Reviews from

in the past


- The best story I have ever played through
- The best soundtrack I've heard in a game (NieR Automata has higher peaks, but Fata Morgana has more songs in general and they're equally as fantastic)
- The art that looks the most beautiful to me.
- The best romance, in fact the TWO best romances
- Some of the most charismatic characters

This visual novel is a flawless 100/100, and I will never forget about it.

I have played a few visual novels in the past year or so that really captured my attention and told fantastic stories - 13 Sentinels: Aegis Rim being one of the absolute best. I remember hearing, however, that The House in Fata Morgana was one of the greatest stories in gaming, one of the best visual novels to ever be released, and a must play for any fan of the genre. So, once I was able to pick up a Playstation Vita, I decided to give this purported masterpiece a try. After several hours with the game, however, I cannot recommend it to anyone.

Every visual novel I have played started out strong and is typically interesting or at least entertaining from start to finish. There are of course dips in every story and the focus of the narrative is not always on the main plot, but The House in Fata Morgana takes this to a new level. Not only is it barely interesting to begin with, and I'm not sure it was ever entertaining in the several hours I played, the story went nowhere and just meandered along in no particular direction. There was never any true purpose to the story being told and no end goal ever became obviously apparent. Maybe I was unable to read through the lines or missed some crucial backstory, but I seriously doubt it. I likely would have suffered through more of the game if there was at least something engaging to keep me interested, but after several hours there was nothing compelling me to finish the story. It is unfortunate considering the hype this game had, that I simply cannot recommend it unless you seriously enjoy the artstyle and reading hours upon hours of text that likely has nothing to do with an overarching plot that I’m not sure even exists.

At almost 300k words, it's a demanding read, but those who invest their time will be rewarded. It's rare to find a visual novel where the writing, art, music, and even coding all come together to be more than the sum of their parts.

It has some pacing issues, especially towards the end, and the repetitive episodic nature of its story beats can leave you weary, but this doesn't fault what it does well — and it does it very well.

I could say so many things about The House in Fata Morgana, but none of them would do it justice. So just take my advice. Play it.

The OST is tear-jerking, the story is gripping and the suspense is just GOOD, man. It's a dead-to-rights amazing story accompanied by an orchestral soundtrack that'll just have you screaming or crying or both.


One of the most moving stories I've ever read. Genuinely made me cry.

The best shoujo or josei story in visual novels I've seen, besides one.....

Man I love maids and torture.
It's unfair how good this story is, nothing will ever get close to it. Everything one can say to get you to read it is a potential spoiler, so just trust me and give it a go.
Maybe it will become your favourite VN as it did for me.
And remember, you were able to bear them because they were not your tragedies.

Fata stans when Door 3 ost 💃💃💃

You don't owe forgiveness to the people who wronged you in your life, but you still are able to move forward and start anew. The cycle of hatred and tragedy will ultimately benefit no one the further and further it goes on. It's not easy to do all of this alone however, especially if you were mistreated by many people in your life. One day though you will find someone who will sympathize and give you the empathy you've needed for years. They can help and reach out their hand to pull you out of the darkness you've been swallowed up by. The people who did do you wrong and their actions can never be excused and it's understandable if they aren't, but knowing the whole truth and the different perspectives can put everything together. The point is to release, not to destroy anymore.

This review contains spoilers

Eu queria muito não mandar spoiler do jogo, mas o que quero falar é tão intrinsicamente ligado com o que acontece que acho que é difícil evitar.

Eu adoraria falar que The House in Fata Morgana é sobre tragédias, sobre a fraqueza do espirito humano e sobre como o mal vem até pra aqueles que não merecem. Mas isso seria uma mentira. Alias é a maior mentira que o jogo te conta por 20h de jogo e as próximas 20h são você descobrindo a força infinita e poderosa do espirito humano.

É, talvez, um dos jogos mais apaixonados, românticos e esperançosos que já joguei. Nunca vi uma obra acreditar tanto na redenção do ser humano, até daqueles que não tem e não merecem. Afirmar com certeza que nós devemos ser quem nós somos, para logo em seguida perguntar "ok mas será que isso é sempre verdade?".

