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Transcript of Visual Novels.
When did it start?
Visual novels are actually an extraordinarily young genre in the long run of things. Despite the often simplistic programming and straightforward nature of visual novels, they were only developed in the early 1990′s, exploding into a standard form of interactive storytelling in a short amount of time.
Thus, in 1996 a company named Leaf released Shizuku as the first of its ‘Leaf visual novels’ series, properly associating the genre with the name that it is now known for.
What is Visual Novel?
A new medium has indeed taken shape though, in the form of the visual novel. Among the newest of the narrative arts, visual novels are relatively unknown outside Japan’s sphere of influence.
Visual Novels. Unrecognized Art of Narration.
This combination of visuals, dialogue, music and timing flow together in a beautiful manner, gradually carrying the reader through the story.
Though it’s always difficult to pinpoint the exact moment a new genre is created, one might be able to point to Chunsoft’s Otogirisō for the Super Famicom. Originally marketed as the first of Chunsoft’s trademarked Sound Novel series of interactive stories, Otogirisō guided a player to solve the mystery of a haunted story through a combination of visual, background music and sound effects. It also included a feature similar to modern RPGs, where players were allowed to input their own name in order to make the story more immersive.
A company named ELF, focusing mostly on mature, adult-oriented games, produced Dōkyūsei in 1992; the first game followed the general mold for adult games at the time, focusing solely on delivering adult content, with everything other than the visuals being “extra content.” However, by the time ELF released the sequel, Dōkyūsei 2 in 1995, it had shifted its focus; the sequel placed a greater emphasis on delivering a coherent story as a framework for any adult content. The success of Dōkyūsei 2 resulted in a large shift in the Japanese game industry, where an increasing number of games included some form of dramatic narrative.
Different markets of visual novels.
Togainu No Chi
La Corda D'Oro
Ore no imouto ga konnani kawaii wake ga nai
Key is a Japanese visual novel studio which formed on July 21, 1998 as a brand under the publisher Visual Art's and is located in Kita, Osaka, Japan. Key released their debut visual novel Kanon in June 1999
Type-Moon is a Japanese game company, best known for their visual novels, co-founded by author Kinoko Nasu and illustrator Takashi Takeuchi. It is also known under the name Notes Co., Ltd.
stylized as nitro+, is a Japanese visual novel computer software company that has developed a number of visual novels, including eroge.
saya no uta
love death 555
release date 1992
Release date 1996
remake release 2002
Release date 1996
remake release 2004
Hakuoki Demon of the Fleeting Blossom
Akabanzu ~Real na Sekai de Boku ga Kimi ni Dekiru Koto~
0 Ji no Kane no
Japanese visual novel studio under the publisher Aquaplus, and has offices in Yodogawa-ku, Osaka, and Tokyo. It and its competitor Key (to which it is often compared) are two of the most popular and successful dedicated visual novel studios operating today
to heart series
from Visual Novels: Unrecognized Narrative Art by Alex Mui
Loli and Shota ban Issue
Frustrated at the national level by constitutional protections and political ambivalence, opponents of free expression and sexuality, in large part extremist Christian and feminist groups, have been working to ban material they object to by the backdoor – a ban of such sweeping magnitude would cripple the publishing and Internet industries of Tokyo, as well as crush freedom of expression in Tokyo, and by extension all of Japan.
Kristian Perez, Alan Barraza, Jasper Young