Chenfeng was my first route in My Vow to My Liege and he was initially a character design pick. Not too ostentatious, not too stern. He looks like a nice guy and one of the kinder characters in the cast. And when I saw how close he was with Fuchai in the opening that sealed the deal. As the king's bodyguard, attendant, and childhood friend, Chenfeng is in on her secret, and since she obviously can't have female servants helping her in and out of her royal clothes, he's the one who does it. There's no blushing, no sexual tension. When he's combing her hair you can see that this is just daily life for the two of them.
Out of the four love interests, Chenfeng is the least "special" with no magic powers or titles (former or present). He was a battlefield orphan who the king took in out of pity (possibly on a whim) and brought into the palace to be his daughter's playmate. While growing up he was constantly aware of his lower status and even though Fuchai called him her friend, he knew that other people might not necessarily see it that way.
Fuchai wasn't completely braindead about his concerns, and tried to raise his standing. Though it's only a background note and does not impact the story, she arranged for no less than Sun Tzu to mentor him. (Sun Tzu was one of the ministers of her father's kingdom in history, so this is not as large a stretch as it seems.) Chenfeng is commented on as being talented enough to be a general, though he refuses to take such a position.
Because, as is obvious to us if not to our protagonist, Chenfeng is in love with Fuchai and would rather spend his life at her side. As her bodyguard and commander of the Royal Guards he goes almost everywhere with her, at least until he's badly injured in the common route. Though the poor guy wants to do nothing but keep carrying out his duties, Fuchai keeps pushing him off to rest. That's not to say he doesn't continue to show up, because he does, and frequently, but it prevents him from being omni-present, which I think is a good thing. (With a side bonus of showing how much he wants to be with her because he keeps getting out of bed.)
I didn't initially like the start of his route because Chenfeng starts acting out of character, becoming brusque and possessive. Fuchai is taking greater and greater risks that are likely to get her killed, and Chenfeng, who is already doing his damnedest to keep her safe, feels like she doesn't respect how hard he's working for her. Worse, he knows that with mages and the Dragon God around, he can't fight that kind of power because no matter how good a swordsman he is, he's helpless against the supernatural.
His reasons are sympathetic, but his actions aren't. It might start with him becoming overly vengeful towards Fuchai's enemies, but he ends up imprisoning her in her room of the palace so she can't leave. He even suggests, quite forcefully, that she should give up being king so she can live as Tengyu again.
What saves this (from me punting his route as a surprise yandere ruining what I thought was a sweet love interest) is that it turns out Chenfeng is being corrupted by the Dragon God's magic from when he was injured and sent in to the human sacrificial array earlier in the story. His route gets even more dismal when it becomes clear just how little of his own self-control remains and how his devotion to Fuchai has been twisted.
Probably the best part, which will sound strange because I talked about his devotion being twisted, is that when Fuchai enters the Spiritual Realm to save him, she realizes that what she saw is a part of him. It's just it's not the only part. She comes across two dueling Chenfengs espousing conflicting views over how best to care for Fuchai (both of them make good and bad points), and when they demand she choose between them, the best choice is to acknowledge that both of them are a part of Chenfeng.
If Fuchai does everything right, Chenfeng is able to break free from the Dragon God's magic and will join her in the final battle to retake the capital of Gisu from the Dragon God. If she doesn't, Chenfeng remains controlled. She manages to kill the Dragon God in both the good and bad endings of Chenfeng''s route with rather surprising ease for a final confrontation (not even famous last words from the Dragon God himself), with the difference being that both Chenfeng and Fuchai die in the bad end, having inflicted mortal wounds on each other.
While I expected some sort of tragedy for his bad end, I hadn't expected it would run all the way up to the end of the storyline, or to hit me emotionally, but there was just something poetic about Fuchai turning into water to join the waters of the lake and for Chenfeng (after coming to his senses) to become the wind so he can continue to be beside her. (Bonus: "Wind" is one of the characters in Chenfeng's name.)
I particularly liked his good ending though, which sees Fuchai give up the throne (now that the Dragon God is gone and the Sacred Vow broken) to her cousin while pretending that she fell in battle against the Dragon God. This frees her to live a nondescript life with Chenfeng away from all her previous duties where she can be Tengyu again. And I have to admit I like the fact she ships her cousin with Princess Shaojiang. Maybe that marriage alliance between Ng and Qi can still happen.
Monday, July 26, 2021
Monday, July 12, 2021
VN Talk: My Vow to My Liege - Part 1: Overview
In which I talk (write) about visual novels from a storytelling perspective...
Platform: Windows
Release: 2020
I picked up My Vow to My Liege for a few reasons. One was that it's set in ancient China, which is unusual for an otome game, but also because it's by a Chinese developer (no chance of being exoticized by outsiders) and I heard that it has a good translation.
