Foreword: As a super-delayed review, I feel that there needs to be some form of explanation.
I generally didn’t really want to touch any tone work’s titles purely because of the fact that it’s super long (I didn’t touch games like Hatsukoi 1/1 for the same reason). After hearing people suggest this game for me, and me myself having played relatively longer games like Sengoku Koihime, I thought I would be able to handle it.
Oh boy was I wrong.
The reason why I’m making this a short review instead of a full fledged one is because I ended up getting sick of it after completing Yuzuki, Bethley, and 3/4 of the way through Mizuha’s route and ended up going “fuck this shit” and dropping the game. For this reason, I won’t be talking about the characters at all, but basing my scores purely on what I experienced with the game so far, as well as my opinions.
For this reason, please understand that my review for this game is greatly unreliable. Please only use it as another player’s opinion instead of a source of solid information/criticisms. Let’s get to it.
Title: 銀色、遥か (Silver Color, Far Away)
Producers: tone works
Release Date: August 26, 2016
VNDB Link: https://vndb.org/v18778
Getchu Link: http://www.getchu.com/soft.phtml?id=885200
Game Type: Realistic Romance Novel
Summary: Yukito’s childhood wasn’t colorful like anyone else’s, but it was definitely filled with kindness. His 2nd year in middle school was filled with potential as his younger sister Yuzuki hastily followed him outside to his “present”, and it’s not long until both of them form and remember new and old relationships.
The transfer student from Canada Bethley, Yukito’s new classmate Momiji, Yuzuki’s new best friend Hinata, Mizuha their childhood friend who they soon reunite with, and finally his own sister Yuzuki.
This is a story about them and their friendship that creates a group of inseparable friends. Even when Bethley returns to Canada, they are sure they will be able to meet again soon.
Story Length: Very Long (> 80 hours)
Complete Story Clearing Difficulty: Easy
Comments: Not even going to lie; a single route took me roughly the equivalent of what would take me to play a normal game. Multiply that by 5 and you get how long you’ll need to spend on this title. To be honest, most of this length was a double edge sword for the game for the reason that it was full and complete, but bone-grindingly boring.
Character Design Rating: 7/10
Story Rating: 6/10
Protagonist Rating: 6/10
Game Quality: Low
Overall Rating: 6/10
My first impressions of this game was, as many players will mention, is that it’s pretty damn long. Unlike BaseSon’s games, however, tone work’s games (or at least this title in particular) is heavily lacking that impact that makes you want to read more. Instead, everything just seems like your typical charage in the eyes of veterans like myself. Obviously, this didn’t play so well in giving me a good impression of this game in the beginning, and the game failed to change this impression as I completed two routes and finally gave up after I saw I wasn’t going to get anything else.
In terms of story, expect greatly heartwarming scenes especially when the scenario focuses around the two characters, and their interaction was rather cute, complex, and realistic. This did well for both the character and protagonist score overall, and is really what I think is the main selling point of this title.
Just a protip for scenario writers that the best games are based on reality. The moment you try to include a fantasy theme, you knock it out from being “perfect”.
On the flipside, the ridiculous length of the story was also its downfall as it was almost tedious to go through all the routes completely. This may not be the case for a very casual players who doesn’t write reviews or play 5~10 titles every month *cough*, but if you’re a veteran who plays a wide array of genre, this game will end up being treated the same as I have treated it; more of a chore to complete than actually enjoying it. As you can see, even I (who completed games like Astral Air, mind you) just ended up frustrated from the lack of variety or “impact” as I like to call it, and dropped the game. There are other more “fun”
nukige games to play and I can’t see myself spending so much time on a single one as you would need to for this one. This is even worse because apparently, this game has a lot of effort put into it; having one scenario writer PER route. I’ll be discussing this further down in the comments.
Characters are generally well-designed, making this game at least qualify as a charage, but as someone who has played well over 200 titles and possibly over 500 including nukige, the designs seemed to be very archetypical. If at all, this game contains the “Eroge Trinity” (Imouto, Childhood friend, Kouhai Heroines) which is heavily representative of the lack of creativity or effort. Each heroine does have her own
long ass “scenario” and traits, but the romance in each route is more-or-less a familiar aspect from other recent titles (aka, pretty bad).
Especially considering the game has all three of the “Eroge Trinity”
Yukito is quite unfortunate in the sense he seemed much more “bland” than what the game was trying to show. He has much more action once you get into a heroine route, but as it stands, there’s very little reason for romantic relationships to form with said heroine in the first place if all his “protagonist moments” are located further down the route. As with other charage with their tropes on romance, it was his “previous relationships” that really had a big standing in terms of romance development
Sexual Content: Low
Comments: So first, the good parts of this game.
The goods are that first, its transitions are great. Displaying of successive scenes are performed properly with relatively clear descriptive messages which allows the reader to quickly calibrate to the timeframe of the story, even if several months have passed. This transition allowed what’s otherwise a hard-to-follow story to become a bit more fluid, and that’s something the game did well.
Another thing I need to give this game credit for is the completeness of each route, meaning there are lots of “events” if you will happening between the protagonist and the respective heroine of your choosing, and the
omgwtfbbq slow transitioning of the two becoming romantic partners. Even after their romantic connection, the game goes on to present even more scenario for each heroine, up to the “marriage” conclusion at the very end.
