A visual novel (Japanese: ビジュアルノベル, Hepburn: bijuaru noberu ), ofttimes abbreviated every bit VN, is an interactive fiction video game genre,[1] [two] featuring text-based story with narrative style of literature and interactivity aided by static or sprite-based visuals, most often using anime-style art or occasionally live-activity stills (and sometimes video footage).[3] As the name suggests, they resemble mixed-media novels. The genre is more than rarely referred to as novel game - internationally, it is most often used by people who highly regard the genre, such as insani; this term is most frequently an intentional retranscription of the wasei-eigo noberu gēmu ( ノベルゲーム ), which is far more than mutual in Japanese.[4]
Visual novels originated in and are specially prevalent in Japan, where they made up nearly 70% of the PC game titles released in 2006.[5] In Japanese, a stardom is often made between visual novels (NVL, from "novel"), which consist primarily of narration and take very few interactive elements, and hazard games (AVG or ADV, from "adventure"), which contain problem-solving and other types of gameplay. This distinction is ordinarily lost outside Japan, equally both visual novels and adventure games are ordinarily referred to as "visual novels" by international fans.
Visual novels are rarely produced for video game consoles, but the more pop games take occasionally been ported to systems such equally the Sega Saturn, Dreamcast, PlayStation Portable, or Xbox 360. The more famous visual novels are likewise ofttimes adjusted into lite novels, manga or anime. The market for visual novels outside of East Asia is small-scale, though a number of anime based on visual novels are popular among anime fans in the Western globe; examples include Clannad, Steins;Gate, and Fate/stay night.
Gameplay [edit]
Visual novels are distinguished from other game types by their generally minimal gameplay. Typically the majority of player interaction is express to clicking to keep the text, graphics and sound moving (many recent games offering "play" or "fast-forwards" toggles that make this unnecessary), while making narrative choices along the manner. Another primary characteristic of visual novels are its strong emphasis on the prose, as the narration in visual novels are delivered through text. This characteristic makes playing visual novels similar to reading a book.[vi]
Most visual novels have multiple storylines and more than one catastrophe; the mechanic in these cases typically consists of intermittent multiple-selection decision points, where the player selects a direction in which to take the game. For example, in a dating simulator-themed visual novel, the role player is prompted to pick different characters to date which, in turn, leads to a different ending. This style of gameplay is similar to story-driven interactive fiction, or the shorter and less detailed real-life gamebook books.[seven] Many fans of visual novels hold them up as exceptions to the relatively weak storytelling in video games overall.
Some visual novels do not limit themselves into merely interactive fictions, but likewise contain other elements into them. An example of this approach is Symphonic Rain, where the player is required to play a musical musical instrument of some sort, and achieve a skillful score in order to accelerate. Commonly such an element is related as a plot device in the game.
Fan-created novel games are reasonably popular; there are a number of free game engines and construction kits aimed at making them piece of cake to construct, most notably NScripter, KiriKiri and Ren'Py.
Many visual novels use voice actors to provide voices for the characters in the game. Often, the protagonist is left unvoiced, even when the residual of the characters are fully voiced. This choice is meant to help the player in identifying with the protagonist and to avoid having to record large amounts of dialogue, as the principal grapheme typically has the near speaking lines due to the branching nature of visual novels.
Narrative branches [edit]
Non-linear branching storylines are a common trend in visual novels, which ofttimes utilize multiple branching storylines to reach multiple dissimilar endings, assuasive not-linear freedom of choice forth the style, similar to a choose-your-own-run a risk novel. Decision points inside a visual novel oftentimes present players with the pick of altering the course of events during the game, leading to many different possible outcomes.[viii] [9] An acclaimed case is Zero Escape: Virtue'southward Last Reward, where nearly every activeness and dialogue choice tin lead to entirely new branching paths and endings. Each path only reveals certain aspects of the overall storyline and it is but after uncovering all the possible different paths and outcomes, through multiple playthroughs, that every component comes together to form a coherent, well-written story.
The digital medium in visual novels allow for meaning improvements, such every bit beingness able to fully explore multiple aspects and perspectives of a story. Another improvement is having hidden conclusion points that are automatically determined based on the histrion'due south past decisions. In Fate/stay nighttime, for example, the way the player character behaved towards non-player characters during the course of the game affects the way they react to the player character in afterwards scenes, such as whether or not they choose to help in life-or-death situations. This would exist far more difficult to track with physical books. More importantly, visual novels exercise not confront the same length restrictions as a physical volume. For instance, the total word count of the English fan translation of Fate/stay night, taking all the branching paths into account, exceeds that of The Lord of the Rings by nearly 80%. This significant increase in length allows visual novels to tell stories as long and circuitous as those oftentimes found in traditional novels, while notwithstanding maintaining a branching path structure, and allowing them to focus on circuitous stories with mature themes and consistent plots in a way which Choose Your Ain Hazard books were unable to do due to their physical limitations.
