
“Perennial Dusk -Kinsenka-” is a kinetic novel about how the human heart endures relentless violence and limitless cruelty, telling the story of a group of exorcists-in-training as they gather the pieces needed to mend their wounded souls.
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About
The human heart is but a vessel for pain.
“Perennial Dusk -Kinsenka-” is a kinetic novel about how the human heart endures relentless violence and limitless cruelty. In a world where the living and the dead mingle, a group of exorcists-in-training faces horrific beings known as Maledicts. Though doomed to be mangled, gutted, and desolated by grief, they strive for whatever happiness they can find beneath the unwaning sunset.
An intricate story about persevering through the horrors of a merciless world.
A script written by Yukito Urushibara ("Irotoridori no Sekai").
Vibrant character designs and illustrations by Saine (VTuber character designer for "Kamishiro Kurea", "Watagashi Unou", and "Hoshikage Lapis").
A stunning soundtrack, comprising tracks composed by Fuminori Matsumoto (“Wonderful Everyday ~Diskontinuierliches Dasein~”) and Hitoshi Fujima from Elements Garden (“Grisaia” series).
1920x1080 resolution support.
Manaka Iwami (Akane, “Oshi no Ko”) as the voice actor of both the soft-spoken Benio Matsuri and her boisterous alter-ego, Nobody.
Yumiri Hanamori (Yuka, “Blue Period”) and Shuta Morishima (Shin Nitta, “Cardfight!! Vanguard”) as the voice actors of the two male leads.
Tachibana Sai lives only to protect his sister from harm, often resorting to lethal means to do so. Weary of the persistent numbness in his heart, he welcomes the prospect of death... That is, until a fateful meeting with Matsuri fills him with a searing pain.
Upon Sai joining their ranks as the newest resident, the ill-assorted group of exorcists-in-training and their reckless mentor find a home together in an old apartment building.
A ruthless boy who knows no pain in his heart.
A lonely girl without any friends.
A friendly girl who struggles to make connections.
A prickly, ambitious girl who is keen to be of help.
A boy who loves his own cute self above anything else.
A mess of a woman who tries to solve everything through brute force.
And a boy with a tender heart who knows no pain in his body.
Bathed in the light of an everlasting sunset, they begin to experience contentment for the first time in their miserable lives. Yet, with their occupation leading to increasingly vicious foes, they are doomed to violent deaths.

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese*, Simplified Chinese*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
