The Great Game Guide
In this episode, we’re going to talk about visual novels, that particularly Japanese style of adventure game that also led to dating sims, murder mysteries and more! Join us on this journey through games you’ve may have loved, some you may have heard of and some you’ve probably never played with Sean Jordan, your Great Game Guide! ------------------------------------------------------------------- Season 1, Episode 13: The Adventure Where Seeing is Believing, Part 11 Enjoy the show? Please share it with a friend! And be sure to like it on your platform of choice or leave a glowing review. You can contact Sean via Substack or BlueSky (@greatestgames.substack.com [http://greatestgames.substack.com]) And if you enjoy this show, you should check out The Greatest Games You (Probably) Never Played at https://greatestgames.substack.com [https://greatestgames.substack.com], Sean’s free newsletter featuring tons of great games that are obscure, overlooked, forgotten or otherwise unknown! ------------------------------------------------------------------- Copyright 2026, Sean J. Jordan. Some Rights Reserved. Permission is granted for the noncommercial, free distribution and archival of this episode. Music “The Great Game Guide Theme” written by Sean J. Jordan using Online Sequencer (https://onlinesequencer.net/ [https://onlinesequencer.net/]) Questions? Concerns? A burning desire to talk about obscure video games? Contact Sean via Substack or Bluesky. He’d love to hear from you! -------------------------------------------------- SOURCES: “What is a Visual Novel?” academic paper - https://dl.acm.org/doi/pdf/10.1145/3474712 [https://dl.acm.org/doi/pdf/10.1145/3474712] https://danganronpa.fandom.com/wiki/DISTRUST [https://danganronpa.fandom.com/wiki/DISTRUST] https://otomekitten.com/glossary/ [https://otomekitten.com/glossary/] https://princessmaker.fandom.com/wiki/Father_Marriage_Ending_(PM2) [https://princessmaker.fandom.com/wiki/Father_Marriage_Ending_(PM2)] https://www.eurogamer.net/unfinished-symphony-castlevanias-keeper-speaks [https://www.eurogamer.net/unfinished-symphony-castlevanias-keeper-speaks] https://www.famitsu.com/news/201506/29081240.html [https://www.famitsu.com/news/201506/29081240.html] https://news.denfaminicogamer.jp/projectbook/koei/3 [https://news.denfaminicogamer.jp/projectbook/koei/3] ------------------------------------------------- Coming up in this episode – We’re going to talk about console and handheld visual novel-style adventure games and the shaping influence they had on the adventure gaming genre as they also evolved into other types of games such as murder mysteries, dating sims and more! I’m Sean Jordan, and I am your Great Game Guide. Get ready for a survey of many of the great adventure games you may have played, may have heard of … or may have missed! In our last episode, I talked a little bit about the visual novel genre as we discussed Capcom’s Phoenix Wright: Ace Attorney, which debuted outside of Japan in 2005 on the Nintendo DS. I know it was the first game I ever really played in that style, and it honestly took me by surprise because I had no idea it was part of a much longer tradition of visual novels in Japan. And I want to say right off the bat that the term visual novel is loaded because it can mean a lot of things to a lot of different people. The purest definition of a visual novel is a game in which the story is being told to the player with little deviation beyond perhaps some choice mechanics that have a bearing on where the story goes or how characters respond. Some visual novels are pure stories. Some allow you to choose your own path through branching stories. Some involve romance which are also known as nakige or “crying games”, and some are adult eroge that have sex and nudity in them. Some are detective stories. Some include other styles of gameplay that might be part of a visual novel include role-playing, horror, strategy, puzzle-solving or minigames. An academic article from 2021 titled “What is a Visual Novel?” by Janelynn Camingue, Elin Carstensdottir, & Edward F. Melcer examined 30 different definitions and 54 visual novels and attempted to craft a unified definition. [https://dl.acm.org/doi/pdf/10.1145/3474712] Here it is: A Visual Novel (VN) is a digital narrative focused game that requires interactions where the player must be able to impact the story world or the story’s progression. The story and interactions are most commonly presented through a text box and often employ additional forms of interaction including menu choices—which often contain sets of actions that the player character can perform—or dialogue options representing the player character’s speech or thoughts. Crucially, VNs have On-Click Progression, where the player clicks, taps or presses a button to see the next part of the story. The aesthetics of VNs are most often conveyed through static images of characters, background art, sound effects (SFX) feedback, and soundtracks. Whew! That’s a mouthful. So for our purposes, we’re going to look at visual novels in three particular styles: storyline adventures, detective adventures and dating simulators. And if a game or series hasn’t received a major release outside of Japan, I’m not going to provide much detail beyond a quick namecheck. There’s another problem, too – I really can’t tell you what the first visual novel is. Some of the earliest proto-visual novels include Enix’s 1987 science fiction game Jesus, Hideo Kojima’s 1988 game Snatcher and System Sacom’s 1988 game DOME, which was part of its Novel Ware series. What most people seem to agree established the format more or less the way we see to it today is Chunsoft’s Sound Novel series, which began in 1992 with studio founder Koichi Nakamura’s Otogirisō. Chunsoft, if you are not aware, has long been the co-developer the Dragon Quest games along with Enix, so this completely tracks. Chunsoft’s 1994 murder mystery game Banshee’s Last Cry and 1998 day in the life of eight characters game Machi followed in the same vein. But remember how I mentioned before that many Japanese publishers tended to make adult-oriented eroge adventure games? Well, another studio named Leaf formed in 1995 and created a four-part “Leaf Visual Novel Series” starting in 1996 that included Shizuku, Kizuato, To Heart and the later Routes. Each of these was definitely geared towards a mature audience and Kizuato in particular is shockingly dark and violent. To Heart became the foundation for a popular series that spun off into anime, manga and audio dramas. Also in 1996, a