Nekopara,
this is a video game I’ve wanted to talk about for a long time. After finishing
it months ago, the game gave me a lot to think about, like a lot. Visual
Novels, video games in Japan, waifus, anime in its entirety, thoughts regarding
all these swirled around in my mind following the completion of this game. So
with a lot to dig into, I thought I’d finally share them here. I went ahead and
separated this rant into several parts, since it’s a long one. But there’s a
lot to uncover here, and I hope that if anyone reads this, they can take something
away from it. It’s going to be a journey friends, one that every write up I’ve
done this year was leading up to.
So, where to begin, hm….let’s
start with a summary. Nekopara is a visual novel game, and as such has a heavy
emphasis on its story and characters. The story revolves around the
protagonist, Kashou, and his cat girls, Chocola and Vanilla. It sees Kashou
moving out and living on his own for the first time, while also taking care of
Chocola and Vanilla on his own, learning more about them and himself in the
process. As the story progresses, Chocola and Vanilla have a small character
arc of learning to function more as humans and control their cat instincts, and
Kashou finds himself beginning to fall for his cat girls. A relationship blossoms
between the three, and the game ends with them going on their first date, some
drama, and a hint at other characters joining for future installments.
I: Introduction
Overall, I enjoyed my time with
Nekopara. Chocola and Vanilla were very cute, and both were interesting and fun
to interact with. Kashou was…very Japanese. He had a strong sense of duty,
especially to Chocola and Vanilla. He frequently acted as if he had to provide for them, almost as if
they could not take care of themselves without him. Additionally, he overworked
himself and held his troubles and conflicted feelings inside rather than
venting about them. I found this interesting, and wondered how common these
traits are in protagonists of Japanese games and media.
But I digress, the world of
Nekopara was quite interesting. I was not expecting the game to go into much
detail regarding catgirls and how they fit into society, but to my surprise
they go quite far. I liked that they had this whole system where cat girls
could prove they control their instincts and are more human like through some
tests, and then received a bell as a sign they had done so, allowing them to
enter more human facilities and function more in society. The world was
surprisingly believable.
I did have one big issue however.
Due to Kashou constantly treating Chocola and Vanilla as if they don’t know
what’s best for them and such, I hoped the catgirls would end up doing more on
their own and be less dependent on Kashou, aligning with a small character arc
they had throughout the game. However, this was not the case. At the end of the
game, the two have a chance to help Kashou when he’s sick and in need of help…only
to fail, get into trouble, and then be saved by him once again. It was rather
anticlimactic, though it did get me thinking of why this is, and just what
exactly was going on with these “catgirls.”
II: Characters and Gender
Norms
In a write up I did a while ago (source)
I talked of how the genre of anime that falls under slice of life, shoujo, moe,
etc. interests my greatly, because it is the only popular media I can think of
that generally stars female characters, yet is made primarily for a male
audience. This makes it an excellent tool for feminist studies in order to
understand more of the male perspective of women. Nekopara in particular is a
great case study because one thing I could not help but notice about these
characters was just how well…flamboyantly feminine they were. Chocola and
Vanilla proudly wore maid outfits when they were working at Kashou’s bakery, and
felt no shame when wearing them. Additionally, they liked being given
affection, were always receptive to Kashou’s attention, and my god did they
wear bows. Some of the clothes they wore had so many bows, I don’t think I’ve
ever seen so many in one place. Furthermore, every one of their pieces of
clothing, night clothes, going out clothes, etc. all looked very pretty and
attractive. These characters could not be more feminine.
This all got me thinking of a
dilemma for men that has always fascinated me, partly because of how confusing
I personally find it. Under gender norms, men are expected to like masculine
things like sports, cars, wrestling, fighting, conflict, being assertive and
dominating those around you, etc. Yet at the same time, gender norms also
dictate that men are expected to be in a relationship with a woman, who under
these same conservative gender (and sexual) norms are expected to be very
feminine and the opposite of masculinity. How are men (and women) to like such
polar opposites and not run into any conflict? It creates a tension that I
think we all encounter and must wrestle with in our own way.
