A big thank you to the site that has also given the game and White Cat a nice bit of attention with their review and interviews!
And of course a congratulations to the other winners on the site, especially Muesli and Dischan for winning “English Visual Novel of the Year” and “Studio/EVN Circle of the Year”!
Here’s to hoping we can all keep it up in the new year!
The visual novel Blue Rose is now up for voting on Steam Greenlight! If you’d like to see some Otome fantasy action on Steam, go vote now! If still in doubt, you can always try out the demo.
If you already bought the game, feel free to vote anyway and maybe get the chance to get a steam key for your copy.
I just stumbled across this article, that puts light on something that bothers me about me current project. It discusses how, in time, some authors in printed literature began to drift away from using third person past tense, to use third person present tense, most likely because they were inspired by the style of writing screenplays. The article then goes on to touch on how those two different ways of writing have a different impact on the way your story is perceived, and that you should choose one depending on what you wish to achieve. This is all when discussing traditional novel writing.
How does this come out when writing for the visual novel format? They are usually a mix between choose-your-own-adventure stories and comics, making them very different when approached from a writer’s angle, sometimes more than you’d think.
The script of most visual novels are written with a first person POV, putting the reader in the shoes of the protagonist. He’s seeing things happen, he makes the choice as they come up. Present tense lends itself well to this type of story, as you’re supposed to be there, experiencing all this, in a story where no one knows the ending yet. It is part of what sets visual novels apart from reading book or a comic.
In comics themselves, this issue most often does not exist, as there is no descriptive text – only dialogue. The rest is something you see happen, it’s not told.
The voices in my head, duking it out.
Now what if you want to write a third-person visual novel?
This is what I’m currently doing, and it’s proving surprisingly challenging. You’re no longer “in the shoes” of one person who sees all this unravel – you’re not making choices of what one person in particular would think or do. Adding to this, I’m trying to lean more heavily on the visual side of things, mimicking the original comic roots of the story I’m writing. But that’s for another day.
I soon realised, that when returning to third person, I naturally wanted to revert back to past tense as well, as I used to do. It’s what I’m used to reading, and writing. And it’s something people might be more used to reading as well, as the article puts it. This is something I’m struggling with quite a bit at the moment – as a reader you’re still put directly into the action, you’re still making choices for these people on the screen and impacting their lives as you go – should it still not be present tense?
“Omg, the writing is so bad! What was she even thinking!?”
I think the evidence still points towards the latter, though I still have to be careful with not falling into pitfalls of old writing habits. But the subject interests me.
What are your thoughts on the subject, as readers and writers?
Late as always, but I finally got to play through all of Little Busters, and I thought I’d write some of my impressions of the game here. Note that I played the original version of the game, so the added scenes and route from Ecstasy and Perfect Edition were not included.
The game has several character routes with a suggested play order, in order for you to get the most content available from them all, so I’ll list them and my thoughts in said order. I won’t spoil too much (apart from one route), but if you haven’t read Little Busters yet, and don’t want your experience to be too sullied by information, you should probably not read this yet!
(Now that Blue Rose has been released, let’s get the last two characters introduced!)
It’s time for Tobias’ introduction:
Tobias is a young hunter who lives alone in the forest. He finds and saves Lena, but in the end they don’t get along very well.
“Don’t underestimate rabbits!!”
Tobias prefers to be alone and generally dislikes soldiers and everything else connected to the war going on in the world outside. As a result he finds it difficult to accept the presence of someone like Lena.
He is also the only chase-able male without some sort of amazing combat skillz.
A minor bug prevented a certain CG from being unlocked in the CG gallery. To fix it, simply download this patch and unzip it in the Blue Rose “game” folder:
The final version of Blue Rose has been released! A demo is now also available, for trying out the novel.
Get it now to experience the story of Lena Ehrenfeldt, the Templar who goes M.I.A in the mountains during a mission to escort an important ambassador. Help solve the mysteries of what happens in the lonely village hidden there, throughout 5 different character routes with each a good or a bad outcome.
The full version of the game also includes extra short stories that are unlocked after playing through the game’s different routes, as well as image and music galleries.
All who bought the beta version will recieve an email with instructions to download the newest version.
Wanted to try and do a painting from scratch with limited time, set to 1½ hour. Failed pretty much as expected as I got caught up in all the wrong things! Even cheated with 15 minutes in the end to make it more presentable *cough*. Anyway, here is a simple Lena.