Visual novel

Source: Wikipedia, the free encyclopedia.

A visual novel (VN) is a form of digital interactive fiction. Visual novels are often associated with the medium of video games, but are not always labeled as such themselves.[1][2] They combine a textual narrative with static or animated illustrations and a varying degree of interactivity. The format is more rarely referred to as novel game, a retranscription of the wasei-eigo term noberu gēmu (ノベルゲーム), which is more often used in Japanese.[3]

Visual novels originated in and are especially prevalent in Japan, where they made up nearly 70% of the PC game titles released in 2006.[4] In Japanese, a distinction is often made between visual novels (NVL, from "novel"), which consist primarily of narration and have very few interactive elements, and adventure games (AVG or ADV, from "adventure"), which incorporate problem-solving and other types of gameplay. This distinction is normally lost outside Japan, as both visual novels and adventure games are commonly referred to as "visual novels" by international fans.

Visual novels are rarely produced exclusively for dedicated

.

Structure

Visual novels are distinguished from other game types by their generally minimal gameplay. Typically the majority of player interaction is limited to clicking to keep the text, graphics and sound moving as if they were turning a page (many recent games offer "play" or "fast-forward" toggles that make this unnecessary), while making narrative choices along the way. Another main characteristic of visual novels is their strong emphasis on the prose, as the narration in visual novels is delivered through text. This characteristic makes playing visual novels similar to reading a book.[5]

Most visual novels have multiple storylines and more than one ending; the mechanic in these cases typically consists of intermittent multiple-choice decision points, where the player selects a direction in which to take the game. For example, in a dating simulator-themed visual novel, the player is prompted to pick different characters to date which, in turn, leads to a different ending. This style of gameplay is similar to story-driven interactive fiction, or the shorter and less detailed real-life gamebook books.[6]

Some visual novels do not limit themselves into merely interactive fictions, but also incorporate other elements into them. An example of this approach is Symphonic Rain, where the player is required to play a musical instrument of some sort, and attain a good score in order to advance. Usually such an element is related as a plot device in the game.

Fan-created novel games are reasonably popular; there are a number of free game engines and construction kits aimed at making them easy to construct, most notably

KiriKiri and Ren'Py
.

Many visual novels use

voice actors to provide voices for the non-player characters in the game. Often, the protagonist (that is, the player character
) is left unvoiced, even when the rest of the characters are fully voiced. This choice is meant to aid the player in identifying with the protagonist and to avoid having to record large amounts of dialogue, as the main character typically has the most speaking lines due to the branching nature of visual novels.

Narrative branches

Wikipe-tan, an unofficial mascot of Wikipedia is seen asking the player "What should I buy?". The player is presented with the options "A new mop." and "Some new socks."
In many visual novels, players are sometimes subjected to choices they need to make in order to proceed.

multiple different endings, allowing non-linear freedom of choice along the way, similar to a choose-your-own-adventure novel. Decision points within a visual novel often present players with the option of altering the course of events during the game, leading to many different possible outcomes.[7][8] An acclaimed example is Zero Escape: Virtue's Last Reward
, where nearly every action and dialogue choice can lead to entirely new branching paths and endings. Each path only reveals certain aspects of the overall storyline and it is only after uncovering all the possible different paths and outcomes, through multiple playthroughs, that every component comes together to form a coherent, well-written story.

The digital medium in visual novels allow for significant improvements, such as being able to fully explore multiple aspects and perspectives of a story. Another improvement is having hidden decision points that are automatically determined based on the player's past decisions. In Fate/stay night, for example, the way the player character behaved towards non-player characters during the course of the game affects the way they react to the player character in later scenes, such as whether or not they choose to help in life-or-death situations. This would be far more difficult to track with physical books. More importantly, visual novels do not face the same length restrictions as a physical book. For example, the total word count of the English fan translation of Fate/stay night, taking all the branching paths into account, exceeds that of The Lord of the Rings by almost 80%. This significant increase in length allows visual novels to tell stories as long and complex as those often found in traditional novels, while still maintaining a branching path structure, and allowing them to focus on complex stories with mature themes and consistent plots in a way which Choose Your Own Adventure books were unable to do due to their physical limitations.

