Project Nattsu - Review
Warning: This review contains some spoilers
While it’s difficult to describe a game as being traditionally representative of its genre, Project Nattsu contains some stereotypical features, for example a quasi school-based setting in Japan (a few Japanese words are used too), with a ‘harem’ of females around a male teacher. There are a few more unusual features too, for example Anna’s best ending being non-romantic, and of course Ending 5. On the whole, the game doesn’t stray too far outside the standard ‘conventions’ of Ren’ai VN’s though.
Hime’s thoughts about each character are explained in the Omake section. To a certain extent the characters are typical stereotypes, which work well for a game of this length and genre. That is not to suggest that the characters are dull – on the contrary, these archetypes are used to create three completely different, yet likeable characters. The protagonist, Shoichiro is much more generic, which as explained in the Omake section is almost a necessity for this sort of game.
The overall gameplay is excellent, with well thought out choices than in some cases are not immediately obvious. Getting to each girl’s good ending requires a little thought, and the true ending (where you have to act in a way most in character with Shoichiro) can be challenging to get. [Whilst on the topic of endings, Ending 5 is one of the most amusing scenes I’ve come across in a VN.] Although the game only takes place over four days (with only the first three having any choices), there are a relatively large number of choices, which are all well-integrated into the storyline. Importantly, every choice increases/decreases the value of at least one variable, so that none of the choices are meaningless. I feel that this approach is by far the best for a game with a linear storyline – as only the ending, and small sections of text will differ on each playthrough, it makes sense to always let the player influence the ending they will receive.
Overall, Project Nattsu is the sort of VN that is likely to appeal to most Ren’Ai gamers. The gameplay/choices are at a good average level of difficulty, and are combined with likeable characters, and good CG’s and music. Whilst the story isn’t overly ambitious or deep, it always reads well, and along with the other elements creates an enjoyable ambience. I highly recommend Project Nattsu to anyone looking for a light-hearted, ‘traditional’ Ren’ai game.
Review by Ignosco
While it’s difficult to describe a game as being traditionally representative of its genre, Project Nattsu contains some stereotypical features, for example a quasi school-based setting in Japan (a few Japanese words are used too), with a ‘harem’ of females around a male teacher. There are a few more unusual features too, for example Anna’s best ending being non-romantic, and of course Ending 5. On the whole, the game doesn’t stray too far outside the standard ‘conventions’ of Ren’ai VN’s though.
Hime’s thoughts about each character are explained in the Omake section. To a certain extent the characters are typical stereotypes, which work well for a game of this length and genre. That is not to suggest that the characters are dull – on the contrary, these archetypes are used to create three completely different, yet likeable characters. The protagonist, Shoichiro is much more generic, which as explained in the Omake section is almost a necessity for this sort of game.
The overall gameplay is excellent, with well thought out choices than in some cases are not immediately obvious. Getting to each girl’s good ending requires a little thought, and the true ending (where you have to act in a way most in character with Shoichiro) can be challenging to get. [Whilst on the topic of endings, Ending 5 is one of the most amusing scenes I’ve come across in a VN.] Although the game only takes place over four days (with only the first three having any choices), there are a relatively large number of choices, which are all well-integrated into the storyline. Importantly, every choice increases/decreases the value of at least one variable, so that none of the choices are meaningless. I feel that this approach is by far the best for a game with a linear storyline – as only the ending, and small sections of text will differ on each playthrough, it makes sense to always let the player influence the ending they will receive.
Overall, Project Nattsu is the sort of VN that is likely to appeal to most Ren’Ai gamers. The gameplay/choices are at a good average level of difficulty, and are combined with likeable characters, and good CG’s and music. Whilst the story isn’t overly ambitious or deep, it always reads well, and along with the other elements creates an enjoyable ambience. I highly recommend Project Nattsu to anyone looking for a light-hearted, ‘traditional’ Ren’ai game.
Review by Ignosco
Labels: 2007, BxG, Project Nattsu, Review, VN
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