Many visual novels oftentimes revolve almost entirely around character interactions and dialogue choices commonly featuring complex branching dialogues and oftentimes presenting the player's possible responses word-for-word as the thespian grapheme would say them. Such titles revolving around relationship-building, including visual novels too every bit dating simulations, such as Tokimeki Memorial, and some part-playing video games, such as Persona, often give choices that have a different number of associated "mood points" that influence a role player character'southward human relationship and hereafter conversations with a not-actor graphic symbol. These games often feature a twenty-four hour period-nighttime cycle with a fourth dimension scheduling organisation that provides context and relevance to graphic symbol interactions, allowing players to choose when and if to interact with sure characters, which in turn influences their responses during later conversations.[10]
It is non uncommon for visual novels to have morality systems. A well-known instance is the 2005 title School Days, an animated visual novel that Kotaku describes every bit going well across the usual "black and white choice systems" (referring to video games such as Mass Upshot, Fallout 3 and BioShock) where you "pick a side and stick with it" while leaving "the expansive center surface area between unexplored". School Days instead encourages players to explore the grey, neutral centre-basis in club to view the more interesting, "bad" endings,[11] i. e. an catastrophe where a graphic symbol dies or the chief protagonist does not advance towards the menstruation of the story.
Kinetic novels [edit]
Visual novels with non-branching plots, such as Higurashi When They Weep, Muv-Luv Alternative, and Digital: A Love Story are known as kinetic novels.[vii] [12] The term was starting time used past the publisher Key for their title Planetarian: The Reverie of a Footling Planet.
RPG hybrids [edit]
There are role-playing video games that feature visual novel-manner elements. A well-known instance in the Due west is Mistwalker'southward Lost Odyssey, an RPG that features a series of visual novel-style flashback sequences called "A Thousand Years of Dreams".[iii] These sequences were penned by an honor-winning Japanese short story writer, Kiyoshi Shigematsu.[13] Some other title is the Arc System Works fighting game series BlazBlue, which plays off of a complex fantasy setting where a one-hundred-year menstruum is reset indefinitely with many variables. The many branching storylines in Story Mode tin can serve equally stand-alone stories, only players must consider them together forth with Arcade Mode stories to exist able to fully understand the universe.
Another successful example is Sega'south Sakura Wars serial, which combined tactical office-playing game combat with visual novel elements, introducing a real-time branching selection system where, during an result or chat, the actor must choose an activity or dialogue choice within a time limit, or to non answer at all within that time. The player's option, or lack thereof, affects the actor grapheme's human relationship with other characters and in turn the characters' functioning in battle, the management of the storyline, and the catastrophe. Later games in the series added several variations, including an action estimate that can be raised up or down depending on the situation, and a gauge that the player can manipulate using the analog stick depending on the situation.[14] The success of Sakura Wars led to a wave of games that combine office-playing and visual novel elements, including Thousand Arms, Riviera: The Promised Land, and Luminous Arc.[xv]
Style [edit]
Despite using the narrative fashion of literature, visual novels take evolved a style somewhat different from impress novels. In general, visual novels are more likely to be narrated in the first person than the third, and typically present events from the betoken of view of only i character.
In the typical visual novel, the graphics incorporate a set of generic backgrounds (normally just one for each location in the game), with character sprites ( 立ち絵 , tachi-e ) superimposed onto these; the perspective is usually first-person, with the protagonist remaining unseen. At certain key moments in the plot, special issue CG estimator graphics are displayed instead; these are more detailed images, drawn specially for that scene rather than being equanimous from predefined elements, which often utilize more than cinematic photographic camera angles and include the protagonist. These event CGs tin can commonly exist viewed at whatsoever fourth dimension once they accept been "unlocked" by finding them in-game; this provides a motivation to replay the game and attempt making unlike decisions, as it is usually impossible to view all special events on a single play-through.
