Love Flute
Yet another great story from Talesshop. They keep managing to make unique stories that suck me in every time with their characters and scenarios.
I think this VN also crystalized in my mind why I really don't like "true ending"s. There are three endings to this VN and I gained access to all three of them and first saw the True Ending and while it certainly felt like a "this is how it should end" for what most would consider healthy, it just felt so... impersonal, almost nihilistic maybe? I much proffered the Good Ending as it is called, not just because our hero and heroine intend to spend a long time together, but because it felt personal and unique. I like seeing people carve out their own little slice of life or happiness, even if it isn't what is considered normal or correct. It's just so much more compelling to me.
It's why I really don't like VNs with what is called a ladder structure like Steins;Gate or The Devil on G String. It makes it so when you make a choice to see the outcome of going down a certain path feel like a dead end since the story is designed in such a way that only by progressing to the very top of the ladder will you fully understand what's going on and also get what is considered the canon ending. I like things to be unique, personal, selfish, dear to your heart.
And this isn't just in regards to VNs, video-games that sell themselves on having "choices that matter" need to actually make choices that matter by rethinking how we do that. We're stuck in an incredibly arbitrary cage of defining choices as being white or black (That doesn't mean you choose between white or black though, games where both choices are black or white are an issue too) when we should be defining them as a rainbow of potential possibilities like choices are in real life. There are all kinds of axes we base our choices on every day and just going with one and having that be what defines the entire game has gotten old.
Ironically, now that I think on it a bit, I think the Galaxy Angel series from waaaay back in the early 2000's got this more right than anyone else I've seen (Not that others haven't gotten it right, just I haven't played the games I've heard do this right). In those games sometimes a choice would be an obviously correct one that just had pure benefits but other times you'd want to pick one for efficiency with how it would improve the moral of some team members that you hadn't given attention to so they would perform better in combat, while others would have a negative effect on some team members but a positive one on others. Like I said before, a rainbow of choices is needed if we want player choice to mean something and the industry has slept on improving this for too long.
Anyway, don't mind me, just Specter rambling with a stream of consciousness again.