to the MC and the heroines without a moment’s hesitation and even ignoring those endings what sympathy you may have for that character pretty much goes away when you consider how that character’s actions will affect another of the characters.

                Concerning the gameplay element, when you’re in the department store you actually get control the MC from an isometric perspective where you click to where you want him to go and proceed to other rooms and floors by clicking an icon that appears above the MC’s head. This is also how check for clues, talk to people and even find some hidden secrets and characters throughout the building. What you find and who you meet are determined by the time of day, which passes according to where you go to and how much time a scene can take. There’s also a database on the characters you meet in the store that updates as you go along in the game. For the most part this makes for a fun way to explore, but it sadly starts to get tedious after a few playthroughs, especially when you’re trying to get to specific events so you can unlock a route. In fact, the true end route practically demands perfection when it comes to the scenes you have to see and the times you need to make, and even with a walkthrough handy (which belive me you WILL need) it still feels like a chore considering if you miss even one of these scenes you’re going to get a bad end. Also there is a bit of a problem where sometimes the game doesn’t detect your clicking the icon and instead moves the character, but it doesn’t happen that often. The game does give the option of using a map of the store to fast travel to whatever area you want to go to, which does make things a little less tedious.
                I should point out that the game does have a few system problems such as occasionally crashing when saving or loading, plus the skip function skips over any text when selected regardless of whether or not you’ve read it before. Unfortunately there doesn’t seem to be any way to change that in the configuration menu. This makes for a problem during replays as it means you have to commit to memory whether you’ve seen certain scenes before or not and also keep an eye out for any changes to scenes depending on what you’ve done previously. Fortunately there weren’t very many cases of that which I could remember.

                In the area of presentation, SRO does a good job for the most part. The artwork for the characters has that 90s anime look about it which really helps in showing how the characters are all drawn in a unique way.  The music is probably the only weak point when it comes to presentation as it’s really just okay and not very memorable (though the opening was pretty good). The only track I wasn’t fond of was the ending theme as it just seems to go on forever much like the credits it accompanies. The voice acting is great all around with everyone but the MC being voiced and the voice actors all do a good job with the roles they’re given. The one voice actor that does stand out though is none other than THE Norio Wakamoto himself as security guard Takeshi Saito, giving a good performance with both the funny and dramatic scenes that his character is in with the voice that many of us otaku have come to love.
                As for the ero scenes, they’re not bad, but most of them are extremely short, consisting of 1-2 CG and some lasting only a few minutes. For a game that came out in the 90s that’s fine, but considering this is an updated remake you’d think they’d extend the ero scenes even a little bit more from that.

 

Characters:

 
Makoto Zeroshiki:

In charge of the department stores owned by the Zeroshiki family, and the one who hires the MC to investigate the disappearances. While her job managing the stores keeps her busy, Makoto makes it her business to know her employees and their concerns.

 



Tsukasa Takenaka:

In charge of the meat department on the lower level of the store, Tsukasa began working part time at Zeroshiki while a student and became a full time worker after graduating. As a result, she’s a very experienced worker despite her age and hard working to boot. Many of the customers and employees know her for smile and positive attitude.

 



Akira Kono:

In charge of the women’s clothing department on the ground floor of the store, Akira is considered the “face” of the department store due to her looks and talents which have made her very popular with customers, especially women.  Many who know her describe her talent as being able to approach and handle any situation calmly, like a machine.

 



Tamaki Ayamoto:

In charge of the men’s clothing department on the second floor, Tamaki is one of the senior members of the staff, having even worked as an assistant to Makoto’s grandfather, the previous owner of the department store.

 



Misuzu Ayamoto:

A second year student working in the department store part time, Misuzu’s main responsibilities are assisting her mother, Tamaki. A cheerful and upbeat girl, Misuzu gets along well with most of the staff and is good friends with Tsukasa and Akira.

 



Shizuka Kisaragi:

The head chef for the department store’s Italian restaurant located on the fourth floor, and was hired due to her studying cooking in Italy. Has a fine sense of cuisine, but has a tendency to be blunt about things.

 



Nobuko Maeda:

In charge of the pet shop “Puni Puni” located on the fifth floor, Nobuko can be described as an animal lover (especially of cats) and is very devoted to her job. Despite her tomboyish personality,  Nobuko is very sociable and gets on well with both customers and colleagues alike.

 



Kurara Sanada:

Zeroshiki Department Store’s elevator girl, Kurara is very popular with the male customers due to her looks and voice as her duties also include giving information to new cutomers about the store.