Up until the 1990s, the bulk of visual novels utilized pixel art. This was peculiarly mutual on the NEC PC-9801 format, which showcased what is considered to exist some of the best pixel fine art in the history of video games, with a popular case existence Policenauts in 1994.[xvi] There have also been visual novels that apply alive-action stills or video footage, such every bit several Sound Novel games by Chunsoft. The most successful instance is Machi, one of the virtually historic games in Japan, where information technology was voted No. v in a 2006 Famitsu reader poll of top 100 games of all fourth dimension. The game resembled a live-action television drama, but allowing players to explore multiple character perspectives and affect the outcomes. Another successful case is 428: Shibuya Scramble, which received a perfect score of 40 out of 40 from Famitsu magazine.[three]
History [edit]
The history of visual novels dates back to Portopia Serial Murder Case (1983). It featured not-linear elements, which include traveling betwixt unlike areas in a mostly open up world, a branching dialogue conversation organisation where the story develops through inbound commands and receiving responses from other characters, and making choices that determine the dialogues and order of events too equally alternating outcomes, though there is only one truthful culprit while the others are red herrings. It too features a telephone that could exist used to dial any number to contact several non-histrion characters.[17] The game was well received in Japan for its well-told storyline and surprising twist ending, and for assuasive multiple ways to achieve objectives.[16] Some other more not-linear early instance was Mirrors, released by Soft Studio Wing for the PC-8801 and FM Towns computers in 1990; it featured a branching narrative, multiple endings, and audio CD music.[18]
A common feature used in visual novels is having multiple protagonists giving dissimilar perspectives on the story. EVE Burst Error (1995), developed by Hiroyuki Kanno and C'south Ware, introduced a unique twist to the system by allowing the histrion to switch between both protagonists at any fourth dimension during the game, instead of finishing one protagonist'southward scenario before playing the other. EVE Flare-up Error oft requires the role player to have both protagonists co-operate with each other at various points during the game, with choices in i scenario affecting the other.[19]
An important milestone in the history of visual novels was YU-NO: A girl who chants love at the leap of this world (1996), which was developed by Hiroyuki Kanno and is ELF's most famous visual novel.[20] It featured non-linear storytelling, with a science fiction plot revolving around fourth dimension travel and parallel universes. The histrion travels between parallel worlds using a Reflector device, which employs a limited number of stones to mark a sure position as a returning location, then that if the player decides to retrace their steps, they can get to an alternate universe to the time they have used a Reflector stone. The game too implemented an original system called Automated Diverge Mapping System (ADMS), which displays a screen that the role player can cheque at any time to see the direction in which they are heading along the branching plot lines.[21] It also featured an early on Isekai story arc.[22]
YU-NO revolutionized the visual novel manufacture, especially with its ADMS organization.[20] Audiences soon began demanding large-scope plotlines and musical scores of like quality and appetite to that of YU-NO, and that responded by hiring talent. According to Gamasutra: "The genre became an all-new loonshit for immature artists and musicians over again, with companies willing to take chances on fresh blood; the market place thrived with the excitement and the risks that were existence taken, and became a hotbed of inventiveness".[23] The branching timeline system was influential, opening "the door for visual novels to become more elaborate and accept a greater range of narrative arcs, without requiring the player to replay the game over and over again".[24] According to Nintendo Life, "the modern visual novel genre would only not exist without" YU-NO.[25] Branching timeline systems similar to YU-NO also later appeared in part-playing video games such every bit Radiant Historia (2010)[26] [27] and the PSP version of Tactics Ogre (2010).[28]
Chunsoft audio novels such as Machi (1998) and 428: Shibuya Scramble (2008) developed the multiple-perspective concept further. They allow the player to alternating between the perspectives of several or more different characters, making choices with one grapheme that accept consequences for other characters.[3] [29] 428 in item features upwards to 85 different possible endings.[29] Another popular visual novel featuring multiple perspectives is Fate/stay night (2004).[7]
Content and genre [edit]
Many visual novels are centered on drama, particularly themes involving romance or family, but visual novels centered on scientific discipline fiction, fantasy fiction, and horror fiction are not uncommon.
Dōjinshi games (Dōjin soft) [edit]
Dōjinshi (同人誌, often transliterated as doujinshi) is the Japanese term for self-published (fan-fabricated) works. This includes (but is non limited to) dōjin games (同人ゲーム), also sometimes called dōjin soft (同人ソフト). These visual novel-style games are created as fan-made works based on pre-existing fandoms (usually anime and manga, merely also for Television receiver shows or even other pre-existing games and visual novels). Dōjinshi games are oft based on romance (or aircraft) between two characters, known as an otome game (乙女ゲーム) or dating sim; sometimes becoming sexual (or hentai), known equally an eroge (エロゲ, a portmanteau of erotic game: (エロチックゲーム)).
Erotic content [edit]
Many visual novels also authorize as eroge, an abbreviation of 'erotic game'. These games feature sexually explicit imagery that is accessed past completing certain routes in the game, near often depicting the game'due south protagonist having sex with ane of the game'due south other characters. Like other pornographic media in Nihon, scenes depicting genitalia are censored in their original Japanese releases, only becoming uncensored if the game is licensed outside Japan. Certain eroge titles receive re-releases which exclude explicit content in order to be sold to a younger audition, such as ports to consoles or handheld systems where sexually explicit content is non allowed, and storylines referring to aforementioned sex scenes are often omitted from adaptations into other media, unless that media is also pornographic in nature, such as a hentai anime.