And having a family
There are plenty of character interaction between heroines (though I would’ve liked to see more of them in the beginning). You have all the five heroines fully interacting with each other in respect to their own “theme” if you will (e.g. Sweets for Yuzuki, Skating for Mizuha), so that was a very good trait. The reason why I say it was more of a minus in a way is due to the lack of impact for each heroine. The game does spend time introducing the heroine exclusively during the prologue, but this seemed unnatural since it does this with each heroine, meaning Hinata, despite being Yuzuki’s best friend, was introduced without said “link” (aka Yuzuki) to Yukito, as an example.
The same “lack of impact” is the fatal flaw for this game which made it not worth finishing. Everything just seems so plain and boring, and this coupled with the game being extremely long made the game simply not enjoyable. Many similar events repeat for a single heroine later within her route, adding to this monotonic atmosphere, and it’s fair to say that one can literally skip large chunks of this game and not miss the quote-unquote “most important parts”.
Even the main conflict in Yuzuki’s route was just pathetically insignificant
The game really needed that UMPH or that climactic atmosphere to grab the reader’s attention, but instead resorted to very slow and boring story elements focusing around the biography of the heroine (and the protagonist). The main problem with this is that not only does the game seem like a charage, but made it so that if you didn’t particularly care about said heroine, there was essentially no reason to continue playing through her route. The game fails to properly build affection for each heroine in the beginning, so I personally had trouble being immersed with any of the routes.
The second “miss” I found was the setting. Having five girls surrounding one guy is not necessarily a good trait especially since the game emphasizes friendship at least within the beginning portions. If at all, this game REALLY needed more subcharacters (Momoka doesn’t count because she’s not within their age), ideally one for each heroine. The fact that this group of six “kids” only included one guy gives off the atmosphere of a harem somewhat like this game, and something that really annoys me.
When I was kid back in Korea it was usually me, two other guys, and one other tomboyish girl. Reverse Harem?
Which brings me to my third point that all of these characters are freaking middle-school kids in the beginning of the story. Let’s just ignore the obvious and accepted fact that kids in this age would likely rather engage with groups of the same gender
Ew Cooties. The game makes heavy emphasis that these characters fell in love at this time so it gives off that impression that it was essentially their “first-love”, and that was pretty cute. On the other hand, these characters really did NOT seem like middle-school kids the age of perhaps 12-14 especially because subcharacters like Momoka suggest that Yukito and his group are “too mature for their age”, and there are no other middle-school kids behaving immaturely (*coff* lack of subcharacters) to use as a comparison within the game. Having them come back with a “grown-up sprite” was pretty nice, but even then that has its flaws (such as how they all look like college students with one certain portion greatly amplified).
I was talking about their height. Get your minds out of the gutter pervs
One of the things I need to mention is that each route seems to be split apart from the others, similar to what I saw from Sakura no Uta where each chapter seemed like a different “book” if you will. This may have to do with how each heroine route was written by a unique scenario writer, but as it is there is very little presentation of other heroines in a specific heroine’s route (e.g. I would rarely see Mizuha or Hinata in Yuzuki’s route). Obviously this leads to even more monotonic scenario and even less immersion. Not a good thing.
The last negative I’ve observed was that each route has an after-story. Now you might be thinking “Wait Joyjason; isn’t an after story more of a good thing because it offers quantity?” Well yeah, IF THE QUANTITY OF THE MAIN GAME WASN’T ALREADY LARGE ENOUGH. (Insert barbaric screaming here)
On the flipside, it’s not really fair to call this a game with “fillers” since
while the quantity was fucking atrocious these large number of “events” (no matter how bland or boring it is) was one of the main things that really makes this game moving and was exclusive to the heroine in question.
Basically, each route was SPECIFIC and almost exclusive to the heroine
As mentioned previously, however, the length of this game only works if you actually care for the heroines in the first place to “follow through” with her life from beginning to end. This would be a good trait, except the game fails to actually do as such at least in my viewpoint. As mentioned previously, I never found myself caring for any of the heroines purely based on the prologue, so that made my experience with this game much more painful.
Affection for the Characters: Low
CG Score: 8/10
Music Score: 7/10
Addictiveness: Game pls. I’d rather cut off my four limbs than play this game again.
- Transition of the game is fluid and smooth for the most part
- The plethora of interactions within the heroine route (although it was missing both in the prologue and the later portions of said heroine route) was a great design and allowed the story to be very immersive.
- The game is extremely thorough and complete. It almost feels like you’re “following” the story of the heroine through her life, which was an interesting take on a visual novel
- Characters, while archetypical for the most part, also have theme and conflict of their own which their route revolves around
- If it wasn’t emphasized enough already, the game is painfully and excessively long, requiring utmost dedication or to be fully engaged with the story to even have a good time with it.
- The game presents the Eroge Trinity, which shows the lack of effort by the writers in terms of designing heroines
- As a game written by 6 different scenario writers, the entire game feels incoherent with each other and exclusive to the heroine for whose route you’re in. This made the game seem like five different titles.
- More like a biography of the heroines, it makes it tedious to go through a route if you didn’t particularly care for said heroine.
Overall, Gin’iro Haruka is actually quite a good game. In fact, I wouldn’t hesitate to label it one of the best games of 2016…. IF it wasn’t for the huge lack of impact and the ridiculous length that really just made me more annoyed than actually enjoying the game. For players who really like the heroine from the prologue you might have a good time with the game, but if you can’t find yourself doing this I would highly recommend you to drop the game immediately and invest your time into a more worthwhile title.
As it stands, Gin’iro Haruka is best described as a very extensive charage. You play this game for the characters and that’s pretty much it. If you come here expecting anything else like I did, you’ll end up deeply frustrated and annoyed.
No commenting about how this isn’t a short review. I’ll kill you if you do
Next review will be for Amenity’s Life