studio called ELF, best known for eroge adventure games like the Dragon Knight series and the Dōkyūsei dating sims, released a landmark science fiction visual novel called YU-NO: A Girl Who Chants Love at the Bound of this World that apparently featured such a compelling story that it was ported to the Saturn and Windows without the sex. I have not played it myself, but it was localized by Spike Chunsoft in 2019 for Windows and modern consoles, and it’s also been adapted as a manga and anime OVA. Yet another eroge studio released a visual novel in 1997, and this one, a horror game this time, was called Moon – not to be confused with the game Moon: Remix RPG Adventure that we just discussed! While the name of the developer was Tactics, the team behind it jumped ship the next year to create the developer known as Key, which would go on to create 1999’s romantic games Kanon and 2000’s Air, both of which received sanitized releases after their initial adult versions shipped. Key went on to create the all-ages 2004 game Clannad, and it’s for this game we should pause and take a closer look, because Clannad is widely considered to be one of the best visual novels ever created. The word Clannad is derived from the name of an Irish band that performed as a family known as the Clann of Dore, or Clannad for short, which caused the game’s writer to think the word meant “family.” And family is a major theme in the game’s story. The game tells the story of a high school student named Tomoya Okazaki who begins the game in a toxic relationship with his abusive father following the passing of his mother. He meets a sickly girl named Nagisa Furukawa who is quite socially awkward and who is trying to restart the school’s drama club. Tomoya helps her and meets the four other girls who star in the game. This is the meat of the game, where you can pick different paths and explore the first half of the game, the School Arc, a fairly well-written social sim with some good character stories. If you enjoyed the social links in the Persona games, you’ll enjoy Clannad’s first half. One of the main objectives involves collecting items called “Orbs of Light,” and as you do so, you can unlock the second part of the game, the “After Story.” And here’s the twist – the game shifts into the future where Tomoya and Nagisa are married, and what occurs in that future is one of the most emotionally affecting stories you’ll ever experience in a video game. Beyond the events that occur, you keep seeing glimpses of this place called the Illusory World, a realm Tomoya sees in visions that is inhabited by a lone girl and where he is a wandering spirit. This world has a spiritual and psychological connection to his story in the real one, and in order to see the game’s true ending, Tomoya has to come to understand its significance and collect the remaining Orbs of Light. Clannad is a very long game – easily 40-50 hours long due to the need to complete every facet of the School Arc and then made longer by the need to replay the After Story to achieve the true ending. If you don’t want to bother with that sort of commitment, there’s an anime TV series from 2007-2009 that covers both arcs over 47 episodes and two OVAs. It’s well-regarded and worth watching even if you like the game, though some folks really seem to hate the particularly large and widely spaced eyes Nagisa and the other female characters have. Key went on to create a long series of visual novels after Clannad, and their most recent one, the all-ages adventure Anemoi, actually comes out this month in Japan and centers around a man and his sister returning to their childhood home in rural Japan for the reopening of a time capsule buried ten years ago. Another studio known for visual novels was KID, a video game developer that made a lot of action console games in the 1990s – including the cult classic Pepsiman! – before creating two very popular visual novel series that are known as the Memories Off series, which first launched in 1999 and is still going strong today with over a dozen sequels, prequels and spin-offs, and the Infinity series, which started in 2000 with Never 7: The End of Infinity and continued on into games including Ever 17: The Out of Infinity, Remember 11: The Age of Infinity, the spin-off 12Riven: The Psi-Criminal of Integral and the reboot Code_18. Though these games are all science fiction titles, Ever 17, Remember 11, and Never 7 also have a thematic tie-in to the Zero Escape series by establishing the premise of trying to escape from enclosed places. This is not an accident; they share a writer, the incredible Kotaro Uchikoshi. But let’s now turn to another visual novel series that can probably rival any of these games for popularity, and that’s the Science Adventure series, which begins with the 2008 game Chaos;Head and then was followed up by Steins;Gate in 2009. There are currently six main chapters in this series, and each of them is comprised of two words with a semicolon in between: Robotics;Notes, Chaos;Child, Occultic;Nine and Anonymous;Code. There’s also a new Steins;Gate sequel on the way with the name I guess will be Steins semicolon three question marks, which only a Japanese visual novel studio would think is a good name for a game. The Science Adventure series is primarily developed by a studio called Mages and directed by Chiyomaru Shikura, who has also written the theme music and credits songs for the games. Suffice it to say he takes these games very seriously, and the mythology and lore that extend from them is pretty sprawling and way too complex to summarize here. In the first game, Chaos;Head, you play as a character in the Shibuya district in Tokyo who seems to be having a psychotic break seeing things that aren’t there. As you might expect, the story gets a lot crazier from that premise, and I don’t even want to try to explain what happens. Play it and find out! Steins;Gate is the sequel, and while it takes place a year later in Akihabara, it’s a game about time travel and it’s by far the most popular entry in the series, with several spin-offs, a prequel and a sequel, and even a Famicom-style retelling. Steins;Gate is a great entry point into the series, and if you want to see if you’ll be up for the rest, it’s well worth your time. There’s also an anime adaptation if you prefer to watch it, and you won’t be disappointed if you do – over 24 episodes, it arguably tells the story better than the game and is widely considered one of the best anime series ever made, shifting gears about halfway through from really good to