What Are Visual Novels, and Why Are They a Thing? - Why, Anime? | Get In The Robot

Get In The Robot
22 Mar 201917:21

Summary

TLDRThe video delves into the world of visual novels, explaining their origins, unique narrative-driven gameplay, and how they differ from light novels. It covers the history of the genre, sub-genres like kinetic novels, dating sims, and hybrids, and addresses why anime adaptations often struggle to capture the depth of the original visual novels. Examples such as *Steins;Gate*, *Clannad*, and *Fate/stay night* are discussed, along with challenges of adaptation like linear storytelling and content cuts. The video concludes with a call to appreciate visual novels for their rich, immersive storytelling.

Takeaways

  • 🎮 Visual novels are interactive, narrative-driven video games with text-based, anime-style visuals, focused on character dialogue and decision-making.
  • 📜 They originated in Japan in 1983, starting with 'Portopia Serial Murder Case,' inspired by Western graphic adventure games.
  • 🧩 Early visual novels like 'Portopia' were puzzle-based, while later ones shifted focus to storytelling with multiple branching paths.
  • 🖼️ Visual novels commonly feature static backgrounds, character sprites, and first-person perspective for immersive storytelling.
  • 🎧 Sub-genres like sound novels (e.g., 'Higurashi') emphasize audio for atmosphere, while kinetic novels have a completely linear narrative.
  • 💔 Popular sub-genres include nakige (crying games), utsuge (depressing games), and dating simulators, some of which are adult-themed (eroge).
  • 💻 Visual novels influenced modern Western games like 'Life is Strange' and Telltale's 'The Walking Dead' due to their decision-based narratives.
  • 📺 Anime adaptations of visual novels often struggle due to the medium's limitations, losing the depth and multiple endings found in the games.
  • 🎞️ Notable successful adaptations include 'Steins;Gate,' 'Clannad,' and 'Fate/stay night,' which are praised for staying faithful to the source material.
  • 👾 Despite some failures, visual novels continue to inspire both Japanese and Western gaming, remaining a unique, emotionally engaging genre.

Q & A

  • What are visual novels, and how do they differ from traditional video games?

    -Visual novels are interactive, narrative-driven games that focus on text-based storytelling, often accompanied by anime-style character sprites, backgrounds, and limited animation. Unlike traditional video games, they involve minimal gameplay mechanics, focusing instead on decision-making and branching storylines, similar to a choose-your-own-adventure format.

  • What is the significance of 'Portopia Serial Murder Case' in the history of visual novels?

    -'Portopia Serial Murder Case,' designed by Yuji Horii in 1983, is a foundational title for the visual novel genre. It introduced elements like static backgrounds, first-person perspectives, and character sprites, and combined puzzle-solving with narrative-driven gameplay, paving the way for later visual novels.

  • How do visual novels typically handle branching timelines and replayability?

    -Visual novels often feature non-linear narratives with multiple branching storylines. Players make decisions that affect the outcome of the story, leading to different endings, which encourages replayability to explore all possible narrative paths.

  • What challenges do anime adaptations of visual novels face?

    -Anime adaptations of visual novels often struggle due to the need to condense long, branching storylines into a linear format. This can result in lost content, rushed pacing, and a less immersive experience compared to the original visual novel. Furthermore, cultural differences and the niche nature of visual novels outside Japan contribute to these challenges.

  • Why are some visual novel anime adaptations considered unsuccessful?

    -Some visual novel anime adaptations, like 'Danganronpa' and 'Rewrite,' are considered unsuccessful because they fail to capture the depth of the original material. They often omit important plot points, rush through character development, or attempt to merge multiple story routes into one, leading to a disjointed or hollow experience.

  • What makes visual novels different from light novels?

    -Visual novels are interactive, digital experiences where players make decisions that influence the story, while light novels are traditional print books. Although both feature narrative-driven content, visual novels integrate decision-making, character interaction, and often have anime-style visuals and voice acting.

  • What are some examples of successful anime adaptations of visual novels?

    -'Steins;Gate,' 'Clannad,' and 'Fate/stay night' are examples of successful anime adaptations of visual novels. These adaptations remained faithful to the original storylines, retained key character elements, and delivered high-quality visuals, making them well-received by both visual novel and anime fans.