Surpreendentemente é uma obras bem LGBTQ e toca em assuntos que a maioria dos jogos sequer tem coragem de falar e conseguiu ressoar comigo de uma forma impressionante. Eu me senti vista e compreendida e foi difícil não chorar nesses momentos. Eu não sei pelo que autor passou ou se ele conversou com pessoas trans como consultoria, mas o nível de compreensão além do obvio que ele demonstra vindo do protagonista me faz acreditar que ele não escreveu "apenas como ele acha que é". E, apesar de um aspecto especifico da história de Michel não ressoar tanto comigo e até parecer uma escapulida um pouco covarde ou normativa do autor, eu entendo que existem pessoas assim e a história delas é igualmente valida.

Alias quanto a Michel e todos os outros personagens, não há um que não seja excelente, incluindo os podres e péssimos. E apesar de ser um jogo bem sério, as pontadas de humor são tão perfeitas que eu dava risadas altas. É clichê, mas é um jogo que tem de tudo e se reinventa completamente a cada capitulo novo.

Sendo uma das visual novel japonesas que mais fizeram sucesso nos últimos tempos, consigo entender muito bem porque e recomendaria todo mundo a jogar, por mais que 40h de visual novel pareçam desgastantes.

Feels closer to a book than a visual novel in its prose, but regardless, a contender for one of my favorite stories ever and something everybody should read. Masterclass in tragedy.

The House in Fata Morgana é simplesmente incrívell pqp , a poesia desse jogo é linda, os gráficos e a música te transportam para esse mundo gótico cheio de mistério e beleza, é uma daquelas histórias que você não consegue largar.

E a narrativa... eu me surpreendi, é de se elogiar . Tem um enredo supercomplexo com várias linhas do tempo e personagens que se conectam de formas surpreendentes. E os personagens são tão bem desenvolvidos, com histórias de fundo que te fazem sentir uma conexão real com eles.

E os plot???! Impossível adivinhar o que vai acontecer em seguida. A trama é cheia de mistérios e surpresas que te mantêm grudado na jogo

Resumindo, se você curte uma história envolvente, com uma dose saudável de poesia e muitos mistérios para desvendar, é definitivamente um jogo que você precisa experimentar. É uma obra-prima das visual novel , com certeza!!!

10/10

goated. Exited to play more Visual Novels!

One of the most complex games I've ever played. I love visual novels and I decided to play this one (which they say is the best ever made), and it really is impressive! Each character has their importance in the story, and the climax is certainly the last chapter.

Fata Morgana is a VN that features extremely HEAVY themes, and in a way it gets "tiring" in the first 3 chapters of the game. But when the truth is discovered, everything falls into place in a fantastic way.

My only criticism of the game is that it takes a long time, as the pacing is very slow. It's notable to say that the Switch version is the definitive one, it brings updated graphics and new content (such as the Reincarnation epilogue), however, my experience was here, in the Steam version. It's an incredible, complex story, and it's difficult not to feel something in each chapter of the story. There are times when it's a happy VN, but many moments it's too sad and heavy.

Buy it if you have the opportunity! It's truly one of the best experiences I've had with visual novels in recent times.

One of the games I wish I could erase from my memory so that I could experience it again. The feelings it gave me were so intense. One of my favorites.

This review contains spoilers

i unfortunately lack the motivation to write a coherently structured review of this one given the amount of Thoughts i have, so instead im going to present this as a series of notes:

- the quickest summary of my fata thoughts is that i really don't like the first 3 doors and like all of the doors after, but the lows of doors 4-8 are REALLY rough. i like the core of fata morgana a lot and at its best it rly does nail the intensely romantic and sublime affect it's going for. i don't love all of the banter between michel and giselle but their romance overall is pretty moving, and the VN is rly great at turning it into spectacle while maintaining its emotional meaning. it's easy to see why it's emotionally resonated with so many. but unfortunately when it comes to the specifics i find fata fumbles on so many things. it frustrated me more than nearly any piece of fiction in a while, but i'll admit it also kept my interest because of that. it stayed on my mind as i was reading and i rly liked discussing it with ppl (both fans and haters). everyone knows what's great about this VN - the romance, the music, the emotional ambition, etc. and because of that it's a bit easier to complain than to sing the same praises that everyone else has. so while the tone of the review overall is negative i do wanna stress i liked a lot of fata and def don't regret reading it. whether i'd recommend it is another matter. if you're invested in VNs and have a lot of free time as i do then i think it's worthwhile, but if you don't have either of these things i don't know if it's worth the time investment.

