By Dani Cavallaro
This e-book describes the thematic and structural characteristics of a contemporary and renowned improvement in the realm of anime: sequence tailored from visible novels. visible novels are interactive fiction video games within which gamers creatively regulate judgements and plot turning points.
Endings regulate in line with the player's offerings, delivering a motivation to replay the sport and go for substitute judgements each one time.
Pictorial sumptuousness, plot intensity and refined characterization are important facets of the medium. Anime in line with visible novels capitalizes at the father or mother games' attributes, yielding thought-provoking yarns and complicated personalities.
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Extra resources for Anime and the Visual Novel: Narrative Structure, Design and Play at the Crossroads of Animation and Computer Games
At night or in the wet season, wood panels are used, whereas screens of mounted paper replace them in warmer weather. The principal reason behind the proverbial openness of the traditional Japanese dwelling is that whereas in the West, the weight of a building is customarily borne by the exterior and interior walls, in Japanese architecture, it is the pillar that fulfils that function. With one main pillar (daikokubashira) sustaining the best part of the load of a classic dwelling, and any additional pillars unobtrusively serving as furnishing adjuncts, the domestic interior feels exceptionally unconfined.
Throughout, the influence on Japanese architecture of climate, seasonal cycles and geological phenomena is consistently underscored. Thus, many family houses portrayed in traditional styles are shown to be partly raised to allow air to circulate: a design detail dictated by the country’s long, hot summers. Wood is also pervasive in the architecture and decor of many shows, which reflects the local preference for a material that adapts easily to shifts in temperature, while also adjusting resiliently to telluric disturbances.
Misuzu’s most salient peculiarity is an undiagnosed condition that causes her to fall prey to severe seizures whenever she becomes too close to another human being, even though what she craves most in life is a true friend. , “grrr”) more often than those around her deem desirable or even tolerable. Gradually, Misuzu’s condition turns out to be linked, metaphorically if not empirically, with the thousand-year-old curse associated with Princess Kanna. It could indeed be explained, if one were to opt for a mystical interpretation, in accordance with the revelations proffered by Uraha in the Kanna-based arc, and therefore as evidence for the present-day girl’s status as Kanna’s successor.
Anime and the Visual Novel: Narrative Structure, Design and Play at the Crossroads of Animation and Computer Games by Dani Cavallaro