Synopsis: In this town, there are "clouds" covering the nightsky, that the starlight won't even pierce. Because of this, constellations would always be too far.
Born and raised in the Tatsumi noble family, Saku has failed to meet the expectations that lie on every male member of the family.
One day, he receives word from his strict grandfather "to live life the way he wishes." Estranged by his family, Saku travels to the estate of Kuumeishi, a town that has never seen the stars.
He went without hardly making sure of the details of arrangements for a wedding...
Born and raised in the Tatsumi noble family, Saku has failed to meet the expectations that lie on every male member of the family.
One day, he receives word from his strict grandfather "to live life the way he wishes." Estranged by his family, Saku travels to the estate of Kuumeishi, a town that has never seen the stars.
He went without hardly making sure of the details of arrangements for a wedding...
Youtube: https://www.youtube.com/watch?v=wQOtL0k7pXk&list=PLs4Gp5VU4Fv9cLlVyGlSgO3KP-VwxGWLb
Character Design rating: 9/10
Protagonist rating: 8/10
Story rating: 10/10
Game quality: 9/10
Overall rating: 9/10
There are enough English reviews for this game (1 2 3 4 5 6 7 8) and especially Japanese reviews (1 is one of the best ones). But game has such complex nature that there is still room for discussion. Minor spoilers are inevitable for discussing game concept, but I'll hide big spoiler under the bar.
I played the only available at the start Futami route blindly before reading anything on the game... and I did not like it at all. After rather fun greeting of our supposed fiance in this ancient town nothing much really happens for the bigger half of the game. There's astronomy committee at school and Futami who tries to roleplay a perfect wife at home (and she studies at the same school as well). Futami wants to become protagonist's wife and wants his help in ritual for clearing clouds by the festival, and she constantly demands answer, like five times, really. And Saku never gives one. Then I was absolutely pissed by the fact how writer crosses out previous development with just one sentence "And it was the last night before Futami returned to her parents' house". The reason is not explained, and strange scenes start to snowball at this point. Basically, Saku kind of continues to live alone. At this point he is visited by three girls frequently - Mememe, Konome and Asuku San - and it becomes the fork for the routes to initiate. Then there's sudden burst of conflict with many antagonists showing up, and everything loses sense almost completely. There are constant time shifts, recollections, recollections inside recollections and what not. It gets really messy instantly followed by battles and really unsatisfying unification with Futami under weird circumstances. I'm telling all that just to say that first playthrough can be really bad, it's normal. Game still managed to rise from 6/10 to 9/10 somehow. I'll try to explain how.
So the concept of all routes turns out to be slightly different. This town is ancient town of several mighty clans dating from Heian period with heroines belonging to different ones. And these clans have both powerful warriors and magicians. A very important day approaches, so in each route protagonist Saku has to deal with the clan of route heroine. Problems and antagonists vary greatly for each heroine, so each route manages to provide an absolutely fresh experience. Concept looks much simpler now, but only because I try to simplify things on purpose. These clans exist at the same town and have a mutual co-habitation history. It means that in different routes all the heroines and sub-heroines and even lots of antagonists act simultaneously, and these arcs intersect. Positions of these clans are absolutely different, hierarchy and heroines positions are absolutely different. Even the purposes of clans are absolutely different. There's a lot of infodumping to chew.
And after all three routes are finished another small story shows up which actually puts most of the dots at the right places. It explains both the origin of this town and clans, the history behind most important personalities, the ritual day and even role of Saku. It's a very strange structure where we get to know what the game was about after game is actually finished already. But this move gives incentive to recall or reread parts of heroines routes that made little sense beforehand. And it actually gives room for theory-crafting. My insight is under spoiler.
Itsuka, Todoku, Ano Sora ni is a complex meta-textual intellectual visual novel. But why is it just 9/10 for me? The answer is because I did not really like the process of reading it. It's basically mindscrew where nothing is explained until the end and you are hit in the head over and over and over. But I really appreciate direction, text, concept, attention to details and discussion that it provokes. It's not a natural masterpiece, but an artificially kneaded one. The process is not really good, but the aftermath is. There is a feeling of accomplishment afterwards and recognition of something absolutely new done within a scale of visual novel. That's why I can't really recommend it. But if you read all this and still want to read it - it's worth it, at least for the after-taste, but it will be anything but easy.
So, what is actually happening here? The after-story, what does it tell us? Asuka San has her killing the major clans?
A summary would be nice.
Afterstory can be rougly divided in two parts - one for past and one for present.
Past is about Norse God Odin defeating numerous beasts, but having his spear Gungnir break down when fighting Futami's grandma Ii Shizuka. Pieces of spear get stuck in different girls.
Present is about Odin managing to defeat the Wolf who wants to eat the moon and thus prevents Ragnarok.
I see, so the Afterstory expands on the true route or something. There are three routes, plus the afterstory? If Odin defeating the Wolf in the presents prevents Ragnarok, what happens to the other characters? They're well?
This afterstory is very short (some 40 minutes on autoplay), and without any character sprites or CG. It does not tackle fates of any game characters. Afterstory literally ends after Odin admits that Saku is the person to change the world, so all Odin can do now is defeat Fenrir and prevent Ragnarok, and the rest depends on Saku. So Afterstory is actually more correctly to be called "prestory". And three routes are the outcomes that Saku chooses for this saved world.
I see. The three routes, two of them basically have the heroines of those routes get together with Saku to have his child? They are what he chooses to change this world? I wonder about Asuka's route and what that's about? A summary of that and the other two routes?
Itsusora is an extremely complicated read where some elements only become evident from the second read. I only read it once, so you'll have to get by Japanese readers analysis http://www1.odn.ne.jp/yukyu_wod/analysis/itsusora-analysis.html
Strange analysis if I might say.
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