 



Uzuki Bando:

The younger sister of Hayato Bando, one of the employees working in the women’s department store. Hangs around the department store as it’s a convenient place for her to meet her brother who she seems to idolize.

 



Rebecca do Monpal Nasu:

The daughter of one of the senior employees in the men’s clothing department, Rebecca is considered a protégé for having studied abroad at a prestigious university in the UK. Isn’t very good at socializing with others and is usually seen helping her father.

 
In Conclusion:

Shinsetsu Ryouki no Ori is overall a good, but very flawed, game. While its true ending is its biggest hiccup and the time management aspect can make things tedious, there is a lot to be appreciated from its interesting cast of characters, its 90s style artwork, and the many extra scenes one can unlock by simply exploring the store. I would say it’s worth getting should you happen across it on an import site, but be sure of both the price and the flaws I’ve mentioned before you get it.

Final Score: 6/10 Above Average

Author Recommendation: For fans only.

Sunday, April 14, 2013

Games for Everyone: Hakuoki: Warriors of the Shinsengumi


Hakuoki: Warriors of the Shinsensgumi Review
 

                When Hakuoki ~Demon of the Fleeting Blossom~ came out last year, for many it made for an excellent introduction to the otome game genre and for me it was an excellent VN all around (as you can see from this review). The characters were all likable and interesting, the artwork was great, and the stories for each route were good reads. So when I heard that another Hakuoki game had been licensed for English release, naturally I was excited as it promised gameplay in the style of Dynasty Warriors and two different story modes: one a retelling of the original game’s story and the other a completely new one with two new characters. After its release date of February 14, 2013, I began playing my copy and…it’s been a long time since I’ve been so disappointed by a spin off to a game I enjoyed.
 

Pros:  Uses scenes from the anime in the main story mode well, Chizuru is voiced

Cons:  Only “Shinsensgumi Memorial” can be considered a real story mode, in Memorial only Hijikata’s story is handled well, gameplay is monotonous, audio lags at points, the camera while adjustable is still an annoyance.

WTF?!: I got through this crappy game I preordered and all I got from it was this stupid bandana…
 