With regards to Nekopara and
women in general, my theory is that; due to societal pressures encouraging men
to only show feminine traits such as vulnerability, weakness, emotions in
general, etc. around women, there is an expectation then that women are to be
very receptive to these, being very feminine as a result. This is why Chocola
and Vanilla take this to such an extreme degree, being very receptive to the
feelings of Kashou. They are like ideal partners for men, which seems to be
something many agree with given how successful these games have been. I read an
article the other day that explored “moe” in more academic terms, theorizing
that the genre and its popularity are the result of a desire among men for
traits they are often denied, ie the feminine. (source) I can definitely see this
being the case, as it’s largely why I, after My Little Pony: Friendship is
Magic, have fallen into the moe rabbit hole and am only continuing down it. You
could even make the argument that MLP is a result of all these moe clashes and
ideas going on in Japan and spreading to North America. But I digress, that’s an
essay for another time.
Let me clarify before I continue
that I’m not saying this is a good or bad thing. I am only saying that well, this
is a thing, it’s something I wasn’t fully aware of until thinking about it with
Nekopara. But now that I am aware of it, I cannot help but notice it
everywhere. I have female friends who have said that many times random people
(often men) will start saying very personal stuff to them and almost be
venting, while myself and my male friends almost never experience this. It all
comes from that gender idea that women should be more receptive to emotions, so
people are encouraged to vent to them more.
Going back to Nekopara, this
portrayal of Chocola and Vanilla as the ideal feminine can’t help but also feel
a little…problematic when viewed under such gender norms. For if they are meant
to be a sort of ideal partner for men, you cannot help but notice that, as I
stated above, the catgirls aren’t given much autonomy. They generally serve
Kashou in his own journey to set up his own business, always enjoy his
attention, and always serve him obediently. They don’t really have their own
goals or aspirations outside of whatever Kashou’s goals are, they serve him
instead. There’s clearly a power dynamic here, and one that does not favor the
catgirls. My roommate pointed out, in a rather extreme historical analogy, that
having people work for an employer and then their payment be food and shelter
with said employer, which is the relationship the catgirls have with Kashou,
was very common amongst slaves. Additionally, the whole concept of not allowing
the cat girls to be a part of human society until they passed a test, and then
had to wear a bell marking their difference from everyone else, was another
common trait in slave societies throughout history. I’m not saying they’re
slaves, but there is definitely an element of control Kashou has over Chocola
and Vanilla, one that paints a relationship that would be unhealthy if it
existed in reality. That is an important takeaway I had with this game, that
its relationships wouldn’t really work in reality.
Of course, let me again state
that I am not saying there is any problem with enjoying these games and its
characters. I had a fun time with them. But I stress that understanding its
context and how it might work or not work in reality is important. The game
even makes a point of this with one line in the game that really caught me off
guard, in which it praises the simplicity and lack of drama within Chocola and
Vanilla’s relationship compared to other relationships.
This struck me as very
interesting. The game is self aware of its inability to work in reality, but
rather than try and hide that, it praises it, encouraging it even. Again, I
stress that I don’t see any large problem with engaging in these kinds of
games, and I think they can even do a great job at helping someone with real
relationships between people. But it did get me thinking more and more…why are
these types of games so popular? Why are visual novels which go for this
relationship route so big? As someone fascinated by the genre who wanted to
learn more about it, I found myself researching.
III: Visual Novels
and their History
See, the visual novel genre is
one I’ve always wanted to get into more. Last year I played and greatly enjoyed
Katawa Shoujo. I also used to love the Phoenix Wright: Ace Attorney games, so I
have a history with them. What really piqued my interest however, was finding
out that a lot of my favorite games nowadays have visual novel elements.
Undertale is, ironically, a very Japanese game, in which you go on visual novel
style dates with characters, and even the battles feel like they incorporate
visual novel elements in how you talk to the characters during battle. If you
know me, you know I love everything about Undertale, especially those battles
in giving more depth to the characters. Fire Emblem Awakening, a game I hold as
a favorite, is another. It incorporates visual novel elements in its support
conversations the characters have between battles. They see the characters
interacting in some fun situations and generally shed more light on them and
make the characters more interesting. These both made me curious if the visual
novel genre was something I would really enjoy.