- i think an issue throughout all of fata is that it feels far too emotionally externalised. fata is 100% a melodrama and on one hand emotional externalisation is what melodrama's all about - it's about letting go of realistic presentation and human behaviour to bring as much emotion out as possible. i love a lot of melodramatic works but in fata i think this externalisation becomes an issue because it makes everything so clear cut to the point that the emotions can feel simplistic and overly laid out. a lot of melodrama also externalises through form and the best examples of this can get away with emotionally simplistic writing. on this level fata is kind of a mixed bag - the soundtrack is obviously the highlight and carries a lot of sequences to be far more emotionally meaningful than they'd be on the page. fata's strongest sequence ("reclaim yourself") also uses formal elements specific to visual novels for excellent dramatic effect. but the prose itself doesn't feel like anything more than a middling imitation of the gothic novels it's clearly inspired by. the translation also has the awkward mix of period-accurate terms and modern colloquial speech. i dont mind the latter at all in period fiction but it feels so awkwardly employed here.

- in particular i think the portrayal of suffering and tragedy in the VN often places too much emphasis on what is happening rather than the characters' response to it. tragedy as a literary genre is a rly tricky line to ride because it builds a kind of entertainment out of suffering - not necessarily entertainment in the sense of being fun, but in the sense of an intense emotional engagement that leads to a cathartic release. i love tragic fiction but it's not hard to argue that the genre is inherently distasteful for these reasons. i think this is why the tragedies that interest me most are ones which are more invested in the circumstances that create suffering + how the characters react to their/other people's suffering than the actual event of suffering. i think when you take these into account you're closer to being able to examine suffering as an actual human experience and not an awful thing in the abstract. which isnt to say that direct depictions of suffering can't be shown at all, but that i rarely see that much value in depiction alone. i want the sense that the author isn't just using suffering for shock value and that they have a sincere investment in that human experience. there are times where i feel fata rly does want to give justice to its subjects and others where it feels half-hearted. so much of the story is just kinda there to set things in place, and when tragedy is brought into that uninterested setup the results rly fall apart. this is most evident in the sequence with the villagers in door 5. i just cant rly see this sequence as anything more than a way to get giselle and michel to reunite. it speeds through giselle's relationship between the villagers and their relationship with her but indulges in her torture, with little point other than "wow people sure are cruel!" and yet once giselle and michel reunite the resulting scene is a rly strong one that sensitively portrays giselle's experience as a SA victim. in that scene there's a sense of true emotional investment on the author's part and an astute idea of what shouldn't be shown. these elements just arent there in the previous torture scene. these contrasts are what make fata such a frustrating work for me, and i wish it could have reached its highs without twisting itself in contrivances and indulgent suffering to get there.

-while im still on the topic of door 5 - one of the strongest chapters in the game and prob the most crucial one since the rest is extremely dependent on you believing that the michel and giselle romance is deeply powerful. their initial dynamic is pretty standard but effectively endearing, and once it gets into the territory of a bond from shared trauma it becomes pretty powerful. i'm not made of stone! but there's one scene which annoys me so much because it's actually written excellently, but the choice of CG kind of ruins the whole thing. this is a scene late into the door where giselle shows her scars to michel, wanting both to display what michel's father did to her, but also to see if michel can still desire her. one of the door's most interesting threads is how giselle still maintains erotic desires while knowing that she still hasn't recovered enough to be able to consummate them - this tension also existing within michel. the scene shows that giselle still hasn't resolved this tension, but she can reject the idea of her body as undesireable and trust michel enough to let herself be desired again. the scene as it's written works because the eroticism is not for the reader - it's explicitly between the characters. however, the CG's depiction of giselle's body prominently displays her breasts, and shows nothing of her scars. by including a CG at all the body is being displayed to the third party of the reader, which already diminishes the power of the scene. but its framing makes it even worse by explicitly objectifying giselle and making it appear that the depiction of her body is for an imagined reader to gaze at.