This title is less than a year old as of this writing, so be aware there will be spoilers as I get further into my discussion.
My Vow to My Liege is set during the Spring and Autumn period of Chinese history, probably during 492 BC given that Fuchai has been king for three years. Five years prior to the story, Fuchai's father tried breaking the Sacred Vow that bound their family and their kingdom to the deceitful Dragon God, but rather than killing it, they were only able to seal it away, at the cost of the entire Shi clan (the head priest and priestess's family) and all of King Helü's sons, including the real Fuchai.
The game's Fuchai is actually Tengyu, Helü's daughter. Since a woman cannot rule, and the Sacred Seal binding the royal family to the Dragon God can only appear on the bodies of those of the bloodline, Tengyu took on the name of her youngest brother in order to become her father's heir. When he died, she became king, and only those closest to her are aware that she is a woman.
Naturally this introduces complications, as the Spring and Autumn period is a fractured time in Chinese history with multiple smaller kingdoms rather than a single empire. Fuchai wants to keep her kingdom safe while also researching ways to sever her kingdom's connection to the Dragon God, and one of the traditional ways is to form a political alliance through marriage.
It's not surprising that Fuchai wonders about the point of it all when she would never be able to produce a child with a wife, but she still proceeds with the marriage proposal because it's too important not to. As for how getting a blood-related heir would be conceived, her prime minister advises her at one point to pick a random guy, get pregnant, and he will handle disposing of her partner to keep it secret. She's not keen on the idea.
Fuchai is a complicated character. She wears her royal mask well and is capable of thinking like the man she pretends to be both in terms of romantic interest (she admits that if she really was a man, she would love to marry Princess Shaojiang) and as a king with too much to lose. There aren't too many otome heroines who will unhesitantly cut off an enemy's hand during an interrogation. No one prompts her to do it. She does it on her own without any dramatic build-up because she's out of time and needs answers from enemy agents who are willing to kill themselves, but might speak up to avoid being maimed. (She gets the info from the maimed prisoner's partner after making an example out of the first one.)
That isn't to say that Fuchai is all about being a ruthless king. She has moments of vulnerability, and she wants to live as a woman instead of being trapped by her filial and national obligations, but she's also capable with a sword and will go to hell and back for those she calls "friend."
This makes it unfortunate that part of her backstory deals with attempted rape (and attempted suicide following the attempted rape) because it really doesn't do anything to advance her character. She's already compelling without it and barring one romance route, her experience in the past has no impact on her present. It's just there like it's part of the atmosphere.
Since Fuchai is (sort of) a historical character, one of the more interesting things about the game are the other historical characters around her. This is an otome, so that means there are love interests. The game gives us four, three of whom are historical; Wu Zixu, her prime minister, Goujian, an enemy king currently held by her kingdom as a slave, and Shi Yiguang, historically one of Fuchai's concubines but in this case a male mage and childhood friend. Chenfeng, Fuchai's attendant/bodyguard/childhood playmate, rounds out the group as the fourth option.
Because of this history, savvy players are likely to have expectations on how things will go and who to trust, which can run counter to what Fuchai believes. Given that Goujian is historically famous for nursing his revenge (there's even a proverb about his dedication to doing do) it's quite likely that a Chinese player wouldn't be surprised that Goujian betrays Fuchai on most routes, even if Fuchai herself is. Goujian does a pretty good job of pretending to be cooperative, even saving Fuchai's life at one point, all in the name of obtaining the freedom he needs to do the real damage.
For an otome, My Vow to My Liege leans heavily into dense military action sequences, which is an unusual choice for the genre. Due to Fuchai's duties and the eventual escape of the Dragon God from his imprisonment, she and her love interest have to deal with finding sacred artifacts and threats from other nations. There are land battles, sea battles, operations in another kingdom, filling the middle to late parts of the game with a lot of warfare. And for those liking proactive heroines, Fuchai is in the thick of it, from participating in planning stages (where as king she is the final word) to charging in with her escort herself.
Fuchai also doesn't spend much time wondering about what love is or baffled about the feelings she's having. She acknowledges the affection she has for the men in her life fairly easily, but she does not know what her future will be or if she'll even have one, which is probably the most mood-dampening aspect of her romances. When the Dragon God's plans begin in earnest, the Sacred Seal on Fuchai's chest keeps acting up and it's clear that it's slowly killing her. One of the reasons she tells Wu Zixu that she cannot agree to his secret pregnancy plans is that she doesn't know if she's going to be around long enough with a rogue Dragon God running around.