■良かった点 ・OPとさいね先生のイラスト OPの曲は大変良く、またさいね先生とのイラストとの組み合わせもとてもよかったです。 ・才役の花守ゆみりさんの演技 とてもよかったです。 ■良くないと感じた点 ・単純に文章が冗長だし、ノベルゲームに向いていない 文章の好き嫌いは人それぞれだと思いますが、このシナリオライターの文章は読み物向きであり、 声やBGMが付くゲームには向いていないように感じます。あまりにも説明的すぎるし、「あれ・これ・そいつ・あの人」みたいな何を指しているのかわからない文章が乱立していることもこのシナリオに没入するのを阻害していました。 ・過去回想が多すぎる 過去回想による場面転換が多すぎて、話に全く入り込めませんでしたし、 何の話だったっけという気持ちにいくどとなくなりました。過去回想のなかで回想にはいるな ・無駄なキャラクターが多い 登場人物が嫌いなわけではないです。ピンポイントでのやりたいことのために登場人物を増やすなと思いました。女性(1人男性)3人は全く深堀りされず、活躍もしないし舞台装置にしかなっていなくてかわいそう。 ・後出しじゃんけんをやめろ 基本的に話は、「実は○○だったんだよ」と「過去回想」で構成されています。しかも本当に伏線とかもなく唐 突に衝撃の話みたいな感じでお出しされて場面転換の連続なので、全く話が気になりません。気になることをお出しされないので。私たちは話を楽しみたいのであって、説明を聞きに来ているのではないです ・やりたい場面が先行しすぎている やりたいこと、伝えたいことが先行しすぎてて、それに至る過程がとても雑に感じましたし、 上記のようなやりたいことが終わったらそのシーンはもういいや、と言わんばかりにご都合主義あるいは適当にそのシーンを終わらせてしまっています。もう少し、山場への道のりを丁寧に作ったほうがいいと思います。 こっちはそんなに場面転換が多い中で気持ちなんて作れません。
[h1] [b]「我会一直伴你左右,祈祷你的未来将会开满无数幸福的花朵。」[/b] [/h1] 感动、满足、愉悦、幸福……我无法找到一个词来最准确地概括完成这部游戏时的心情。如果要我进行一个最贴切的形容,我会用“解脱”。 推完这部游戏是在凌晨的三点,本想趁着热乎写完这篇评测再去安心睡觉,没想到往床上一躺就再也没有起来,穿着衣服不盖被子就这样睡着了。再醒来便是中午十二点,浑身疼的我起了床吃了点东西于是开始着笔评测。 说了这么多,其实我想要传达的意思只有一个:游玩本作给我的精神带来了相当的疲倦。此前游玩的五彩斑斓系列也同样给了我如此感受,只是那时资历尚浅的我无法指出到底是哪一环节出了问题,只是抱着奇怪的心情机械地通关了游戏。现在我明白了:漆原雪人的叙述水平太烂了。 在游玩本作的途中,我不止一次产生了如下想法:前一句台词是如何承接下一句台词的?前一个场景是怎么发展到下一个场景的?事情为什么会变成这个样子?这到底是什么类型的叙事?。若是其他知名脚本的作品,我会怀疑是作品本身过于烧脑或者我的理解能力缺乏锻炼,但这个作品让我确信:如果我感觉这个故事很复杂很难懂,那一定是他的表达方式有问题。 我严重怀疑雪人的大纲就是先写一条大概的主线以及一张复杂的角色关系网,然后上手想到什么写什么——反正最后角色之间的联系能串起来、剧情能回归到主线,一切有所谓的没所谓的都能归于角色塑造与剧情铺垫。不然我实在是想不到,类似本作推着主线、突然又衍生支线、然后插入回忆讲述角色故事、时不时来点哲学讨论/观点说教、冷不防地在本就不清晰的主线上添砖加瓦这样毫无章法的叙事是如何出现在一个制作偏成熟的商业作品上的。我感觉我不是来看小说的,是来看随笔的,故事是跟着脚本想法走的,他简直是在写意识流。 他从没有在意过剧情节奏,不然也不会做出肆意穿插回忆、大篇输出不知所云的观点这样大幅增加阅读难度、让人连看懂都觉得困难的行为,某种意义上我觉得他可能真的很享受写作,只是一味地写而已……我在游玩时体会到的正面情绪反馈几乎都源于剧本本身的优秀,这可能能证明他的想法确实不错吧,但这样的剧本换个叙事显然能有更好的效果。 在游玩本作之前,个人还去看了雪人的一部轻小说,叫做《如果明天,这个世界就会终结》。实际上,相比本作而言,舞台更为箱庭的小说带给我的观感要好上不少,其中更为通畅的语言表达和富有想象力与美感的环境描写一度让我以为雪人的写作水平突飞猛进了,直到我游玩了本作。目前,包括本作在内的许多游戏会将剧本的文字量当作宣传,意在宣扬故事的体量之大、内容之丰富。实际上这样的宣传就如同雪人的小说与游戏给我的不同感受,小说的篇幅更为短小但也能明显感受到对文字表达的精简与叙事节奏的把控,而游戏却一味追求大体量反而诞生了无数冗杂的叙述与无意义的复杂。如此庞大的文字量当中,有效信息到底有多少呢?现在我去苹果自带的阅读里边打开一本书,一卷异世界厕纸普遍500-800页,一本严肃文学的长篇小说却只有不到400页,虽然这样的对比有些欺负人,但我认为文字的凝练毫无疑问要比体量更为重要。毕竟实际上,雪人有了篇幅的限制不也能写出小说那样的精炼文字吗? 相较于老资历而言,本人体验过的雪人作品只有鸟鸟三部和一本轻小说以及本作而已,想来是不足为道的。然而就光是这几部作品当中,雪人所写下的元素就有相当严重的同质化趋向——戴罪之人如何追求幸福、身边一定有透明之人相伴、人要有希望才能活着、言语的力量、祈祷幸福等等……说好听点叫作家个人风格,难听点就叫没活了。写角色就是“因为某种纯粹的愿望而不幸”——“被百般折磨并坚持/黑化”——被爱拯救/解放消散”;写事件就是“异常发生”——“寻找解决办法”——“决战后陷入回忆”——“原来你一直在我身边/我只是渴望爱而已”。这样的写法就算不谈其他作品,光是在本作中就屡屡出现,实在是有点审美疲劳,可能也是单纯的个人不太吃这套吧。不管怎么说,作为一个脚本家,故事的创意始终还是首位,就算这些元素将会成为雪人一生的命题,我也希望他能做到不舍弃这些的同时,为玩家带来更为丰富的体验。 [hr][/hr] [h2] 以下剧透 [/h2] [i] [b]「生命本没有意义或价值,就算你不能成为伟人。就算你无法帮助他人。这一切都无所谓。成就伟大事业对生命来说真的只是微不足道的小事。只要你答应我一件事就够了——不管一生中经历多少悲伤和痛苦——在最后的日子里。希望你能说出『这一生很快乐』」[/b] [/i] 企鹅这个角色,可能是我近期见过的最有人性的神了。嗯,虽然她说自己不是神。灵魂留世或转生,途径旅馆收获温暖的话语,得知有一名高位的存在一直默默地看着自己,祈祷着幸福。暖意流过,只是鼓励的话语却含有难以言喻的说服力。 整个游戏的剧情,几乎就是建立在这样充满着爱与温暖的基调之上的。虽然途径之事曲折离奇阴暗磨难,角色的身世背景也一定伴随着不幸的遭遇,但在故事的主题上雪人一直致力于传达爱这一方面是我很欣赏且喜欢的。在本作中,雪人用“爱”这一主题规避掉了“红绪家所致力的真正的幸福”与“一人的牺牲”这个电车难题,用红绪终这一角色癫狂的塑造和主角仅仅是为了所爱之人的幸福这两点来让剧情的走向逐渐变得一边倒,这种仅是为了一人而非强行宏大的写法同样是我所喜爱的。因此本作的情节可谓是非常合我胃口,也难怪在如此差劲的叙事之下我也能收获这般感动。 红绪祀在苦难之中坚强不屈,向着天空高喊命运小儿;非人注定不为人所爱的命运被拯救,心中的谢意与爱意驱使其世世相追;橘才怀着想成为人类的渴望拼命收集心,为了母亲和妹妹放弃自己的幸福……不同角色的命运在不断的轮回中交织变化,不管是谁都在竭尽全力追寻自己的爱与幸福,这样不惧痛苦勇敢追求苦尽甘来充满希望与陪伴的故事也许就是雪人笔下真正的魅力所在吧。 可惜的是,除了上述列出的角色以外,其他角色的故事与作用都稍显单薄。在这个看似双男主一女主的封面之下,本作所写的重点实际是非人与橘才的一对一。祀作为串通起两者的桥梁也获得了相当程度的重视,其定位是“过去的主角”、“现今的锚点”,前者联系角色,后者展开剧情,角色作用大于角色塑造。