                This would be where I would give you guys a summary of the game’s story, but in this case there’s really no point to it. While it boasts having two story modes, Warriors of the Shinsengumi has about the same story as the first game regardless of which story mode you pick: Shinsengumi Memorial, which is basically an abridged collection of the routes from the first game except now you play as whichever hero you choose, or Shinsengumi Chronicle, which is supposed to be (that being the key phrase) an entirely new story for each hero set in an alternate universe where you can apparently change things from the original story. This arrangement sounds good at first, in fact it was what got me excited for this game as sounded like I’d get to see new stories for the characters I’d grown attached in the original game and this time play as them. The problem is for the most part Warriors of the Shinsengumi fails to deliver in both modes.
                Since it was the story mode I was most looking forward to, let’s start with Shinsengumi Chronicle. Despite how it’s advertised, the story doesn’t differ all that much from the original; you can’t change the outcome of the revolution that produces the Meiji era (at least not visibly unless you know Japanese history really well) and to be honest this story mode is just plain confusing because it barely is a story mode.  The scenes that occur at the beginning of each chapter/level are incredibly short with the only context to why they’re occurring being a short summary of events just beforehand that doesn’t change regardless of who you play as. There are a couple scenes in between the start and end of the chapter/level, but the lines of dialogue in those you could literally count on your fingers. These short scenes really hurt this mode’s story in two ways, first it makes whatever new story additions that there are ineffective to just plain unnoticeable, and second it makes the story confusing.  For a good example for both, this mode introduces two new villain characters to essentially be stage bosses, Takamori Saigo (who wields a heavy machine gun) and Kogoro Katsura (who wields a sword). These two are actually significant historical figures in Japanese history, but you’d be forgiven for not knowing that and assuming they were just two characters made up for this game because there isn’t even an attempt to give these two any character depth as they have maybe twenty lines of spoken dialogue in the entire game and no explanation of who they are or why they’re important because that nifty little glossary from the original game that helped to give players context to the historical side of the story is now gone. Even as throwaway villains these two are badly written in as there were several points where I assumed these characters were dead after a boss fight with them, considering the brief dialogue, but later they appear again alive and well for another boss fight with no explanation whatsoever as to why. Another example for how confusing this story mode is would be how Chizuru is barely in this (which is odd considering who the final boss is); I even thought the alternate universe aspect was she didn’t exist in this continuity until in Hijikata’s story she popped up near the end for a couple seconds and then just disappeared never to be mentioned again and in Heisuke’s story she’s hinted at and never even mentioned by name.
                As for the Shinsengumi Memorial story mode, that one actually is more like a story mode with longer scenes and the story is actually coherent. Now while it’s supposed to be an abridged take on each route, only Hijikata’s route is handled well in that aspect (which I admit makes sense since the anime follows his route). Sadly the other routes feel chopped up rather than properly condensed like Hijikata’s. For example, Saito’s completely ignores his motivation for becoming a swordsman, Sanosuke’s edits out the parting of ways between him and Shinpachi, and Kazama’s alliance with Chizuru and Heisuke and subsequently the subplot concerning him and Sen is also not there. This sadly reduces the other stories in this mode to almost a chore to complete and really has you wondering why you’re not just playing the original game instead.
                Concerning the gameplay, I have to say Warriors of the Shinsengumi fails on this front too, falling into the pit of monotony. Combat is basically button mashing of the square and triangle buttons, occasionally using a charge attack, and unleashing a special attack which you can unleash after your sakura meter charges enough, all while either moving to the next goal/boss or fulfilling the “kill x number of enemies” goal.  Part of what makes this so boring is how easy this is (I actually recommend playing normal or hard since I’m pretty sure you could beat easy mode with your feet at the controls), but the  real killer is how you don’t feel much difference between playing each character (with one exception) as they’re almost all swordsmen whose weapons look about the same. Sure they each swing their sword differently and there are differences in their special attacks, but since you spend most of the time button mashing, it largely feels the same. The only time I felt like I was having fun was when I  played as Sanosuke since he uses a spear, and in that case I’m sure it’s only because it felt like a breath of fresh air after playing as swordsmen several times in a row. Another problem is the camera during the gameplay can be annoying, especially during a boss fight since it can make incoming enemies hard to see. It can be adjusted, but since you practically have to stop and do it to get the right angle so you can see your enemies, it really interrupts the flow of the gameplay. I will admit the item fusion where the items you pick up can be fused into stat boosting equipment in between chapters is interesting, but it’s sadly underused as the equipment doesn’t appear on your characters in battle nor can you create any unique weapons for your character to use in battle.
                In the area of presentation, this is where Warriors of the Shinsengumi scores some points in its favor. It takes advantage of using the designs from the anime series to actually integrate short scenes from it into the Memorial story mode at certain points and it’s done really well, especially in the beginning where it’s used to make a good summary of the original game’s beginning. The only problem with this is I think that the original game’s character designs looked better than the anime’s, but that’s only a minor one. In the area of sound, the voice acting’s good, in fact Chizuru is voiced now and her VA turns in a good performance. Sadly, the music is forgettable and the game is plagued by the sound lagging at certain points, be it the sound skipping (BGM or voice acting) from time to time or the voice acting not starting for a while when a character is supposed to speak.

 

In Conclusion:

                Hakuoki: Warriors of the Shinsengumi is a weak follow up to its predecessor, failing to deliver a good new narrative for the series and even at properly abridging most of the routes and also failing to deliver on the gameplay front. I would not recommend this game to anyone, not for fans of the original game unless they’re really desperate for more Hakuoki related material (might want to just buy the anime if you haven’t already) and certainly not for anyone wanting to give this series a shot because the better version is already out. If you want to support the release of future otome games in English (and have already bought the original Hakuoki), I recommend just saving your money for the upcoming Sweet Fuse: At Your Side.

 

Final Score: 3/10 Terrible

Author Recommendation: Avoid It
 

Wednesday, February 13, 2013

Import Games for Adults: Kansen 4 ~The Day After~


Kansen 4 ~The Day After~ Review
 

                Well, after a bit of a hiatus, I’m back with more eroge reviews to come, and what better a day to begin than on Valentine’s Day? Considering the most recent big romance movie to come out was a story of love and zombies, I figured that I’d follow suit and present to you a review of Speed’s fourth entry into its zombie eroge series Kansen 4 ~The Day After~, released April 30, 2010. Considering how much I enjoyed the third game, I was eager to try out the next one despite warnings from a few fellow members of the fanbase that it wouldn’t be as good. Thanks to those warnings I was able to keep my expectations to a minimum, and one playthrough later…well, I can at least say it’s better than Kansen 2.