Fortunately, on most routes the romance and the Dragon God plot move hand in hand, so confronting her feelings about her love is woven in a naturalistic fashion. Between events like Chenfeng being brainwashed by the Dragon God and Wu Zixu being framed by the Dragon God's followers, it makes it understandable why Fuchai would devote time to her affections even though she's simultaneously trying to take down a god.
And no matter what happens, Fuchai will always take down the Dragon God, even in her bad endings. I really appreciated the game's fidelity in sticking to her main quest since some otome will drop the heroine's story in favor of focusing on the love interest's goals in certain routes. Before anything else, it's Fuchai's mission, which only makes sense when she's the liege of the title.
I'd also like to talk about Shaojiang, who plays a major role in the story. She's introduced as Fuchai's fiancée for the arranged marriage, but she's a determinator herself and a powerful mage. When she gets kidnapped by the Dragon God's followers and trapped in the Human Sacrificial Array, she ends up fighting them from inside of it.
After her initial surprise at learning Fuchai's gender, she doesn't freak out or complain about wanting to break the marriage because her husband-to-be is actually a woman. It's just another fact and she doesn't treat Fuchai any differently for it. One ending even suggests she's still sweet on Fuchai and that's the reason she's refusing another marriage proposal. Though, she is a bit of a shipper herself and happily arranges for Fuchai to get some alone time with her chosen man, providing that Shaojiang approves of the match.
As with many otome, there is a common route, a fairly substantial one, that establishes the setting and the characters before branching, and the routes are long enough that I'll be breaking the game up into a series of posts like I do for most of the longer otome I play. So next week will start with Chenfeng!
Platform: Windows
Release: 2020
I picked up My Vow to My Liege for a few reasons. One was that it's set in ancient China, which is unusual for an otome game, but also because it's by a Chinese developer (no chance of being exoticized by outsiders) and I heard that it has a good translation.
This title is less than a year old as of this writing, so be aware there will be spoilers as I get further into my discussion.
My Vow to My Liege is set during the Spring and Autumn period of Chinese history, probably during 492 BC given that Fuchai has been king for three years. Five years prior to the story, Fuchai's father tried breaking the Sacred Vow that bound their family and their kingdom to the deceitful Dragon God, but rather than killing it, they were only able to seal it away, at the cost of the entire Shi clan (the head priest and priestess's family) and all of King Helü's sons, including the real Fuchai.
The game's Fuchai is actually Tengyu, Helü's daughter. Since a woman cannot rule, and the Sacred Seal binding the royal family to the Dragon God can only appear on the bodies of those of the bloodline, Tengyu took on the name of her youngest brother in order to become her father's heir. When he died, she became king, and only those closest to her are aware that she is a woman.
Naturally this introduces complications, as the Spring and Autumn period is a fractured time in Chinese history with multiple smaller kingdoms rather than a single empire. Fuchai wants to keep her kingdom safe while also researching ways to sever her kingdom's connection to the Dragon God, and one of the traditional ways is to form a political alliance through marriage.
It's not surprising that Fuchai wonders about the point of it all when she would never be able to produce a child with a wife, but she still proceeds with the marriage proposal because it's too important not to. As for how getting a blood-related heir would be conceived, her prime minister advises her at one point to pick a random guy, get pregnant, and he will handle disposing of her partner to keep it secret. She's not keen on the idea.
Fuchai is a complicated character. She wears her royal mask well and is capable of thinking like the man she pretends to be both in terms of romantic interest (she admits that if she really was a man, she would love to marry Princess Shaojiang) and as a king with too much to lose. There aren't too many otome heroines who will unhesitantly cut off an enemy's hand during an interrogation. No one prompts her to do it. She does it on her own without any dramatic build-up because she's out of time and needs answers from enemy agents who are willing to kill themselves, but might speak up to avoid being maimed. (She gets the info from the maimed prisoner's partner after making an example out of the first one.)
That isn't to say that Fuchai is all about being a ruthless king. She has moments of vulnerability, and she wants to live as a woman instead of being trapped by her filial and national obligations, but she's also capable with a sword and will go to hell and back for those she calls "friend."
This makes it unfortunate that part of her backstory deals with attempted rape (and attempted suicide following the attempted rape) because it really doesn't do anything to advance her character. She's already compelling without it and barring one romance route, her experience in the past has no impact on her present. It's just there like it's part of the atmosphere.
Since Fuchai is (sort of) a historical character, one of the more interesting things about the game are the other historical characters around her. This is an otome, so that means there are love interests. The game gives us four, three of whom are historical; Wu Zixu, her prime minister, Goujian, an enemy king currently held by her kingdom as a slave, and Shi Yiguang, historically one of Fuchai's concubines but in this case a male mage and childhood friend. Chenfeng, Fuchai's attendant/bodyguard/childhood playmate, rounds out the group as the fourth option.