- another part of fata which im conflicted on is door 7. on one hand i commend the developers for writing a story about a transmasc/intersex character in 2012 with sincere investment in depicting the experience of dysphoria, writing him as a morally complex character and leaving absolutely no doubt that he should be seen as a man. i'm not qualified to say how accurately it portrays both of those experiences, and i'd be happy to read any critique of the portrayal from transmasc and intersex individuals. but i feel at the very least that novectacle cared about the portrayal. that being said there's one sequence in this chapter which gets far too indulgent in the suffering, even for fata's standards. obviously it's acceptable for a trans story to get depressing - the portrayals of outing and rejection from family/love interests are pretty rough but reasonable to show especially for the time period. but i don't think there's really any justification for the extended sequence of aimee physically, psychologically and sexually torturing michel while he's kept imprisoned. in this case it's less that it's careless as a result of the story needing to rush itself, and more that you could just remove it from the story without making a difference. michel's trauma with aimee is already perfectly justified by her forced outing and cruel rejection of him. i don't find it believable that she basically becomes john jigsaw. the sequence would be more justified if michel's sexual abuse was referred to back in door 5 - given that door's portrayal of a bond emerging out of shared trauma, you would think michel being sexually abused would have had some impact on that chapter. but i think even if it were more prominent to the overall story, there isn't any need to depict it in such strong detail. higurashi didn't have any sequences explicitly showing satoko's abuse in detail because it wouldn't actually add anything that we don't already understand through the depiction of the after-effects. fata really could have used a similar sense of restraint if this element was going to be included at all.

- another issue fata has is its obsession with reveals/twists to the point that it unnecessarily withholds information or kinda cheats the reader in its presentation. michel being trans is something that i dont think rly needed to be a twist, and door 5 would have honestly been even stronger if we were able to engage in his perspective more. i think the reveal is relatively tasteful because it's explicitly from his perspective, and the horror of the reveal is in the horror of being outed rather than the horror of his body (as most trans reveals tend to be played, unfortunately). a case that i find more frustrating is in door 3, which i think would have been much more engaging if it were told from maria's perspective rather than revealing her as a villain halfway through and then keeping her motivations vague until the end. idk if it'd fix that door's main problem which is that the level of cruelty she inflicts upon the white haired girl just doesnt rly align with the rest of her motivations, but it'd make the chapter much less frustrating than having a reveal which is obvious yet poorly justified in the text itself.

- jacopo is just a disastrously written character. the attempts to make him sympathetic are so misguided. i love when characters who are awful people are humanised, but i think to humanise someone doesn't necessarily mean that it should justify their actions. in both door 3 and door 8 fata doesn't quite absolve jacopo's actions but it gets very flimsy in trying to justify them. with door 3 he basically does a 180 as soon as the reveal with maria happens. the problem is that he starts off as a fucking cartoon villain and there just isnt any development to him gaining any kind of conscience. door 8 is even worse in that his actions are so monstrous that the game rly has to go hard in figuring out any kind of sympathetic motivation and the one that it comes up with is "okay so what if he was a pedophile". and even if we just ignore that it's still like bro locked up a girl in a tower and had the blood drained from her to be sold to a whole town as a fake miracle cure and it was all because he was just too anxious to communicate properly. i just find it frustrating how the story treats his and mell's actions as equivalent when mell was literally threatened with death if he didnt partake in the whole thing. it wouldn't be as big of a problem if the level of his actions was scaled down before his sympathetic turn.