Pros: Strong finale to the story, likable characters, story has some nice nods to its predecessors, good voice acting, good artwork, uses some new music and uses them well.

Cons: Most of the story feels a bit too standard for the series, the false ending routes get a bit too much attention than needed, Kozue is pretty lacking as a heroine, the return of those God awful time limit choices!!!

WTF?!: It’s always funny to see how some eroge companies put self-product placement into their games.

                Kansen 4 starts at about the same time as the first game with the main story occurring the day after its events.  Just before the virus breaks out, Daisuke Sendou and his group of friends decide to go on a camping trip just before the summer break ends. Because of the distance of the camp grounds from the city, they unknowingly escape the initial outbreak, but at the same time are completely unaware of it until the hordes of the infected make their way out of the city…
                Okay, I’m going to have to start with what I feel is one of the biggest flaws that Kansen 4 has concerning its story. It’s not bad by any means, but from when the zombies show up until the final act the game’s story just feels too standard for the series. We have the arrival of the zombies basically signifying the end of Daisuke and co.’s normal peaceful life, Daisuke is the natural leader of the group from the start in the face of this crisis like Yasuyuki and Hiroshi, Daisuke and co. flee the zombies and over the course of this he gets closer with the heroines…it just feels like the writers were playing it safe compared to how Kansen 3 did things a bit different from its predecessors. Now I realize that Kansen 3 was probably made to bring fans back after its sadly subpar prequel, and I can understand wanting to play it safe so as not to lose those fans again, but at the same doing this almost robs Kansen 4 of an identity of its own amongst the other games of the series.
                To its credit though, Kansen 4 does a good enough job getting things started. While the prologue to establish the characters is a little on the long  side, it does a good job introducing the central cast and establishing them as a group of friends. A good example would be Aya’s arc of her befriending Daisuke and co. at the beginning of the game as it not only helps in giving the prologue some heart but also provides an additional feeling of the loss of normalcy with the outbreak since that also means the end of the days of having a normal social life with the friends she’d just started to make. The prologue also does a good job at giving nods to both the first and third game, the latter of which actually making for a nice little tie in to Wataru and Rin’s background that was only talked about in the third game.
                Before I get to where this game truly excels, I should mention one more story element that I only kind of consider a flaw but it’s a tad off-putting all the same. Basically the false ending routes seem to have gotten a bit too much attention than needed from the game’s writer. Don’t get me wrong, giving the fake/bad ending routes some story isn’t a bad thing; I don’t even mind that in some cases we find out a little extra about some of the characters in them. The thing is none of these routes prove to be of any real significance to the real story of the game (which pretty much retcons most of what occurs in those routes anyway), give no real incentive to see them aside from the ero scenes since the character info is pretty minor and implied anyway in the main route, and in the end only come off as filler. I feel that if you’re going to give those kinds of endings story, then they should either reveal something significant to the main plot (like 999) or provide some kind of incentive to see them besides just ero scenes (like the Tiger Dojo of Fate/Stay Night or the quest system of Rewrite).

                That out of the way, I can now talk about what I feel is the strongest point in Kansen 4’s story, what not only finally gives the story an identity but also has me glad I sat through and played to the end: the finale. Now I know how that sounds at first, like if you’d ask me how this game was and my answer would be “Well…I liked the end of it”, but there’s a bit more to it than that. First, the way that the finale is written (regardless of the route you’re on) makes for an interesting contrast to Kansen 3 in that while the third game ended on a triumphant note this game’s ending is more bittersweet, having it match tones with the first and second games endings which do make sense for an aftermath of this first outbreak. Kansen 4 does manage to distinguish itself from its predecessors in this area, though, by being able to pull off an effective bittersweet ending without having to fall back on the way overused “only two survivors at the end” trope that so many horror stories often do.
                The second thing that makes the finale so strong comes from how well Aya and Makoto’s routes turn out either as a result of or in connection with that. While the relationship building between both heroines and Daisuke is handled well and made believable over the course of the story, be it Aya’s opening up to her new friends that ends up resulting in a slightly stronger connection between her and Daisuke or how the events of the outbreak and Daisuke’s leadership have inadvertently gotten Makoto‘s feelings towards him to be more than just friends, it’s the finale’s bittersweet tone that helps to give the end of both routes more feeling than any of its predecessors’ and that says a lot considering how good all three games main finales are (yes, even the second game had that in at least Maya’s good ending). The outcomes of Aya and Makoto’s routes I find are a good representation of an answer to the question “What do you do in the aftermath of a life shattering tragedy?”. Do you move on and start things over completely anew or do you pick up the pieces of whatever is left and try to rebuild from there? Since neither answer can really be considered wrong and both endings do such a good job portraying those situations, Aya and Makoto’s routes are at a deadlocked tie for my favorite route for this game.