Because of this history, savvy players are likely to have expectations on how things will go and who to trust, which can run counter to what Fuchai believes. Given that Goujian is historically famous for nursing his revenge (there's even a proverb about his dedication to doing do) it's quite likely that a Chinese player wouldn't be surprised that Goujian betrays Fuchai on most routes, even if Fuchai herself is. Goujian does a pretty good job of pretending to be cooperative, even saving Fuchai's life at one point, all in the name of obtaining the freedom he needs to do the real damage.
For an otome, My Vow to My Liege leans heavily into dense military action sequences, which is an unusual choice for the genre. Due to Fuchai's duties and the eventual escape of the Dragon God from his imprisonment, she and her love interest have to deal with finding sacred artifacts and threats from other nations. There are land battles, sea battles, operations in another kingdom, filling the middle to late parts of the game with a lot of warfare. And for those liking proactive heroines, Fuchai is in the thick of it, from participating in planning stages (where as king she is the final word) to charging in with her escort herself.
Fuchai also doesn't spend much time wondering about what love is or baffled about the feelings she's having. She acknowledges the affection she has for the men in her life fairly easily, but she does not know what her future will be or if she'll even have one, which is probably the most mood-dampening aspect of her romances. When the Dragon God's plans begin in earnest, the Sacred Seal on Fuchai's chest keeps acting up and it's clear that it's slowly killing her. One of the reasons she tells Wu Zixu that she cannot agree to his secret pregnancy plans is that she doesn't know if she's going to be around long enough with a rogue Dragon God running around.
Fortunately, on most routes the romance and the Dragon God plot move hand in hand, so confronting her feelings about her love is woven in a naturalistic fashion. Between events like Chenfeng being brainwashed by the Dragon God and Wu Zixu being framed by the Dragon God's followers, it makes it understandable why Fuchai would devote time to her affections even though she's simultaneously trying to take down a god.
And no matter what happens, Fuchai will always take down the Dragon God, even in her bad endings. I really appreciated the game's fidelity in sticking to her main quest since some otome will drop the heroine's story in favor of focusing on the love interest's goals in certain routes. Before anything else, it's Fuchai's mission, which only makes sense when she's the liege of the title.
I'd also like to talk about Shaojiang, who plays a major role in the story. She's introduced as Fuchai's fiancée for the arranged marriage, but she's a determinator herself and a powerful mage. When she gets kidnapped by the Dragon God's followers and trapped in the Human Sacrificial Array, she ends up fighting them from inside of it.
After her initial surprise at learning Fuchai's gender, she doesn't freak out or complain about wanting to break the marriage because her husband-to-be is actually a woman. It's just another fact and she doesn't treat Fuchai any differently for it. One ending even suggests she's still sweet on Fuchai and that's the reason she's refusing another marriage proposal. Though, she is a bit of a shipper herself and happily arranges for Fuchai to get some alone time with her chosen man, providing that Shaojiang approves of the match.
As with many otome, there is a common route, a fairly substantial one, that establishes the setting and the characters before branching, and the routes are long enough that I'll be breaking the game up into a series of posts like I do for most of the longer otome I play. So next week will start with Chenfeng!
Monday, July 5, 2021
VN Talk: Psychedelica of the Ashen Hawk
In which I talk (write) about visual novels from a storytelling perspective...
Platform: PS Vita (also on Steam)
Release: 2018
Psychedelica of the Ashen Hawk is the second game in the Psychedelica duology, and it's a much different animal than its predecessor, Psychedelica of the Black Butterfly. It changes the setting from a Gothic mansion to what appears to be a fantasy European town and introduces us to a new heroine, Jed, who is a much livelier protagonist than Beniyuri. All the horror and suspense elements are gone, in favor of following Jed's day to day life in a town ruled by two feuding families.
I spent a good portion of the story wondering how the two games were connected, because the opening movie pulls scenes from Black Butterfly, but the connection is more for thematic reasons. Yes, it becomes clear they are a part of the same multiverse, possibly the same world if you assume that Jed's town is in the Europe of our world at a different point in time, but the only thing that really connects the two games (other than reincarnation shenanigans) is the fact they both take place in psychedelica; the intermediary world between life and death.
Playing this game is likely a vastly different experience depending on whether one has played Black Butterfly. Though Ashen Hawk is largely a stand alone experience, with only the Heroine Ending's epilogue likely to raise eyebrows for newcomers, Psychedelica vets will likely be looking for the meaning of the title, already knowing what psychedelica is, and being familiar with the previous cast.
Given that, I thought the game was pretty ballsy for rolling out a character called Ashen Hawk as the very first face a player meets outside of Jed herself, as it pretty much screams that it's his psychedelica. And it sort of is? I'll get to that later.