Traditionally, PC-based visual novels have contained risque scenes even if the overall focus is not erotic (similar to the "obligatory sex activity scene" in Hollywood action films). All the same, the vast bulk of console ports practise not contain adult material, and a number of recent PC games have too been targeted at the all-age market place; for case, all of Central's titles come in family-friendly versions, although the content might nonetheless not be appropriate for children, and three have never independent developed content at all. Also, all of KID's titles are family unit-friendly.
However, some of these games are after re-released with the addition of erotic scenes, or accept a sequel with such. For example, Lilliputian Busters! was first released as an all-ages visual novel, only a version with erotic scenes titled Lilliputian Busters! Ecstasy came out subsequently, and though Clannad is also all-ages, its spinoff Tomoyo Later: Information technology'southward a Wonderful Life is non.
Often, the beginning of the eroge will be dedicated to introducing the characters and developing the protagonist's relationship with them, before the protagonist sexually interacts with other characters, for case, Lump of Carbohydrate games such as Tayutama: Kiss on my Deity and Everlasting Summer do this. The effect information technology has on the reader is the H-scenes (sex scenes) will have a stronger emotional touch on for the two (or possibly more) characters.
Some of Japan's earliest gamble games were erotic bishōjo games developed past Koei.[30] In 1982, they released Dark Life, the first commercial erotic computer game.[sixteen] It was a graphic take a chance,[31] with sexually explicit images.[16] That same twelvemonth, they released another erotic title, Danchi Tsuma no Yūwaku (Seduction of the Condominium Wife), which was an early adventure game with color graphics, attributable to the 8-colour palette of the NEC PC-8001 calculator. It became a hit, helping Koei become a major software visitor.[30] Other at present-famous companies such equally Enix, Foursquare and Nihon Falcom too produced like erotic games in the early 1980s earlier they became famous for their role-playing video games. While some early on erotic games meaningfully integrate the erotic content into a thoughtful and mature storyline, others often used information technology as a flimsy excuse for pornography.[16] The Japanese game Pai Impact! involves the protagonist gaining the power to change the size of girls' breasts, and the adventures that ensue in trying to choose which daughter to use the power on the virtually.
Another subgenre is chosen "nukige" ( 抜きゲー ), in which sexual gratification of the player is the main focus of the game.[32]
Science fiction [edit]
In 1986, Square released the science fiction adventure game Suishō no Dragon for the NES console. The game featured several innovations, including the utilise of blitheness in many of the scenes rather than still images,[33] and an interface resembling that of a point-and-click interface for a console, like Portopia Serial Murder Case, but making use of visual icons rather than text-based ones to represent various actions. Like the NES version of Portopia Serial Murder Case, it featured a cursor that could exist moved around the screen using the D-pad to examine the scenery, though the cursor in Suishō no Dragon was too used to click on the action icons.[33] [34]
Hideo Kojima (of Metal Gear fame) was inspired by Portopia Serial Murder Case to enter the video game industry,[35] and later produced his ain adventure games. After completing the stealth game Metal Gear, his first graphic adventure was released by Konami the following yr: Snatcher (1988), an aggressive cyberpunk detective novel, graphic take chances, that was highly regarded at the fourth dimension for pushing the boundaries of video game storytelling, cinematic cut scenes, and mature content.[36] It also featured a post-apocalyptic science fiction setting, an amnesiac protagonist, and some light gun shooter segments. Information technology was praised for its graphics, soundtrack, high quality writing comparable to a novel, voice acting comparable to a motion picture or radio drama, and in-game computer database with optional documents that flesh out the game globe. The Sega CD version of Snatcher was for a long time the simply major visual novel game to be released in America, where it, despite low sales, gained a cult following.[37]
Following Metal Gear 2: Solid Serpent, Kojima produced his adjacent graphic adventure, Policenauts (1994), a point-and-click adventure notable for existence an early on example of extensive voice recording in video games.[38] Information technology also featured a hard scientific discipline fiction setting, a theme revolving around space exploration, a plot inspired by the ancient Japanese tale of Urashima Taro, and some occasional full-motion video cut scenes. The gameplay was largely similar to Snatcher, but with the addition of a bespeak-and-click interface and some start-person shooter segments. Policenauts also introduced summary screens, which human activity to refresh the player's memory of the plot upon reloading a saved game (relieve), an element Kojima would later use in Metal Gear Solid. The PlayStation version of Policenauts could also read the retentiveness card and give some easter egg dialogues if a relieve file of Konami's dating sim Tokimeki Memorial is present, a technique Kojima would also later on use in Metal Gear Solid.[37] From 1997 to 1999, Kojima developed the three Tokimeki Memorial Drama Series titles, which were adaptations of Tokimeki Memorial in a visual novel adventure game format.[39] Other acclaimed examples of science fiction visual novels include ELF's Yu-No (1996) and 5pb.'south Chaos;Head (2008) and Steins;Gate (2009).