amazingly great. There are a lot of other visual novels out there – more than I’d ever care to describe. But don’t worry – we’re not done yet! In fact, we’re just getting started as we now delve into a subgenre of the visual novel – detective adventure games! Detective adventure games have long been a staple of the Japanese form of the adventure game genre, and whether you’re talking about Nintendo’s Famicom Detective Club, Riverhillsoft’s J.B. Harold Murder Club, Data East, WorkJam or Arc System Works’s lengthy Jake Hunter series, you’ll find that pretty much all of these games owe their style to one game in particular: Yuji Horii’s 1983 game The Portopia Serial Murder Case, which, as I’ve already mentioned, went on to not just establish the Japanese adventure game format, but also the basic mechanics for the JRPG. Unfortunately, most of these games never made it outside of Japan, and while Riverhillsoft did port the first Murder Club to the DOS PC and the TurboGrafx CD in two very different versions in 1989 and 1990, that series has also largely remained in Japan aside from a couple of super obscure ports for the LaserActive format, both of which are essentially just FMV mysteries. So, let’s jump forward to the 2000s, because this is the first time in which most American and European gamers got much of a chance to play the detective style of Japanese adventure games. We covered the Ace Attorney series in our last episode, and Phoenix Wright and his friends helped pave the way for even more mystery-style visual novels on the Nintendo DS as well as the PSP, 3DS and Vita down the road. But there was another Nintendo DS game that came out in 2005 that offered a mystery to solve in visual novel style with some point and click adventure gaming puzzles thrown in: Cing’s Trace Memory, also known in Europe as Another Code: Two Memories. The premise of the game is that you’re a teenage orphan named Ashley Robbins who’s been raised by her aunt in suburban Seattle. But Ashley starts having nightmares about a traumatic murder and then receives a package from her father in advance of her fourteenth birthday. Inside is a device and a message telling her to come to Blood Edward Island. Ashley and her aunt travel there and Ashely meets a ghost boy named D who’s trying to understand why he’s dead. The two begin exploring the Edward family mansion and learn the truth of Ashley’s memories as well as her family’s connection to the Edward family and more about D’s mysterious past. There’s a lot to uncover, including a device that creates fake memories, hence the name of the game. And there’s also a sequel on the Wii that was only released in Japan and Europe called Another Code: R – A Journey into Lost Memories which continues the story, and fortunately, both games received a 2024 remake on the Nintendo Switch released worldwide called Another Code: Recollection, though there are quite a number of changes from the original games [https://cing.fandom.com/wiki/Another_Code:_Recollection_changes]. Cing also released three Nintendo DS games that offered an interesting conceit – hold the system sideways, like a book! The first of these was 2007’s Hotel Dusk: Room 215, a detective story where former cop and current traveling salesman Kyle Hyde is stuck with several other people in a hotel out in the middle of nowhere and winds up investigating the staff and the other guests to solve the mystery of room 215. Once again, there are a few puzzles present, but the game’s mostly about following a fairly linear storyline where you mostly have to be careful not to antagonize the guests and earn a game over screen for making poor choices. In 2010, Cing released a sequel called Last Window: The Secret of Cape West in Japan and Europe with a more dynamic storyline, but otherwise following a similar structure. And Cing also released a 2009 game in the same vein called Again in both Japan and North America, this time starring an FBI agent named Jonathan Weaver, or just “J,” who can use psychic powers to see scenes from the past. Unlike the other two games, which have a distinctive sketchy art style, Again uses digital scans of actors and looks more like a police procedural show. It’s not as awful as reviews of the era might lead you to believe, but it’s certainly not great. Three other handheld games in a similar vein are BeeWork’s 2006 release Touch Detective, also known as Mystery Detective in Europe, Capcom’s 2010 game Ghost Trick: Phantom Detective and the indie game Corpse Party, which first appeared on the PC-88 in 1996 as an RPG Maker game and eventually was ported to the PSP, 3DS, mobile devices and modern consoles in the 2010s by Team GrisGris and the developer now known as Mages. Touch Detective is the oddball of the bunch mechanically; it’s a point and click adventure game with really stylized cute character designs and a point and click stylus-driven interface. I really should have included it in the last episode, but because it’s a Nintendo DS game with some very chatty characters and inner monologues, it tended to get lumped in with the Phoenix Wright and Another Code games in reviews of the era. The premise is that that you’re a young girl detective named Mackenzie who has an affinity for touching objects to aid her powers of deduction. The first Touch Detective offers four cases plus a bonus case. The second game, titled Touch Detective II ½, debuted in 2007 on the DS, but the third was initially only released in Japan on the 3DS until a compilation including all three games plus a few other bonuses was released on the Switch in 2022 with upgraded graphics. If you like point and click adventure games with a very heavy Japanese feel, these are worth your time! Ghost Trick: Phantom Detective looks like a point and click adventure game due to its pixel art characters and action sequences, but it’s similar to the Phoenix Wright games in some ways – no surprise since it’s by the same creator, Shu Takami. The premise of the game is that you’re a ghost named Sissel who doesn’t know why he was murdered, but who’s tasked with investigating and then preventing other murders by using his ghostly powers to go back in time 4 minutes and then apply his haunting “ghost tricks” to the environment to change the outcome of the event. It’s a neat game that’s told over 18 chapters and which includes some adventure-style puzzle solving as well as a lot of dialogue amidst a ton of very memorable characters. If you’ve missed this one, play the 2023 remaster available on modern consoles, because it’s an improved experience overall that