Seeing reincarnated versions of Black Butterfly's Kagiha and Hikage was also a nice surprise. The game is coy about their identities, since there's no reason to directly spell out who they were previously, but they have the same VAs and similar (but not exact) character designs. I loved how when I first met Lawrence I just knew he was Kagiha even though the voice was a little older (Lawrence isn't a teenager) and the hair style was different. Hikage took me longer to figure out since Elric's a kid with an uncorrupted personality so his vocal performance is substantially different.
Ashen Hawk's jump in genres made it a much different story to get into; as in, I wasn't sure what it was. The prologue makes it clear that Jed would be considered a witch for having a right eye that turns red when her emotions are heightened, but the early chapters also show that her day to day life is fairly safe. She crossdresses as a man (and has been living as male all her life) to reduce her chances of being suspected of witchery. She doesn't really lament it. It's just her life. (And if you understand the Japanese audio, she uses the very masculine pronoun ore to refer to herself, just to make sure there's no gender ambiguity in her speech.)
The biggest issue at the outset of the game is the ongoing rivalry between the Wolf and Hawk clans. Logistically I don't know how it works. (Initially I thought the Hawks collected taxes and the Wolves provided security, but the Hawks also have soldiers?) The town essentially has two masters who have been feuding for generations, with some citizens being sympathetic to one side or the other, or trying to stay out of the conflict altogether. Being the adopted son of the Lady of the Wolves, Jed is viewed as being on the Wolves' side, though she wants peace between them both.
I thought the arc of the main story would be getting the two families to stop fighting just as the annual masquerade begins, so I was a little surprised that happens by the third chapter. And it turns out this wouldn't be the first time that what I thought would be the end of the story wasn't actually the end of the story. This wasn't a problem with chapter 3, since I knew it wasn't the end, but with later chapters this felt more like a pacing issue because they could have legitimately ended the game at those points and it would have been fine.
Pacing is probably the biggest issue I had with Ashen Hawk. While the genre jump from modern Japan to low fantasy pseudo-Europe doesn't mean that the pacing needed to be different, the tonal jump from suspense to slice of life removed a lot of my drive to see what happens next. It doesn't help that the game packs the vast majority of its side episodes in Chapter 2. While they are mostly optional, and you can jump back and visit missed episodes at any time via the story flowchart, my first impulse was to play them all at once because they're there and I don't want to play them out of order with the main plot.
This results in somewhere from a third to half the game's run time taking place in the very low stakes Chapter 2. While a part of me understands why the designers shoved all the fluffy encounters so early on (because the story really takes off after the masquerade and Jed is less free to move around), it can make the game seem slower than it has to be. Jed spends much of Chapter 2 looking for the Kaleido-Via and the additional side episodes (many of which revolve around her ongoing search) make it a constant reminder that she's making no progress. Story-wise, spending one chapter out of ten on search isn't a big deal, but from a game time perspective, due the sheer number of side episodes, it felt like she was doing it for ages.
Adding insult to injury, after all that searching, she's just handed the Kaleido-Via early in Chapter 3 rather than discovering it for herself.
Fortunately the ball gets rolling after the masquerade when it becomes clear that peace is not happening in this town as easily as Jed hoped and the Wolves are driven underground. This middle part of the story does a pretty good job of painting Olgar, the Hawk Lord, as a monster driven mad by the cursed ring he wears, but I like that he ends up being a more complicated character, especially once it's revealed that he's Jed's birth father. I thought the rally to overthrow Olgar was going to be the climax of the story, but again, it kept moving past that point to give us his backstory and circle back to Jed being a witch.
The game's one good twist is that it turns out the entire town is actually psychedelica. There were hints about it before; with the town being shrouded in fog, that they get no travelers and no one ever leaves, and the fact that a lot of characters are suspiciously missing memories of things they really ought to know. Everyone in town is actually dead, but has forgotten that they are, so they continue "living" as though their town is a real place. So the question is, whose psychedelica is it?
Olgar activated a partially complete Kaleido-Via (which apparently works a lot like the kaleidoscope in Black Butterfly) after his wife was murdered as a witch sixteen years ago, which marked the town's transformation in psychedelica. But oddly the dialogue says the psychedelica belongs to both him and Ashen Hawk, who turns out to have been a long time friend to Olgar's, at least until Olgar killed him in a fight after his wife's murder. I think this is because Ashen Hawk had one of the Kaleido-Via's four gems on his person when he died, and the other three were nowhere near it at all, but the game's not particularly clear.
Nor does learning about this event clear up why the game is called Psychedelica of the Ashen Hawk. Olgar is the only one of the two who had a wish to see someone who had died.