  • How have visual novels influenced Western game development?

    -Visual novels have influenced Western games, especially narrative-driven adventure games. Titles like 'Life is Strange' and 'Telltale Games' series incorporate decision-making mechanics similar to visual novels, where player choices impact the storyline, a concept commonly seen in games like 'Fate/stay night.'

  • What are some of the subgenres within visual novels?

    -Visual novels have various subgenres, such as 'nakige' (crying games focused on emotional catharsis), 'utsuge' (depressing games), 'dating simulators,' and 'hybrid' games that combine visual novel elements with RPG, puzzle, or adventure mechanics. Examples include 'Clannad' (nakige), 'Steins;Gate' (sci-fi), and 'Danganronpa' (hybrid).

  • Why are dating simulators considered a popular subgenre of visual novels?

    -Dating simulators are popular because they focus on romance and character relationships, offering players the chance to pursue different romantic paths with NPCs. These games often blend emotional storytelling with lighthearted or dramatic relationship dynamics, making them highly engaging for players.

Outlines

00:00

🎮 Playing Danganronpa & The Anime Adaptation Problem

The speaker opens by casually playing 'Danganronpa' on their PS Vita and shares their disappointment with its anime adaptation. They liken it to reading a wiki summary instead of watching a fully fleshed-out series, with none of the excitement of the game, like Monokuma’s iconic screaming. This sparks a broader reflection on why anime adaptations of visual novels, such as 'Steins Gate,' 'Fate/Stay Night,' and 'Clannad,' often fail to capture the depth of their source material.

05:00

📚 What Are Visual Novels?

The speaker introduces visual novels as an interactive, narrative-driven genre of games that are text-heavy and feature anime-style visuals, limited animations, and decision-making mechanics that lead to multiple endings. They also differentiate visual novels from light novels and give a brief history, starting with 'Portopia Renzoku Satsujin Jiken' from 1983, which introduced Japanese audiences to the genre. The early influences from American graphic adventures, such as 'Mystery House' and 'Mission Asteroid,' are noted, along with the impact of games like 'Snatcher' and digital comics in shaping the genre.

10:02

🕵️‍♂️ Early Visual Novels and Eroge

The speaker delves into the evolution of visual novels, highlighting early detective games like 'JB Harold Murder Club' and 'Snatcher.' They also discuss the rise of 'Eroge' (erotic games), which were crucial in boosting Japanese computer sales in the 80s. The first 'Eroge' was 'Nightlife,' an adult game designed for couples, followed by the controversial 'Lolita.' The speaker briefly touches on the morally questionable content of some early games and lightens the mood by mentioning their kitten, showing how visual novels evolved from puzzle-heavy games to story-focused narratives.

15:04

🎭 Modern Visual Novels and Sub-Genres

Modern visual novels are presented as more narrative-driven, featuring non-linear stories, multiple endings, and more sophisticated animations. Sub-genres like 'Kinetic Novels' (linear storytelling), 'Sound Novels' (audio-focused atmosphere), and hybrids that blend with RPGs or adventure games (e.g., 'Persona' or 'Danganronpa') are explored. Popular narrative styles like 'Nakige' (crying games) and 'Utsuge' (depressing games) are described, with examples like 'Clannad' and 'Steins Gate.' The speaker also touches on the prevalence of dating simulators, including niche sub-genres like Otome, Yaoi, and Yuri games.

🌍 Visual Novels in Western Media

Visual novel elements have influenced Western narrative-driven games like 'Life is Strange' and Telltale Games' titles, with their decision-making mechanics reminiscent of visual novels. Examples from popular culture, like 'Gravity Falls' making fun of dating simulators, are shared, showing how this style has seeped into Western media. The speaker humorously references 'Heavy Rain' and how polarizing some of these games can be.

🎬 Challenges of Adapting Visual Novels into Anime

Adapting visual novels into anime comes with many challenges, including the difficulty of turning non-linear games into a cohesive linear narrative. The speaker explains how adaptations often miss the depth of the original games, mentioning poor adaptations like 'Rewrite' and better ones like 'Steins Gate.' Common pitfalls like shortened content and lack of faithfulness to source material are explored, with 'Danganronpa' and 'Persona' cited as examples of how anime adaptations can sometimes fall flat.