Many visual novels often revolve almost entirely around character interactions and

dialogue choices usually featuring complex branching dialogues and often presenting the player's possible responses word-for-word as the player character would say them. Such titles revolving around relationship-building, including visual novels as well as dating simulations, such as Tokimeki Memorial, and some role-playing video games, such as Persona, often give choices that have a different number of associated "mood points" that influence a player character's relationship, and future conversations, with a non-player character. These games often feature a day-night cycle with a time scheduling system that provides context and relevance to character interactions, allowing players to choose when and if to interact with certain characters, which in turn influences their responses during later conversations.[9]

It is not uncommon for visual novels to have morality systems. A well-known example is the 2005 title

School Days, an animated visual novel that Kotaku describes as going well beyond the usual "black and white choice systems" (referring to video games such as Mass Effect, Fallout 3 and BioShock) where you "pick a side and stick with it" while leaving "the expansive middle area between unexplored". School Days instead encourages players to explore the grey, neutral middle-ground in order to view the more interesting, "bad" endings,[10]
e. g. an ending where a character dies or the main protagonist does not advance towards the flow of the story.

Kinetic novels

Visual novels with non-branching plots, similar to a conventional novel or a graphic novel in multimedia form.

Muv-Luv Alternative, and Digital: A Love Story are known as kinetic novels.[6][11] The term was first used by the publisher Key for their title Planetarian: The Reverie of a Little Planet
.

RPG hybrids

There are role-playing video games that feature visual novel-style elements. A well-known example in the West is Mistwalker's Lost Odyssey, an RPG that features a series of visual novel-style flashback sequences called "A Thousand Years of Dreams".[12] These sequences were penned by an award-winning Japanese short story writer, Kiyoshi Shigematsu.[13] Another title is the Arc System Works fighting game series BlazBlue, which plays off of a complex fantasy setting where a one-hundred-year period is reset indefinitely with many variables. The many branching storylines in Story Mode can serve as stand-alone stories, but players must consider them together along with Arcade Mode stories to be able to fully understand the universe.

Another successful example is

real-time branching choice system where, during an event or conversation, the player must choose an action or dialogue choice within a time limit, or to not respond at all within that time. The player's choice, or lack thereof, affects the player character's relationship with other characters and in turn the characters' performance in battle, the direction of the storyline, and the ending. Later games in the series added several variations, including an action gauge that can be raised up or down depending on the situation, and a gauge that the player can manipulate using the analog stick depending on the situation.[14] The success of Sakura Wars led to a wave of games that combine role-playing and visual novel elements, including Thousand Arms, Riviera: The Promised Land, and Luminous Arc.[15]

Style

Wikipe-tan, an unofficial mascot of Wikipedia is seen telling the player "I heard Watanabe-san was going to make his own visual novel so that we would have some free images to use on Wikipedia! That's the kind of guy who keeps the Internet alive, don't you think?"
Visual novels are commonly characterized with dialog boxes and sprites denoting the speaker. This is a recreation of the usual screen layout of a visual novel, generated by the Ren'Py game engine.

Despite using the narrative style of literature, visual novels have evolved a style somewhat different from print novels. In general, visual novels are more likely to be narrated in the first person than the third, and typically present events from the point of view of only one character.

In the typical visual novel, the graphics comprise a set of generic backgrounds (normally just one for each location in the game), with character sprites (立ち絵, tachi-e) superimposed onto these; the perspective is usually first-person, with the protagonist remaining unseen. At certain key moments in the plot, special event CG computer graphics are displayed instead; these are more detailed images, drawn specially for that scene rather than being composed from predefined elements, which often use more cinematic camera angles and include the protagonist. These event CGs can usually be viewed at any time once they have been "unlocked" by finding them in-game; this provides a motivation to replay the game and try making different decisions, as it is normally impossible to view all special events on a single play-through.

Up until the 1990s, the majority of visual novels utilized

Chunsoft. The most successful example is Machi, one of the most celebrated games in Japan, where it was voted No. 5 in a 2006 Famitsu reader poll of top 100 games of all time. The game resembled a live-action television drama, but allowing players to explore multiple character perspectives and affect the outcomes. Another successful example is 428: Shibuya Scramble, which received a perfect score of 40 out of 40 from Famitsu magazine.[12]

History

The history of visual novels dates back to

audio CD music.[19]

A common feature used in visual novels is having multiple protagonists giving different perspectives on the story.

