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DEARDROPS Review

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A fictional rock band from a 2010 visual novel once played a real concert in Yokohama’s Bay Hall, selling a live album afterward like they were an actual touring act. That’s the kind of commitment DEARDROPS asks of its music, and it’s also a fair preview of the story underneath it, a shattered classical violinist finding his way back to playing at all, just with rock and roll standing in for the virtuosity he lost.

Suganuma Shoichi arrives back in Japan with his career as a classical violinist in ruins. Ten years of near total focus on classical music, the kind of discipline his father Kippei pushed him into from childhood, left him with almost nothing else to fall back on once that career collapsed. He trained in Germany and performed with real distinction there. Then he pushed his rival Johan down a staircase in a moment of overstressed frustration, an incident that got him expelled from the orchestra and sent home in disgrace. He moves into Live House 696, a venue run by his childhood friend’s family, and takes a job there while his old violin sits mostly untouched. Picking up guitar instead, a new instrument he eventually names Fraulein, becomes his path back toward music, not fame exactly, just the simple, stubborn act of playing again.

A rocky first attempt at joining a makeshift band pushes Shoichi toward quitting outright, until bassist Eiji talks him out of giving up and toward forming something of his own instead. Guitar teacher Yayoi signs on to help him learn the instrument properly, and drummer Rimu joins after a battle of the bands pulls her away from her old group. The four of them later discover they’ve each won an identical prize from an old vending machine at the live house, a guitar pick engraved with the word Deardrops, and they take that as the band’s name once everyone’s finally in place.

Music carries this game more than any other single element. The in game soundtrack, released separately as My Dear Stardust, spans roughly twenty original tracks, among them songs actually titled On My Beat, No Music No Future, Be Loud, and Natural Born Challengers, distinct enough between characters that Deardrops’ evolving sound tracks the band’s growth across the story. Be Loud, in particular, plays fast and loud enough at 178 beats per minute to actually earn its title, while quieter cuts like Not For Sale slow things down for the story’s more reflective stretches. That commitment extended past the game itself. A live album, recorded at an actual Deardrops concert in Yokohama’s Bay Hall, gave the fictional band a genuine discography fans could listen to outside the visual novel entirely.

Riho, sharp tongued and closed off in ways that read as standard tsundere shorthand early on, ends up the emotional backbone of the entire narrative. Even her initial coldness toward Shoichi has a clear root once the route explains it, disappointment in someone she’d once admired rather than simple hostility for its own sake. Her route runs noticeably longer than any other heroine’s, wrapping up most of Shoichi’s unresolved backstory along the way, and that length gives her arc a weight and cohesion the other routes don’t quite match. I came away treating her as the story’s true center, the one route that actually closes the loop on why Shoichi ended up at Live House 696 in the first place.

Rimu joins the band not long after her mother remarries, and underneath her whimsical, almost catlike detachment from everyday concerns sits real loneliness. An absent biological father, himself a rock musician, still casts a long shadow over her new stepfather Tamano’s attempts to actually connect with her. Her route mines that quiet ache effectively even within a relatively short runtime, and I found her the easiest character in the whole cast to actually laugh with rather than just at.

Yayoi’s route is where the game struggles most. As Shoichi’s own guitar teacher, she’s introduced as an intense, borderline obsessive perfectionist, someone who treats a single missed note as a personal failure. She’s introduced insisting she’s nothing special, plain compared to everyone else in the band, and that insecurity never quite gets resolved even after the route spends real time on it. Her romance route mostly retreads themes the common route already covered, and once her teaching role wraps up, the story starts treating her like an ordinary girl next door instead of the master musician it spent hours establishing her as. I found the shift jarring, and the route reads as more obligation than necessity, the thinnest material in an otherwise well built cast.

