Recollect Eden (Free Visual Novel) Introduction and Review

リコレクトエデン(フリー・ビジュアルノベル)紹介・感想 game
This post can be read in about 12 minutes.

This is an article introducing the free visual novel game "Recollect Eden" by AquaPolaris.
This story isn't about thrilling superpower battles in a world where people with superpowers called GIFTs have begun to appear... but rather, it's a work themed around love.

The stated completion time is 10 to 15 hours.
(I read it a little earlier and it took me about nine and a half hours.)

Game Overview

In 2042 Japan, the existence of the psychic gene "GIFT" was revealed, plunging the country into chaos.
The Fourth Section of the Comprehensive Research Institute for Supernatural Abilities, established to address this issue, is a special unit tasked with "recovering" those with supernatural abilities.
This story is set in the 4th Division, where the characters strengthen their bonds with their colleagues, sometimes clashing over their beliefs, as they confront a major conspiracy.

 

At the start of the game, you can choose from two scenarios.
First up is the story of Rikka Hiiragi, the flashback chapter.

 

And the other is the story of Kunihito Ichinose, the Reminiscence Chapter.
Chronologically, this takes place after the Reminiscence Arc, and after the Recollection Arc.
It doesn't matter which order you play them in, but the impression you get of the story will likely change depending on the order you play them.

I played through the Recollection Arc first, then the Remembrance Arc.
In this order, the player might find it easier to empathize with Rikka, who has lost her memory, as they become more relatable.
On the other hand, there are many things that remain unclear, but for those who enjoy plot twists and resolutions, this is a recommended order.

If you follow the order of "Reminiscence Arc" followed by "Recollection Arc," it will be a simple chronological order, making the story easier to understand.
In the flashback arc, you might feel an overwhelming urge to tell Rikka everything, as she has lost her memories (this is just my imagination).

 

While the main way to progress through this game is by reading the text, tips are also provided.
Since it's set in a slightly futuristic world, there are quite a few technical terms, which is helpful.
However, the technical terms are naturally explained within the story and are easy to understand, so I think you'll be fine without ever having to look at the tips.

 

In this game, there are scenes where you can use GIFT at key points.
As you approach that scene, a guide will appear in the upper right corner of the screen, so try clicking it.

 

Clicking will allow you to select which type of GIFT to activate.
In Rikka's case, there are three options to choose from, while in Kokujin's case, there is only one option.
If you continue reading, the selected GIFT will be automatically activated at the set time.
If you don't select any GIFT options, it means you've chosen not to use one, and the outcome will branch accordingly.

 

常にGIFTを使用すればいいわけではなく、使うべきか使わざるべきかは状況によって異なります。
Even if you make the wrong choice and end up with a bad ending, you can immediately go back to the previous choice, so there's no need to worry.

There are 19 save slots plus 1 auto-save slot, for a total of 20.
You might find it a bit lacking, but this work is divided into small chapters.
If you want to rewatch past scenes, you don't need to rely on loading data; simply selecting the chapter you want to watch should be sufficient.

 

Review (no spoilers)

Overall, I got the impression that they weren't going for something edgy or eccentric, but rather carefully crafting something using what could be considered classic materials.
I think this is the type of work that impresses with its level of perfection rather than its eccentricity.

I believe that the appeal of visual novels lies almost entirely in their narrative elements.
And when considering what constitutes a narrative element, I think there are roughly five elements (this is my personal opinion).

① The story's appeal
Whether the structure of the story (introduction, development, turn, conclusion), the cleverness of the foreshadowing, and the pacing of the plot are good.

② The appeal of the characters
Meaningful personalities, psychological portrayals, character development, interactions between characters, memorable lines, etc.

③ Setting the world
The presence or absence of consistency, uniqueness, and necessity in the background, era, culture, rules, etc.

④ Thematic and Message
Can you sense the ideas, values, and questions that the work ultimately wants to convey?

⑤Writing skills
The rhythm, expression, humor, and immersion of the narrative and dialogue.

In addition to the narrative elements mentioned above, I believe there are also "expressive elements" such as graphics and background music, and "game elements" consisting of choices, route design, UI, and operability.
Based on these three points, I will write my impressions of this game, "Recollect Eden," without any spoilers.

Since I'm writing this without going into specific details, it might come across as a bit abstract and vague, but I hope it conveys at least some of the general idea.

 

Narrative elements

The interestingness of the story

I thought the story was easy to read and enjoyable.
The technique of drawing parallels between Rikka Hiiragi's amnesia and the player's lack of knowledge, thereby encouraging empathy for Rikka, felt effective precisely because it's a classic approach.
Because the character has no memory, there are many things the player doesn't understand, and many plot points are left unresolved.
Usually, too many plot points can make things confusing and stressful, but in this work...
It is clearly stated from the beginning that there are two scenarios: the Reminiscence Arc and the Remembrance Arc.
Although there are many mysteries, the system gives players the expectation that they will be revealed later, thus reducing stress.