EVE Burst Error (1995), developed by Hiroyuki Kanno and C's Ware, introduced a unique twist to the system by allowing the player to switch between both protagonists at any time during the game, instead of finishing one protagonist's scenario before playing the other. EVE Burst Error often requires the player to have both protagonists co-operate with each other at various points during the game, with choices in one scenario affecting the other.[20]

An important milestone in the history of visual novels was

parallel universes. The player travels between parallel worlds using a Reflector device, which employs a limited number of stones to mark a certain position as a returning location, so that if the player decides to retrace their steps, they can go to an alternate universe to the time they have used a Reflector stone. The game also implemented an original system called Automatic Diverge Mapping System (ADMS), which displays a screen that the player can check at any time to see the direction in which they are heading along the branching plot lines.[22]

YU-NO revolutionized the visual novel industry, particularly with its ADMS system.

role-playing video games such as Radiant Historia (2010)[26][27] and the PSP version of Tactics Ogre (2010).[28]

Chunsoft sound novels such as Machi (1998) and 428: Shibuya Scramble (2008) developed the multiple-perspective concept further. They allow the player to alternate between the perspectives of several or more different characters, making choices with one character that have consequences for other characters.[12][29] 428 in particular features up to 85 different possible endings.[29] Another popular visual novel featuring multiple perspectives is Fate/stay night (2004).[6]

Content and genres

Many visual novels are centered on

fantasy fiction, and horror fiction
are not uncommon.

Dōjinshi games (dōjin soft)

dōjin games (同人ゲーム), also sometimes called dōjin soft (同人ソフト). These visual novel-style games are created as fan-made works based on pre-existing fandoms (usually anime and manga, but also for TV shows or even other pre-existing games and visual novels). Dōjinshi games are often based on romance (or shipping) between two characters, known as an otome game (乙女ゲーム) or dating sim; sometimes becoming sexual (or hentai), known as an eroge
(エロゲ, a portmanteau of erotic game (エロチックゲーム)).

Erotic content

Many visual novels also qualify as eroge, an abbreviation of 'erotic game'. These games feature sexually explicit imagery that is accessed by completing certain routes in the game, most often depicting the game's protagonist having sex with one of the game's other characters. Like other pornographic media in Japan, scenes depicting genitalia are censored in their original Japanese releases, only becoming uncensored if the game is licensed outside Japan with all art assets intact. Certain eroge titles receive re-releases which exclude explicit content in order to be sold to a younger audience, such as ports to consoles or handheld systems where sexually explicit content is not allowed, and storylines referring to aforementioned sex scenes are often omitted from adaptations into other media, unless that media is also pornographic in nature, such as a hentai anime.

Traditionally, PC-based visual novels have contained risque scenes even if the overall focus is not erotic (similar to the "obligatory sex scene" in Hollywood action films). However, the vast majority of console ports do not contain adult material, and a number of recent PC games have also been targeted at the all-age market; for example, all of Key's titles come in censored versions, although the content might still not be appropriate for children, and three have never contained erotic content at all. Also, all of KID's titles are made with general audiences in mind.

However, some of these games are later re-released with the addition of

erotic scenes, or have a sequel with such. For example, Little Busters! was first released as an all-ages visual novel, but a version with erotic scenes titled Little Busters! Ecstasy came out later, and though Clannad is also all-ages, its spinoff Tomoyo After: It's a Wonderful Life
is not.

Often, the beginning of the eroge will be dedicated to introducing the characters and developing the protagonist's relationship with them, before the protagonist sexually interacts with other characters, for example, Lump of Sugar games such as Tayutama: Kiss on my Deity and Everlasting Summer do this. The effect it has on the reader is the H-scenes (sex scenes) will have a stronger emotional impact for the two (or possibly more) characters.