❤️ Successful Anime Adaptations of Visual Novels

Despite the challenges, some visual novel adaptations are successful. 'Steins Gate,' 'Clannad,' 'Higurashi no Naku Koro Ni,' and the 'Fate/Stay Night' series are praised for staying true to their source material while delivering high-quality animation and storytelling. The speaker highlights the emotional depth of these adaptations and their ability to resonate with audiences. They emphasize the importance of faithful storytelling in making these adaptations stand out.

🎉 Visual Novels Today: Worth Exploring

The speaker concludes by encouraging viewers to explore visual novels, which have continued to captivate fans since 1983. Mentioning affordable platforms like Steam and PSN, they highlight how fun and immersive these games can be. With a playful nod to 'Doki Doki Literature Club' and its quirky charms, they invite viewers to dive into the genre and enjoy its unique blend of storytelling and interactivity.

Mindmap

Keywords

💡Visual Novel

Visual novels are interactive, narrative-driven games that are text-based and often use anime-style graphics. The video highlights how visual novels offer immersive experiences through branching timelines, decision-making, and detailed storytelling, contrasting them with anime adaptations that might simplify these complex narratives.

💡Anime Adaptation

An anime adaptation refers to converting a visual novel or game into an anime series. The script criticizes how anime adaptations, like 'Danganronpa' and 'Fate/Stay Night,' often lose depth and feel like summaries, lacking the emotional richness and interactive elements of the original games.

💡Branching Timelines

Branching timelines are a feature in visual novels where the player's decisions affect the narrative's outcome, leading to multiple possible endings. The video explains how this non-linear storytelling is a challenge for anime adaptations, as they must choose a single path, often simplifying the experience.

💡Kinetic Novel

A kinetic novel is a type of visual novel where the story is completely linear, with no player decisions. The script uses 'Planetarian' as an example of this format, contrasting it with other visual novels that offer player choice and multiple endings.

💡Sound Novel

Sound novels rely heavily on audio to create an immersive atmosphere. The video mentions 'Higurashi no Naku Koro ni' as a prime example, where sound effects enhance the horror experience. These games are typically slower-paced and build tension through sound rather than visuals or gameplay.

💡Dating Simulator

A dating simulator is a subgenre of visual novels focused on romance, where players choose a character to pursue romantically. The video explores how dating sims often overlap with other genres and range from lighthearted to explicit content, referencing games like 'Hatoful Boyfriend' and 'Dream Daddy.'

💡Eroge

Eroge refers to erotic games, a precursor to dating simulators in Japan. The video discusses how these games, like 'Night Life,' helped popularize visual novels by providing adult content to sell computers in Japan, and highlights how eroge influenced the development of other visual novel subgenres.

💡Steins;Gate

'Steins;Gate' is a popular visual novel and anime adaptation mentioned as a success story in the video. Despite losing some internal monologue from the game, the anime maintains the complex science fiction narrative and is praised for staying faithful to the original material.

💡Nakige

Nakige, or 'crying game,' is a type of visual novel designed to evoke strong emotions, often with tragic elements but typically a happy ending. The video cites 'Clannad' as the best example, where emotional catharsis is a key component of the player's experience.

💡Utsuge

Utsuge refers to visual novels that focus on making the player feel depressed. Unlike nakige, which have uplifting endings, utsuge are more somber and emotionally heavy, with darker storylines. The video contrasts this genre with nakige to explain the variety of emotional experiences visual novels can offer.

Highlights

Visual novels are an interactive, narrative-driven genre of video games that are text-based and use anime-style character sprites, backgrounds, and limited animation in their presentation.

The roots of visual novels date back to 1983 with the creation of 'Portopia Renzoku Satsujin Jiken,' which set the stage for visual presentation in this genre.

'Portopia' was inspired by American graphic adventure games, introducing the concept to Japanese audiences through narrative-driven murder mysteries and puzzle-solving.

A major characteristic of visual novels is their replayability due to multiple branching timelines and decision-making that affects the storyline.

Dating simulators, a sub-genre of visual novels, focus on dating and romance, allowing players to interact with NPCs, each with their own personalities and stories.

The first eroge (erotic game) was called 'Nightlife,' created in 1982, and these adult games were originally made to boost sales of Japanese PCs by offering something unique.