plays nicely on larger screens. One more game in the same vein is Corpse Party, which, as I mentioned, started out as a 1996 RPG Maker title in Japan but which was eventually remade for Japanese audiences for Windows in 2008 as Corpse Party: BloodCovered and for the PSP in 2010 in a version called Corpse Party: Blood Covered… Repeated Fear. Later versions, such as the 3DS and mobile games and the modern console remake, are based on these remakes. While the original game was an RPG, the newer games were adjusted into being adventure horror titles with lengthy dialogue sequences, multiple endings and lots of side story content to explore other characters. The 2011 sequel Corpse Party: Book of Shadows is actually mostly just a bunch of additional side stories taking place within the same storyline as the main game, but then setting up an epilogue for the 2014 sequel, Corpse Party: Blood Drive. But as it happens, those games are all considered part of the same story; there’s a quasi-official 2013 fan game by Team GrisGris and Grindhouse called Corpse Party 2: Dead Patient. Mages and Team GrisGris are also planning to release an official sequel this year called Corpse Party II: Darkness Distortion scripted by original creator Makoto Kedōin that will offer a new entry point for those who haven’t played the original games. There is some debate about which genre the Corpse Party games belong in since the games have their roots in the JRPG genre. But the gameplay of the most modern versions of the games definitely feels most like the visual novel genre. The original game and Blood Drive both have do have overhead sequences where you maneuver chibi-ized versions of the characters through the haunted school in more of an RPG style, but the games frequently break away into sequences with static backgrounds, character art and text. I won’t even try to explain the story in these games – each installment is lengthy and there are lots of characters and plotlines to experience – but what I will say is that you play as Japanese high schoolers exploring a haunted school called Heavenly Host Elementary School that once stood where the high school Kisragi Academy now exists, and a magical incantation winds up transporting some students to the ruins of the old school in a spiritual world filled with the bodies of other students who had also found their way into Heavenly Host and who’ve been forgotten in the real world. The place is haunted by a girl in a red dress named Sachiko Shinozaki who serves as the original game’s antagonist, and once you get past the original content from the first game, things get very twisty-turny with all the character stories involved. The characters are all more or less anime and manga tropes and it’s very easy to get on the path for a bad ending instead of the true one. That’s one reason why some fans prefer to just watch the anime adaptations before playing the games. But Corpse Party’s mixture of detective work, horror and character relationships doesn’t exist in a vacuum, and there are many other games in the same vein, many of which come from a run of titles created by Spike Chunsoft by Kotaro Uchikoshi and Kazutaka Kodaka. OK, so a quick history lesson. Chunsoft is a long-time Japanese publisher that was responsible for the Sound Novel series we covered earlier, but in 2012, it became Spike Chunsoft when it was combined with another publisher known as Spike, which was founded in 1989 as Mizuki by a former Enix employee and which took on the name Spike in the mid-1990s as it absorbed an influx of people from Human Entertainment. Sadly, Spike didn’t pick up Kono Hifumi, the director of Clock Tower – he went to a company called Nude Maker to make, you guessed it, the Xbox mech simulator with a $200 controller, Steel Battalion. His colleague Goichi Suda – also known as Suda51 - went on to form Grasshopper Manufacture and some of the other team members went to Sandlot to start creating niche titles like Robot Alchemic Drive and Earth Defense Force. But many of the Human Entertainment folks wound up at Spike, which was the developer of games like Lupin the 3rd on the Saturn, the King of Colosseum and DragonBall Z Budokai Tenkaichi games on the PlayStation 2 and the publisher of the Way of the Samurai and Kenka Bancho series. Spike also continued Human Entertainment’s Fire Pro Wrestling games. In 2005, an entertainment and software corporation called Dwango bought both Spike and Chunsoft, and the two created several parallel visual novel-style series. Chunsoft’s creator Koichi Nakamura produced a complex live action FMV visual novel called 428: Shibuya Scramble, which was a spiritual successor to their previous Sound Novel game Machi, a 1998 non-linear visual novel on the Saturn in Japan that was notable for its large city to explore and eight different characters simultaneously experiencing five days of their lives, all depicted with live action photographs. 428: Shibuya Scramble takes place over a ten-hour period told over one-hour segments and features five main characters trying to solve a mystery, though each has a different approach and tone to their story. Even wilder, there are reportedly 87 different possible endings from over a hundred different story paths, which means that this game has loads of replay value. And since it features photography rather than anime characters, it feels more like an interactive TV show, though most of the scenes are stills, not video. The game also included a bonus scenario about a character named Canaan that was unlocked by achieving the true ending, authored by Type-Moon’s Kinoko Nasu with character designs by Takashi Takeuchi. The Canaan story shifts to a more conventional anime look and even spawned an anime television sequel series. And the live action director Jiro Ishii went on to Level-5, the makers of the Professor Layton series, to produce a Japan-only 2012 game called Time Travelers for the 3DS, PSP and PlayStation Vita featuring 3D anime-style character FMV sequences that fit into a massive flowchart of choices dictating how the game unfolds. In 2009, Chunsoft’s write4 Kotaro Uchikoshi launched another series that became a really big deal on handheld platforms: 999: Nine Hours, Nine Persons, Nine Doors. The premise is that you are a college student named Junpei who’s been drawn into a deadly competition called the Nonary games along with eight other people and run by a character named Zero. The game’s broken up into escape room-style segments to provide puzzles and action and visual novel-style sequences to advance the story. The