Regarding the plot and ending, there weren't a series of unexpected twists; rather, the story unfolded in the direction I had hoped for.
This doesn't mean the plot is predictable and boring; rather, it means the story progresses smoothly and is easy to read.
Even in episodes that are only small elements in the overall story, the characters' feelings were carefully depicted, which I appreciated.

 

The appeal of the characters

I felt that the characters, especially the two main characters, were vividly portrayed.
I didn't find anything unnatural about the protagonist's feelings as described in the narrative, and I was able to read it without any discomfort.
From Rikka's perspective, it was unclear what Kunihito was thinking, but by reading the scenario from Kunihito's point of view, I was able to understand and appreciate his feelings.

I also found the characters other than the protagonist to be very appealing.
Each member of the Fourth Division, who are the main characters, had their own backstory and a strong sense of camaraderie.
I felt that the balance of character development for characters other than the protagonist was just right.
In ensemble dramas, a significant amount of text is often dedicated to characters other than the protagonist, which can sometimes cause the main plot to become distorted. However, I don't think that was the case in this work.

In addition, some of the supporting characters who only appeared in one episode also left a lasting impression on me.
When considering their role within the story, even though they are merely part of the stage setting, they don't give off that impression; instead, they act and speak as if they were real people (especially the two classmates in the third chapter of the flashback section).

 

World setting

The setting is a slightly futuristic Japan where humans are beginning to awaken to superpowers, which is a common premise in fictional works.
However, that made it easier to accept, and it naturally entered my mind.
The reason for awakening psychic powers is original, and since it is deeply related to the theme of this work, it felt inevitable and consistent.

Since these settings need to be explained to the player, we have to dedicate a certain amount of text to the explanatory section.
This point is seamlessly incorporated by using the common technique of explaining it to the amnesiac protagonist, which allows for a natural explanation to be given to the player as well.
僕は、序盤の説明シーンを少し長く感じてしまいましたが、主要人物紹介のための描写も兼ねていたりするため、特別気にする必要はないでしょう。

 

Theme and Message

This is quite explicitly stated and easy to understand.
The tagline on the official website reads as follows:
"This isn't a dating sim, or an otome game, or a sci-fi story, or a world-story type of game. It's a pure love story."

In other words, the theme of this work is love.
I think it's rare for a theme to be clearly stated in works like this.
Upon finishing the book, I found the ending to be convincing and consistent.

To be more precise, the ending of this work is clearly written in the last part of the story description on the official website.
The gears of fate have begun to turn. Now, each person's feelings will weave together into a single story.
"And then the world will know love."

Those who haven't played the game will probably be puzzled by this sentence and wonder what it means.
However, speaking as someone who has completed the game, this is not a metaphor or anything like that; it's simply stating a direct fact.
If you're interested, you'll understand once you've read this work to the end.

 

writing skills

I found the writing style to be straightforward and easy to read.
I don't feel like they're using unnecessarily difficult words; rather, I get the impression that they're consciously writing in an easy-to-understand way.
The text displayed at one time is typically only one or two lines, and I felt that a great deal of care had been taken to ensure that the content could be easily understood at a glance of the message window.

 

expressive elements

Overall, I think it's more than luxurious enough for a free game.

Regarding the graphics, each character has their own original character portrait.
Even the supporting characters have detailed variations, which shows a lot of effort went into their design.
The event scenes feature many still images, which shows a considerable amount of effort went into this free game.

The opening and ending sequences feature movies and vocal tracks, giving the impression of a lavish production.
The background music that enhances the game is generally excellent, and in addition to royalty-free music, several original songs commissioned from professionals are used.

My favorite part is the main theme that plays on the title screen.
I've come to like this song so much that I'll even launch the game just to listen to it on its own.

 

Game elements

Regarding the question of what constitutes the game-like elements in visual novels, I believe it's something that's only possible because it's a game and not a book.
For example, branching scenarios based on choices, or a structure where routes are unlocked sequentially, are examples of presentation methods unique to games.

One of the key features of this game is that you can choose a scenario at the start of the game.
It is possible to start with either of the two scenarios, the Reminiscence Arc or the Remembrance Arc.
This could leave players confused about which one to start with, so I think it's hard to say whether it's good or bad.
However, I thought it was an interesting design choice that the ending of one scenario connects to the beginning of the other, regardless of which one you start with.

 

A classic element unique to games is branching storylines based on choices made.
This game doesn't use the usual choice system; instead, you pre-determine which GIFT to activate, and then activate it when the appropriate situation arises.
It's a bit clever and interesting, but I think simply choosing from the options would have been more comfortable.