Some of Japan's earliest adventure games were erotic

NEC PC-8001 computer. It became a hit, helping Koei become a major software company.[30] Other now-famous companies such as Enix, Square and Nihon Falcom also produced similar erotic games in the early 1980s before they became famous for their role-playing video games. While some early erotic games integrate the erotic content into a thoughtful and nuanced storylines, others often used it as a simplistic vehicle for fetishism, pleasure, an aid of the lightheaded themes that encourage stress relief or to portray nuances of sexuality.[16]
The Japanese game Pai Touch! involves the protagonist gaining the ability to change the size of girls' breasts, and the adventures that ensue in trying to choose which girl to use the power on the most.

Another subgenre is called "nukige" (抜きゲー), in which sexual gratification of the player is the main focus of the game.[32]

Science fiction

In 1986,

point-and-click interface for a console, like The Portopia Serial Murder Case, but making use of visual icons rather than text-based ones to represent various actions. Like the NES version of Portopia Serial Murder Case, it featured a cursor that could be moved around the screen using the D-pad to examine the scenery, though the cursor in Suishō no Dragon was also used to click on the action icons.[33][34]

light gun shooter segments. It was praised for its graphics, soundtrack, high quality writing comparable to a novel, voice acting comparable to a film or radio drama, and in-game computer database with optional documents that flesh out the game world. The Sega CD version of Snatcher was for a long time the only major visual novel game to be released in America, where it, despite low sales, gained a cult following.[37]

Following

(2009).

Nakige and utsuge

Popular subgenres of visual novels include the nakige (泣きゲー, crying game), which still usually has a happy ending, and the utsuge (鬱ゲー, depressing game), which may not. The genres are somewhat fluid and were largely pioneered in parallel during the late 1990s through the early 2000s by the works of

Tactics. After One was complete, the development team quit Tactics to form Key where they developed their first title Kanon, also based upon this formula. According to Satoshi Todome in his book, A History of Adult Games, Kanon was "heavily hyped [and] had gamers impatient until its release. It was only one game released by Key so far, and yet [it] had already sent major shockwaves around the industry. And yet another game [Air], two years later, sent even more shockwaves. Air was equally hyped and well received."[41]

Key's "crying game" formula used successfully in One and Kanon was later adopted by other visual novel companies to create their own "crying games". Examples of this include:

Visual Art's
).

One of the most acclaimed visual novels of this subgenre was Key's Clannad, written by Jun Maeda, Yūichi Suzumoto, and Kai and Tōya Okano. Released in 2004, its story revolved around the central theme of the value of having a family.[42] It was voted the best bishōjo game of all time in a poll held by Dengeki G's Magazine.[43] It served as the basis for a media franchise, with successful adaptations into a light novel, manga, animated film, and acclaimed anime series.

In 2008, several of Key's visual novels were voted in the

Dengeki poll of the ten most tear-inducing games of all time, including Clannad at No. 2, Kanon at No. 4, Air at No. 7, and Little Busters! at No. 10.[44] In 2011, several visual novels were also voted in Famitsu's poll of 20 most tear-inducing games of all time, with Clannad at No. 4, Steins;Gate at No. 6, Air at No. 7, Little Busters! at No. 10, and 428: Shibuya Scramble at No. 14.[45]

Horror

After developing The Portopia Serial Murder Case,

Kamaitachi no Yoru
was also a best seller and would prove to be highly influential.

.

Visual novels in the Western world

Prior to the year 2000, few Japanese visual novels were translated into other languages. As with the visual novel genre in general, a majority of titles released for the PC have been

) into English. Fan translations of Japanese visual novels into languages other than English such as Chinese, French, German, Ukrainian and Russian are commonplace as well.

English translations of Japanese visual novels on video game consoles were rare until the release of the

Level-5's Professor Layton series (beginning in 2007),[50] Japanese visual novels have been published in other countries more frequently. The success of these games has sparked a resurgence in the adventure game genre outside Japan.[49][51][52]

Dontnod Entertainment's Life Is Strange (2015); the latter's creative director cited visual novels such as Danganronpa (2010) as an influence.[55]

Additionally, there have been some visual novels developed mainly in English, and intended for an English-speaking audience; one of the earliest commercially-available examples on a mainstream platform is 2004's

VA-11 HALL-A
. Other languages have been the focus in visual novels, including Spanish, French, Russian and Mandarin, which have seen increased success due to the popularity of the genre.