Visual novels later evolved from puzzle-solving to more narrative-driven experiences, focusing on emotional turmoil and storytelling with minimal gameplay mechanics.

Sub-genres of visual novels include 'nakige' (crying game), which aims to evoke emotional catharsis, and 'utsuge,' which is designed to leave the player feeling depressed.

The growing popularity of visual novels outside Japan has led to the development of western games with similar styles, such as 'Dream Daddy' and 'Doki Doki Literature Club.'

One of the challenges of adapting visual novels into anime is the difficulty in capturing the branching narratives and emotional depth, often leading to simplified or linear storytelling.

'Steins;Gate' and 'Clannad' are examples of successful anime adaptations of visual novels that manage to stay true to their source material while offering compelling narratives.

Several visual novel adaptations, such as 'Rewrite' and 'Umineko,' suffer from incomplete or unfaithful storytelling, which can leave fans unsatisfied.

Visual novels have a strong cultural influence, inspiring elements in western games like the Telltale series and 'Life is Strange,' where decision-making is central to the gameplay.

Visual novels like 'Fate/stay night' gained immense popularity, and their anime adaptations are praised for stunning visuals and engaging character arcs.

The accessibility of visual novels today, especially on platforms like Steam, has allowed more global audiences to experience this unique interactive storytelling genre.

Transcripts

play00:02

oh don't mind me i'm just playing some

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danganronpa my ps vita you know that

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handheld that everybody owns i gotta say

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i wasn't really a fan of the anime

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adaptation of this game it kind of felt

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like i was reading a wiki summary and

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not really seeing a fully fleshed out

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series as my idol gordon ramsay would

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say

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bland no flavor no monokuma screaming

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bears don't have genders excitedly

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what's the deal with that let me put

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this thing away real quick

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you know now that i think about it in my

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experience a lot of anime adaptations of

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visual novels have that problem why is

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that is it even worth it to watch these

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adaptations like steins gate fate stay

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night and clinod when you can get a much

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more rich experience playing the game

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well before i dive into that wormhole i

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can tell what a few of you are thinking

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what the hell is a visual novel

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well

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i am so glad you asked because i have

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been training my entire life for this

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very moment so buckle up nerds because

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we've got a lot of ground to cover today

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[Music]

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visual novels are an interactive

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narrative driven genre of video games

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that are text based and use anime-style

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character sprites gorgeous backgrounds

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and limited animation in their

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presentation other common features

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include first-person perspective

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decision making and multiple branching

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timelines for replayability it's sort of

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like a choose-your-own-adventure game

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but with a lot more reading and

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emotional turmoil

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and real quick these are not to be

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confused with light novels which come in

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print form and well

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they aren't games they're books like

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light novels though visual novels

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originated in japan the roots of this

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genre date all the way back to the year

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of 1983 with the creation of the game

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portopia renzoku satsujin jiken or the

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portopia serial murder case according to

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an interview in retro gamer magazine

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with the game's designer yuji hori the

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man who's responsible for the dragon

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quest series portopia was inspired by

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american graphic adventure games like

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mystery house cranston manor and mission

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asteroid hori wanted to introduce the

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genre of games to japanese audiences

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since they were so popular in the west

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as you probably could have guessed the

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story is about a murder mystery and the

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player has to gather clues by exploring

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different areas talking to npcs and

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solving item-based puzzles it was

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originally released on pc and would

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later get a port for famicom which would

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end up selling around 700 000 copies it

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was also developed by chunsoft

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interestingly enough as they are

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certainly well known now for their

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expansive library of the n although poor

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topia was a narrative driven game the

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focus was more on puzzle solving to

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uncover the story rather than just

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reading a lot of dialogue what really

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set the stage for the visual novel genre

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though was its visual presentation with

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completely static backgrounds first

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person perspective and character sprites

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other early japanese adventure games

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that utilize these features were 1986's

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jb herald murder club 1988's famicom

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detective club and 1988 snatcher which

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was developed and published by konami

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thanks kojima digital comic games of the

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80s and 90s could also be considered

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inspirations for later visual novels

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gameplay was primarily menu based and

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revolved around talking to other

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characters and hanging around different

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environments to become fully immersed in