至于另一位男主龙起,就是各种层面的惨了。剧情中出生便是公共厕所开局,从外面主动潜入红绪家当卧底,背景无比强大还有个天下无敌的师傅,剧情中一直在说要突破要超越到头来打团造成的有效伤害几乎没有,从来都只是个肉盾的同时还是个只堆生命不堆护甲的肉,随随便便被打一下就是真伤,剧情始于他被橘才撞飞,最后埋下的伏笔也不了了之,舔了一整个游戏的祀最后也不知道有没有结果,用于塑造的笔墨也没有多少,其作用更多是作为橘才不在时的视角摄像头而存在。说实话,前期橘才的塑造真的很不讨喜,出场便是手染无数鲜血的变态杀人魔,看过祀的记忆之后还不忘来几句嘲讽,人好心帮他也只是被他解读为玩善人游戏,就这样一个烂人要和龙起抢女主、还当人面对着人心爱的人告白,这一套下来确实有够憋屈而且恶心,相当劝退,结果发展到后面龙起成小丑了橘才成圣人了,好端端男主之一成了躺赢狗,不知道雪人到底在写什么。 显然,这是一部问题远多于亮点的作品,叙事与文笔上的巨大缺陷令我几乎是以一种“折磨”的心态来通关这部游戏的,“雪氏老方”的情节及人物设计也凸显出其缺乏新意的遗憾,逐渐走向极端的人物资源分配也使其中的不少角色工具感显著。然而,这篇故事带给我的感性体验使我不禁以一种宽容的心态来看待这部作品。在众多描写角色不幸与痛苦遭遇的作品中,雪人的作品总是以一种追求爱与幸福的执着打动我,这种追求中透出的力量堪称“傻劲”,纯粹且童话,却总能导向一个幸福的结局,一个充满着爱与希望的五彩斑斓的世界。他笔下的文字不知所云又繁琐到令人皱眉,但他的故事却如魔力般吸引着人。也许我已经是个大人,因为我学习了理论与知识,能够写下批判与评论的文字;也许我还是个孩子,会对故事中的真善美产生触动与共鸣,对那爱与幸福的童话有种近乎痴愚的喜爱。 [i] [b]「活着本身,就是一场玩笑,没有意义,每一秒只是无色透明地度过。但既然反正也是没有意义的人生。向所爱之人献上诗歌,这样活着。为自己的内心绽放花朵,这样活着。像这样,为自己方便地创造意义就好——去培育有活下去的价值的东西就好。感觉充斥着整个世界的什么东西,暗暗地对我说着……如果决定了自己应该怎么活着,尽可能多地享受快乐的时光,才划得来。我也能纯粹地这样想。」[/b] [/i]
BGM等はよかったが過去回想が多すぎて退屈になるパートがあった そのせいであまり没入できなかった 声優は好きです
[h1]Rating 5.5/10 - "Flawed Writing, Holds Back | A(n) Otherwise: Well Structured Setting"[/h1] (100% Spoiler-Free Review) https://steamcommunity.com/sharedfiles/filedetails/?id=3562197608 [code]"To protect this pain akin to love... To gently break the world apart, piece by piece... Even if it means abandoning humanity. That's why the heart is but a [b]vessel for pain.[/b]"[/code] While it's first 30min-1hr might suggest that you're in for a more Action-y, Shonen Adjacent work.. You couldn't be far from that reality as this Kinetic Novel is a deep exploration into the fragility of the Human Heart, Its Psychological Complexities & Reflecting on Continued Living. (There are hardly any Combat x Fighting or Ghost Hunting related scenario's) But this Dark Tale actually killed my drive to Read Visual Novels for the last 3-months & I've been dreading writing my review for this title, because I do not think for the length of time you spend(Trust no reviews under 40hrs) here, will make up for the following: [h3]Review Highlights[/h3] [b][table] [tr] [th]Issues[/th] [th]Explained[/th] [/tr] [tr] [td]Length - 40-50hrs[/td] [td]This is a Kinetic Novel, meaning the story is truly fixed with no room for choices or alternatives outcomes. This is fine for shorter works produced by the likes of KEY/VISUALARTS, but Perennial Dusk is easily 2-3x their average read time. This can be enjoyable, but here we run into other issues that make this a valid con.[/td] [/tr] [tr] [td]Pacing - Infamous Maldict Yap-a-Thon[/td] [td]Perennial Dusk suffers from heavily from this one problem, Maldicts(Ghosts) canonically love to Yap(Well bc they're not alive - speaking with the Living is Cathartic) endlessly. Even about details they are aware you already know.. Alot of the length of this works can be shortened by cutting down on how many times Maldicts repeat the same things over & over again.. This is a matter of liking how a writer, writes; Rather than a grievance. But alot of time is wasted listening to endless droning of Ghosts that don't necessarily add any plot relevance other than the maintainability of canon consistency.. Pacing is also affected by our next Table.