School Days is, at first glance, a romantic comedy in which the male protagonist, Makoto Itou, falls in love with Kotonoha Katsura, a girl at his high. School Days (visual novel) has been listed as one of the Video games good articles under the good article criteria. If you can improve it further, please do so. Novela visual School Days HQ (sin censura) : Entra para leer el articulo completo. School Days HQ is a visual novel about a highschooler trapped in a love triangle with the girl of his dreams. and the friend who helped him get the girl of his dreams. In the school the three people met. How can I play School Days HQ on Mac? how do i get the visual novel? Reply. School Days (Visual Novel). 143 likes. "In the school the three guys met. Their relation had been changed in the season, and turned into three love stories.". School Days orSukuru Deizu is an adult Japanese Visual Novel developed by 0verflow, released on. School Days HQ is a Beautiful, Shocking, Yet Flawed Title. School Days HQ is a visual novel about a highschooler trapped in a love triangle with the girl of his dreams.. Recently released in the West in the form of an HD remake, it is one of the most famous visual novels in the past decade. And while there is a lot in School Days deserving of such fame, it is a game that also serves to exemplify the worst possible traits of the visual novel genre. Note: contains minor spoilers about the nature of the game]Good — More an Interactive Anime Than A Visual Novel. The first thing I did upon receiving my copy of School Days was spend a half hour watching it install. After all, the game itself is over 1. Intrigued as to why the game was so large, I booted it up—expecting there to be a large amount of FMVs. Sure enough, the game began with a mid- to low- budget anime cutscene.. The entire game is a fully voiced anime—making it share as much in common with interactive movies as visual novels. In this way, it was amazing and I felt far more drawn into the story than with past visual novels I have played. Good — Control Over The Visual Novel Environment. The interface in School Days is excellent as well. Not only does it have all the bells and whistles present in most visual novels (back log, save slots, fast forwarding), but it also allows you to skip back to the beginning of the scene (and further) or forward to the next choice at any time with a few simple clicks. This is a godsend when playing the game several times, searching for all of the endings. Mixed — Railroaded into Drama. In most visual novels, the player's choices are rather limited and are confined to the most important turning points in the story—if they affect the story at all beyond the ending. School Days, on the other hand, allows you to make a myriad of choices—at any point except at the most pivotal moments of the story, so as to force you into stupid and easily avoidable "dramatic" situations. Moreover, the choices you do get to make over the course of the game are really just the same question restated in countless different ways: "Would you like to totally screw up your relationship?" If, for some reason, you are like me and answer "no, I think I'm good," the game constantly questions this decision, pestering you with countless opportunities to rethink your non- self- destructive point of view. Of course, little did I know on my first—or even second—playthrough that the game becomes much more interesting if you're constantly going back on your decisions. The game seems designed for you to be an indecisive and terrible person (more on that later), and if you don't stay the course on your choice of girl, things can get really dark really fast. And that's by far the best part of the game. Mixed — Play To Lose. Going in to the game, the only thing I knew about School Days was that it was famous for its shocking endings. Of course, by keeping my character on the straight and narrow my first time through, my ending was about as normal as could be. So I let myself go wild on subsequent playthroughs. Most of the endings were mundane. Others were comically hilarious. But the "bad endings"—those are where School Days shines. They are so shockingly ultra- violent, so psychologically haunting. It seems the whole reason the game constantly pesters you to make bad choices is that this is the game's way to get you to see those endings. This, however, creates the counterintuitive quandary that to experience the best parts of the game, you have to actively try to lose it—sabotaging your own relationship and those of the other characters at every possible turn. In addition, having such tonally different conclusions makes the game seem wildly schizophrenic when the endings are set side by side. From ending to ending, solid stable characters can abruptly become murderously psychopathic. The "bad endings" scream of being shock value for the sake of shock value, with even the darkest moments of the worst possible playthroughs never truly preparing you for them. Of course, that only makes them more effective at dishing out their sudden psychological damage, not less. Bad — An Irredeemable, Unlikeable Protagonist. Visual Novels 21071 Releases 51478 Producers 6764 Characters 63797 Staff 14313 VN Tags 2258 Character Traits 2215 Users 121633 Threads 9039 Posts 103021.Makoto, the player character, is the single most unlikable protagonist in any video game I have ever played. He