title pretty much tells you everything you need to know – there are nine hours in which to find a door with the number 9 on it, and since you’re all aboard a sinking cruise ship with sealed exits and windows and will blow up if you try to escape, you have no choice but to play along. I will not attempt to explain the plot, as it’s not only quite serious and complex, but also far more fun to experience in the game itself. But I’ll mention that the game has two sequels: 2012’s Zero Escape: Virtue’s Last Reward and 2016’s Zero Time Dilemma, which is actually more of an interactive movie than a visual novel and draws some clear inspirations from Time Travelers. All three received amazingly high reviews from many publications and are considered some of the best games of the 21st century. If you haven’t played them, you absolutely must. Another popular visual novel series that debuted alongside the Zero Escape games began in 2010 with Spike’s Danganronpa: Trigger Happy Havoc, written by Kazutaka Kodaka, who’d previously worked on Clock Tower 3, the Jake Hunter games and a video game adaption for the Detective Conan manga series. During a call for new pitches at Spike, Kodaka came up with a battle royale killing game concept called DISTRUST where 15 teenagers would kill each other over a 7-day period. The pitch started out as a visual novel but gradually added in the elements for which the series would become known – trials, deduction minigames, investigations, anime trope characters and a mysterious authority figure with black and white halves – originally a human-like robot named Phantom who looked like a boy on one side and a visible anatomy doll on the other. The concept gradually morphed into the first Danganronpa game and Phantom evolved into the series mascot, the evil black and white robot bear Monokuma. I remember playing the original Danganronpa game on the PS Vita in 2014 and first wondering if it was a Persona 4 knockoff with some Phoenix Wright trial elements because, at least superficially, it felt like a weird fusion of those two games combined with some ideas from the Japanese film Battle Royale about high school students killing each other on a remote island. Even so, the game surprised me with its strong sense of comedy atop its bleak backstory and surprisingly strong main characters, and I was absolutely stunned by the ending, which contained some pretty amazing twists explaining how the “Ultimate” students who’d been selected to attend the prestigious Hope’s Peak Academy had been drawn into a killing game without any knowledge of the craziness going on in the world outside. I think it’s pretty safe to say that if you go into Danganronpa without knowing anything about the game or the anime and manga it ultimately spawned, you will be absolutely shocked when the game drops its last set of twists in the final chapter. The same is true for the first sequel, and one of the first titles for Spike Chunsoft once they merged together in 2012, Danganronpa 2: Goodbye Despair. The sequel has an entirely new cast of characters – well, one of them looks familiar and certainly a lot fatter than before, but keep playing! – and absolutely jerks you around with a new killing game set on an island resort and a sort-of secondary antagonist named Nagito Komaeda who is both supremely lucky and also completely nuts, often throwing a wrench into the gears of any attempt to make progress in the game. Once again, there’s a big twist towards the end which is completely wild, and I honestly love the second game as much or maybe even a little more than the first. Again, go in knowing as little as possible and you’ll really enjoy it, and that includes skipping the sidestory action game Danganronpa Another Episode: Ultra Despair Girls until you’ve finished the first two. The third game, Danganronpa V3: Killing Harmony, came out in 2017 and it’s a true love it or hate it sequel, featuring some of the best characters and moments in the entire series but also some of the worst contrivances and plot twists. It’s super self-aware and serves as a broader commentary on society’s obsession with competitive reality show-style games sacrificing young people for entertainment. Suffice it to say that this sequel is basically non-canonical where the other games are concerned and doesn’t need to be played if you don’t enjoy what it does early on to apply its first big twist. Spike Chunsoft has made a few spin-offs to capitalize on the popularity of the anime and manga extensions of the series, and there’s also a new game coming up this year called Danganronpa 2×2 that’s essentially an alternate take on the second Danganronpa game. I personally don’t have high hopes for it, as I feel the series pretty much did everything it can do, but for those who can’t get enough, I guess it’s an option! Two other Spike Chunsoft games I want to mention are 2019’s AI: The Somnium Files and 2023’s Master Detective Archives: Rain Code, both of which are new enough that I don’t feel a lot of need to describe them – you can easily play them right now on modern consoles or Steam! AI: The Somnium Files is a visual novel by Kotaro Uchikoshi that alternates between reality and dream worlds called Somnia. As Kaname Date, a detective who delves into dreams to try to solve a murder of a young woman who’s had her left eye removed, you and your cybernetic AI-powered eye Aiba investigate a trail of clues leading you down five different paths that are broadly categorized in the left and right routes depending upon where you take your investigation. It’s a really cool story with excellent 3D sequences, great voice acting and a lot of twists and turns to suit its nonlinear story. There are even two sequels, 2022’s AI: The Somnium Files - nirvanA Initiative, which partially takes place six years after the first game with a new main character, and 2025’s No Sleep for Kaname Date – From AI: The Somnium Files, which takes place between the two games as a side story. Master Detective Archives: Rain Code is co-written by Kazutaka Kodaka and features a detective named Yuma Kokohead who’s followed around by a cute spirit named Shinigami solving mysteries together. Much like AI, the game moves between the real world and an imaginary one, in this case a place called the Mystery Labyrinth which is a visual representation of the mysteries that need to be solved. This game plays much more like Danganronpa, though, with Reasoning Death Match sequences, evidence-gathering and minigames to get through portions of the labyrinth. Though it has some of the same psycho-pop