                Sadly this also brings me to the final major story flaw of Kansen 4, Kozue’s route. Now don’t get me wrong, I don’t hate the character, it’s just that her role in the game’s story really has problems. While the prologue does a good job in establishing her in Daisuke’s circle of friends, there’s no getting around the fact that she’s a blatant clone of Rin from Kansen 3 (if you’re wondering why I haven’t praised Kansen 4 for finally not cloning Yu again, here’s why) both in terms of her relationship with Daisuke and some aspects of her personality (heck, she’s even voiced by the same voice actress). Of course “some aspects” is the key word here since Kozue sadly did not get any of what made Rin such a good heroine in the previous game. You know that one member of the group of characters in a horror movie that, when the killer or monster(s) show up, half their dialogue from then on is screaming and the other half is complaining? That’s basically Kozue for most of the game after the zombies show up, and as you can expect she contributes very little to the story as a result whereas Rin, despite being scared by the events of the outbreak herself, pulled what weight she could in a supportive fashion such as helping prepare the group’s food and she had the additional disadvantage of being sickly. Kozue’s limited involvement in the story also really hurts the relationship development between her and Daisuke since by the end you can only see the relationship as more plausible than believable since their getting together at the end doesn’t really feel earned like the other two routes. It also doesn’t help that the route’s end scene is rather short compared to Aya and Makoto’s routes, and it really has me wondering if the creative team either ran out of time or simply didn’t know what to do with the route.
                Moving on to the technical aspects of the game, I can say that Kansen 4 does not have as many bugs as its predecessor, though the game can crash if you click on the game window immediately after you run it. While I do think the game window is a little too big (and sadly you can’t adjust its size), the only real flaw is the return of the timed choices and like in Kansen 3 if you mess it up and haven’t saved in a while it’s time to retread your steps. I’ve already ranted about what I think about the timed choices in this series so you all should know how I feel about them and why I consider them a negative. To Kansen 4’s credit though, there are less timed choices than in the previous games so it’s not quite as annoying as before.

                In the area of presentation Kansen 4 does as good as always with good artwork all around (though some of the zombies do dress a little funny).The voice acting is all good, and the music takes a another step forward by giving up the old ending theme entirely and giving us a new one that actually really helps in setting the atmosphere for the finale.

                As for the ero scenes, once again they’re all good, be they the romance ones or the zombie related ones, whichever you prefer.

Character Profiles:


Daisuke Sendou:
A student and part time mechanic at the auto repair shop owned by Makoto’s father, Daisuke has a love of motor bikes and has hopes to turn that into a career after graduating.


Aya Masaka:
One of Daisuke’s classmates, Aya is an excellent student with refined air about her. Doesn’t seem to have any friends or interact much with the other students, though it’s unclear whether it’s because she’s antisocial or just shy.

 
Makoto Abumi:
Daisuke’s classmate and friend, Makoto has an outgoing and tomboyish personality which actually helps her get along well with both boys and girls alike.  Because Daisuke works at her father’s repair shop where she also works, and because the two have similar interests in the field of mechanics, Makoto and Daisuke meet and hang out frequently.

 
Kozue Notoya:
Daisuke’s neighbor and childhood friend, Kozue usually hangs out with both him and Makoto, especially since she sees Daisuke as an older brother figure. While she normally has a bright personality around her friends, Kozue does at times show a timid side that may hint at her not reacting well to stressful situations.

 
Sho Ishigoka:
Daisuke’s upper classman and childhood friend.

 
Saeko Kirikoshi:
Sho’s girlfriend.

 

In Conclusion:
                Kansen 4 is a good but flawed entry into the Kansen series; while it doesn’t really do that much wrong aside from messing up with putting Kozue into the story and focusing a little too much on the false routes than needed, it doesn’t bring anything new to the table either. The strong finale does at least make up for that and makes the game memorable enough that I’d recommend this to anyone who likes the series. Just don’t go in expecting this to top the third game, and I don’t think you’ll be disappointed.


Final Score: 6/10 Above Average

Author Recommendation:  For Fans Only!