Nakige [edit]
A pop subgenre of visual novels is the nakige ( 泣きゲー , "crying game"), which, equally opposed to utsuge ( 鬱ゲー , "depressing game"), still ordinarily has a happy ending. The genre was largely pioneered by Central Studios cofounder, scenario writer, lyricist, and composer Jun Maeda.[40] The main purpose of such a game is to make the player feel for the characters and to make them cry because of emotional scenarios which serve to accept a bigger impact on the role player subsequently the game is over. These games often follow a like formula: a comedic first half, with a middle-warming romantic heart, followed by a tragic separation, and finally (though not always) an emotional reunion. This formula was influenced primarily past Hiroyuki Kanno'due south YU-NO: A Daughter Who Chants Beloved at the Spring of this Earth (1996) and Leaf's To Heart (1997), and was further adult in 1: Kagayaku Kisetsu east (1998) by Tactics. Later 1 was complete, the evolution team quit Tactics to grade Key where they developed their first title Kanon, also based upon this formula. According to Satoshi Todome in his book, A History of Adult Games, Kanon was "heavily hyped [and] had gamers impatient until its release. It was simply i game released by Fundamental and then far, and yet [it] had already sent major shockwaves effectually the industry. And nonetheless another game [Air], two years afterwards, sent even more than shockwaves. Air was equally hyped and well received."[41]
Key's "crying game" formula used successfully in 1 and Kanon was afterward adopted by other visual novel companies to create their own "crying games". Examples of this include: Kana: Little Sister (1999) by Digital Object, the Memories Off series (1999 onwards) by Child, D.C.: Da Capo (2002) by Circus, Wind: A Breath of Heart (2002) past Minori, and Snow (2003) past Studio Mebius (under Visual Art's).
One of the most acclaimed visual novels of this subgenre was Key's Clannad, written by Jun Maeda, Yūichi Suzumoto, and Kai and Tōya Okano. Released in 2004, its story revolved around the key theme of the value of having a family.[42] Information technology was voted the best bishōjo game of all time in a poll held past Dengeki G's Magazine.[43] It served every bit the footing for a media franchise, with successful adaptations into a light novel, manga, animated film, and acclaimed anime serial.
In 2008, several of Key's visual novels were voted in the Dengeki poll of the ten most tear-inducing games of all time, including Clannad at No. ii, Kanon at No. 4, Air at No. 7, and Little Busters! at No. 10.[44] In 2011, several visual novels were also voted in Famitsu'due south poll of twenty most tear-inducing games of all time, with Clannad at No. 4, Steins;Gate at No. half dozen, Air at No. 7, Petty Busters! at No. 10, and 428: Shibuya Scramble at No. 14.[45]
Horror [edit]
Higurashi no Naku Koro ni (When They Cry) was a 2002 horror-themed visual novel by 07th Expansion, influenced by the "crying game" subgenre. Ryukishi07 of 07th Expansion mentioned in 2004 how he was influenced by Cardinal'southward works and Tsukihime during the planning of Higurashi no Naku Koro ni.[46] He played their games, also every bit other visual novels, as a reference and analyzed them to attempt to decide why they were so popular. He decided that the secret was that the stories would commencement with ordinary, enjoyable days, but then a sudden event would occur leading the player to weep from daze. He used a similar model as the ground for Higurashi but instead of leading the player to weep, Ryukishi07 wanted to scare the player with the improver of horror elements.[47] Other examples of horror-themed visual novels include: Animamundi: Dark Alchemist, Higanbana no Saku Yoru ni, Umineko no Naku Koro ni, Ookami Kakushi, Imabikisou, Saya no Uta, Doki Doki Literature Club!, and Corpse Party.
Visual novels in the Western globe [edit]
Prior to the year 2000, few Japanese visual novels were translated into other languages. Every bit with the visual novel genre in full general, a majority of titles released for the PC have been eroge, with Hirameki'southward now-discontinued AnimePlay series a notable exception. As of 2014, JAST Us and MangaGamer are the 2 nigh prolific publishers of translated visual novels for the PC; both primarily release eroge, but have begun to diversify into the all-ages market place in contempo years, with titles such equally Steins;Gate and Higurashi no Naku Koro ni respectively. In addition to official commercial translations, a vibrant fan translation scene exists, which has translated many free visual novels (such every bit Narcissu and Truthful Remembrance) and a few commercial works (such every bit Umineko no Naku Koro ni and Policenauts) into English. Fan translations of Japanese visual novels into languages other than English such equally Chinese, French, German and Russian are commonplace as well.