- the way the first three doors are tied into the story as a whole feels kinda disappointing, both on the basic narrative level and the metafictional level. part of my dislike for the first three doors is the sense that they're just setup and there isn't rly that much investment in these characters beyond their ability to suffer. in the metafictional context you could justify this by saying that there's an intentional contrast between giselle telling the stories and michel experiencing them with a detached spectatorship, and that part of the point is that we can more easily detach from suffering that isn't our own. fata implies this direction but doesnt rly commit to it, and its metafictional position in the end becomes very different. in door 8 michel is able to understand everybody because of his spectatorship, to the point that he understands them better than the characters themselves do. it doesn't rly have much of a sense that some things can only be understood through experience, rather than simply witnessing. ryukishi07's works have similarly empathetic conclusions, but i find his portrayal of empathy more interesting because it acknowledges that empathy's fundamental limitations. there's a sense that we can't have a complete access or understanding - empathy brings us closer to it, but to empathise takes work and a recognition that you can still completely misunderstand the other. fata's portrayal of empathy feels a lot simpler because it feels the need to explain everything and not leave enough about the characters inaccessible to michel and the reader.

potentially more notes to come later, though im fairly satisfied with what i've written for now!

If you’ve talked to me about this game before, you already know how much I’ve loved the experience. The House in Fata Morgana is incredible. It being my first real introduction into visual novels, I can safely say that this is what got me into the genre in the first place, and what showed me how incredibly poignant and beautiful titles within this space can be.

I wasn’t really a fan of the visual novel genre before playing this title. I had played through 999 with a group of friends beforehand, but apart from that I had no experience with the genre whatsoever. The House in Fata Morgana changed that. Within the span of a year, I went from knowing little about visual novels to the medium becoming one of my favorite video game genres, and that’s all thanks to my time with The House in Fata Morgana. I think it’s safe to say that if you’re at all curious about visual novels, The House in Fata Morgana is the best starting point you could possibly ask for.

I can’t stress enough just how The House in Fata Morgana resonated with me. This title excels with its queer representation, in a way that feels authentic and genuine. Out of every video game I’ve played so far, nothing has ever made me feel as seen and represented as this game does.

I won’t say too much regarding the narrative of The House in Fata Morgana. I think it’s best to go into this game as blindly as possible, but I do hope what I’ve said thus far has at least convinced you to give this game a fair chance. There is one thing that I will say, however.

Recently, with a group of friends, I reread The House in Fata Morgana for the second time. And after having read through other visual novels such as Higurashi and Umineko, I’m a little less enamored with this title than I was the first time I had read it through. That’s not to say that I think this game is now bad having read other visual novels, just that it isn’t as far up in my top 10 games as it once was. With that said however, The House in Fata Morgana is still easily one of my favorite games of all time, and easily a must play.

This game is practically a religious experience. I implore you, even if you aren’t currently a massive fan of the visual novel genre, to check this title out. The House in Fata Morgana is not something you’ll want to skip.

this visual novel is really hard to review because of the nature of its story. rather than tearing out its guts in a lengthy review, i'll just say mind the content warnings and read it if what you've seen or heard about it sounds up your alley! the art and music are beautiful and the story won't let you leave feeling the same way you did when you started, however that might've been.

Spoiler warning for events and plot points in The House in Fata Morgana that are best left for you to discover in your own playthrough first, as my comments here may undermine the experience for your own. You have been warned.

"𝘕𝘰 𝘰𝘯𝘦 𝘬𝘯𝘰𝘸𝘴 𝘸𝘩𝘰 𝘧𝘪𝘳𝘴𝘵 𝘴𝘢𝘪𝘥

...𝘵𝘩𝘢𝘵 𝘵𝘩𝘦 𝘮𝘢𝘯𝘴𝘪𝘰𝘯 𝘸𝘢𝘴 𝘤𝘶𝘳𝘴𝘦𝘥."

Indisputably one of the strongest pieces of the visual novel medium, the haunting yet human narratives of Fata Morgana establish it as one of gothic fiction’s triumphs. There’s a decisive first impression during the course of FM’s “Act 1” that represents it’s tone and theme, and what the player is going to experience throughout. In it, we are presented with the revelation that during the mid-end of one of the Maid’s tales that a painting laid hanging in the adolescent Nellie Rhodes’ bedroom, depicting what used to be the two siblings side by side of each other, to be a prophecy, depicting the future in which Mell and the White Haired Girl are more related than we think. Following further events this reveal is somewhat insignificant and one of the title’s less shocking twists than to what the story later goes on to portray. Nonetheless this is the first example in which we see one of Fata Morgana’s key devices; the ambiguity and non-linear storytelling.