List of best-selling visual novels

Sales data for visual novels is frequently unavailable; the sales listed below can be significantly outdated as some of the sources are over a decade old, and series qualified for an entry could be missing. These lists should be referenced carefully.

Free visual novels do not appear in these lists due to the unreliability of download numbers and for consistency with other best-selling lists.

Series

Visual novel series that have sold over 100,000 copies
Series Debut Creator(s) Sales Note(s)/ref(s)
Ace Attorney 2001 Capcom / Shu Takumi 9,200,000 [56]
Danganronpa 2010 Spike (Spike Chunsoft) / Kazutaka Kodaka 5,000,000 [57]
Sakura Wars (Sakura Taisen) 1996 Sega CS2 R&D / Red Entertainment 4,718,113 [a]
Tokimeki Memorial
1994 Konami / Koji Igarashi 3,714,704 [b]
Nekopara 2014 Neko Works / Sayori 3,000,000 [62][63]
Sound Novel 1992
Chunsoft (Spike Chunsoft
)
2,709,907 [d]
Tantei Jingūji Saburō
(Jake Hunter)
1987 Data East 2,346,841 [e]
Fate 2004 Type-Moon / Kinoko Nasu 2,096,148 [g]
Sakura 2014 Winged Cloud 1,566,022 [h]
Zero Escape 2009 Chunsoft / Kotaro Uchikoshi 1,290,213 [i]
Steins;Gate 2009
5pb. / Nitroplus
1,244,545 [j]
Rance 1989 AliceSoft 1,159,193 [k]
Higurashi: When They Cry
2002 07th Expansion / Ryukishi07 1,109,018 [m]
Shinseiki Evangelion (Neon Genesis Evangelion) 1996
Gainax Network Systems
1,040,972 [n]
Muv-Luv 2003 âge 800,000 [o]
D.C Da Capo 2002 Circus 800,000 [p]
Dōkyūsei 1992 ELF Corporation 722,662 [q]
The Death Trap 1984
Squaresoft / Hironobu Sakaguchi
600,000 [r]
To Heart 1997 Leaf 584,263 [s]
EVE
1995 Hiroyuki Kanno / C's Ware 575,873 [t]
Clannad 2004 Key / Jun Maeda 468,278 [u]
Majikoi! 2009 Minato Soft [ja] 400,000 [v]
Welcome to Pia Carrot
1996 Cocktail Soft 320,696 [w]
Hatoful Boyfriend 2011
Hato Moa
317,015 [x]
Kidou Senkan Nadesico
(Martian Successor Nadesico)
1997 Sega 284,255 [y]
Cardcaptor Sakura ~Sakura to Card to O-Tomodachi~
1999 MTO 193,745 [59]
Dies irae
2007 Light 100,000 [92]

Standalone

Standalone visual novels that have sold over 100,000 copies
Title Release Developer(s) Sales Note(s)/ref(s)
Doki Doki Literature Club! 2017
Team Salvato
2,500,000 [93][94]
The Portopia Serial Murder Case 1983
Chunsoft
700,000 [95]
Digimon Survive 2022 Hyde 500,000 [96]
VA-11 HALL-A
2016 Sukeban Games 500,000 [97]
13 Sentinels: Aegis Rim 2019 Vanillaware 500,000 [98]
Nonomura Byōin no Hitobito [ja] (Mystery of Nonomura Hospital) 1996 ELF Corporation 400,000 [99]
YU-NO: A Girl Who Chants Love at the Bound of this World 1996 Hiroyuki Kanno / ELF Corporation 380,820 [z]
Long Live the Queen 2012 Hanako Games / Spiky Caterpillar 369,384 [71]
Policenauts 1994 Hideo Kojima / Konami 341,483 [59]
Kanon 1999 Key / Naoki Hisaya 317,512 [aa]
Air 2000 Key / Jun Maeda 308,382 [ab]
Tsukihime –A piece of blue glass moon- 2021 Type-Moon 240,000 [ac]
Hotel Dusk: Room 215 2007 Cing 213,208 [102]
Monster Prom 2018 Beautiful Glitch 200,000 [103]
Can Can Bunny: Premiere [ja] 1992 Cocktail Soft / KID 159,502 [77]
Doukoku Soshite... 1997 Data East 131,085 [59]
Witch on the Holy Night 2022 Type-Moon 110,000 [ad]
Desire 1994 Hiroyuki Kanno / C's Ware [ja] 102,187 [77]
One: Kagayaku Kisetsu e 1998
Tactics
100,000 [105]