Additionally, I found myself
attracted to the genre for its lack of combat. So many video games are about
fighting, conflict, and hurting others, so I found myself attracted to what
seems like a more pacifist genre. Finally, a big reason visual novels greatly
interested me was well, their origin. The Visual Novel genre is one of the
first genres of video games to emerge in Japan, but more then that, it is also
one of the only genres in video games to come out of Japan almost exclusively.
No other country really makes visual novel games, and it’s not hard to see why
when you look at sales numbers. Outside of Japan, while some do find success
(Ace Attorney, Danganronpa, 999), they are far and few in between, and given
how much text is in these games, it takes a lot of work to translate. That’s a
lot of money for a risky project. I talked in my analysis of Japan’s success in
the video game industry about how certain genres and video games come more from
Japan then others (source), and no genre really defines this like the visual
novel genre. So, as someone who’s becoming more and more of a lover of Japanese
culture, I sought to play more visual novels, understand if and why this genre
appeals to me, and why it mainly comes from Japan (though I should also say I
recently found and now follow a small studio based in North America and New
Zealand that makes visual novel romance games, so hey hey).
But okay, the answer to that last
question is pretty obvious. As stated in the Mother’s Basement video I linked
in my follow up thoughts on Japan in the video game industry (source), the visual
novel genre is largely inspired from the animation industry of Japan. Knowing
this, it has me asking: what about the genre is uniquely Japanese, and what
about it is simply a product of the animation industry? This was an important
revelation I had when writing my video game essay. Japan’s unique video games
don’t come from Japan’s unique culture (at least not entirely). I would argue
that the biggest contributor to Japan’s games being ‘unique’ compared to others
comes from the fact that they have much more mainstream comic book and
animation industries influencing them. For these reasons, I’m of the opinion
that, if the United States were to see these industries be as successful as
Japan’s, and if Japan’s big industry was instead live action films like
Hollywood, we would see the “Japanese” games coming from the United States, and
vice versa with Japan. I’m of the opinion that the divides we put up between
different countries are much less strict then we think, and that the
circumstances that shape countries could happen to any of us. The visual novel
genre did not have to only find popularity in Japan, if other countries had
mainstream animation industries, I see the genre finding popularity there as
well. It’s all about what the audience wants, and I theorize that a large
audience that likes animation would also like visual novels. After all, I’ve
grown up on cartoons from both North America and Japan, and find cartoon
looking games more comforting and fun as a result.
This brings me back to Nekopara.
How is Nekopara impacted by this anime influence? Well, the clearest answer is
seen in the animation. Now, I haven’t played a lot of visual novels, but
Nekopara’s presentation blew me away in how it animates its characters. Rather
than show still images of the characters who talk with you, the characters of
Nekopara will move and breathe as they wait for your reply, slowly moving up
and down. They can also appear far away and close to the screen, and even
cooler, they can move in real time to and from the screen, giving you a much
better sense of who they are, what they’re doing, and what’s going on as you
speak with them. The general quality of the presentation is remarkable, there’s
even full voice acting for the characters and everything. It will be hard for
me to go back to visual novels in which the characters are a still image.
There's even an anime adaption of Nekopara, showing how easily it translates to the medium
At the same time, you can’t talk
about the neat ways technology is used to animate the characters without
talking about well…sexual themes. Nekopara you see has sex scenes, or H-scenes
as they’re referred to within the visual novel community. The characters chests
will move, and there’s even a slider for you to adjust their movement, which
uh…there’s that element of control and an unhealthy power dynamic between you
and the characters, as I talked about in the gender norms segment. But anyways,
Nekopara has hm…I think three H-scenes, and a lot of animation went into making
them feel real. Playing them, I have to say it does a great job. But here’s the
interesting thing about that, about H-scenes in general. When I played Katawa
Shoujo, every character in that game also had at least one H-scene. The more I
learned about the genre, I realized H-scenes are fairly common in visual novels
of this romantic nature, to the point that it might be strange not to have
them. Why is that?
One of the most interesting things
I read these past months while researching for my video game essay was The Untold History of Japanese Game
Developers: Volume 1. It saw the author traveling around and interviewing
many of the oldest Japanese game developers. An entire section of the book was
dedicated to explaining and interviewing developers of the visual novel genre.