Regarding the rest of the UI, all the necessary functions were included, and I had no complaints.
Each scenario is divided into chapters and segments, which made it easy to jump to scenes I wanted to revisit, which was a nice feature.
Furthermore, the availability of TIPS eliminates the need to explain technical terms in detail within the story, and I felt that the design was thoughtful, allowing only those who want to learn more to read them.

Overall review

I've written about a lot of details, but overall, I felt this was a very high-quality free game.
Using familiar ingredients and cooking them in a conventional way to create a dish that everyone finds delicious is extremely difficult and requires solid skills.
I think this is a work that you can enjoy with peace of mind, much like a comforting bowl of nikujaga (Japanese meat and potato stew), so I would definitely recommend it to anyone who is interested.

 

Thoughts and screenshots included (spoiler alert)

Below, I will write my impressions, including screenshots, and it will contain spoilers.
Please note that those who have not yet played the game should not read this.

 

 

 

 

 

 

 

From episode 2 of the flashback arc.
Since losing her memory, Rikka seems unsure how to deal with Ono, who keeps making advances towards her.
However, in the end, we settled into the role of colleagues in the same department, so I was able to confidently call him my partner and feel at ease.
While Ono probably hasn't given up yet at this point, this is one of my favorite episodes because it shows how their relationship is settling down and how Rikka is starting to find her place in the department.

 

The scene featured lines from "Code Geass: Lelouch of the Rebellion" and "Glass Mask," and while it might just be a coincidence, it made me wonder if Kisaki-san is quite fond of anime and manga.
As a researcher and a senior figure, his demeanor as a teacher suited him well.

 

Yukiko and Himawari, classmates from episode 3 of the flashback arc.
He treated Rikka normally and allowed her to experience a brief glimpse of everyday student life.
Even when Rikka revealed that she had been working undercover, the girls were kind enough to accept it, saying, "Lying is normal for high school girls."

Looking back after completing the game, it seems that Rikka probably never had the experience of attending a regular school.
Therefore, I was deeply moved by this episode, as it was a precious experience for Rikka to attend school as a normal person and make friends.

 

Ono is actually quite capable in combat, but it's funny how he's underestimated because of the shared perception that he's an idiot.
That's why the scenes where he truly shines are so cool because of the contrast, and I think that's a great thing.

 

The interesting thing about Rikka is that you can tell she's not good at it just from the way she says it.
The fact that Ono has a blank expression in this screenshot is surreal and funny.

 

Maihara almost said "1800" but corrected herself to the normal way of saying it because it was outside of work, which showed her human side.

 

The structure of the Self-Defense Forces in the story may differ slightly from that of the real Self-Defense Forces, but it seems that promotions to officers of the rank of Colonel or higher are based solely on selection, rather than on promotion exams.
Therefore, with the backing of a general, it seems that becoming a major general in just a few months is not at all impossible.
However, given the unusually fast pace, I suspect there are many enemies around.

 

I had thought I'd be able to get along with Ono much sooner, but somehow it ended up being right at the very end.
It feels like we finally became comrades after going through a rite of passage, like two gang leaders fighting each other on a riverbank and then becoming friends.

 

This is the scene where Ono uses coins he had hidden to deflect each bullet from the machine gun, effectively neutralizing them.
It's cool, kind of like Gilgamesh's (Fate) Gate of Babylon.
The rank A title is not just for show.

 

I laughed at the lines and defeat of the character, which reminded me of Kasa from the Poseidon arc of Saint Seiya. (It's old.)

 

The climax scene.
Initially, the top line represents Kunihito's feelings, and the bottom line represents Rikka's feelings, but...

 

I thought the way the two characters' feelings gradually synchronized and overlapped was wonderful.

 

And finally, the top and bottom are not separate but connected to form a single sentence.
I think it was a fitting climax for this film, which depicts human connections.

 

I had expected Maihara to remain an enemy hindering the local people as Tatsumi's pawn, so it was unexpected that he would become conflicted.

 

This scene shows Lilith making him realize that, despite trying to abandon love, he hadn't actually been able to completely let it go.
I really like Lilith's expression here.

 

It was unexpected that Maihara was the final piece of the puzzle for Section 4, but it felt like the team finally came together, making for a satisfying ending.
I was prepared for Maihara and Tatsumi to kill each other, so I was relieved that things didn't turn out that way.

 

The line in the official synopsis, "And then the world learns of love," finally made sense to me.
That was a truly embarrassing experience.

 

In the final scene, Kunihito sheds tears after Hitoka says, "Thank you for being born."
This man, who had lived his life constantly belittling himself, must have been overwhelmed with emotion at having his existence unconditionally affirmed.
I think that Hitoka, who is a precious daughter to the people of Guk, is truly like a gift (a present from God).
Kunihito, who had never felt love from his parents, was finally able to experience through Hitoka's words that he, too, is a gift to someone.

It was a truly satisfying ending, and after finishing it, I was left with a warm feeling for quite some time.

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