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the story most of these games were

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expansions of already popular anime and

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game universes like rama one half

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fantasy star and maizani koku and of

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course

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we can't discuss the early history of

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visual novels and neglect to mention

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edo gay

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you thought we were done discussing

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fanservice too didn't you by the way you

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should totally watch our why anime on

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fanservice

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edoge basically translates to erotic

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game and these were precursor to dating

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simulators arguably the most popular

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sub-genre of vn they were created in the

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early 80s because basically japan and

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america were competing over who could

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make a better computer since american

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computers were the clear winners in the

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hardware department japan needed a way

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to get their any cpcs to sell and what

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better way to do that than with

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interactive adult gaming

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the very first commercial edoge was

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called nightlife made by koe in 1982.

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predating portopia but there was no way

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i was starting this history lesson with

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arrow gay

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marketed as an aid for couples looking

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to spice up their bedroom life it

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featured pixelated explicit images a

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library of different positions and a

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schedule to determine a woman's period

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[Music]

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just so we're clear if this video gets

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demonetized do i still get to keep my

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job

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yeah the first erogue to be done in an

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anime art style however was a game

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called lolita which is already a red

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flag it was developed by psk some

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sources say it was released in 82 others

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say 83 so that's a bit of a mystery i

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honestly can't read the description for

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this game without feeling sick so if you

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really want to know then look it up for

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yourself instead i'm going to think

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about my new kitten to feel pure again

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[Music]

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i love her so much

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as the visual novel genre grew and

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developed over time focus shifted more

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towards story and narration over puzzle

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solving v and today don't really have

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any sort of gameplay besides decision

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making for the sake of unlocking

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multiple endings there are exceptions of

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course but we'll get more into those in

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a minute it's become common for modern

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vn to have non-linear narratives and

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branching storylines giving the player

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more freedom to experience the story to

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their liking character sprites now have

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ranges of different expressions voice

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acting has gotten a lot more common and

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if you're lucky the vn might have a few

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unlockable cgs and animations as rewards

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for being such a good reader gold star

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what's this thing

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[Music]

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hey is this your first day of school

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i graduated from school four years ago

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where am i

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don't worry i'll show you around

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what do you mean show me around all i

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can see is this classroom and it's

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blurred

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wait

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is this getting the robot

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you sure have a lot of questions

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and you haven't answered one what is

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going on

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i think you'll really like it here

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okay you're really scaring me can we

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stop this

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please

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oh kurt once you're in the robot

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you'll never get out

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that was weird i'm gonna go sit for a

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minute

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all right now that we've gotten some

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history why don't we dive into all the

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neat little sub-genres of vn visual

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novel has sort of become an umbrella

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term as these games don't all play the

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same and deal with several different

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subject matters starting off you've got

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your kinetic novels which are pretty

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much visual novels in their most basic

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of formats the story is completely

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linear there are no decisions to be made

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and all you gotta do is read the best

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example of this is probably planetarian

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the reverie of a little planet there's

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also the sound novel which is

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essentially the same thing but sound

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novel is a term trademarked by chunsoft

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to differentiate their games from other

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companies visual novels the most

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prominent example is of course the bone

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chilling higurashi no nakukoroni which

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is very near and dear to my heart it

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relies heavily on sounds for the purpose

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of building atmosphere perfect for the

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slow burn horror on the opposite end of

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the spectrum you've got your hybrids

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these are games where the visual novel

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takes a secondary role to whatever the

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primary genre of the game is common

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hybrids are usually rpgs puzzle games or

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adventure games think persona lost

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odyssey phoenix wright dunganrompa

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corpse party the list goes on these are

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probably the most accessible games at

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least for western video game fans they

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offer a lot more in the gameplay

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department and they're usually a bit

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more visually interesting half of the

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game is still reading however so you

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better be committed moving on to subject

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matter a popular subcategory is nakige

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or the crying game these vn put a heavy

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focus on emotional catharsis and their

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primary goal is to make you cry jokes on

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them though everything makes me cry

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however they usually have happy endings

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clanad would have to be the golden

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example here there's also utsuge which

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is similar to nakige but their purpose

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is to instead make you depressed i don't

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really play these because if i wanted to

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feel depressed then

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i would just look at my checking account

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science fiction horror and thriller are