These chapters explained how the genre was instrumental to the growth of
Japan’s early video game industry, different perceptions of it in the West (In
Japan it’s not all one genre, but many, for those about a mystery plot, those
that are slice of life and about dating a character, etc.), but it also
explained how common H-scenes were. I think around five early visual novel
developers were interviewed, including the creator of 999 and its successors. These
creators all talked of their experiences writing H-scenes or H-games as visual
novels. As they all said, sex scenes have been a part of visual novels since
the very beginning. That’s why they’re still around today. In a weird way, I
felt a feeling of comfort in my chest reading these interviews. H-scenes
weren’t talked of as this weird awful unhealthy thing like they so often are when
I read about them on American video game forums. The developers, and even the
authors and interviewers, talked about them very casually, they were spoken of
more as normal things that everyone just has some experience either playing or
writing. It was nice to have these weird things I like be accepted in such a
sincere manner, I felt better about myself, and it made me think back to a
story I once wrote that had sex scenes. It’s weird how sex is something that is
so rarely talked about, when it’s something we all have experience in. I kind
of like that about visual novels, how they aren’t afraid to have that component
of relationships.
At the same time, I also don’t
think H-scenes are somehow unique to Japan. Another book I read during my
research (Atari to Zelda: Japan’s
Videogames in Global Contexts) pointed out that the Mass Effect series,
which saw popularity in the West, has a lot in common with visual novel games.
In those games you can bond with characters through conversations outside of
combat, and there are even sex scenes. This is the point I’m trying to make,
one thing I really took away from all these thoughts Nekopara gave me. H-scenes
in video games aren’t something unique to Japan, they’re actually a normal and
logical thing.
IV: H-Scenes and
Waifus
Still, that led me on a series of
questions about all this. If that is the case, why are H-scenes so prevalent in
certain sects of the visual novel genre? If it is not some innately Japanese
trait, then what is it? The more I thought about it and looked into it, the
more I concluded it is the result of the animation industry. I’ve gotten into
anime in the past few years, though in a specific genre that tends to feature
mostly female characters, the moe one I talked of above. In that way, it has
much in common with Nekopara, which has a mostly female cast. As I stated in
the part on gender norms above, the characters of the game, especially Chocola
and Vanilla, are made to be as attractive and likable as possible. This is why
they always wear cute clothing, always seem happy, and if they ever show
negative emotions, it is in a cute and non-threatening way. They’re meant to
seem desirable to you.
With this in mind, I see a link
to the animation industry. Bare with me as I go on a small tangent. If say you
wanted to create a show with a cast of likable female characters to appeal to
men, how would that work in a live action setting? You could do it, but given
that all the characters would be acted by real people, people with their own
lives outside of the show who clearly aren’t the character they’re playing, it
would be difficult to sell the audience on these characters being real and
their own unique thing. Additionally, these shows would have to take place in
real world locations, locations that viewers could then go to…and see isn’t the
way the show portrays it. The immersion would be broken.
This is another example of a character made to look as pretty as possible. Like the catgirls, look at how many bows are in her hair (Image Source)
Animated shows don’t have these
problems. Because the characters are completely generated by the creators, they
can make them however they want, and there won’t be any actresses or real-world
locations to break that immersion (save the voice actors). What I’m trying to
say is: animation can do a much better job at creating likable characters that
feel real to the viewer. This then, I wonder, could be used to say that
animated shows in general have a greater focus on characters than live action
shows. Think about it, what is the point of making these characters likable and
so central to stories? What do the creators gain from that? I would say it is
about the money, the business side of things. They want you to like their
character so much that you buy products of them, posters of them, figures, etc.
This is something you can even see in other animation industries outside of
Japan. In North America, I can tell you growing up I had cartoon characters I
loved and would want to buy figures of to play with. There is a very clear
connection and history between cartoon shows (transformers) and the business of
selling toys of characters. Even now, I own way too much merchandise of
characters from MLP: Friendship is Magic. You don’t see this to such a degree
with live action shows. This isn’t some weird Japanese thing, it’s an animation
thing.