[/td] [/tr] [tr] [td]Time Travel - Inconsistencies[/td] [td]Frontwing Visual Novels usually lean into some kind of Time Travel(ism) as a plot device & honestly I need them to hit the 'FULL STOP'. Time Travel already adds alot of complexity to any story, which for sure caused even more pacing issues here.. This KN is filled with Plot Twists & turns that are directly linked to time shenanigans or outright Time Travel, but when placed under a microscope inconsistencies demand attention & may invoke eye rolls after 40hrs+ [/td] [/tr] [tr] [td]Immense/Overbearing Flashbacks[/td] [td]This is actually the worst part that directly effects all of the above, this KN is littered with repeated Flashbacks.. To an overwhelming degree that it becomes genuinely difficult in telling if you're in the Present or not. Primarily Using Flashbacks can work, as seen via Urushibara's other works, but this degree.. Is overly-excessive, while confusing & tires out the reader. The Flashbacking combined w/the Maledict Droning got so bad.. I CTRL'd my way through the final chapter as I was over it & having my Momentum killed via hours of Flashbacks.[/td] [/tr] [/table][/b] [h3]Conclusion[/h3] https://steamcommunity.com/sharedfiles/filedetails/?id=3562194060 Perennial Dusk has alot going on-behind it, from the Seiyuu Casting, an OST composed by Element Garden who has worked on the Original Soundtrack for Aokana(Runner up for Best Moege of All Time 1980-2024), to a writer who has been in-the game since 2007 & has many highly accredited works such as [url=https://store.steampowered.com/app/2591380/Irotoridori_No_Sekai_HD__The_Colorful_World/]"Irotoridori No Sekai HD - The Colorful World"[/url]. With that said I went into this VN blind, and was open to anything.. Yet what I ended up with was an experience that I believe may be asking too much of it's readers as noted by "[url=https://vndb.org/w13956]-Nobody-[/url]"(Urushibara's Biggest Fan): [code]"This Kinetic Novel presents an emotional and philosophical experience that demands reflection, not just reading. The difficulty in understanding the story isn't because it's illogical, but because it requires us to feel more deeply than simply grasp the plot."[/code] And I can be honest, if true.. I am not on that timing at this moment, even as I reflect on this now.. I am currently willing to bet the average consumer likely is not on this timing as well & thus my current review score. There is something here, it's the reason why I pushed myself to finish this ahead of my entire backlog.. Yet I cannot see myself actually asking others to spend $30 to find out for themselves as many of the Positive Reviews note other serious issues with the plot & yet in classic VN-Community fashion, we're sitting at Positive review score. Just be weary.
