Children's Country -Magic Children- (Free, Visual Game) Introduction and Review

子どもたちの国 -Magic Children-(フリー・見るゲ)紹介・感想 game
This post can be read in about 6 minutes.

Preface

This is a review article of "Children's Country -Magic Children-," a visual novel by Tanchi that was unveiled at "VIPRPG 2021 Kohaku."
This game is a linear visual novel created with RPG Maker 2003 Steam.
I started playing because I saw some tweets on Twitter with people's impressions and thought it looked interesting.
This is a work that carefully depicts everyday life leading up to an exciting climax, and then suddenly stirs your emotions.

It consists of 10 episodes, and the total playtime was about 5 hours.

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VIPRPG Red and White 2021(Work number 7)

Introduction and Impressions (No Spoilers)

This story is set in a country inhabited by magical beings known as Zeuspark.
The story revolves around Spark I, who sets out on a journey to become the strongest male in a situation that is isolated from the outside world due to tensions with neighboring countries.
When Spark I leaves the country, he encounters Black Thunder, a five-time champion fighter who has just returned to his old stomping grounds.
I forcefully begged to become Black Thunder's apprentice and followed him, only to immediately return to Zeus Park.
At the same time, the Five-Crown Fighter Splendid has also returned to Zeus Park, giving the impression that something big is about to happen.

This is a story set in Zeus Park, a land for children, depicting approximately four months from the end of summer to early winter.
The game cleverly integrates still images into the game screen, evoking a nostalgic feeling in the player.

The early to middle parts of the story delve into the nature of this country and its characters through events for children held at Zeus Park.
There are many characters, but for those who play VIPRPG a lot, they'll all be familiar faces, so it probably won't be much of a problem.
I've only played a few VIPRPG games, but I didn't feel that there was a lack of explanation, and I was able to enjoy the game while accepting things like, "So this is the kind of personality this character has."
I feel that this game isn't made with the assumption that the player is familiar with VIPRPG, but rather is made in a way that allows even those unfamiliar with the game to enjoy it, like a movie.
However, since it doesn't explain everything in meticulous detail, players are expected to read between the lines to some extent.

There are many plot points that you'll notice if you play through the game again from the beginning after clearing it, which will make you appreciate the high level of the work's structure.

While the number of puppet shows (fight scenes), a characteristic of "visual games," is relatively small in the beginning, they unfold at a furious pace in the latter half.
Even in scenes where it's difficult to immediately understand what's happening, explanations are interspersed to maintain the pace.

The latter part of the film had many emotionally moving moments, and I myself often found myself shedding tears.
This can be attributed to the careful depiction of everyday life scenes in the early to middle stages of the story.
It was a work that could be enjoyed in all aspects, with laughter, tears, romance, and battles.

Review (contains spoilers)

This section contains spoilers.
Please be aware that reading this before playing the game may spoil the experience.

"Children's Country" consists of a total of 10 episodes.
In the first episode, the situation surrounding Zeus Spark is depicted, while the focus is on the return of Black Thunder.
This could be described as the "beginning" in the four-part structure of a story (introduction, development, turn, and conclusion).

Episodes 2 through 6 depict the children's daily lives through events such as cleaning the temple, camping, and Halloween.
In terms of the four-part structure of a story (introduction, development, turn, and conclusion), this would be the "development" stage.
However, glimpses of brainwashing-like education are interspersed throughout, creating scenes that are calm yet somehow unsettling.
I felt a sense of peace watching the children interacting with each other, but when the head priest's religious teachings got involved, I felt a vague sense of unease.
However, I personally found the scenes of the children interacting entertaining, so I played the game without delving deeper into that sense of incongruity.
I think I felt the same way as Black Thunder and Splendid in the story—doubtful but not entirely certain.

Then, in episode 7, the atmosphere takes a sudden turn from cheerful to Bleach's funeral.
Perhaps it plays a role in connecting the "development" and "turning point" in the four-part structure of a story.
It felt like the fun times of children were coming to an end, and the time when we would be governed by the logic of adults was approaching.
I think this is the moment when Spark I, who was trying to do things his own way, grows when he faces something that doesn't go his way: death.

Spark I gave the impression of being a stereotypical bad boy, but what was impressive was how he was trying to accept the death of his best friend in his own way and act positively.
As beings who embody magic, even though they may look like children, they may instinctively understand death from the very beginning.

And episode 9 is the "turning point" in terms of the four-part structure of a story.
It is revealed that everything was orchestrated by the head priest to cause a catastrophic war, which will deeply shock the player.
He didn't explicitly explain why he did it, but I think he said something to the effect that he enjoyed being able to influence the world all by himself, just like a warrior pursues strength (I'm not entirely sure).
The fight scenes, in which he easily outmaneuvers Black Thunder and Splendid, two of the strongest characters in the story, really emphasized the abbot's extraordinary strength.

The head priest tried to create a bond between the two and give them a weakness, but in the end, that bond led them to victory.
For a head priest who can be the strongest on his own, it's understandable that he might think that way.
I felt that the everyday life scenes, which had been carefully depicted from the beginning, really came to life in episode 9.

In episode 9, the secret base and transmission tower, which had previously been depicted as playgrounds for children, became battlefields.
I was struck by how the (somewhat precarious) utopia of a children's country was suddenly destroyed by war.

Episode 9 featured many character fight scenes and deaths depicted without reservation, making it very compelling to watch.
While playing through episodes 1-8, the focus was mainly on everyday life, which sometimes made it feel a bit drawn out.
However, looking back after finishing the game, I realized that carefully depicting everyday life was necessary to amplify the impact of episode 9.
Even if you feel it's lacking in the early stages, I'm sure you'll be thrilled by episode 9, so I hope you'll play it all the way to the end.

One of the most memorable scenes is when Spark I defeats Light III.
Spychi aims to be the strongest, but his actual abilities don't quite match his aspirations.
Even though he's the main character, he doesn't get much of a power boost, and he can barely defeat the enemy even with the help of many allies.
I appreciated the realistic approach of not giving the protagonist preferential treatment in battles just because he's the main character.
Other scenes that left a strong impression on me included the fight between the fake Musha and Zanninnin, the scene where they beg for the lives of those being protected at the temple, and the scene where the golden orbs are passed around one after another.

My favorite character is Duke Lilia.
The battle scenes are depicted in a way that suggests considerable skill, and he even has the title of "Six-Crown Fighter."
It exuded an aura of superiority over the five-time champions Black Thunder and Splendid, and it was really cool.
In episode 9, almost every character gets their moment to shine and looks cool, so it would be pointless to keep listing how "so-and-so was cool."
It was a very interesting work that stirred up a wide range of emotions, from joy and anger to sadness and happiness.

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