Reviews from

in the past


la vn más floja que he leido de Key hasta el momento... en parte entiendo como puede ser esto una obra clásica, pero por otra parte para mí no tenía nada que me motivara realmente a leerla más allá de no dejarla a medias. ninguna de las heroinas me intereso, sus historias si bien eran interesantes, sentí que se quedaron muy cortas o no me lo podía tomar en serio por lo absurdas y pobres que eran los conflictos

aunque si me gusto que el MC tuviese voz y personalidad, el problema es el mismo de siempre con Key y es que sus MC son prácticamente el mismo personaje con la misma personalidad...

The opening song for this is, in my opinion, one of the most beautiful songs ever. Just listen to it.

I so, so badly wanted to like this. I really liked Little Busters, Kanon, Rewrite and Clannad, so I was excited to read this. Unfortunately, I was very disappointed with the characters, writing, structure and just how boring and repetitive it was. The final route has some very creative ideas, but it's not enough to carry it for me.

This is so boring and I don't care about any of the characters and it feels so badly written ... Also I don't like how the story is structured but idk

kinda peak just don't watch the h scenes (weirdo?) or get a sfw version of the game

While Kanon and the previous Key entries were more focused on the romance aspect of things first, Air takes things in a bit of a different direction. Intrinsically, it's still a romance: there are various routes for various girls, there were sex scenes on release, etc. But Air has the unique feature of having "Summer" and "Air," which are both unrelated to romancing a specific girl, but instead focusing on the plot/characterization. It's here where I see Air at its most interesting, when it leaves the romance to the wayside. But even then, it trips up and falls many, many times.

Misuzu's route: Common and Misuzu really set my expectations high for the game overall. Retrospectively, I should probably have toned them down a bit, but I was still on the Kanon high. It seemed that they had learned from Kanon greatly and introduced new elements, like humor. Okay, that's mean, but I cannot think of a single moment before this where I genuinely gave a hearty laugh. The comedy routine between the three characters and the gags are all hilarious in a way I don't think the company has tried before. Hisaya's games always opted for a more melancholic feel, where the humor was relatively light and amounted to chuckles at most. It fit the tone of the games it was for, but it almost felt like they were playing it safe. Air swaps between the two states without it ever feeling jarring, or without ruining the vibe of the game. This is in part due to the soundtrack, which from Kanon has far improved. While Kanon's soundtrack worked, it also felt too safe. Only a couple tracks were bombastic in terms of mood, most of them playing to the same school stuff we're used to. Air's leans itself into the setting more, providing a wide variety of mood tracks while still having some general ones.
But when Misuzu's route steps into its plot, it's clearly not going to go anywhere. It's quick and it ends, but it feels more like setup toward a bigger mystery rather than anything grand. It's far from self-contained, which wouldn't be a problem if the latter developments didn't make me feel so bitter. It would be an understatement to say that Misuzu's route is undermined by the others, not necessarily by their quality, but by their length, and my own boredom. 6.5/10.

Kano's route: I have no words. Misuzu's route gave me a lot of good will moving forward, but Kano's squandered it. It has none of the comedic beats that the original trio have, instead opting for more safe approaches to comedy that don't really work and end up being too repetitive. Not only that, but the dynamics are also far from fresh, and end up getting stale quickly. The route itself, too, gets stale quickly. It does nothing new from any angle, going for an extremely traditional anime romance with no depth or flavor. It comes and goes only to waste your time. The only plus I can see to Kano's route is that it was so short I could easily forget it as I played more of the game. 3/10.

Tohno's route: Actual abyss fiction like you've never seen, I can't believe this fucking exists. Can we just talk about this real quick? How the fuck did someone sit down and write this? Most of the fucking route is spamming through Tohno's ellipses, and not only that it's just the same boring ass slice of life scenes repeated over and over and over again. And then when it feels like it's ending, it ends at least four different times not including the, you know, real two endings. Both of which are just kind of there, and make me question why they didn't end it at any of those earlier points, since it wouldn't have made a difference. Like, an AI could have written better than this.
This route made me question my entire scoring system and all the scores I've given thus far. Hell, this makes Mizuka's route from One look good in comparison. A 1/10 for that is way too harsh. Lucid9 too is nowhere near this level of boring and offensive. The content itself isn't offensive, but I do feel the energy of a condescending writer behind the text laughing as I click away at his absolute dogshit mess. Actually, it isn't one writer, I'm pretty sure it's three of them. I'm giving this a 0. Fuck it, it deserves it, I don't know how it's not even quantifiable. There should be a public PSA on every download of this game to CTRL skip everything Tohno-related for the sake of entropy. You could burn many tonnes of carbon and it would not measure up to the damage Tohno has caused to the human race. I'm not even going to try to pretend I read all of it. Toward the end I was just clicking away like a mindless robot. 0/10.

