We now set out to examine visual novels. In a way, it is in them that anime-style media finds its most complete expression, its most aesthetically and emotionally compelling form. The absence of the need to produce countless drawings to create animated frames, as in anime, allows artists to make illustrations that reach the highest level of detail and stylistic refinement insofar as static images remain on the screen for a relatively long period of time. Upon examining them, we notice that, especially in this form of anime-style design, the representation of reality is characterized by a plastic-metallic transfiguration of materials, textures and forms, that is, everything presented is marked by a visual quality that can be described as plastic, metallic or both. This plastic-metallic metamorphosis of things seems to suggest a desire to escape, a will to withdraw from the realm of external reality, which is chaotic, marked by the conflict of opinions and interests, the struggle of classes and individuals, the spontaneous, raw and naturally unpredictable processes of nature, and to take refuge in the artificial world of engendered form, of domesticated, controllable and rationally transparent processes and products. Indeed, it is no coincidence that the otaku's entire personal world is itself plastic: their room is covered on all walls, on all furniture and in every corner with plastic objects (posters, figurines, dolls, CD and DVD cases, video games, various trinkets etc.). This plasticity – and, therefore, artificiality – of their life, with the disturbances and anxieties that naturally accompany it, explains even how a visual novel like Saya no Uta could, not long ago, reach the level of popularity it has today. Truly, the fundamental narrative idea of the story, the plot of a man who sees the entire world around him as a grotesque mass of entrails and, conversely, an alien (which is itself seen by normal people as a grotesque mass of entrails) like a beautiful young girl, signifies exactly the fear and torment of the person who has enclosed themself in a plastic world devoid of any spontaneous and natural meaning. The transformation of the outside world and the annihilation of all its beauty through its reduction to a grotesque carnal mass, as well as the re-signification of an alien being that is strange to this world into something beautiful and worthy of appreciation, expresses precisely the distinct – and even anomalous – way in which the otaku conceives the reality in which they are inserted and their relationship with it, something that the audience unconsciously perceives and that leads them, unknowingly, to identify with the plot and characters of Saya no Uta.
This plastic-metallic quality is further
aided in the construction of its uprooted reality by narratives that are
entirely artificial and that equally express the same tendency of fugue
relatively to the world. Curiously, the visual novel does not usually build its
aesthetic effect on the poetic quality of its text, but on the audiovisual
impression resulting from the harmonious juxtaposition of its graphics, sound
effects, musical interventions and textual elements, which constitutes its
greatest flaw: it is a strange and Frankensteinian hybrid of cinema, theater
and novel. It is, in effect, an art form that fails in each of the isolated and
unique criteria by which its component arts should be evaluated. The visual and
cinematic elements are inferior for obvious reasons, while the literary aspect
is constantly disregarded in its poetic peculiarity and is always treated as a
mere means for the mechanistic, inelegant and crude transmission of the plot,
as if the narrative itself wanted to exist not as text, but as a vague notion
that penetrates directly into the player's mind and that exists confusedly and
impalpably only in their mind. In effect, the communicative form of the visual
novel depreciates any and all art – in the primordial sense of the word by
which one meant "technique" – insofar as it wants to skip the very
formal stage of art as technique, of art as the cultivation of one or more techniques,
and simply wants to go straight to the promotion of a certain mental state in
the player, providing an objectified, commodified "experience", an
immaterial product that is as if it already arrived ready-made with the
download. The visual novel presents itself, therefore, as the result of forces
that are contrary to art itself, a kitsch taken to its ultimate consequences by
means of the processes of alienation, loss of aesthetic sensibility and the
automation and mechanization not only of the productive stages, but of the very
enjoyment of the work of art. It is, consequently, an abomination of immense
proportions whose grotesque aspect is even difficult to put into words.
Similarly, the musical ambit is also
always underdeveloped, and fundamentally for the same reason. Since the musical
element is merely an accompaniment – that is, just another means by which the
visual novel wants to hammer its "experience" directly into the
player's mind – the entire role of the music is reduced to reinforcing certain
ideas linked to specific environments, events and characters. It's Satie's Musique
d'Ameublement, only in an even more subservient form. Indeed, the literary
and musical parts never even aspire to reach the levels established by great
art because they are always subject to the needs of the resulting harmonic
effect, that is, because they are and continue to be slaves to the
"immersive" audiovisual phantasmagoria which (at least until today)
remains devoid of any deeper meaning, incapable of achieving the status of serious
art on its own.
It must therefore be said that the path
to overcoming these problems lies either in a total and radical reimagining of
what exactly this "immersive" audiovisual phantasmagoria means, or in
consolidating the text as the decisive part and aspect of visual novels,
transforming them into an art form that is consciously more literary than
interactive, "immersive" or audiovisual.
Ideally, the transformation of the visual
novel into an art form of the highest level, the realization in it of a
culturally and temporally transcendental artistic value, a mirror of the most
genuine and esteemed human condition, would stem both from a poetic-narrative
elevation of the text as well as from a revolution in its audiovisual elements,
but this obviously encounters a series of problems for which there is still no
definitive solution. Firstly, the textual element, being a hybrid of theatrical
and novelistic text, requires us to rethink traditional narrative and dramatic
structures in a way that adequately accommodates, for the purposes of high art,
the intrinsic peculiarity of the visual novel medium whereby dialogue plays a
more important role than in the novel, but not more important than in theater,
while narration plays a more important role than in theater, but not more
important than in the novel. Secondly, it is necessary to reformulate the
visual and cinematic element in such a way as to overcome the typical
limitations of the anime style without, however, adulterating it to the point
of losing its own genuine character. Finally, it is necessary to liberate the
musical component from its docile and undignified role and bring it closer
to an operatic style, taking full advantage of the practical and theoretical
legacy of the great European composers.
With the current decline in the
popularity of visual novels, their shortcomings and their primitive, not yet
fully refined technical-stylistic condition become evident, especially when we
compare them with the most modern examples of video games and notice their
interactive-cinematic inferiority, their inability to compete in providing a
truly immersive audiovisual experience. It is always a tragic thing when an art
form dies or decays before reaching its maturity, but, at the same time, if it
is necessarily deprived of a path that directs it towards high art, its demise
then appears as a natural and unavoidable future. This is why visual novels
currently have two choices: either take a qualitative leap and rise to the
level of serious art and literature, becoming comparable to the great works of
world literature (thus ensuring their preservation as a living tradition
through the assimilation into the canon), or wither and ultimately perish in
the face of the competition from modern-day games, which are undoubtedly
superior in their graphic, cinematic and interactive capabilities. Unfortunately, the latter
is the most likely outcome.
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