This is the key to waifus. Waifus
fascinate me, partly because of how much I like them, but also because of how
popular they have gotten. A lot of people feel a great attraction to what are
often animated characters, rather than live action ones. This animated element
is core to understanding why it has been so successful. Animation is better
then other mediums at creating likable attractive characters for audiences to
feel a great attachment to. Therefore, viewers will want to spend a lot of
money on merchandise for said character. In these character focused stories,
that have the goal of making the viewer feel attached to these characters,
would not a more mainstream and adult animation medium use more adult means of
creating attachment for the viewer? This is the answer to the puzzle. The
prevalence of H-scenes in visual novels comes from them being adult games for
adult audiences that use animated characters. Frankly, in North America there
aren’t games like that, about not just bonding to a character, but appealing to
a more adult audience. But if there was a successful mainstream animation
industry in North America, then I do think we would see games with H-scenes
coming out of the West in greater frequency. They are not a product of Japan,
but of a mainstream adult-oriented animation industry.
V: Catgirls and
Little Sisters
So this is why Nekopara is the
way it is, this is why visual novels often have H-scenes, feature women, and
often have them wearing very attractive clothing and not always acting like
actual women. But there was still one element missing, one thing I didn’t quite
understand as I continued pondering this game. Why catgirls? Why are these games
about catgirls so popular not just in Japan, but outside as well? The Nekopara
series has gotten quite popular in the West, so there must be something. Catgirls
let’s remember aren’t exclusive to Nekopara. They are fairly common in Japanese
animation, I often see fan art of them around the internet, and, the other day,
while chatting with friends and watching clips from VR chat, I noticed a lot of
people had catgirls as avatars on that, and you see them commonly as avatars around
the internet in general. Why are catgirls so popular?
There’s an answer here, but an
easy one. Cats are often associated in the popular consciousness as being
beautiful and feminine creatures, unlike dogs who are seen more as dirty.
Associating animals with women to make them objects of male attraction has its
history. The playboy magazine in North America for example popularized bunnies
and women being objects of sexual desire. Cats are also seen as very cute and
worth protecting, so combining them with female characteristics would make them
more desirable to men as cute individuals who need protection. Is that all it is
then? Just something to make these characters more desirable?
I was not satisfied with this,
and as I finished Nekopara and thought about it more, I came back to one
significant character in that game, Shigure. Shigure is Kashou’s younger
sister, and she plays an important role in the story. Being from Kashou’s
family, she speaks for what goes on with his family after he’s left, and also
provides help on taking care of Chocola and Vanilla. But as the story goes on,
you find out that she has feelings for Kashou and greatly misses him. Your
little sister is maybe into you.
This is a character trope
infamous in the anime fandom in the West. Little sister characters have grown
in frequency, most famously in Oreimo and Eromanga Sensei, but also in other
popular anime such as Sword Art Online. This archetype has only grown in
prominence, and I can’t help but think it will continue, and we will see more
archetypes like it. Why is that? What draws people to these characters? Sure, you
could make the argument, and I would, that a part of it is the power dynamics,
that having a younger sister creates a power dynamic that favors the male, a
sinister yet important note. But I think, like the catgirl, there’s something
more going on here, something more…
Then it hit me. If the goal of
animation is to create characters that the viewer will feel attached to, will
want to spend money on merchandise concerning them, then what better way is
there to create a likable character, then to create a character that likes you,
the viewer. Not even a character that likes, a character that loves you
unconditionally. This character then could go great distances for you, do kind
acts for you, make you feel like you are loved and appreciated by them,
increasing your attraction towards them and again, your desire to spend money
on them.
(I would like to quickly say as a disclaimer
that I don’t think the entire animation industry is some cynical thing about
taking your money. I believe a lot of the creators do genuinely like the
characters they make and don’t just want money. There’s love here, a lot of it
if you know where to look.)
But this then creates a dilemma.
How does a writer create a character that is really into you, the protagonist,
but still make that character seem believable, not breaking the façade? This is
the answer. This is why we see the catgirl be so popular, and the little sister
for that matter. Because if you want a character to really like the main
character, and then want that to make sense to the audience, you would have to
create long scenes and narratives that see you and the character growing
closer, and then see them start to fall in love with you. But what if you could
make a character that already loves you unconditionally? What if you had a
little sister? By virtue of being such, she might not have many friends or know
the world much, but look up to you greatly and admire you, if only because you
are her big brother?