Summer: Finally, something decent. It's genuinely impressive how this game can have two separate games within it and still work. That being said, the direct connections are still relatively slim. It's more narrative, and I think it works. But even then, while Summer could have just been used for the themes, they really tried to sell us on the characters. And it works. I mean, I prefer this cast over the original in some cases. The comedy is similarly entertaining, but the plot moves along with it. It doesn't have a clear bound of separation, making the experience seamless and flowing. I won't lie, the previous two routes were primers for this, but that shouldn't take away from the quality present here. They drew up brand new CGs and made pieces exclusively for this section. It's clear that they wanted to make Summer special, and they did. That isn't to say Summer does anything new. It blends the plot, slice of life, and romance well, but that's more so a blown expectation rather than anything revolutionary. In all, Summer is still a common romp, if not helped by the aesthetic, art, and setting.
If there's one mistake I think Summer does make is not being longer. It's fine when considering that it's a part of a larger game, but that larger game doesn't really connect with Summer in a way that's satisfying. That's a mistake committed in the last route of the game more than anything, and regardless this seems to have been an issue fixed in the Vita and Switch releases of the game, where they added an extra route focusing exclusively on the Summer characters. I trust that you believe me when I say that I was going to play the Switch version, but that version mixes the two existing translations, the first of which is not very good. Thus, I stayed away from it and played the PC version everyone knows. I'll play it sometime in the future, maybe soon if I find the time. 7.5/10.

Air: is... divisive. I went into it with high expectations, especially from hearing the opinions of others and from the quality of Summer, but I was thoroughly and fully disappointed. I seriously don't understand the hype for this. Even when it starts to get going, it stops completely and repeats the same mistakes the side heroine routes made. It throws a bunch of repetitive slice of life at you that doesn't further any sort of point, serve any sort of purpose. The relationships are deepened, sure, but it reaches a plateau. At some point you aren't making strides toward better chemistry and development, but only filling time and wasting the readers’. And it's a shame, too. Air has an amazing foundation, and they tried to touch on topics that I would have never expected from early 2000s visual novels, let alone Key. But that's all it was, an attempt. The topics aren't covered and only given the most passing glance.
Worse of all, though, is the ending. It just...ends. Much too unceremoniously, with just implications left. It's bittersweet, which is great, but far from satisfying. It might seem like I'm seetheposting here, but I felt like something was missing, some kind of key element. An ending like this may be beautiful to some, but it doesn't feel complete in the way most open endings do. It doesn't leave me wanting more. I mean, the implications are clear, and the game is sort of thematically, narratively finished. It's that the ending doesn't add to the experience. With open endings, the goal is to make the reader think about them in the context of the narrative long after they've finished. But with Air, the ending gives me nothing to think about, despite being as open as it is. Reflecting with the ending in mind, I find no deeper meaning, no grand solution. It's too expected even though I didn't expect it. 6/10.

Conclusion: Really, I think Air, as the name of the route and the game coincide, represent each other. They both have strong beginnings, middle sections that are absolutely awful, braindead boring abyss fiction and any other insult for time wasting you can think of, and endings that work but leave nothing to the mind. It's Key trying to keep itself alive after its main writer had left the company and left the side writer all on his lonesome. And while that side writer may have been able to write something competent on his own if they had given him just a bit more time, it had already been much too long. Maeda took years from Kanon to write Air, and it still felt rushed. He improved from his past ventures, but that wasn't enough. They weren't confident in their product, so they dumped writers onto the project, crunching them, hoping to live up to their first success. Most of them seemed like they were shooting an entirely different target than intended (while still missing that other target) but at least one was a dead-on hit. It was overall still decent by their own standards, but nowhere near the product it could have been, only living as a shell of its potential. Personally, this indecisive feeling from Air is what breaks it for me. It brings me back to the days of Moon. and One, where they didn't have a foot to stand on, instead of continuing where they left off from Kanon. But at least some things never change, like Maeda disappointing while another writer shines.