In fact, the master of this psychedelica is likely not either of them, though it requires unlocking additional content beyond the main story to find an obscure character; an actual hawk, called Ashen Hawk. Presumably the human Ashen Hawk took his name from the bird he'd known in his childhood. The original Ashen Hawk died and went on to be reborn.
This brings us to the person who gives the Kaleido-Via to Jed in Chapter 3 (and intervenes just often enough to keep it safe from the Hawks). Hugh is a shapeshifter sort of character to which rules do not apply, dipping in and out of the story as the mood strikes him. He is clearly magical in nature, with multiple identities (including being the person who gave Hikage the kaleidoscope in Black Butterfly), and Lawrence suspects him of being the master of this world. Hugh, it turns out, is Ashen Hawk, the bird.
He's also the only character who says this psychedelica was created by Olgar and Ashen Hawk, so if he was lying or exaggerating, no one would know. It stands to reason that if it's his psychedelica, which is supported by his inhuman ability to appear, disappear, and go wherever he wants, that he is the Ashen Hawk of the title, and not the human we meet at the start of the game.
But if that's the case, we don't know how the psychedelica was created, and don't know how it ends save what he tells us will happen. Unlike in Black Butterfly, the people of the town do not have bodies to return to since they've been dead for sixteen years, and the one ending where there's a move to end the psychedelica, kills our viewpoint characters before we see what happens.
Hugh is probably the most irritating part of the story because everything is fairly low fantasy aside from the Kaleido-Via and Hugh himself. But the Kaleido-Via is just an object, while Hugh saunters in and out of scenes whenever he feels like it, giving characters information they would otherwise have no way of obtaining due to his privileged position of knowing the truth about the world. The story would not play out the way it did without him, but because he's such a stage setter, it's difficult to see him as something other than a crutch for the narrative to move things along. He literally will pop out in front of characters just to explain things to them and then leave.
The last major talking point I want to cover is Jed herself. Despite my dislike for Hugh spoon-feeding the plot along, I like Jed as a protagonist, and she's very much allowed to protag once she has the necessary information. Though she's comfortable living as a man, she's curious enough to try living as woman, and goes through some pretty entertaining self doubts about being a woman crossdressing as a man crossdressing as a woman when she disguises herself as a woman in order to try gathering information from the Hawks who would otherwise not talk to the adopted son of a Wolf.
Jed isn't shabby in a fight, and also finds ways to broker peace between the Hawks and the Wolves whenever possible. I like that she wants to be in charge of her own destiny and, before things turn otherwise, that she was planning on leaving the town for a fresh start where she could find a place where she wouldn't have to hide who she is.
In the Heroine Ending, she's the one who comes up with the plan to free the town from psychedelica. Even if it's using Hugh's information, it's what she does with it that makes it such a powerful moment. She knows she has to die to free the Kaleido-Via gem trapped in her red eye, and she does in a way that gives the town what they want (the death of the witch) while protecting the lives and reputations of those she cares about. It probably wouldn't have been as powerful if she was simply executed, but she goes down in a swordfight, killed by the man who loves her and was in on the plan. (Side note: I really loved Lugus for that, for respecting what she wanted and how this was the only way to accomplish it.)
As with Psychedelica of the Black Butterfly, Ashen Hawk is technically an otome, but I found it even less of one than its predecessor. The chance to choose, or the illusion of choosing, various love interests along the main story is either non-existent or barely there, at least until character focused endings unlock after beating the main story. It's clear that Lavan is in love with Jed, but Lugus is fairly well positioned as the primary love interest and the story would feel like a complete experience even if none of the other characters had been options. The fact he's the one who's reborn with Jed in modern Japan in the Heroine Ending gives him a surprisingly canon feel for an otome.
The character-specific routes are all fairly short and unlike Black Butterfly, the love interests don't have their own character arcs where they end up in a different place than they were in the beginning, so I realized I didn't have much to say about them that I didn't already say here (aside from the fact I was really bothered that Lavan was crushing on his adopted sister for years). Normally I'd write a series of posts for an Otomate otome game, but because of how linearly Ashen Hawk played out and the lack of character arcs, I won't this time.
Platform: PS Vita (also on Steam)
Release: 2018
Psychedelica of the Ashen Hawk is the second game in the Psychedelica duology, and it's a much different animal than its predecessor, Psychedelica of the Black Butterfly. It changes the setting from a Gothic mansion to what appears to be a fantasy European town and introduces us to a new heroine, Jed, who is a much livelier protagonist than Beniyuri. All the horror and suspense elements are gone, in favor of following Jed's day to day life in a town ruled by two feuding families.
I spent a good portion of the story wondering how the two games were connected, because the opening movie pulls scenes from Black Butterfly, but the connection is more for thematic reasons. Yes, it becomes clear they are a part of the same multiverse, possibly the same world if you assume that Jed's town is in the Europe of our world at a different point in time, but the only thing that really connects the two games (other than reincarnation shenanigans) is the fact they both take place in psychedelica; the intermediary world between life and death.