■ [b] 꽃다발을 너에게 보내자 -Kinsenka- [/b] □ [b] 오늘이라는 날의 꽃을 따자 [/b] ㅤ(★★★☆☆) 주로 비주얼 노벨을 주로 제작하는 일본의 프론트윙의 25주년 기념작 제1탄으로, 형형색색 시리즈로 데뷔한 우루시바라 유키토가 6년만에 시나리오를 집필한 노벨이기도 하다. 선택지가 존재하지 않고, 5개의 챕터로 구성된 선형적인 진행이다. 줄여서 하나카미(はなかみ). 마음이 모자란 채 태어나 여동생을 괴롭히는 이들을 상대로 살인을 저질러 온 주인공 타치바나 사이는 지루함에 질리기 시작할 빛바랜 일상에 만난 베니오 마츠리를 보고 생애 처음으로 '아픔'을 겪게 된다. 그 감정이 이끄는 대로 마츠리를 따라 발을 딛은 곳은 죽은 영혼의 기억이 잔류하는 황혼의 감옥. 옛날부터 존재한 무명장이라는 건물에서 기묘한 공동생활을 보내는 저주 술사 소년·소녀들의 이야기로, 아픔으로 겪는 마음의 연약함과 끊임없는 만남 속에서 겪는 성찰과 철학적 의미를 부여한다. 제목에 적힌 금잔화(キンセンカ)의 꽃말인 '인내'와 '이별의 슬픔'을 장황하게 풀어헤치고 궁금증에 대한 해답을 '회상' 장면으로 작중 인물의 성장 배경과 감정적인 호소를 끌어냈다. 그리고 캐릭터의 '심리 변화'로서 고통을 딛고 교우 관계를 통해 삶의 의미를 찾아가는 교훈적인 부분은 독자가 그 캐릭터에 공감하고 감동하는 장치로서 작용하는데 1~2장에서 훌륭히 묘사했다고 생각한다. 초중반의 시나리오 흡입력에 비해 후반부로 갈수록 반복되는 회상 장면, 특정 메시지가 주제를 보여주기는 효과적일지는 몰라도 지나치게 남용되어 혼란하기 일쑤인 부분이 잦았다. 두 주인공을 내세워 군상극을 표방하다가 후반부에 들어서 사이와 히토데나시 중점으로 돌아가는데 에필로그에 다다름에도 풀리지 않는 의문과 설정을 내버려둔 채 맥 빠지게 끝나는 마무리가 정말 아쉬웠다. 주인공이 연쇄 살인범이라는 설정과 성격의 일관성 부족으로 호감과 몰입을 낮추게 한 점도 있으나, 잔혹한 묘사와 자극적인 분위기로 시작하였으나 어른과 아이의 책임과 차이점을 세뇌하듯 흘러가고 작가 편의가 넘치는, 대표 히로인과 작품의 주제 중에서 후자를 강력히 고르고 주장하기 바쁜 노벨이었다. [quote] 📮 평가모음집 큐레이터 → [url=https://store.steampowered.com/curator/43983573/] 📰 [/url] [/quote]
不推荐,节奏稀烂,感情戏拖后腿。可取之处是op和立绘
去哪邊領一個可愛透明人ㄌㄌ 前兩章氛圍營造得不錯,後半段體驗挺差,經典看雪人兜圈子,生硬的洗白跟轉折,有點可惜 BGM松本文紀正常發揮,挺好 女主口愛,整體瑕不掩瑜,雪人廚無腦入
[spoiler] 漆原雪人的内心是由痛苦构成的 [/spoiler] 打完感觉速读水平更上一层楼
人の心は痛みでできていた
好玩
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