English translations of Japanese visual novels on video game consoles were rare until the release of the Nintendo DS, though some games with visual novel elements had been published in the Western world earlier then, such as Hideo Kojima'south Snatcher. Following the success of mystery titles for the Nintendo DS such every bit Capcom's Ace Attorney series (which began on the Game Male child Accelerate in 2001), Cing's Hotel Dusk serial (beginning in 2006),[48] and Level-5's Professor Layton series (commencement in 2007),[49] Japanese visual novels accept been published in other countries more frequently. The success of these games has sparked a resurgence in the adventure game genre outside Japan.[48] [fifty] [51]
GameSpot has credited Phoenix Wright: Ace Attorney in particular for revitalizing the hazard game genre.[52] The success of the Ace Attorney series was followed presently subsequently by the even greater success of Level-five'south Professor Layton in 2007. Both take since become some of the best selling adventure game franchises, with Ace Chaser selling over iii.ix 1000000 units worldwide and Professor Layton selling over 9.5 million units worldwide by 2010.[49] Their success has led to an increase in Japanese visual novels being localized for release outside Nihon, including: KID'southward E'er 17: The Out of Infinity (2002), Cing'due south Some other Lawmaking series (2005 onwards), Marvelous Entertainment's Lux-Hurting (2008), Chunsoft's 999: Nine Hours, Ix Persons, Nine Doors (2010), and Capcom's Ghost Play a joke on: Phantom Detective (2010). In more than recent years, several mod Western narrative adventure games accept drawn comparisons to visual novels, including Telltale Games titles such as The Walking Dead (2012),[53] and Dontnod Entertainment's Life Is Strange (2015); the latter's creative director cited visual novels such as Danganronpa (2010) every bit an influence.[54]
In recent times, some visual novels have been adult mainly in English, and intended for an English-speaking audience, notable examples being Doki Doki Literature Club! and VA-11 HALL-A. Other languages accept been the focus in visual novels, including Spanish, French, Russian and Standard mandarin, which have seen increased success due to the popularity of the genre.
List of best-selling visual novels [edit]
Sales data for visual novels is frequently unavailable; the sales listed below can exist significantly outdated as some of the sources are over a decade onetime, and series qualified for an entry could exist missing. These lists should exist referenced carefully.
Free visual novels do not appear in these lists due to the unreliability of download numbers and for consistency with other acknowledged lists.
Serial [edit]
Serial | Debut | Creator(due south) | Sales | Annotation(due south) |
---|---|---|---|---|
J.B. Harold Murder Club | 1986 | Riverhillsoft | xx,000,000 | [55] |
Professor Layton | 2007 | Level-5 / Akihiro Hino | 17,020,337 | [a] |
Ace Attorney | 2001 | Capcom / Shu Takumi | 8,600,000 | [58] |
Danganronpa | 2010 | Spike (Fasten Chunsoft) / Kazutaka Kodaka | v,000,000 | [b] |
Sakura Wars (Sakura Taisen) | 1996 | Sega CS2 R&D / Red Entertainment | four,718,113 | [c] |
Tokimeki Memorial | 1994 | Konami / Koji Igarashi | iii,714,704 | [d] |
Nekopara | 2014 | Neko Works / Sayori | 3,000,000 | [63] [64] |
Sound Novel | 1992 | Chunsoft (Spike Chunsoft) | ii,709,907 | [f] |
Tantei Jingūji Saburō (Jake Hunter) | 1987 | Data Eastward | 2,346,841 | [g] |
Fate | 2004 | Type-Moon / Kinoko Nasu | 2,096,148 | [i] |
Sakura | 2014 | Winged Deject | 1,566,022 | [j] |
Steins;Gate | 2009 | 5pb. / Nitroplus | i,244,545 | [k] |
Rance | 1989 | AliceSoft | 1,159,193 | [l] |
Higurashi: When They Weep | 2002 | 07th Expansion / Ryukishi07 | 1,109,018 | [n] |
Shinseiki Evangelion (Neon Genesis Evangelion) | 1996 | Sega AM2 / Gainax Network Systems | 1,040,972 | [o] |
Dōkyūsei | 1992 | ELF Corporation | 722,662 | [p] |
Zero Escape | 2009 | Chunsoft / Kotaro Uchikoshi | 640,213 | [q] |
The Death Trap | 1984 | Squaresoft / Hironobu Sakaguchi | 600,000 | [r] |
To Eye | 1997 | Leaf | 584,263 | [s] |