Originally published at Limbo Channel


I've written a couple different reviews in this spot but I think my final thoughts are cemented now

First off, I put mastered here just to make clear that I got the true ending. I honestly could not be bothered to do the other routes properly, so I fast-forwarded through them for the completion. I got the gist of them from the anime, and maybe one day I'll do Minagi's route proper because I remember liking it in the anime. But honestly, I cared too much about Misuzu and just wanted to get to the Summer and Air routes as quickly as possible

I have to dock a star for my feeling that the ending just goes on too long. Maybe it's because I had seen the anime already, but I was ready for the emotional payoff, and I felt myself waning as it just kept going far longer than I expected. The last segment definitely could have been truncated for a better emotional release. I also played this without the sex scenes, so I'm not docking for those, but I definitely would have if there wasn't a way to take them out

But what this VN nails perfectly is atmosphere. Every time I think of the setting, music, or even the tagline "The 1000th Summer," I remember just how ethereal and bittersweet Air feels. It leaves you with this longing that never really goes away, and I think that's the mark of a great piece of media. Despite its problems, the feeling Air gave me will never go away.

Jun Maeda's masterpiece, a huge improvement in every way over his work in Kanon and ONE. This is Maeda finding himself, essentially.

Skip the side heroine routes, or keep expectations low if you feel the need that you absolutely must read them, because they're REALLY bad

I wanted to read this as I loved the anime, I love Key works in general and heard from fans that this was better. But it looks like it's probably just that the peaks are better because the rest is very boring and not engaging. You can tell it's the start of Key as it has elements of what they become, but it doesn't hold up today.
Kano route: 5/10
Minagi route: 5.5/10
Dropped during Misuzu

painfully beautiful, hopeful and melancholic.

My first playthrough of this legendary Key novel since about a decade ago, and I'm happy to say that AIR still remains a beautiful, memorable experience that I'm very happy to have spent a few weeks coming back to. If Kanon was the game in which Maeda et al found their ground after departing from Tactics, AIR is the game which ensured that Key would remain a titanic presence within the visual novel sphere for years to come.

Fittingly, I suppose the word that might best define AIR is "breezy". Despite many titles that it would go on to influence tearing deep into melodrama and bombastic moments - some incredible, some misguided - AIR is remarkably quiet and distant for the entirety of its run. The dreamy, faraway summer haze that permeates AIR allows each story, each moment, to blend borders of days and times to create a very amorphous, congenial tone. Although they ultimately play lesser roles in the story as a whole, the stories of Minagi and Kano are enjoyable to simply exist in - and though certainly not quite as memorable or composed as the main scenario, their routes certainly contribute to the game's larger thematic structure and pathos.

Ultimately, though, Jun Maeda and Yūichi Suzumoto are the star penmen here - and the conclusive triad of Misuzu's route, the Summer arc, and the Air arc are the core of this work's thesis. AIR, ultimately, is about tackling our preconceptions of "futility" and the impossible, about how we process our own individuality and the hedgehog's dilemma, and about the liquidous construct of family. Minagi's route in particular sets up the pins for Maeda to strike through with the minimalist profundity that would define Clannad only four years later, and Suzumoto offers a very essential parable of the extent of love, sacrifice, and perseverance in Summer that no doubt allowed him to create his later masterpiece, Planetarian. Shinji Orito's score is textbook Key mastery, as well - very stark instrumentation that packs a punch when it's necessary; dreamy, glittering, gentle, and bittersweet. Again, AIR is breezy, and I can't say that much actually happens during this intangible, distant summer - but it's the mere existence of its cast and their drive to simply "be" that creates the emotional and personal statements that will keep you thinking about it, even when it's gone.

A distant memory, something you can hold close and just barely recall finer details. You might not remember the faces. You might not recall which days held what adventures. You might not even remember what you chose to say to her while you had the chance. Despite all that, it's a story that stuck with me for a decade, stuck hard enough to call me back to go through its motions, laugh, cry, think, and feel the things I did as a teenager - like it was the first time, even though I'd been here before. The story remains the same, no matter how much you change. Remember that girl and her story, even when you've grown apart, no matter how many years it's been since you last opened the cover and read. She is waiting, like she always has, in the air.

If you want a game that will make you think about its story for months after finishing it, you need to play Air. It's my favorite story I've ever read/played/watched, and it's completely unlike any other story I know.

Exhibit nr. 871549263 that summer is fucking cruel