neon-infused look and chaotic energy of the Danganronpa series, Rain Code has 3D models and much more exciting animations. Yuma Kokohead has a piece of hair sticking up in the form of a question mark on his head, and Shinigami transforms Sailor Moon style into a scantily-clad goth girl in the Mystery Labyrinth. It’s an enormous game with dozens of hours of mysteries and a great blend of humor and drama. By the way, Rain Code was developed by Too Kyo Games, which in Japanese means “Too Crazy Games” and it was formed by Kazutaka Kodaka, Kotaro Uchikoshi and the Danganronpa composer Masafumi Takada and character artist Rui Komatsuzaki. And they’ve since released another game in the same vein in 2025 called The Hundred Line: Last Defense Academy that has 100 different endings, a school setting full of over-the-top characters and a squishy, sarcastic robot mascot character named Shirei. If that sounds like a wonderful fusion of 428: Shibuya Scramble and Danganronpa along with some tactical RPG combat to boot, then yep, you’re more or less on the money in thinking the game was co-developed by Kazutaka Kodaka and Kotaro Uchikoshi with art by Rui Komatsuzaki and music by Masafumi Takada. So, it’s pretty much guaranteed that if you enjoy any of the Spike Chunsoft games we’ve just discussed, you’ll love this one too! I want to cover one more topic, and I’m going to keep it brief because I really have little experience with this subgenre of the visual novel – dating sims! But they’re an important style of game to discuss and, quite honestly, one of the most influential in their impact on other genres from farming sims like Harvest Moon to tactical strategy games like Fire Emblem: Three Houses to JRPGs like Persona 3, 4 and 5 to pretty much anything else involving romantic interactions with anime-style girls. Before we dive in, I’m only going to cover a few notable titles from the 1990s that helped to establish the genre – I am not going to spend a lot of time talking about eroge or hentai or NSFW games or anything else in that vein because it’s far outside my interests, and I’m also not going to get too much into the games from the 21st century. There are just too many! I also want to take a moment to differentiate between dating sims and another subgenre of the visual novel known as otome, which means “maiden game.” Today, these two genres more or less look alike and it’s just a matter of selecting whether you want to play a game starring a boy or a girl who’s interacting with other characters, and both have strong roots in the bishojo tradition in Japan of products made for girls. But dating sims have traditionally starred a male character in a harem anime sort of story where he had his pick of a variety of girls while otome games typically starred a female protagonist in a romance story that’s a bit more nuanced and which may or may not involve a large number of suitors. Dating sims are generally meant to project the feelings of the female player on the girls being seduced; otome games are meant to project the feelings of the female player on the protagonist as a self-insert and tend to go beyond mere seduction. Of course, there are a lot of men in Japan who also enjoy dating sims and otome games, and they’ve also been quite popular outside of Japan with players of all genders, and particularly the LGBTQ+ community. And many of these fans are additionally interested in niche genres like Boy’s Love, Yuri, Amare, Joseimuke and Galge. So, let’s start with dating sims, which are typically traced back to the 1991 game Princess Maker, which is actually not a dating sim at all, but a child raising simulation in which you are responsible for making parental decisions for an orphan girl during her adolescence and teenage years with the intention of preparing her to become the princess of a fantasy kingdom. In the first game, the daughter’s goal is to marry a prince, but the second game, released in 1993, includes the cringey element of being able to groom the daughter to become flawlessly perfect, avoid romance, and marry you, her adoptive father. Eww. This game was developed by Gainax, the folks who brought us Neon Genesis Evangelion and FLCL among many other games and anime series, and it spawned a series that’s still producing games today - Princess Maker: Children of Revelation is currently in early access on Steam and planned for release later this year. But even though Princess Maker is not a dating sim per se, it established the framework under which many of the dating sims that followed would operate – your success with the various ladies in dating sims depends upon the actions you take, the gifts you give and the stats you raise. As the player, your job is to maximize your chances for seduction by making the right moves to capture the heart of each girl you encounter, often amidst a time limit such as a schedule or set number of days. Some games allow you to go after multiple girls at once, and others prune your path more narrowly once you’re in a committed relationship. The game that established many of these conventions is ELF Corporation’s 1992 eroge visual novel Dōkyūsei, which means “Classmates,” where you play as a male student on summer break wandering around different towns in Japan over a 22-day period, meeting fourteen different girls and trying to win their affections while also competing with suitors. While the game initially included explicit scenes and dialogue, ELF eventually released all-ages editions as well. And of course there was not only a sequel, released in 1995, but also an anime OVA series and a spin-off series called Kakyūsei, or “Underclassmates.” Another notable dating sim is Tokimeki Memorial, or “Heartbeat Memorial,” a 1994 game by Konami that was released as an all-ages title from the start and thus became very popular in Japan. The premise is that you’re a first-year student at Kirameki High School looking for love and you not only have to keep the various girls you encounter happy, but watch out for someone souring on you and gossiping to their friends via a mechanic known as the “bomb” feature. Interestingly, the scenario writer for the game was Koji Igarashi, who’d go on to work on the Castlevania series. While he got stuck working on a romance game, his girlfriend was working on Castlevania: Rondo of Blood. He would sneak into her office and play that game while asking her for tips on the romance game he was making. The success of Tokimeki Memorial allowed Igarashi to name his next project, which was of course Castlevania: Symphony of the Night. He didn’t work