At the end of the Showa era, a young man meets a girl and surprisingly, there was nothing romantic about it. That didn't stop some very interesting circumstances coming his way, which would eventually put him in the same, supposedly haunted, house atop of a mountain. Rather, compared to the mountains he was raised in, it was more like a hill. The world of Japan is changing yet again. More rural areas are industrializing gradually, being influenced by new trends, foreign and domestic. Everyone is redefining what it means to be 'modern'. It is a time before smartphones, before cellphones. The economic bubble had just burst and a new type of wealth is building up in its place. The youth dream of leaving their small town to get educated in a 'real city', like Tokyo. So many people will miss their youth, but how many actually enjoyed it while they had it? Unlike many contemporaries, Mahotsukai no Yoru takes place several seasons after the springtime of youth has ended. Originally Nasu's first work, inspired by him binge watching Neon Genesis Evangelion, a revamped version came out in 2012 and now, has arrived on Steam with more content than ever. And remarkably, a visual novel that already was impressive in 2012 is even more impressive today. Mahoyo is very much so, boasting one of the best stories, experiences, soundtracks, art directions, presentation and production value of its genre. Few can compete, genuinely. Type-Moon has gotten big over the years, bigger than any of the original fans ever could have predicted. But luckily, the properties are happy to spread out from beyond the Holy Grail Wars of the Fate series. We are so blessed, having gotten an official world wide release of Mahoyo and a remake of Tsukihime. All with the promise of it and Fate: Stay/Night's most definitive edition also coming to Steam eventually. But what is Mahoyo? It is actually one of Nasu's best stories, but without any of the gimmicks that he relied on in the past to sell his original works that started it all. Mahoyo is not an eroge, it only has hints of affection and no actual romance at all. In a way, it is more realistic in that it is about young people deeply preoccupied with the future while trying to hold together their present. To bring romance into this equation would greatly detract from the far bolder and more prominent themes the stories is trying to tell. Yet, for those who are fans of the previous works of Nasu, one will find that they perhaps miss the presence of romance as a comfort in the sometimes grim settings of these stories. Nasu has a very stiff, wordy way of writing. Sometimes he describes things in terms of appearance or sensation far too much, sometimes he doesn't describe anything or anyone much at all, relying on the masterful key arts of the game. When it comes to Japanese artists, Hirokazu Koyama borrows greatly from Takashi Takeuchi's iconic style and truthfully, you wouldn't even be able to tell the difference without a keen eye for both's favourite motifs in terms of poses and expressions. Koyama also added many fine details to the Garden of Avalon artbook, just to prove how keen and savvy he truly is. Much like Takeuchi, he is a master of his field with few peers. For all the things that are wrong with Mahoyo, while it does linger far too long on certain things, explains exciting things through a lot of infodumps and telling not showing, what it does amazingly is what elevates this work beyond so many others. Nasu brings us through one of his best Showa-era setting works taking place before both Fate and Kara no Kyokai. It is a slow start, with a slow burn even by the end, but the pay off is grand. The first third's grand finale is a gauntlet of content that would be the ultimate conclusion of any other VN, to the point that it almost makes the actual finale slightly underwhelming. At times utterly hilarious, at times utterly gruesome with some of the most shocking representations of bodily damage in a VN that isn't outright horror... Mahoyo is worth the hype, the love and earns its reading time. It may not be nearly as long as Stay Night or the original Tsukihime, but its mostly quality above quantity. A deeply engaging, rich, lore filled story driven by characters and character motivations. As far as Nasu's writing goes, this is some of his most competent albeit least edited in some ways. Most of the post-game side content could have, and perhaps, should have -- been inserted naturally into the game as they perhaps originally were meant to. I do understand that some small subchapters were removed for being filler wedged against some filler or to ensure that a later scene would have more impact with a twist (Nasu loves writing a character who knows something or someone without the knowledge of the rest of the cast) but its sad some readers will outright miss these scenes, given they are hidden away in the archives of the Extra screen. However, they are mandatory reads for certain chapter completion achievements, thus highlighting their relevance. Then we have the Tiger-Dojo-like "The Wonderful World of Ploys", which is one of the best parts of the entire game and utterly hilarious, amusing and dampens the pain of knowing the eventual sequel is still far from our grasp, knowing Nasu's schedule. There is also a neat little side story from the final chapters from another perspective, that certainly is a treat in more ways than one, but ultimately exists like some sort of bonus story you'd get from buying a special edition, which I think is what it is initially. Ironically, the actual printed-mini story that shipped with the original game in Japan does not have a digitized adaptions here, sadly. But, the game's penultimate extra-chapter is a comedic "whodunit" murder mystery. At times frustrating, but still very doable with a guide, it's an absolute gift for anyone who already was longingly missing the cast upon the main story's conclusion. It helps that this section is narrated and lead by a new minor protagonist, a side character only formally presented in the canon bonus chapters, who is truly one of Nasu's funnest characters. And fans of a certain Makoto Sanda will love Nasu's take on a certain character type that has appeared in the El Melloi spin off series. Much like the El Melloi spin off series, this game is arguably the best content in the setting and its only detriment is the fact that there is just not enough focus on it. The way both stories focus on the logic of magecraft, the intricate differences between it and True Magic, the path of those who seek the Root, and everything -- really is what makes this one of the most intellectually stimulating IPs from Japan. Which is sadly often looked down upon by the non-Japanese world due the series intricate connection to its eroge origins and the infamous gacha game, Fate: Grand Order, which has taken most of the spotlight (and all of Nasu's time) But if you can look past some of those things, you will find that the Type-Moon setting has some of the best magic-in-the-modern-world fiction of any written media. And overall, fans of World of Darkness' Mage the Ascension, this is closest thing we will ever get to an adaption. A tremendous story about appreciating what we have while we have it, knowing that nothing truly has permanence in this world, but things are beautiful and noble for that very reason. Even then, we can allow ourselves to be selfish and make wishes in an attempt to extend the time we do have in this life with one another. After all, there is a place for everyone alongside each other if you are willing to find it. But that doesn't mean we are to be too flexible in our way of living. We have a right to demand from the universe our right to dignity and to enjoy our time to live while we have it. Because there was once a girl who stole valuable time from the world to bring something innocent back to life.
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