This is why the little sister
character is so popular. Because if we look at it from a pure literary
perspective, the character is perfect at being someone who in a believable way
really likes you, the main character. Older sisters would also fall under this,
which is why that is also a common character archetype in anime, in being
someone that already has a strong connection to you. If these female characters
weren’t your sister, the writer would have to find some way to establish close
relationships between you and said character. But a sister falls into that
perfect niche of being believable in their love for you. Catgirls are the same.
Throughout Nekopara, the game portrays Chocola and Vanilla as girls, but with
strong cat instincts. They like cat food, they like playing with cat toys, and
like cats and pets in general, they hold a great unconditional love for Kashou,
simply because he is their owner. The game’s story stresses that Kashou picked
them up when they were young vulnerable kittens with no home, and from that
point on they held an unconditional love for him. This is reasonable to us with
ideas of how pets work, so it is believable then that these characters would
love you, er, Kashou. If they were human girls, it would feel less convincing.
But by making them cats, it makes more sense for them to really like you, for
them to not want you to move out on you own without taking them, and for them
to want to help you as much as they can. The entire reason catgirls and (little)
sisters are so popular is because for the writer, they are a very effective way
to create believable characters that have feelings for the protagonist (or
you).
As I thought about this more, I
realized there is another character type that falls under this, one that is
also very popular in anime, but not one I can think of as being popular in
other mediums: the childhood friend. After all, if a character is your
childhood friend, that makes the writing process so much easier. Now you don’t
have to write some complex series of scenes of you and the character coming
together, now you don’t need to think of any big reason why this character
likes you. They just are your childhood friend, and we as viewers clue in that
since they are a childhood friend, they would feel a great bond with the
protagonist and thus might have feelings for them.
This is why these character types
are a thing, and this is why they are so prevalent in anime as opposed to other
media. I’ve been saying it this whole write up, it is the thesis of this write
up, but I’ll say it one last time. Cat girls, little sisters, childhood
friends, they are not weird products of Japanese culture, they are logical and
expected products of the animation industry, and I believe that we would see
these character types just as much if other countries had successful animation
industries. The popularity of them comes from their success at creating
believable characters that like you, the viewer. By virtue of this then, the
viewer is more likely to like them back, feel a great bond towards them, and
then want to spend money on merchandise revolving around this character. Thus,
the anime industry continues as the money sucking machine it is. This is how it
all connects, it all goes back to the character focused nature of animation,
which comes from animation being better at creating believable characters that
don’t come from our world.
VI: Conclusion
This then, is where I’m going to
end it, as this was the big revelation I had about all this. When I read and
discussed these thoughts with my roommate, he found it interesting that I
separated the idea of animation from Japanese culture, because he and so many
others see them as inseparable. But I disagreed, and in this essay argued for a
more nuanced perspective, one that does not see it as uniquely Japanese. This was the big thing I took away from
Nekopara; this fantastic visual novel that I enjoyed, so much so that I’d like
to pick up the sequels. In playing a visual novel with both cat girls and a
little sister, in thinking about and researching visual novels and Japanese
video games in general, in learning the significance of anime in Japanese
culture, it all combined together for these thoughts I’ve had and am now
sharing, eventually concluding in a way in which I feel like I understand
things more. I understand cat girls, I understand little sisters, I understand
visual novels, and I understand anime. I see the connections between them all,
how the industry functions and finds success in this, and thanks to Nekopara, I
can accept the anime industry more. I find its quirks less weird and off
putting and more what they are, the normal result of processes that have seen
these games and characters find the most success for perfectly acceptable
reasons. H-scenes, visual novels, this is all something not to fear and
criticize, but to understand and take apart. Thanks to Nekopara, I’ve been able
to dissect this better then I ever have. I definitely did not expect to have such
a reaction to the game, but well, strange things happen. I never expected to be
as invested in Japanese cultural items as much as I now am, but that’s where
I’ve gone, and where I see myself continuing to go. Here’s to many more years
of enjoying successful animation and video game industries.
Late here, I really like your thoughts on the visual novels appeal and the catgirl tropes, very reasonable and it's something I never think of, this is the best one I read so far.
ReplyDeleteLate reply, thank you very much! I write these for my own personal reasons, and never expect any comments. So it always makes my day to get one, especially so after hearing it has given you something to think about. Thanks again for reading these!
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