Clannad

Clannad

released on Apr 28, 2004

Clannad

released on Apr 28, 2004

Clannad follows the life of Tomoya Okazaki, a high school delinquent who meets many people in his last year at school, including five girls, and helps resolve their individual problems. The gameplay of Clannad follows a branching plot line which offers pre-determined scenarios with courses of interaction, and focuses on the appeal of the five female main characters by the player character. The game was ranked as the best-selling PC game sold in Japan for the time of its release, and charted in the national top 50 several more times afterwards.


Also in series

Clannad: The Past Path
Clannad: The Past Path
Clannad: Lost Winter
Clannad: Lost Winter
Clannad Side Stories
Clannad Side Stories
Tomoyo After: It's a Wonderful Life
Tomoyo After: It's a Wonderful Life

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Reviews View More

the beginning was kinda rough and slow, but man was it worth it...

it was... worth it (not shitting myself rn i swear)

I liked what I played of it, but I don't want to play 60 hours of a dating sim with every woman in the cast to get to the actual story. The game was really fun to start, but even in just one route I did, it felt like it took too long without much of substance happening by the end. I lost interest in the second route I tried to do because the story structure or the pacing didn't change much.

The biggest positive for me was that the game was really funny. Didn't feel a lot towards the romance. I'm sure I wouldn't have finished even one route if it didn't have such hilariously stupid joke interactions. The music is also stellar. And I personally really love the artstyle.

I think a term commonly associated with romance/sol animanga and games is “wish fulfillment.” Now, from my experience, it's a term usually met with some level of disdain or condescension. “Wow what a loser, they need this thing to feel good about themselves.” And, sure, I can understand where that attitude comes from, in fact I'm like that sometimes too. But I feel it's not that simple. People come from different backgrounds, places, and circumstances. Sometimes what we need is comfort from something, even if it isn't real.
Clannad, among many, many other beloved visual novels is boiled down to the common “your friends and family are important, your life is worth living” morals, but is it a bad thing to be so commonly communicated? I would assume that Maeda and the many other writers at Key are trying to convey this, and even if they were or not, intention does not always align with found purpose. Tomoya Okazaki, our protagonist, is a great stand in for players like me to some degree. He's still his own character, but I think him being a loner to align with the usual “wish fulfillment” protagonist role really works to its benefit. No matter your background or role, there is worth in finding friends and family, whether it be genetic or found. It finally gives us purpose to those who feel so aimless in life. Clannad is not simply “wish fulfillment” at play. It's inspiring us to fulfill those wishes ourselves, and fulfill the wishes of others.
I’ve seen complaints about Clannad’s core structure before, as for some people the routes are “not interconnected enough”. But is that a problem? In my opinion, anyway, Clannad is an anthology of the multiple “what if” scenarios surrounding Okazaki’s journey in life. While Nagisa’s route is what leads to the true ending of the story, it doesn’t make the other routes pointless. Regardless of what is the “true” outcome of the story, your experiences and how you see these characters develop will always live on with the player. You get to see Okazaki give these people true happiness in life, and by the true ending, he is repaid for everything he’s done. While in gameplay the route system is a little rough around the edges with much needed polish, I think playing with a guide allows for a very smooth experience.
Playing this after my most prior Key visual novel experience, that being AIR, really opened my eyes to how well thought out and executed much of Clannad is. While AIR suffers from an overly ambitious but ultimately meaningless structure, Clannad takes a safer approach and cuts out any filler. Jun Maeda and his team really wanted to make up for the mistakes of AIR, and you can really tell from how much more polish is applied to this game. Despite this being one of the longest games I’ve ever played, Clannad rarely falls victim to artificial padding. The game gives you and makes proper use of the “skip already read text” feature, which makes hopping into your next route a very quick and easy experience. It helps that the game is split into 10+ routes that all vary in length, meaning I don’t think the game can ever burn you out from a scenario. Each route (with two exceptions, one being entirely optional) is very different overall so nothing is samey either. I’d also like to make note of the amount of content on offer, Clannad is not only long from the main game but has TONS of little secrets and extra blurbs of dialogue to discover, it really feels like the team wanted to put as much as they could onto the disc.
And that’s the overall thing I love about Clannad: it’s very polished. Not perfect, but very damn close. Clannad may seem safe or tropey, but it uses those aspects and pushes them to a wonderful and engaging extent. The current top review tries to make fun of fans of this game and I’d have to say that this person probably has never experienced joy in their life. None of the huge visual novels I’ve played so far have been flops, and Clannad is no exception either. In fact, out of the three (Higurashi, Tsukihime, Clannad) I would say this is my new favorite, and knowing that Key still has some fantastic games in their catalog for me to still try out (Kanon, Little Busters!, and Rewrite) has me so immensely excited. But none of those games, or any visual novels in the future will take away what a special experience Clannad was for me. I had taken a long break from reviews and I needed to get out of that slump, and this game was what inspired me to write a little something again, especially seeing how none of the longer reviews about this game on this site are in good faith. I wanted to fix that. Thank you for reading, and if this review manages to get even one person to fully play through this game, I’ll be happy.

Over a decade ago, I first experienced CLANNAD, my very first visual novel, and I recall having it land incredibly deeply for me. I don't remember the specifics, but I recall the feelings I felt. Since then, friends and family have come and gone, I've graduated, I've started to make a living and a life for myself. And I found myself back here, at the foot of the hill with Nagisa again. In another decade, I hope to carry with me another ten years' worth of memories, moments, triumphs, and the strength and serenity to push through the difficulties I face on the road to that next benchmark of my time on this earth. And maybe once again, in those ten years' time, we'll meet at the bottom of the hill again.

https://youtu.be/2UbOYG3_6wE?si=zNBxOWxWRoJFvurQ