The game revels in its building of tension and mystery throughout its chapters. Things often need second glances and you’re often encouraged to witness events and characters and view them more as double entendres. You’re often flung twists and reveals, but to credit the writing none of them feel poor taste, and fortunately in the wider picture they fit in well. The ambiguity of the writing itself is also a double entendre of the character of Michel. The third person perspective of Doors 1-4 at first dictate how you believe the rest of the game is going to be, and unbeknownst to you perspective switches between “You” and the Maid in order to intentionally throw you off. We entrust conventional visual novel’s unspoken rules and conventions, only to our astonishment that our perception was false. Door 2 is purposefully skewed towards The Maid’s recount of the story (notice when she isn’t there during Pauline’s sequences) and the chronology of accounts is swapped and mismatched to accommodate reveals. However the perspective swapping also provides insights into characters and the overall synopsis that you wouldn’t see if the story was linearly one identity. Door 5 is the largest and grandest example most likely, as by benefitting from two perspectives we are able to understand Michel and Giselle’s blossoming relationship. Fata Morgana sometimes does the reverse, and provides only a singular perspective. Door 7 leads us only through Michel’s eyes so we can grasp only his emotions and intentions.

There’s undeniable immense credit that has to be given to the game’s atmosphere and tone. JoshTheFourth describes it as “neoclassical darkwave”, and even the comment was jokey in a sense, (if not, then I’m deeply sorry) there’s an ironic sense that the blend of newer and older genres only fit into a game about different point in a millennium. The game advises that you immerse yourself in its sound, only to provide often grimy, eerie and distilling moods upon the player. Most doors have different sounds and ways of expressing themselves to the reader - but all without a sense of.. Uncomfortableness. There’s also the blend of the newer and older art of Fata Morgana - backgrounds are often minimalistic and don’t insight much, but darkening colours and palette swaps to more sinister shades during pivotal moments create a deeper and foreboding tension. Character portraits seem almost too detailed in comparison - beautiful and frailish, lighter tones juxtaposed to the background. Some characters do not even have portraits - referred to only in the text screen below. A lot of what Fata Morgana does well is that, like most visual novels; actions and objects are mostly left to your imagination. This is why moments feel more anxious than they should, and more satisfying if you take more time to invest and put yourself into the game.

There were minor mentions and nods to themes earlier in this text, and I would like to apologise if my haphazard and sometimes lazy forms of writing don’t give the quite mature themes this game envisions the evaluation it deserves. In spite of that I would like to say the game handles these messages extremely effectively. There’s the overall arching theme of morality and humanity during the whole 30ish hours, but towards the end of the game we are shown this in a new light. Morgana’s core sentiment is that the three men are all morally black - unworthy of forgiveness and in that belief she casts them to eternal suffering. Michel argues there is no such thing, good people aren’t good, they do bad things. However he always puts Morgana, generally speaking the victim in this situation, first above all else. Fata Morgana asks that you don’t necessarily need to seek forgiveness in others, but content in yourself. Morgana in the end, has to accept the men and the others around her - and herself - as human, and Michel puts faith in others that although they are indeed flawed; they possess the abilities in themselves to take accountability for their bad characteristics. Unfortunately not everyone in the world is likeable (Michel describes himself as “grey” sometimes - and despite the red herring of the White Haired Girl of being morally… white, she is the subconscious of Morgana’s ideals of human), but by coming into terms and accepting people for who they are we are more likely to make peace with the inhumanly parts of ourselves we reject. There is indeed the rejection of your belonging in this world and striving towards the human in which you want to be. The three men’s plan was never to always to do wrong (their constant belief was that they were in the right) but by accepting these truths they transform into more humane characteristics of their previous selves. We see these in the stories too - Mell wanted to stay loved, the Swordsman truly wished for inner peace, Jacopo wished to be with the girl he cared for deeply. But these actions were inherently selfish, and had to be changed.