Playing this game is likely a vastly different experience depending on whether one has played Black Butterfly. Though Ashen Hawk is largely a stand alone experience, with only the Heroine Ending's epilogue likely to raise eyebrows for newcomers, Psychedelica vets will likely be looking for the meaning of the title, already knowing what psychedelica is, and being familiar with the previous cast.
Given that, I thought the game was pretty ballsy for rolling out a character called Ashen Hawk as the very first face a player meets outside of Jed herself, as it pretty much screams that it's his psychedelica. And it sort of is? I'll get to that later.
Seeing reincarnated versions of Black Butterfly's Kagiha and Hikage was also a nice surprise. The game is coy about their identities, since there's no reason to directly spell out who they were previously, but they have the same VAs and similar (but not exact) character designs. I loved how when I first met Lawrence I just knew he was Kagiha even though the voice was a little older (Lawrence isn't a teenager) and the hair style was different. Hikage took me longer to figure out since Elric's a kid with an uncorrupted personality so his vocal performance is substantially different.
Ashen Hawk's jump in genres made it a much different story to get into; as in, I wasn't sure what it was. The prologue makes it clear that Jed would be considered a witch for having a right eye that turns red when her emotions are heightened, but the early chapters also show that her day to day life is fairly safe. She crossdresses as a man (and has been living as male all her life) to reduce her chances of being suspected of witchery. She doesn't really lament it. It's just her life. (And if you understand the Japanese audio, she uses the very masculine pronoun ore to refer to herself, just to make sure there's no gender ambiguity in her speech.)
The biggest issue at the outset of the game is the ongoing rivalry between the Wolf and Hawk clans. Logistically I don't know how it works. (Initially I thought the Hawks collected taxes and the Wolves provided security, but the Hawks also have soldiers?) The town essentially has two masters who have been feuding for generations, with some citizens being sympathetic to one side or the other, or trying to stay out of the conflict altogether. Being the adopted son of the Lady of the Wolves, Jed is viewed as being on the Wolves' side, though she wants peace between them both.
I thought the arc of the main story would be getting the two families to stop fighting just as the annual masquerade begins, so I was a little surprised that happens by the third chapter. And it turns out this wouldn't be the first time that what I thought would be the end of the story wasn't actually the end of the story. This wasn't a problem with chapter 3, since I knew it wasn't the end, but with later chapters this felt more like a pacing issue because they could have legitimately ended the game at those points and it would have been fine.
Pacing is probably the biggest issue I had with Ashen Hawk. While the genre jump from modern Japan to low fantasy pseudo-Europe doesn't mean that the pacing needed to be different, the tonal jump from suspense to slice of life removed a lot of my drive to see what happens next. It doesn't help that the game packs the vast majority of its side episodes in Chapter 2. While they are mostly optional, and you can jump back and visit missed episodes at any time via the story flowchart, my first impulse was to play them all at once because they're there and I don't want to play them out of order with the main plot.
This results in somewhere from a third to half the game's run time taking place in the very low stakes Chapter 2. While a part of me understands why the designers shoved all the fluffy encounters so early on (because the story really takes off after the masquerade and Jed is less free to move around), it can make the game seem slower than it has to be. Jed spends much of Chapter 2 looking for the Kaleido-Via and the additional side episodes (many of which revolve around her ongoing search) make it a constant reminder that she's making no progress. Story-wise, spending one chapter out of ten on search isn't a big deal, but from a game time perspective, due the sheer number of side episodes, it felt like she was doing it for ages.
Adding insult to injury, after all that searching, she's just handed the Kaleido-Via early in Chapter 3 rather than discovering it for herself.
Fortunately the ball gets rolling after the masquerade when it becomes clear that peace is not happening in this town as easily as Jed hoped and the Wolves are driven underground. This middle part of the story does a pretty good job of painting Olgar, the Hawk Lord, as a monster driven mad by the cursed ring he wears, but I like that he ends up being a more complicated character, especially once it's revealed that he's Jed's birth father. I thought the rally to overthrow Olgar was going to be the climax of the story, but again, it kept moving past that point to give us his backstory and circle back to Jed being a witch.
The game's one good twist is that it turns out the entire town is actually psychedelica. There were hints about it before; with the town being shrouded in fog, that they get no travelers and no one ever leaves, and the fact that a lot of characters are suspiciously missing memories of things they really ought to know. Everyone in town is actually dead, but has forgotten that they are, so they continue "living" as though their town is a real place. So the question is, whose psychedelica is it?