Kanade rounds out the four romanceable routes, and she isn’t a band member at all. She runs the live house alongside her father and her precocious younger sister Chika, and her rivalry with Deardrops, competing bands sharing the same stage, gives her story a different shape than the other three. Her father, referred to simply as Master around the live house, swings between trusting Shoichi completely and threatening him outright depending on how close he gets to Kanade. That unpredictability gives their scenes together a real edge. Her route pulls Shoichi’s history with the violin back into focus from a different angle than Riho’s does, offering him a second chance at his old instrument that plays out very differently depending on which path he’s already walked.

Gonda, the band’s bassist, brings real comic energy and a standout vocal performance that elevates every scene he’s in, his explosions of anger doing a lot to keep the whole thing from feeling like a straightforward harem. Eiji himself carries a darker history that surfaces gradually rather than all at once, giving the group real tension beyond simple band forming optimism even after everyone’s settled into their roles. Chika, Kanade’s ten year old sister, runs circles around the adults around her, earning her nickname as the unofficial queen of Live House 696 despite being younger than everyone else on stage. Samejima, an indie rock star who drifts through the story, rounds out a side cast that gives the setting real texture beyond the five central band members.

Deardrops leans noticeably more idealistic than Kira Kira, the earlier Overdrive game it’s most directly descended from, softer edges and more earnest sentimentality running through nearly every scene. That idealism shows up most clearly in how rarely the story lets its darker beats sit unresolved for long, a softer instinct than Kira Kira’s own, though I didn’t mind the shift myself. The two games share enough DNA that Overdrive eventually paired their bands together in a crossover single, a small nod to how connected the two stories are behind the scenes.

Full voice acting covers every character except Shoichi himself, standard convention for this genre, and the performances land well across the board even beyond Gonda’s standout work. That consistency matters given how much of the emotional weight in scenes like Rimu’s quieter moments or Yayoi’s outbursts depends on tone carrying what the text alone doesn’t fully spell out.

Overdrive built Deardrops as a spiritual successor to Kira Kira rather than a direct sequel, releasing it in Japan on June 17, 2010, with MangaGamer bringing an English localization to western audiences two years later in 2012. Overdrive had already built a reputation around Kira Kira and its focus on youthful ambition, and Deardrops reads like a studio testing whether that same music driven formula could support a quieter, more personal story instead. The production values here mark a real step up from Overdrive’s earlier visual novels, more animated CG work and a fuller soundtrack than what the studio had shipped before this point.

Verdict

DEARDROPS trades the meteoric, nationwide ambition of Kira Kira for something smaller and more intimate, a story about a broken musician finding his way back to playing at all, and that shift in scale mostly pays off. Riho’s route carries the emotional weight of the entire game and closes the loop on Shoichi’s backstory in a way none of the other three quite manage, while Rimu’s quieter ache over her absent father gives the game some of its most affecting material despite a shorter runtime. Yayoi’s route drags by comparison, recycling themes without adding much new, but between an excellent soundtrack that spawned a real concert, a strong supporting cast in Gonda and Chika, and four distinct heroines each pulling Shoichi’s story in a different direction, this remains a solid, warm hearted entry in the band story subgenre.

DEARDROPS Review

3.8 out of 5
A smaller, warmer band story than Overdrive’s earlier work, carried by a genuinely strong central romance and an excellent soundtrack, even where a couple of its routes feel like afterthoughts.
Story 3.5 out of 5
Characters 4 out of 5
Writing 3.5 out of 5
Presentation 4 out of 5
Emotional Impact 4 out of 5
Good Stuff Riho’s route ties together Shoichi’s backstory with genuine emotional payoff An excellent, varied soundtrack that tracks the band’s evolving sound across the story Gonda’s standout voice performance and Eiji’s darker history add real texture to the supporting cast Rimu’s route mines real loneliness from an absentee father despite its short length
Bad Stuff Yayoi’s route feels obligatory, retreading themes the common route already covered without adding much The story’s more idealistic tone may feel softer than fans of Overdrive’s earlier, grittier work expect Two of the four heroine routes are noticeably shorter and thinner than the other two

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