Saturday, September 22, 2018

Anniversary Analysis: What makes DDLC so memorable?

1. Introduction

I’ll start off by saying that this analysis is based on the vanilla game. If you’ve read one of my other analyses, (and even if you haven’t) I can just skip this running gag altogether.

This analysis seeks to reminisce and understand what makes this game so memorable, what makes this small VN relevant after a year and how it has gathered over a hundred thousand people to this small corner in the internet, and moved millions of people around the globe.

This analysis is clearly prone to tangent off to sentimentality and who knows what topics but as long as I keep clear of Trapsuki (please don’t click) we’re fine, right? Right?

Speaking of tangents, the Cinnamon Cup suggested by /u/WdBros tastes pretty neat. I might be using a pussy amount of apple juice but there’s still a nice punch.

I encourage everyone reading to also steer the introspective focus all the way back when you first discovered and played DDLC; feel free to chime in on what clicked and makes you still remember it; and eventually allow you to read this. We’re going on a feels trip.

2. Definition

We all know what Doki Doki Literature Club is at this point. I could as well as be asking where your fingers are. Next.

3. Concept

The very initial promise of DDLC is oddly intriguing. An innocent looking Visual Novel that isn’t quite what it looks like on the outside. Cute anime girls and… content warnings? Excuse me, what the frick? The first act is a hook to throw off the player totally out of the loop and unless you’re spoiled, the execution with all the subtle foreshadowing is spot on.

Interaction with the game files and almost non-existent fourth wall makes the game an unique experience. Monika having a twitter account and referencing current real life topics and download page in act 3 pushes that even further. I have to give hat off to Dan Salvadorê for coming up with and executing such huge vision that yet manifests in small VN form.

4. Characters and themes

There’s no good franchise without good characters. After all, they’re the main reference point for the consumer to connect with.

The characters are a visual novel’s main focus anyway, and DDLC has ”tropefully” loveable and relatable characters. Decievingly obvious ”pick your favourite” situation is set, only to brutally break the fool’s paradise.

The game has a little bit of everything for everyone: both light-hearted and dark aspects. No doubt, if the game wasn’t this polarized, it wouldn’t have been as captivating.

It’s funny how a game ”advertised” as rather cutesy visual novel ends up being the most engaging at portraying heavy themes and mental illness. For me at least. And it’s a positive surprise at the same time.

Sayori’s despression is a heavy theme for anyone who has tackled with depression and even those who haven’t. I could draw parallells from Sayori’s behavior to some of my friends’. Needless to say her storyline hit me quite heavy and act 1 ending struck me to the point of absolute loss of words.

Yuri’s shyness and obsessive behavior is another major contact area for the player. I can relate to the obsessive thoughs, getting stuck in thought loops and such. Obviously self-harm is another point but it’s not prominent until act 2 where it’s made highflown by Monika’s tampering.

Natsuki’s story arc is not as developed as the others’ (a shame, confirmed by Dan himself too). However, if you play through her route in act 1, she’s highly insecure and acts ”tsundere” because she think she’s not respected as herself. MC pierces through the tsundere shield by being one to not judge her for manga or being ”cute”. The conclusion to her story is, frankly, brought pretty abruptly and unexpectedly in the second act.

Monika is arguably the most unpredictable and intriguing character of the bunch and it’s no wonder she’s seen as the front whamen of the game, being club president and all.

Crudely put, she’s one of the most human characters in a video game. Literally. She’s put in a reality without happiness, all alone and hopeless, the player being the only light shimmering through the dark pixels. You can’t help but feel for her.

The redemption for her cruel actions is left for the player to decide but all in all, especially the ending shows that she’s not inherently evil. She wouldn’t have gone through the process restoring the characters and destroying the club for greater good if she didn’t care. Your Reality is the last nail to the feels coffin, being the last manifestation of Monika’s altruism. That song gets me a little sentimental every time.

Most important points have already been said many times so I’ll leave link to this for futher read.

The game engages, touches, shocks and closes with a bittersweet ending. It’s relatable and accessible to anyone outside the VN/anime scene (me included) and that’s one of it’s strengths. The fact how well streamers’ audience took the game shows just that.

5. Music and artstyle

Satchely’s recognizable artstyle and Dan’s somewhat simple and effective, contagious soundtrack makes the game very distinguishable. Many parodies/fanworks usually mimic and alter this in their own expressions so that it’s still easily assoiciated with the base game. The text interface, character poses, hairstyles and such are very meme-able.

6. Community

This could be either a turn-off or on but generally speaking, in my opinion, the community is nice, chill and creative.

Despite the stand on community’s direction, the undisputed huge amount of created fan content keeps the game alive. Mods, covers, edits, fan arts and fictions, everything, they’re all a new take or extension to it. Everyone will surely find something new they like. The rather short and not extremely elaborate story is perfect for the fans to interpret and extend.

7. Conclusion

Many elements of DDLC fall in the right place but it’s not perfect, nothing is, there are things to nitpick on but I’ll focus on happy thoughts for the anniversary.

And so should everyone. It’s been year since the release, a milestone is reached and it’s Saturday damnit (sorry to anyone at work).

Cheers!



Submitted September 22, 2018 at 10:49PM by kedaas https://ift.tt/2QSrlnB

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