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also pretty prominent formats for vn

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this isn't too surprising considering

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the widespread popularity of these

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genres in literature especially for

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young adults think steins gate chaos

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head and the zero skate games like nine

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hours nine persons nine doors these

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games tend to get a little more

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convoluted in their storytelling than

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others but they're enjoyable nonetheless

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last but certainly not least is the

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infamous dating simulator as the name

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would suggest the primary focus is on

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dating and romance dating sims can go

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hand in hand with any of the subgenres

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that i just named but in the end they

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all revolve around winning the heart of

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a bachelor or bachelorette of your

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choosing players get the option of

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picking one of the four or five npcs all

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with their own personalities quirks and

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past traumas they can be anywhere

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between pg rated and

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well ero gay to get even more specific

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dating sims can be categorized as otome

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or female lead with male bachelors b

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shojo which is the vice versa harem

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which allows for multiple partners and

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these tend to be male led bl and gl or

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for my fellow yowie and yuri fans by the

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way if anybody has a suggestion for a

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good yuri dating sim

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let a girl know continuing on there are

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dogencies which are fan made games and

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you can find a lot of these on ichio and

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of course there's just plain old sex

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games or has fate stay night fans like

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to call it mana transfer there's even a

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few that i don't know how to categorize

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there's a dating sim that allows you to

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romance birds it's called how to full

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boyfriend you can buy it on steam for

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like 10 bucks you're welcome in fact

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dating sims have gotten so popular

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actually that a lot of developers

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outside of japan are trying to get in on

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the craze i'm sure some of you have

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heard of dream daddy simulator katowice

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shoujo and my personal favorite doki

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doki literature club best girl is yuri

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there's even an episode of disney's

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gravity falls called zeus and the real

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girl that pokes fun at dating simulators

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including jokes about yanderes anime

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eyes and comically bad english

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translations and see dinkin had plen you

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can clearly see the ways the vn's style

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has seeped into today's western

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narrative adventure games the telltale

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games show pretty clear inspiration from

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bien as decision making is a core part

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of their gameplay blank character will

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remember that is highly reminiscent of

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fate stay night's mechanic in which the

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way you interact with the npcs affects

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your stance with them in the game later

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on for example making all the right

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choices with rin tosuka will allow you

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to grow closer with her and hopefully

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she'll become less of a soon today as

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her route unravels the creative director

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of the polarizing life is strange gene

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maxie morris cited danganronpa as an

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influence for his game speaking of

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polarizing heavy rain is easily another

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one that takes these ideas and plays

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with them although i've never had the

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pleasure of walking around a crowded

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mall screaming json in any japanese

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visual novel jason jason jason jace

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but hey this series is called why anime

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and so far we haven't gotten into any

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anime i should be a shame to myself tons

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of anime have been adapted from visual

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novels but not all of them have been

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successful adapting visual novels

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presents some unique challenges some of

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which are cultural others of which are

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thanks to visual novels tropes and

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conventions the first hurdle in adapting

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visual novels is the audience i've

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noticed that most people at least in the

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west would prefer to watch an anime over

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play a visual novel because vienna are

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pretty niche outside japan and they

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don't play out like normal games they're

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a commitment requiring a lot of time and

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energy to well read and not do much else

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it's almost exactly like reading a book

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and while a good chunk of our population

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does enjoy reading in literature it's

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understandable that some people would

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get bored reading hours upon hours of

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dialogue and what is supposed to be

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packaged as a game take my old college

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roommate for example whom i had to

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painstickingly watch skip almost every

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line of dialogue in persona 5 that

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impatient little bastard yes i do hope

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you are watching since most visual

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novels have more than one ending it can

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get difficult to adapt them into a story

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that has to be told in more of a linear

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fashion this is probably why we haven't

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gotten an anime of the zero escape games

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yet there are so many branching

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timelines and stories all of them being

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incredibly gripping where wouldn't anime

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adaptation start yeah there's that ova

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of the second game but we're not going

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to talk about that as far as i know it

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was just a fever dream several

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adaptations have tried to deal with this

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issue some a bit more gracefully than

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others since most vienna have a true

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ending to their story which is

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considered to be the best ending anime

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will often follow that true ending

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sometimes the true ending can be the