See also

Notes

  1. ^ Sakura Wars series:
    • Up until 2010 – 4.5 million[58]
    • 2013–2018 – 39,687 (Japan)[59]
    • Shin Sakura Taisen (2019) – 178,426 (Japan)[60]
  2. ^ Tokimeki Memorial series:
    • 3 million+[61]
    • August 2006 to 2019 (Japan) – 714,703[59]
  3. ^ See 428: Shibuya Scramble § Reception
  4. ^ Sound Novel series:
    • Otogirisō (1992) – 400,000+[64]
    • Kamaitachi no Yoru
      (Banshee's Last Cry) – 1,941,758
      • Kamaitachi no Yoru (1994 to April 2002) – 1.25 million[65]
      • June 2002 to 2019 (consoles) – 691,758 (Japan)[59]
    • Machi (1998) – 164,866[59]
    • 428: Shibuya Scramble (2008) – 203,283[c]
  5. ^ Tantei Jingūji Saburō series
    • As of May 2007 – 2.22 million[66]
    • July 2007 to 2019 (Japan) – 126,841[59]
  6. ^ See Fate/stay night § Reception
  7. ^ Fate series (Japan)
  8. ^ Sakura series:
    • Sakura Agent, Sakura Dungeon, Sakura Gamer, Sakura Magical Girls – 206,022
    • Other titles – 1.36 million[68]
  9. ^ Zero Escape series:
    • Japan (consoles) – 90,213[59]
    • Steam (PC) – 1,200,000+[69]
  10. ^ Steins;Gate series:
  11. ^ Rance series:
    • Japan – 1,000,000 (Data of all series until Rance 03 –Fall of Leazas–)
    • Rance X (PC) – 159,193 (2018)[75]
  12. ^ See Higurashi When They Cry § Reception
  13. ^ Higurashi When They Cry series:
    • Japan (consoles) – 908,391[l]
    • Steam (PC) – 200,627+
      • Ch.1 – 100,000+[76]
      • Ch.2 – 28,301+[71]
      • Ch.3 – 20,000+[76]
      • Ch.4 – 12,326+[71]
      • Ch.5 and Ch.6 – 40,000+[76]
  14. ^ Neon Genesis Evangelion series (Japan)
    • 1st Impression and 2nd Impression (Sega Saturn) – 785,034[77]
    • Girlfriend of Steel 2 – 255,938[59]
  15. ^ Muv-Luv series
    • Worldwide – 800,000 (Total cumulative of series)[78]
    • Japan – 500,000 (Total cumulative of series until 2015)[79]
    • Steam (PC) overseas – 5,256[71]
  16. ^ D.C Da Capo series:
    • Japan – 800,000 (Total cumulative of all games until Da Capo 5)[81]
  17. ^ Dōkyūsei series (Japan)
  18. ^ The Death Trap series:
  19. ^ To Heart series (Japan)
  20. ^ EVE series [ja]
  21. ^ Clannad series:
  22. ^ Majikoi!' series:
  23. Pia Carrot
    series (Japan)
    • Consoles – 284,186[59]
    • PC (2006) – 36,510[80]
  24. ^ Hatoful Boyfriend:
    • Steam – 309,725[71]
    • DLsite English – 7,290[91]
  25. Kidou Senkan Nadesico
    series (Japan)
    • Yappari Saigo ha 'Ai ga Katsu'? – 138,161[77]
    • The Blank of Three Year and The Mission – 146,094[59]
  26. ^ See YU-NO: A Girl Who Chants Love at the Bound of this World § Reception
  27. ^ Kanon:
  28. ^ Air:
    • Up until 2006 – 300,000+[100]
    • PSP and
      PS Vita (Japan) – 8,382[59]
  29. ^ Tsukimhime:
    • Sales prior to September 2021 – 240,000+[101]
  30. ^ Tsukimhime:
    • First Week Sales – 110,000+[104]

