To be or not to be, the game. Introduction ISLAND is a visual novel with plotge, galge, and slice-of-life elements developed by Frontwing, the same minds behind the amazing ATRI My Dear Moments. While I recognize mixing and matching can be very effective to create something unique, it's not always well-executed. Let's see if this game does it well in this regard. Solid worldbuilding, with some caveats The game is set, for the most part, in a remote island called Urashima Island. The name Urashima isn't just for show, though. People familiiar with the theory of relativity will know about the Urashima Effect, and it's a very important plot point for the main story. There is some important established facts, like the conflict between the three most prominent families on the island, an ongoing illness tied with the three families and the existence of technology, apparently, from the future. There are also rules established, all about time travel. Those rules function as it should, for the most part, because there are some issues. The game establishes chronoquakes, and judging by the way it's presented, I thought they'd be important, but never come into play. Another thing worth of mention is when cold sleep machines are established, it's also established that they are time machines that can only send people into the future, but, later in the midsummer arc, the way everything is laid out by one of the characters, it gives the impression that cold sleep machines can also bring people into the past. This apparent contradiction in the time travel rules doesn't break the narrative, because it doesn't affect major payoffs, but creates a cognitive dissonance in the audience, hurting the suspension of disbelief. That being said, I like that most of all the important rules and established facts in this game are relevant to the story. That's a sign of good worldbuilding. Solid plot, save for the pacing and the impossible twist I liked the plot of this game. It's not a deep plot by any standards, but I think an adventure for self-discovery is a story that can be relatable to anyone. But what matters is how it's executed, and that's when some issues start to creep up. There are some tonal clashes, but they aren't too egregious, but the pacing is extremely slow. That's something common in slice-of life stories, stories about characters, not about an overarching chain of events, otherwise known as a plot. I don't think it's wise to mix slice-of-life with plot, because that can result in a poorly paced story. There were times that I just wanted to quit playing because nothing was happening. The other thing is about the time travel rule contradiction I discussed in the previous section. Take this with a grain of salt, but I think the writers wanted to introduce a plot twist at the expense of internal consistency. Whether this happened by choice or by accident, it's up to interpretation. Other than that, setups and payoffs worked as they should, and the game is pleasantly light in conveniences and contrivances. The Shakesperian main character and his lovers Setsuna or not Setsuna. This is a question that the main character asked for more times that I could count. There are interesting questions than can be asked about what defines a person, but it's sometimes a bit overdone, and sometimes can be counterproductive to the story. Setsuna can be pretty strange sometimes, because sometimes takes things seriously, and sometimes it's a total goofball. He is the main source of the tonal clashes this game has. His development matches the pacing of the game, which can disuade players from continuing the story. The heroines are likable and fun, but they change very little throughout the story. Their arcs are basic and almost barebones, but they do pay the price for their mistakes, and they learn a little from them. I don't think characters always must change for the story to function, but this particular story demands change from the characters, and they barely keep up. Of course, this only applies to the heroines. Gameplay and presentation This is a branching visual novel, and as such, the player can gain access to different storylines and endings through the choice system. It's a basic decision-making mechanic that functions as expected. And the player gets an assortment of bad endings, a good ending for each heroine, and a very unorthodox true ending. There is a flowchart that doubles as a tool to keep track of the story, and a tool to jump to a certain scene, which I found quite useful, because it negates the overuse of saving and loading, especially when the player wants to make a different choice. As for the art direction and character design, they are good, but they didn't age quite well. Sound design is decent and the music is context and tone appropiate. I was a bit surprised when I found out that Yukari Tamura (the VA for Rinne) participated in this project (she voiced Suzuha in Steins;Gate), but she does a great job, as well as the rest of the cast. I don't have an issue with localization, but that may be because my limited knowledge of Japanese. This game is pretty light on fanservice, for the people who complain about it. Conclusion: A good but could be better kind of game ISLAND is a game that does things mostly right. The plot doesn't have much issues, there is solid worldbuilding, and the characters, however basic, are likable. But there are some unfortunate issues, like the contradicting rules of time travel and the pacing. That last one can be a dealbreaker if you aren't a patient reader, and you'd feel like you wasted your time. In the end, mixing and matching genres didn't do too much damage to the story, and does the key elements right, so I can confidently recommend this game to other readers.
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