on the Tokimeki Memorial sequels, nor was he involved in the series’ shift to otome in 2002 when Konami released Tokimeki Memorial Girl’s Side, a sidestory series popular enough to have had its most recent sequel released in 2021. But the entire otome genre owes its existence to the 1994 game Angelique, created by Keiko Erikawa, the wife of Yoichi Erikawa, with whom she’d co-founded the development studio Koei. That’s right, yet another adventure gaming power couple – and Keiko Erikawa is essentially the Japanese Roberta Williams! Angelique was intentionally created to serve the market of female gamers, and to create it, Keiko Erikawa had built a team called Ruby Party made entirely of female game developers. While Koei’s Shibusawa Kou had to step in to help guide the inexperienced team on the first Angelique, Ruby Party soon became one of the main otome game development teams, and their strategy was pretty simple: create fun games and then create mixed media to go along with them such as manga, drama CDs and anime OVAs. Many other visual novel, dating sim and otome developers followed that same playbook to broaden their appeal to women. And Ruby Party’s Neo Romance series of otome, dating sims and role-playing games established a strong market for games targeted at women in Japan. Sega, seeing the potential for a mixed media dating sim, began developing a concept first proposed by Oji Hiroi for a theater-based cross-genre game called Sakura Taisen, also known as Sakura Wars, featuring tactical role-playing, visual novel adventure sequences and dating sim elements. Sega wanted the game to be a big hit for the Saturn and commissioned the famous manga artist Kōsuke Fujishima to design the characters and designed the story like an anime television series, complete with an animated intro set to the rousing song “Geki! Teikoku Kagekidan,” which cheers on the game’s Imperial Combat Revue, a troupe of actors who also double as demon-fighting mecha pilots. Their best fighters are the Flower Division, made up of actresses with spiritual powers. As Imperial Navy Ensign Ichiro Ogami, you double as an usher and eventual manager of the theater, and you can also choose which of the girls you’d like to romance as a cataclysmic war with Satan himself gradually escalates in the background. Sega wanted Sakura Taisen to have a broader appeal than just the bishojo audience, and thus the game really plays up the action. The game was popular enough in Japan to spawn a long-running series and many tie-in media and also to inspire other games fusing visual novel and dating sim elements with role-playing and strategy mechanics. Even so, Sega never saw a market for it outside of Japan until 2010 when they finally released the fifth game, 2005’s Sakura Wars: So Long, My Love in North America for the PlayStation 2 and also in Europe on the Wii. The sixth game, 2019’s reboot simply titled Sakura Wars, got a global release, though it was reportedly not a huge seller. I mentioned Leaf’s 1997 game To Heart earlier when we discussed their Visual Novel series, but let’s come back to this game again for a moment because it wound up being a big hit in Japan, spawning an anime series and several sequels and remakes. The original PC version was an eroge game, but the console version stripped out the adult content and was better off for it, broadening the audience and offering players a chance to romance ten different girls – including a robot! – and play some minigames amidst a busy school day schedule very similar to what you’d see in the later Persona 3, 4 and 5 games. A more recent version from Aquaplus was released in 2025 under the name ToHeart with no space between the words, but fans of the original seem to be lukewarm on the choices made in the new one. Of course, To Heart wasn’t available outside of Japan until this recent remake, nor were a lot of the other games we’ve covered. But Red Company and Atlus’s 1998 PlayStation game Thousand Arms was released in North America, and though it’s a role-playing game, it’s best-known for including a dating sim system in which your main character, the womanizing blacksmith Meis Triumph, attracts a few female companions he has to take out on dates so he can increase his intimacy level with them. It’s a really goofy game that’s something of a deep cut for PlayStation-era RPG fans, but aside from Harvest Moon or the Private Actions in Star Ocean: The Second Story, I can’t think of too many other games from the era released outside Japan that included dating sim mechanics. Let’s close out this section with one more game, the 1999 dating sim Kanon, Key’s first release and definitely an eroge with the same sort of unsettlingly cute anime girls you’ll see in Clannad. But as I mentioned, this game was liked well enough to justify all-ages versions when it hit consoles, and it, too, spawned a number of tie-in media, including anime, manga, light novels, a trading card game and drama CDs. Interestingly, Kanon is not quite as remarkable today as it was when it was released because it’s best-remembered as the game that established a lot of the modern anime visual style used in the genre and which popularized the calmer, slice of life storytelling often found in visual novels, dating sims and otome games. The story only has five paths and it’s not nearly as memorable as Key’s later games, but it and its dreamlike 2000 follow-up Air are still well-regarded as classics today. We could talk about many other visual novels if we wanted to. One popular game is Doki Doki Literature Club, a freeware game that has since been released commercially and which is best played thinking that you’re just a male student trying to date girls in the book club. There’s the Nintendo DS launch title Sprung, which was reviled by reviewers at the time despite merely being a European ski resort take on the dating sim genre. There’s Hatoful Boyfriend, a game where you literally date birds, and there’s Christine Love’s visual novels Digital: A Love Story, Analogue: A Hate Story, Don’t Take It Personally, Babe, It Just Ain’t Your Story and… My Twin Brother Made Me Crossdress as Him and Now I Have to Deal with a Geeky Stalker and a Domme Beauty Who Want Me in a Bind!!, which is also known as Ladykiller in a Bind. And those are just a small sampling of the many contemporary visual novels out there, many of which are now being authored by developers outside of Japan. There’s a particularly strong indie scene for LGBTQ+ visual novels and dating sims coming from all parts of the world with games like Butterfly Soup, and