References

  1. . As a form of interactive fiction, the visual novel overtly calls upon players to participate in the production of the text as integrated agents.
  2. . Retrieved 10 November 2012. Visual novels (or sound novels, as they're sometimes called) are a popular game genre in Japan.
  3. .
  4. ^ "AMN and Anime Advanced Announce Anime Game Demo Downloads". Hirameki International Group Inc. 8 February 2006. Retrieved 1 December 2006.
  5. .
  6. ^ . Retrieved 20 February 2012.
  7. ^ The First Free Visual Novel Engine Released, Softpedia
  8. .
  9. Gamasutra
    . Retrieved 30 March 2011.
  10. ^ Eisenbeis, Richard (28 August 2012). "How A Visual Novel Made Me Question Morality Systems in Games". Kotaku. Retrieved 28 August 2012.
  11. ^ Estrada, Marcus (18 December 2017). "Review: SeaBed". Hardcore Gamer. Retrieved 10 September 2020. This is a kinetic novel meaning there are no dialogue or story choices to make throughout a playthrough.
  12. ^ a b c Ray Barnholt. "The Weird World of Japanese "Novel" Games". Archived from the original on 18 October 2012. Retrieved 8 March 2011.
  13. ^ Fear, Ed (17 March 2008). "Harvard's Rubin on translating 360 epic Lost Odyssey into English". Develop. Archived from the original on 5 May 2012. Retrieved 30 January 2009.
  14. ^ "Sakura Wars ~So Long My Love~ Interview". RPGamer. 2010. Archived from the original on 11 May 2012. Retrieved 30 March 2011.
  15. 1UP.com. Archived from the original
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  16. ^ a b c d e John Szczepaniak. "Retro Japanese Computers: Gaming's Final Frontier". Hardcore Gaming 101. p. 2. Archived from the original on 16 February 2011. Retrieved 16 March 2011. Reprinted from "Retro Japanese Computers: Gaming's Final Frontier". Retro Gamer (67). 2009..
  17. ^ John Szczepaniak (February 2011). "Portopia Renzoku Satsujin Jiken". Retro Gamer. Retrieved 16 March 2011. Reprinted at John Szczepaniak. "Retro Gamer 85". Hardcore Gaming 101. Retrieved 16 March 2011..
  18. ^ "Visual Novel". Visual Novel. 7 June 2002. Archived from the original on 27 March 2022.
  19. ^ John Szczepaniak. "Retro Japanese Computers: Gaming's Final Frontier". Hardcore Gaming 101. p. 4. Retrieved 16 March 2011. Reprinted from "Retro Japanese Computers: Gaming's Final Frontier". Retro Gamer (67). 2009..
  20. ^ Commodore Wheeler. "EVE Burst Error". RPGFan. Archived from the original on 14 December 2011. Retrieved 3 September 2011.
  21. ^ a b Sorlie, Audun (2011). "Yu-No". Hardcore Gaming 101. Retrieved 16 August 2012.
  22. ^ WooJin Lee. "YU-NO". RPGFan. Archived from the original on 13 August 2011. Retrieved 3 September 2011.
  23. Gamasutra
    . Retrieved 14 March 2019.
  24. ^ S., Matt (4 October 2019). "Review: YU-NO: A Girl Who Chants Love at the Bound of this World (Nintendo Switch)". Digitally Downloaded. Archived from the original on 8 January 2020. Retrieved 27 December 2019.
  25. Nintendo Life
    . 3 October 2019. Retrieved 27 December 2019.
  26. 1UP
  27. ^ To those of you that asked about Radiant Historia, Destructoid
  28. GamesRadar
    , 15 February 2011
  29. ^ a b "428 – The greatest experiment in non-linear story telling". Destructoid. 17 December 2009. Retrieved 27 August 2012.
  30. ^ a b Pesimo, Rudyard Contretas (2007). "'Asianizing' Animation in Asia: Digital Content Identity Construction Within the Animation Landscapes of Japan and Thailand" (PDF). Reflections on the Human Condition: Change, Conflict and Modernity – The Work of the 2004/2005 API Fellows (PDF). The Nippon Foundation. pp. 124–160. Archived from the original (PDF) on 4 September 2011.
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