So, in about the last four years, we've seen three reasonably big releases in the Japanese dating sim space. One of these, Angelique Luminarize on the Switch, while being somewhat more of an otome strategy game first than a conventional dating sim like I traditionally cover, is actually really well regarded! I've only played a sparse amount myself and need to get back to this, but had a great time with it. Slickly produced, charming visual design, fun dialogue. Koei Tecmo is nuts to not use this game as its chance to finally take the Angelique series global, but it's a very easy recommendation to make of an example of a game in this genre actually doing great work, even if, like me, you're not the target audience.
Not the actual question, I know! I only bring it up to clarify my opinion on the state of things isn't all doom and gloom. It mostly is, but Ruby Party's work is a genuine bright spot and they're long overdue for a proper international outing.
That leaves us with the other two games that play much more traditionally, even if they're still for very different target audiences: Tokimeki Memorial Girl's Side 4 from Konami and LoveR/LoveR Kiss from Kadokawa. (Kiss is a lightly expanded edition that was essentially an excuse to port the game to the Switch.) I was originally going to write a much longer breakdown of each of these games because they're, if nothing else, interesting case studies for their respective audiences. But the more I thought about it, the more I realized that their problems are actually pretty similar and emblematic of most Japanese dating sims post-2009, so I'll just lump them together and discuss things more broadly.
While they leave a lot to be desired in terms of their presentation and especially their character writing (GS4's lead romance especially is such a single-minded wife guy for your character, it's genuinely suffocating), their biggest problem deep down is that they just don't have faith in their mechanics and in players' ability and willingness to overcome any semblance of obstacles presented to them over the course of their run. They do this in different ways. GS4's stats have such a slow rate of decay that it robs the growth progression of any sense of consequence or individualized narrative; everything just kind of goes up and on the rare occasion anything actually goes down, it's by such a small amount as to be fixable with one action before you're back to schmoozing whoever you like without any real concern about whether you're playing right to win their affection long term.
LoveR, meanwhile, as the fourth post-Amagami game from Kadokawa, makes it incredibly trivial to override the random encounter system through a rechargable power-up system that can be regularly invoked with relative ease. The post-Amagami games as a whole have all trended in this direction anyway and even at its best, the random encounter system is one I always had deep, deep misgivings about. (And so did many of the developers behind Amagami specifically, who dumped it entirely since its main proponent was nowhere to be seen for its development.) But that combined with a conversation system that offered essentially no failure state whatsoever despite featuring what's ostensibly a strategy layer to it, makes for a game that bends over backwards to allow players to essentially not play the sort of dating sim that by that point had been iterated on for nearly 25 years relatively continuously, a feat even Tokimeki Memorial can't claim.
As I wrote at the time while covering my playtime with LoveR on Twitter, the end result with both of these cases is that you end up with games that aren't actually all that interested in being dating sims and that I personally struggle to call such. That's not me being an elitist snob turning my nose at them because they're mediocre; that's the level of disdain that these games show for the mechanics and structure that had built and justified to brilliant effect decades before. Is it tempting to soften certain edges to make the genre more approachable to possible newcomers after so much stagnation? Sure, it must be. But I would argue that in forsaking those roots so flagrantly, they're making a worse case for the genre and the numbers somewhat bear that out. GS4 wasn't a flop, but as far as I know remains the worst-selling entry in the GS sub-series by a pretty wide margin, and LoveR apparently did so poorly at launch that I'm skeptical it ever made its money back even after numerous sales on the digital version.
None of this is to suggest that I think the death of the genre was ever truly inevitable and that it can't climb out of this hole. But I do think that even if games like these had been much better executed, it's going to take someone coming in with a paradigm shift on the level of the original Tokimemo (in terms of design execution, not necessarily sales) to breathe real life into it again, if only because these developers will have new tent poles to build and innovate upon instead of ideas that are now getting on to be 30 years old in some cases. I think someone will take an earnest crack at it one of these days, but I don't envy the business case they're going to have to make for it, either, that's for sure.