I struggle to comment on themes of gender identity, for I am not intersex myself and do not have the internal understanding that intersex people may have themselves to the story, but I would like to briefly comment on the game’s sensitive and supporting handling of such topics. But it is the unfortunate disparity that people recognise that Fata Morgana is often an exception when it comes to the views of gender and queer aspects in visual novel media. Though it may not be my place to comment, I hope intersex and people who may also identify themselves as transgender resonate with the nonconformity and exploration of gender that Fata Morgana empathetically provides.

A final theme that I would like to present here; love is a vital theme that exists through nearly all of Fata Morgana’s lapping plots and intricate storylines, and is somewhat hard to ignore its general significance. The multitudes of love present throughout also have different extents. Nellie’s love is more harmful than positive affection, to the point of seeping through and damaging the lives of those around her. Nell leans too much onto the love, despite him knowing that it’s unhealthy in their circumstance. Pauline’s love is almost blindsided - she’s unable to see the inhumane parts of the Swordsman within him, and vice versa where the Swordsman is using love selfishly to keep those parts hidden. Jacopo never acts in time and when he does, not truly what he wants to do, meaning he loses the White Haired Girl/Morgana. Although it is until the eight chapter when things are presumably resolved between the three, the Fifth Door allows all the events of time to flow into one. It is a breakaway of a gothic tradition. Despite losing each other for hundreds of years, Giselle and Michel will always love each other, and their love is enough for the lives around them to flourish and expand exponentially.

I would like to close this text by directly speaking to whoever is reading this to take a more rigorous look at Fata Morgana than I have here - there are many rich themes that are present as well that I haven’t described here without these paragraphs feeling bloated and without effort put in. If you’ve read up to here and have not played for yourself at least once, I strongly suggest that you still pick up and explore the mansion for yourself. A lot of what is written here is not effective if you haven’t experienced the emotions and mysteries of what lies in it, and despite some colossal spoilers for events some especially impressive moments have been left out. The House in Fata Morgana is simply ground-breaking; an interlinking of rich themes, atmospheric tones and narratives and subversions that create something that can only be made once in a generation.

… I don’t have a sufficient enough or impactful sentence to end things here, so I’d make the final statement that Michel and Giselle are quite adorable.

“𝘈𝘯𝘥 𝘸𝘩𝘦𝘯 𝘐 𝘥𝘪𝘥…

𝘵𝘩𝘦 𝘮𝘰𝘰𝘯𝘭𝘪𝘨𝘩𝘵 𝘴𝘩𝘪𝘯𝘪𝘯𝘨 𝘥𝘰𝘸𝘯 𝘶𝘱𝘰𝘯 𝘶𝘴 𝘪𝘯𝘵𝘦𝘯𝘴𝘪𝘧𝘪𝘦𝘥,

𝘢𝘯𝘥 𝘰𝘶𝘳 𝘨𝘢𝘻𝘦𝘴

𝘰𝘧 𝘫𝘢𝘥𝘦 𝘢𝘯𝘥 𝘳𝘶𝘣𝘺

𝘪𝘯𝘵𝘦𝘳𝘵𝘸𝘪𝘯𝘦𝘥.”

literally just play it . dont ask questions

This game ruined me i got destroyed by this VN

This game literally has everything I love about fiction

I'd almost dare say it was made for me frfr.


The House in Bad Pacing

Still good tho. Giselle the goat

To everyone who has recommended this as the best VN I need to ask - do you read books?

Aggressively gauche piece with the malformed bones of a decent narrative. Insists on making incest and pedophilia justifiable in the narrative for some reason. Narrative beats indulge in a deluge of pointless details and tired anime clichés. Also feels the need to explain literally everything to the reader. It tried explaining to me misdirection and I nearly quit playing the game. That was a mistake.

The creator wrote it earnestly enough, there's no malice here. A story about an intersex person in a cursed house, the subtext should be worn on its sleeve. Instead we get a series of imprudent narratives which only serve to propel a tired tale of revenge and redemption.

I'll sum it up with an event from the game

"The world around me went brown"
And they proceeded to dunk her head in shit

How I felt the entire time.

such a... Exquisite story, luve it.

It feels awful to say this because of how dismissive it sounds, but those were my honest feelings: a constant bewilderment that this could be so good and the manner in which it was so good. It's unlike any other VN I ever played, and honestly, unlike most videogame stories.