Olgar activated a partially complete Kaleido-Via (which apparently works a lot like the kaleidoscope in Black Butterfly) after his wife was murdered as a witch sixteen years ago, which marked the town's transformation in psychedelica. But oddly the dialogue says the psychedelica belongs to both him and Ashen Hawk, who turns out to have been a long time friend to Olgar's, at least until Olgar killed him in a fight after his wife's murder. I think this is because Ashen Hawk had one of the Kaleido-Via's four gems on his person when he died, and the other three were nowhere near it at all, but the game's not particularly clear.
Nor does learning about this event clear up why the game is called Psychedelica of the Ashen Hawk. Olgar is the only one of the two who had a wish to see someone who had died.
In fact, the master of this psychedelica is likely not either of them, though it requires unlocking additional content beyond the main story to find an obscure character; an actual hawk, called Ashen Hawk. Presumably the human Ashen Hawk took his name from the bird he'd known in his childhood. The original Ashen Hawk died and went on to be reborn.
This brings us to the person who gives the Kaleido-Via to Jed in Chapter 3 (and intervenes just often enough to keep it safe from the Hawks). Hugh is a shapeshifter sort of character to which rules do not apply, dipping in and out of the story as the mood strikes him. He is clearly magical in nature, with multiple identities (including being the person who gave Hikage the kaleidoscope in Black Butterfly), and Lawrence suspects him of being the master of this world. Hugh, it turns out, is Ashen Hawk, the bird.
He's also the only character who says this psychedelica was created by Olgar and Ashen Hawk, so if he was lying or exaggerating, no one would know. It stands to reason that if it's his psychedelica, which is supported by his inhuman ability to appear, disappear, and go wherever he wants, that he is the Ashen Hawk of the title, and not the human we meet at the start of the game.
But if that's the case, we don't know how the psychedelica was created, and don't know how it ends save what he tells us will happen. Unlike in Black Butterfly, the people of the town do not have bodies to return to since they've been dead for sixteen years, and the one ending where there's a move to end the psychedelica, kills our viewpoint characters before we see what happens.
Hugh is probably the most irritating part of the story because everything is fairly low fantasy aside from the Kaleido-Via and Hugh himself. But the Kaleido-Via is just an object, while Hugh saunters in and out of scenes whenever he feels like it, giving characters information they would otherwise have no way of obtaining due to his privileged position of knowing the truth about the world. The story would not play out the way it did without him, but because he's such a stage setter, it's difficult to see him as something other than a crutch for the narrative to move things along. He literally will pop out in front of characters just to explain things to them and then leave.
The last major talking point I want to cover is Jed herself. Despite my dislike for Hugh spoon-feeding the plot along, I like Jed as a protagonist, and she's very much allowed to protag once she has the necessary information. Though she's comfortable living as a man, she's curious enough to try living as woman, and goes through some pretty entertaining self doubts about being a woman crossdressing as a man crossdressing as a woman when she disguises herself as a woman in order to try gathering information from the Hawks who would otherwise not talk to the adopted son of a Wolf.
Jed isn't shabby in a fight, and also finds ways to broker peace between the Hawks and the Wolves whenever possible. I like that she wants to be in charge of her own destiny and, before things turn otherwise, that she was planning on leaving the town for a fresh start where she could find a place where she wouldn't have to hide who she is.
In the Heroine Ending, she's the one who comes up with the plan to free the town from psychedelica. Even if it's using Hugh's information, it's what she does with it that makes it such a powerful moment. She knows she has to die to free the Kaleido-Via gem trapped in her red eye, and she does in a way that gives the town what they want (the death of the witch) while protecting the lives and reputations of those she cares about. It probably wouldn't have been as powerful if she was simply executed, but she goes down in a swordfight, killed by the man who loves her and was in on the plan. (Side note: I really loved Lugus for that, for respecting what she wanted and how this was the only way to accomplish it.)
As with Psychedelica of the Black Butterfly, Ashen Hawk is technically an otome, but I found it even less of one than its predecessor. The chance to choose, or the illusion of choosing, various love interests along the main story is either non-existent or barely there, at least until character focused endings unlock after beating the main story. It's clear that Lavan is in love with Jed, but Lugus is fairly well positioned as the primary love interest and the story would feel like a complete experience even if none of the other characters had been options. The fact he's the one who's reborn with Jed in modern Japan in the Heroine Ending gives him a surprisingly canon feel for an otome.
The character-specific routes are all fairly short and unlike Black Butterfly, the love interests don't have their own character arcs where they end up in a different place than they were in the beginning, so I realized I didn't have much to say about them that I didn't already say here (aside from the fact I was really bothered that Lavan was crushing on his adopted sister for years). Normally I'd write a series of posts for an Otomate otome game, but because of how linearly Ashen Hawk played out and the lack of character arcs, I won't this time.
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