EVE | 1995 | Hiroyuki Kanno / C's Ware | 575,873 | [t] |
Clannad | 2004 | Fundamental / Jun Maeda | 468,278 | [u] |
Welcome to Pia Carrot | 1996 | Cocktail Soft | 320,696 | [v] |
Hatoful Boyfriend | 2011 | PigeoNation Inc. / Hato Moa | 317,015 | [w] |
Kidou Senkan Nadesico (Martian Successor Nadesico) | 1997 | Sega | 284,255 | [ten] |
Cardcaptor Sakura ~Sakura to Menu to O-Tomodachi~ | 1999 | MTO | 193,745 | [57] |
Muv-Luv | 2003 | âge | 140,708 | [y] |
Dies irae | 2007 | Light | 100,000 | [88] |
Standalone [edit]
Title | Release | Developer(s) | Sales | Annotation(s) |
---|---|---|---|---|
Portopia Renzoku Satsujin Jiken (The Portopia Serial Murder Instance) | 1983 | Yuji Horii / Chunsoft | 700,000 | [89] |
VA-11 HALL-A | 2016 | Sukeban Games | 500,000 | [90] |
13 Sentinels: Aegis Rim | 2019 | Vanillaware | 500,000 | [91] |
Nonomura Byōin no Hitobito (Mystery of Nonomura Hospital) | 1996 | ELF Corporation | 400,000 | [92] |
YU-NO: A Girl Who Chants Love at the Spring of this Globe | 1996 | Hiroyuki Kanno / ELF Corporation | 380,820 | [z] |
Long Live the Queen | 2012 | Hanako Games / Spiky Caterpillar | 369,384 | [71] |
Policenauts | 1994 | Hideo Kojima / Konami | 341,483 | [57] |
Kanon | 1999 | Key / Naoki Hisaya | 317,512 | [aa] |
Air | 2000 | Central / Jun Maeda | 308,382 | [ab] |
Hotel Sunset: Room 215 | 2007 | Cing | 213,208 | [94] |
Monster Prom | 2018 | Beautiful Glitch | 200,000 | [95] |
Tin Tin can Bunny: Premiere | 1992 | Cocktail Soft / Kid | 159,502 | [77] |
Doukoku Soshite... | 1997 | Data East | 131,085 | [57] |
Desire | 1994 | Hiroyuki Kanno / C's Ware | 102,187 | [77] |
Run into also [edit]
- Hypertext fiction
- Listing of video games based on anime or manga
- List of visual novel engines
- Motion comic
- The Visual Novel Database
- Visual novel engines
- Western visual novels
Notes [edit]
- ^ Professor Layton series:
- As of June 2018[update] – 17one thousand thousand+[56]
- Layton'south Mystery Journey DX (August 2018 to 2019) – 20,336 (Japan)[57]
- ^ Danganronpa series: [59]
- ^ Sakura Wars series:
- Up until 2010 – iv.5 one thousand thousand [60]
- 2013–2018 – 39,687 (Nihon)[57]
- Shin Sakura Taisen (2019) – 178,426 (Japan)[61]
- ^ Tokimeki Memorial serial:
- 3million+[62]
- August 2006 to 2019 (Japan) – 714,703[57]
- ^ Meet 428: Shibuya Scramble § Reception
- ^ Sound Novel series:
- Otogirisō (1992) – 400,000+[65]
- Kamaitachi no Yoru (Banshee'southward Last Weep) – 1,941,758
- Kamaitachi no Yoru (1994 to April 2002) – 1.25meg[66]
- June 2002 to 2019 (consoles) – 691,758 (Japan)[57]
- Machi (1998) – 164,866[57]
- 428: Shibuya Scramble (2008) – 203,283[east]
- ^ Tantei Jingūji Saburō serial
- As of May 2007[update] – two.22million[67]
- July 2007 to 2019 (Nippon) – 126,841[57]
- ^ Encounter Fate/stay nighttime § Reception
- ^ Fate series (Japan)
- Fate/stay night – 751,488[h]
- Fate/hollow ataraxia – 247,474
- PC – 154,015[68]
- PS Vita – 93,459[57]
- Fate spin-off titles (consoles) – 1,097,186[57]
- ^ Sakura series:
- Sakura Agent, Sakura Dungeon, Sakura Gamer, Sakura Magical Girls – 206,022
- Other titles – i.36million[69]
- ^ Steins;Gate serial:
- 2009–2015 (Nippon) – onemillion+[70]
- Steins;Gate (Steam) – 160,015+[71]
- Steins;Gate 0 (PS4) (Japan) – 4,087 (April 2018)[72]
- Steins;Gate 0 (Steam) – 50,000+[73]
- Steins;Gate Aristocracy (Nippon) – 30,442[74]
- ^ Rance series:
- Japan – 1,000,000 (Information of all series until Rance 03 –Autumn of Leazas–)
- Rance X (PC) – 159,193 (2018)[75]
- ^ See Higurashi When They Cry § Reception
- ^ Higurashi When They Cry series:
- Nihon (consoles) – 908,391[m]
- Steam (PC) – 200,627+
- Ch.ane – 100,000+[76]
- Ch.2 – 28,301+[71]
- Ch.iii – 20,000+[76]
- Ch.4 – 12,326+[71]
- Ch.v and Ch.6 – 40,000+[76]
- ^ Neon Genesis Evangelion serial (Japan)
- 1st Impression and 2nd Impression (Sega Saturn) – 785,034[77]
- Girlfriend of Steel and Girlfriend of Steel ii – 255,938[57]
- ^ Dōkyūsei series (Nippon)
- Dōkyūsei (PC Engine) – 107,594[78]
- Sega Saturn – 615,068[77]
- ^ Zilch Escape series:
- Japan (consoles) – ninety,213[57]
- Steam (PC) – 550,000+[79]
- ^ The Decease Trap series:
- The Expiry Trap – 500,000[80]
- Will: The Death Trap II – 100,000[81]
- ^ To Heart series (Nihon)
- Consoles – 473,870[57]
- To Heart 2 X Rated (PC) – 110,393 (2006)[68]
- ^ EVE series
- EVE: Burst Fault – 350,000[82]
- EVE: The Lost One (Sega Saturn) – 145,071 (Japan)[77]
- Subsequently EVE titles (consoles) – 80,802 (Japan)[57]
- ^ Clannad series:
- Clannad – 365,757+
- Windows (Japan) – 100,560[83]
- PS2, PSP, X360 (Japan) – 105,197[57]
- PS3, PSV, PS4 (worldwide) – 60,000[84]
- Steam (overseas) – 100,000+[85]
- Hikari Mimamoru Sakamichi de (On the Hillside Path that Light Watches Over) – 28,984[57]
- Tomoyo Subsequently: It's a Wonderful Life (consoles) – 73,537
- PS2 – 49,226[68]
- PSP and Xbox 360 – 24,311[57]
- Clannad – 365,757+
- ^ Pia Carrot serial (Nippon)
- Consoles – 284,186[57]
- PC (2006) – 36,510[86]
- ^ Hatoful Beau:
- Steam – 309,725[71]
- DLsite English – vii,290[87]
- ^ Kidou Senkan Nadesico series (Nihon)
- Yappari Saigo ha 'Ai ga Katsu'? – 138,161[77]
- The Blank of Three Twelvemonth and The Mission – 146,094[57]
- ^ Muv-Luv series
- Japan – 135,452
- Muv-Luv Alternative (PC) – 62,546 (2006)[86]
- Consoles – 72,906[57]
- Steam (PC) overseas – five,256[71]
- Japan – 135,452
- ^ See YU-NO: A Girl Who Chants Honey at the Bound of this World § Reception
- ^ Kanon:
- Upwardly until 2006 – 300,000+[93]
- PSP and 3DS (Nihon) – 17,512[57]
- ^ Air:
- Up until 2006 – 300,000+[93]
- PSP and PS Vita (Japan) – 8,382[57]
References [edit]
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As a course of interactive fiction, the visual novel overtly calls upon players to participate in the production of the text every bit integrated agents.
- ^ Lebowitz, Josiah; Klug, Chris (2011). "Japanese Visual Novel Games". Interactive storytelling for video games: a player-centered arroyo to creating memorable characters and stories. Burlington, MA: Focal Printing. pp. 192–4. ISBN978-0-240-81717-0 . Retrieved 10 Nov 2012.
Visual novels (or sound novels, every bit they're sometimes called) are a popular game genre in Japan.
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- ^ Lebowitz, Josiah; Klug, Chris (2011). Interactive storytelling for video games : a player-centered approach to creating memorable characters and stories. Burlington, MA: Focal Printing. pp. 192–195. ISBN978-0-240-81717-0.
- ^ a b c Chris Klug; Josiah Lebowitz (March 2011). Interactive Storytelling for Video Games: A Player-Centered Approach to Creating Memorable Characters and Stories. Burlington, MA: Focal Printing. pp. 194–7. ISBN978-0-240-81717-0 . Retrieved 20 February 2012.
- ^ The First Free Visual Novel Engine Released, Softpedia
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This is a kinetic novel meaning there are no dialogue or story choices to make throughout a playthrough.
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- ^ To those of yous that asked most Radiant Historia, Destructoid
- ^ Tactics Ogre: Let Us Cling Together, GamesRadar, 15 Feb 2011
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- ^ "Visual novel database" on nukige, Plot serves the sex-scenes, non the other way round..
- ^ a b "水晶の龍 – Square ENIX". Square Enix Japan. Retrieved 26 May 2008. (Translation)
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- ^ Retroactive: Kojima's Productions, 1UP
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- ^ Hideo Kojima Speaks, IGN
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- ^ a b Kurt Kalata, Snatcher, Hardcore Gaming 101
- ^ a b Layton Series Hits 9.5M, Ace Attorney 3.9M, Gamasutra
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To solve this problem programmatically, the squad employed a postgraduate student from Keio University—ane of the best individual universities, located in Tokyo and Yokohama—and Nippon's offset blithe PC game, Volition, was released in 1985. One hundred m copies of Will were sold, which was a major commercial success at the time.
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External links [edit]
- Visual Novels at Curlie
- Visual Novel Database
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