there are even parodic dating sims like Panzermadels: Tank Dating Simulator, the Trolley dating sequence in The Trolley Solution or the 2025 game Date Anything which, I’m told, completely misunderstands the genre and is mostly popular among people who don’t actually play dating sims. One of the reasons for the proliferation of visual novels is that there are easy tools available to make them. In the old days, RPG Maker could be forced into it via plugins, but there are now commercial-grade tools like Visual Novel Maker, TyranoBuilder and Ren’Py with devoted communities and plenty of documentation to make it easy for anyone to make a visual novel and launch it on a modern marketplace. And while a lot of these games really aren’t that remarkable, there are a surprising number that are completely free and high in quality. Now that we’ve non-exhaustively covered this frankly exhaustingly vast topic, I’m ready to move back to Western games and see how things evolved over the last 25 years as adventure gaming supposedly died and then came back to life. It turns out the rumors of the genre’s death were definitely exaggerated, but the last decade in particular has been an exciting time for the games to grow in commercial appeal! So in our next episode, we’re finally going to talk about how games like Omikron: The Nomad Soul, Fahrenheit, which is also known as The Indigo Prophecy, Microids’s adventure games including Amerizone: The Explorer’s Legacy, the Syberia games, Post Mortem and Still Life and Index+’s really wild Dracula: Resurrection series all moved us forward. And we’re also going to talk about the rest of the Quantic Dream library and Daedalic Entertainment as well as a few of the other European series of note. And then we’ll bring things to a near-conclusion by talking about the influence of Telltale Games and indie studios like Dave Gilbert’s Wadjet Eye Games, Yahtzee Croshaw’s Fully Ramblomatic Games, Crystal Shard, AGD Interactive, Clifftop Games and Grundislav Games, as well as a few more! And when that’s all said and done, we’ll close things out with some perspective on why adventure games are still relevant today and why they’ve seen such a resurgence over the last decade. And I’ll also set things up for us to begin a new series to talk about another genre that features progression-based storytelling, lots of variety and a long tradition of evolution in gaming – the platform game. If you enjoy this show, you can read this series every week on my Substack at Greatestgames.substack.com, where you’ll also find brand new articles on other great games you’ve never played. And you’re always welcome to talk with me on Bluesky! I’m Sean Jordan, I am your Great Game Guide, and I’ll be back next week with more to explore! THIS WEEK’S RECOMMENDED GAME TO TRY Before I let you go every week, I close out the show with a game I want you to try that’s a little off the beaten path. This isn’t sponsored content and I don’t have any financial stake in anything I recommend; these are games that I think are really good but don’t have as much exposure as some of the more popular ones. This week, I’m recommending Yellow Taxi Goes Vroom, a 2024 game from Panik Arcade and Those Awesome Guys which is, essentially, Super Mario 64 meets Choro Q. I know, I know, I threw you a curveball there by invoking the name of an obscure Japanese game that actually was released in North America for the PlayStation 2 about little cars driving around. And yet that’s what we’re doing in Yellow Taxi – driving a cute yellow cab that can dash or flip as it gets airborne and use its momentum to get to places a taxi probably shouldn’t go, like the roofs of houses or mountain peaks or underwater. It’s built around a hub world with many different non-linear levels you can visit, each of which has objectives and collectibles. Most importantly, the game doesn’t include a jump button, so there’s a lot of puzzle-solving involved in figuring out how to get to those places you can see, but can’t easily visit. The game takes heavy inspiration from Mario’s 3D outings. There’s a Wario-like character named Morio – spelled with an O – who guides you, and the incredible soundtrack by Jacob Lincke really needs to be listened to on repeat, because it both evokes various 3D Mario game tunes but also puts its own spin on them and creates something wild and new. I think the fact that the game’s designers are Italian and repurposing Mario for their own creation is also sort of cool. This game’s normally $17 but each to find cheap – it’s $5.26 on Steam today, and I got it in a bundle on Fanatical for about 10% of that along with some other games! – and you’ll have a great time with it. I found myself playing it far longer than I thought I would, and its variety and “what are they going to do next?” sensibility really makes it fun to pick up and play when you need something sort of challenging, but unimposing. As Our Series Continues… We’re moving on to the 1990s console and arcade games to cover one of the golden eras of video gaming as gaming shifted to 16 bits at home and true 3D in the arcades! We’ll cover shoot ‘em ups, run and guns, fighters, brawlers, RPGs, platformers and, of course, strategy games, sports games and more. Take some time learn about great games you may have missed like M.U.S.H.A., Ranger X, Thunder Force III, Liquid Kids, Alligator Hunt, Arabian Fight, Gaiapolis, Popful Mail, Keio Flying Squadron, Boogie Wings, Kid Dracula, Little Samson, The Space Adventure, Rocket Knight Adventures, Rolo to the Rescue and even oddities like The Haunting Starring Polterguy and The Ooze! If you missed my series on the hundreds of 1980s PC, console and arcade games you probably never played, you can find the entire archive at https://greatestgames.substack.com. Anything I don’t share here will be in my upcoming book, tentatively titled The Greatest Games You (Probably) Never Played Vol. 3. Subscribe to this newsletter so you won’t miss it! If you missed my series on the hundreds of 1980s PC games you probably never played, you can find the entire archive at https://greatestgames.substack.com. Anything I don’t share here will be in my upcoming book, tentatively titled The Greatest Games You (Probably) Never Played Vol. 2. Subscribe to this newsletter so you won’t miss it! This is a public episode. If you would like to discuss this with other subscribers or get access to bonus episodes, visit greatestgames.substack.com [https://greatestgames.substack.com?utm_medium=podcast&utm_campaign=CTA_1]
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