is cowardly, untruthful, indecisive, stupefyingly oblivious, and basically just a useless sack of flesh in all respects. I would add that he's dumber than a sack of rocks, but I fear the earth itself would swallow me whole for using it in the comparison. Moreover, he has no useful skills or hobbies—other than cooking—which is, of course, why two beautiful girls become suicidally/homicidally in love with him. Worst of all, there was nothing I, the player, could do to affect any of his shortcomings. I felt less like I was guiding Makoto through key points in his life and more like I was instead the conscience in his head that he constantly ignored. It was not an enjoyable way to play a game and the more I played, the more I wanted to actively search out an ending with a suitably horrific death for him. In the end, the only reason I didn't is because I, ironically, cared more for the well being of the other characters in the story than he did. Final Thoughts. I have very polarizing opinions on School Days HQ. On one hand, it really is a beautiful looking and sounding game—in addition to being very user friendly. On the other, Makoto was the antithesis of every character I've ever wanted to be in a game, so being saddled with him and his problems is about the furthest thing I can imagine from "fun." However, if you can take a perverse pleasure in messing up his life and the lives of all he is connected to, you can experience some of the most shocking endings in the history of gaming—or if you just want to see something ridiculously messed up, you could just watch the end of the anime instead. School Days HQwas released on June 2. Windows. It can be purchased online at the official website. Newgrounds. com — Everything, By Everyone. No idea WHAT I was thinking when I wrote that. XDI've started working on it again. Not sure if this will be a proper start, and I'll get a large bit of it done before I get bored, or if this will only last about a week. I'm hoping for the former. Thus, several months later, as an insanely busy year came to a close, he looked back upon that place of memories, and vowed that one day, beyond a fleeting eternity, he might return to mend the shattered dreams that lay behind him. Well, I got around to fixing School Days. Even though it's quite possibly the most phailgame in the world, I fixed up the bug that didn't allow the player to get the Miyuki or Nana endings (stupid as they are). Now School Days (which I didn't know was the name of a different bishoujo at the time I made it) can be hated in all it's glory! And again. Well, the past few months have certainly been interesting. The most influential thing that I have done, in terms of this project, is play a heap of Visual Novels. I played Fate/Stay Night, Tsukihime, True Remembrance and One ~To the Radiant Season~. Wind ~A Breath of Heart~ and Kana, Little Sister aren't working)Anyway, because of these, I realised what a real visual novel is like. The whole reason I set out on making Ai no Kenkyuu was to create a relatively decent visual novel in flash, since I've never seen one. It's only now, looking back on the script that I made for Ai no Kenkyuu that I realise that it wasn't decent at all. The characters were shallow, and the entire thing was concerned solely with the sex. Most uncool. So, I'll be remaking the script, starting in about five minutes. I intend to put an actual storyline in it this time, and there'll be some really decent replay value, with multiple storylines. I would like to think that I have at least some skill in writing, so hopefully it will be worth playing. This should overall speed up the release of Ai no Kenkyuu, if for no other reason than it's inspired me to start working on it again. Up until recently, it's been in the form of a DVD collecting dust in a bookshelf)So.. It should be pretty nifty. I'm thinking of making an actual homepage for it, since I'm too lazy to do anything but update anyway. XDBut for now, I'm going to start making some script while I re- download Flash. Ja~Well.. I said I'd keep you posted, and this is me doing so. If you want to know about the new game, then go to my profile page, since I posted a news thingum about it. I tried to post an alpha yesterday, but it failed, so screw that. EDIT AGAIN!: I have begun production on a second game similar to this one. Unlike this one, however, I am actually going to put some serious work into it. With this one, I got some pics and threw in a story. I am going to plan a story and all the alternate endings to actually make it a rewarding and intriguing game. I'll keep you posted ; )EDIT: I have fixed three of the bugs.. EDIT: I have fixed two more of the bugs. Keep the reviews coming! Hello! I have been working on this for a while.. It is a game, with dubious interactivity.. Kotomi, you can't have Nana, and vice- versa. The game's story is my own, but the images are from the game "sweet pleasure" Oh by the way, you will probably want to skip the intro, as it is boring. Please ignore any faults in the pics eg. Background changes etc, I did the best with the images I had. Also, while I am reasonable sure I worked out all the bugs, there could be a few lurking around somewhere, so if there are any, drop me a comment, and I will fix it and re- submit. It could take a while to load, there are quite a few pics.
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