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most boring one but in the end it still

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works better than the alternative taking

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multiple routes from the vn and lazily

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meshing them together into one large

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non-cohesive story

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i'm looking straight at you rewrite

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another pitfall in anime adaptations is

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length and substance as i mentioned

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earlier visual novels are long and they

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contain so much content and fine detail

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when it's adapted into a to 26 episode

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long series some of that content is

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going to have to get cut for the sake of

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time you can't just make it a shonen

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because the story isn't ongoing like a

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manga so when a large chunk of content

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is removed the anime is going to end up

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feeling pretty hollow in comparison the

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original danganronpa anime suffers big

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time from this and just look at any

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persona anime as well although i thought

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persona 4 the animation was funny go

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ahead and send me hate it fuels me

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sometimes the anime just isn't faithful

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to the visual novel we see this all the

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time in movie adaptations of popular

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books and while there's nothing wrong

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with taking some creative liberties

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there's a big difference between a few

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small changes and just changing the

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story and characters completely umineko

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definitely suffers from this problem

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several of the interesting characters

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from the vn became void of personality

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the tone felt completely different and a

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lot was just left to be desired visaya

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no kajitsu definitely suffers from these

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issues too which is sad since the visual

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novel was so well received lastly

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sometimes there is no explanation and

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the anime is just a god damn mess if you

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were a fan of the viennese ide i am so

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sorry

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there is just no excuse for that poor

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pacing low quality animation and

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puzzling storyline the same goes for

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fans of chaos head

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y'all got it rough listen though like

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all things in life just because there

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are a few bad apples it doesn't mean

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that you should completely abandon the

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orchard altogether personally i love a

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lot of these adaptations and i wish more

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people knew about how great vienna is

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there are also without a doubt some

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really great and critically acclaimed

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adaptations of popular vn out there

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steins gate is really impressive and it

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has a large fan base of both fans who

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have played the novel and fans who have

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just seen the anime while it did remove

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a lot of okabe's internal monologue

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which many consider to be vital to the

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story the anime still manages to stay

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faithful and it maintains that smart

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high quality writing and visual style

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that the source material is known for

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clanad is another great example the

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anime was able to explain the unique

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world of clannad truthfully it stays

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mostly faithful and all of that glorious

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nakike emotional resonance is there i

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can already see my producer crying

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make sure you are well equipped on

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tissues personally i was a big fan of

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the higarashi anime i'm probably biased

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because i'm a psychological horror geek

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but i thought the pacing and tone were

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really well done it was probably helpful

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that the sound novel was made up of

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several different short arcs but it

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didn't stray from the original story too

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much and everything was worth it for

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that one fingernail scene alone sorry

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shion you're still my best girl i know

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you guys would never let me get away

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with failing to mention fate stay night

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this is part of a highly beloved

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franchise so chipping out on quality is

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just out of the question the anime

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adaptations particularly unlimited blade

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works and heaven's feel are visually

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stunning with captivating battle

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sequences and cgi that translates so

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well on screen the characters all feel

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distinct from one another and there are

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some really touching moments that will

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surely stay with you long after it's

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over if there's one thing that fans may

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not be satisfied with it's probably the

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toned down romantic scenes for all those

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looking for some steamy mana transfer

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you're just gonna have to settle for

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dolphins instead and that's from the

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movie not the tv show there are quite a

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few other examples of well-received

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anime adaptations out there like canon

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little busters shuffle and utinoprint

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zama the common denominator with all

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these previously mentioned shows is the

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fact that they stayed faithful to their

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visual novel counterparts and they were

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all made with the highest quality in

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mind from 1983 to today bns have

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captured the hearts and minds of nerds

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across the nation maybe you'll go pick

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up a few visual novels on steam or psn

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now they usually aren't expensive and

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they're a lot of fun i'm dory and thank

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you so much for watching get in the

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robot it's comfy in here

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and hey if you like this video why not

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consider subscribing maybe afterward we

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can

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spend a little more time together you

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can join my club

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it's a literature club we've got girls

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and cupcakes it won't be weird

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[Music]

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you

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Related Tags
Visual NovelsAnime AdaptationsGaming HistoryVN GenresSteins GateDanganronpaFate Stay NightStorytellingCultural ImpactNarrative Games