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The paradox of CG-based rape in H-games and the variety of approaches that great games have made to approach them


Oir

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Rape is pretty tricky to do well in H-games. On one hand, you want to avoid repetitive gameplay where the player needs to aimlessly wander into mobs, lose on purpose, and game-over themselves to see H-scenes, thereby forcing them to slog through content on repeat and spam save constantly. But on the other hand, you want the rape scenes to make sense thematically and have some weight to them otherwise it's little better than a vanilla sex scene. Rape needs to fit the situation (ex. losing a fight, getting caught in a trap, etc.). We've seen several approaches to rape in H-games.

You have the generic white bread lose to a mob = CG then game over, start again at the last save. It's the barebones "default" bar that has been set. It's very common and in my opinion, very uninspired. It produces many of the aforementioned problems in gameplay including going around the map purposely losing to mobs and feeling like you constantly need to save the game.

Then you have games like Yukiiro Quest where almost all H-scenes are tied to combat loss. But at least the grand majority of them don't force a game-over screen but moreso transport you to a dungeon/other area. Games like Taima Miko Yuugi just start you at the beginning of the map when you lose so at least you don't need to worry about spam saving. It also tosses in a healthy dose of in-combat H-attacks to mix things up.

You also have a spin on rape through Kunoichi Botan or The Girl in the Red Slave Collar which lean hard into H-combat in which the actual molestation/rape progresses further as you make several rolls/decisions in combat. Many H-instances are still tied to combat loss though but it's not nearly as bad as the generic white bread version because you at least get to see some H-content while you purposely lose and the process of purposely losing is still interactive.

Then you have games like Bitch Exorcist Rio (other than Cursed Village) which ignore combat altogether and its moreso an exploration game where you find yourself in H-situations based on walking into the wrong rooms, taking the wrong paths, making bad decisions, etc. Of course some people might see this as a bad thing due to lack of combat mechanics whatsoever but it's definitely an approach which eliminates the problem of losing to mobs constantly.

You also have games like Ruins Seeker where the combat is full-action sprite combat. So "waiting to lose" to mobs is not as tedious as turn-based combat. Of course, you still have the problem of purposely losing to mobs to see rape scenes. Kunoichi Ayame is a slightly different spin on this where the combat is still sprite-based action combat but H-scenes can occur simply due to accidentally spacing badly and bumping into the mob. Game-over screen is avoided in this instance since the monsters tend to let the protagonist go once they've had their fill.

Anything I missed? In your opinion, what approach to rape in H-games is best? What approach needs further development? How would you "fix" the common problems of rape in games?
 
In regards only to your opinion, which is very elaborate, thank you, i want to spaek for myself and say that, i love the mechanic of classical losing to get rekt.

Before the dawn of h games (or me knowing them), i'd enjoy losing on purpose on non-h games to see the heroine's sexual-esque face and moans. Yup, i discovered ryona (heck, maybe i discovered another thing first whatsoever, but eh...that's too dwelving into personal and, slighlty weird, topics).

Anyway, come h games. See her getting full-on boned. What a BONUS! I thought, and continue to think, to this day.

That is why i don't understand the tedious. Well i mean i do, i think, believe and can get it if i see it from other perspectives such as yours, but for me that's all the contrary and what makes it immersive.

Hmmm...i feel i am missing something though...cannot quite put my finger on it ...just now...

Oh one last thing: I hate it when there is out of nowhere rape that happens mid-anything and stops abruptly (you either escape or whatever) and the girl continues and goes on as if nothing happened.

I like it more when it is portrayed for example as a game over. Shows more impact. (Or any at all. Rape in-and-out is kind of lame)
For me obviously.
 
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Oh one last thing: I hate it when there is out of nowhere rape that happens mid-anything and stops abruptly (you either escape or whatever) and the girl continues and goes on as if nothing happened.

I like it more when it is portrayed for example as a game over. Shows more impact. (Or any at all. Rape in-and-out is kind of lame)
For me obviously.
The trend towards soft rape games post 2010 was a disappointing mistake imo
 
You're missing Rance / VBFI / etc. etc. Where the lead character is male, and the protagonist rapes a bunch of other characters. Its naturally a far more aggressive game style. Strangely enough, its kind of a turnoff for me. Its like, "I" don't want to be raping, even though I find rape scenes hot.

Either way, a "main character is the rapist" game like Rance is a completely different feel for sure.

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Lightning Warrior Raidy is a funny one. Raidy gets raped on loss, but Raidy "reverses" the torture on win.

 
Most of the problems are bypassed simply by having proper gallery where everything to do with a specific mob is unlocked when they're beaten the way atarime does with the eileen games. Never have to lose a single fight and you can see every scene ( aside from the endings which aren't really game overs ). Of course both are battlefucks so...

Actually I'm rather surprised that there's not some universal H-game gallery plugin for RPGMaker games.
 
Erotical Night is probably a "vanilla-ish" game worth mentioning. It somehow never is about rape but it does have "Battle Fuck" going on, and to far more detail than other games. No CGIs if I remember correctly (its been years since I played that).

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There's also the vast majority of H-Visual Novels, which actually weave a proper story. There are rape moments, but they're actually impactful instead of a "hentai delivery mechanism".
 
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You're missing Rance / VBFI / etc. etc. Where the lead character is male, and the protagonist rapes a bunch of other characters. Its naturally a far more aggressive game style. Strangely enough, its kind of a turnoff for me. Its like, "I" don't want to be raping, even though I find rape scenes hot.

Either way, a "main character is the rapist" game like Rance is a completely different feel for sure.

I can very much relate. I don't think it's a coincidence that the vast majority of H-games feature a female protagonist. There's definitely a niche for male protagonist H-games.
But I dunno, I like playing as the female heroine getting fucked, not doing the rapey stuff myself. It makes me feel genuinely bad :/
 
I cannot say which one is the best, but I prefer the rape isn't forced, as in there's a logical choice to not get raped or only occur in combat loss, so something like Kozue or Little Braver. In-fact most of those games that do rewards you for getting through the game with the playable characters virginity in-tact, is probably the better one for me, I do hate it when you tried so hard to keep the girls virgin but turns out there's no reward for it, not even extra dialogue. This only applies for playable characters, I do not care about random NPC getting raped in the background if you can keep your characters out of it.
Also this statement is obviously talking about a game where you play as female or have female playables, if you play a game as male rapist, that's a whole different story.
 
In-fact most of those games that do rewards you for getting through the game with the playable characters virginity in-tact,
Makes sense from a dev standpoint to me.
Punish the player for playing the game avoiding all the sexual content.

Why play a rape game and not get raped?
 
RJ150014 put a unique spin on the mechanic: your goal is sabotaging your female bodyguard by making deliberate actions that whittle down their combat ability until the "enemy" defeats them (because you've allied with said enemy from the outset to compromise your female bodyguards).

To offshoot from this, an ideal way to attach rape mechanics to a heroine while maintaining ludonarrative might be to make the player the heroine's questionable ally instead of the heroine directly. That way, the player is free to either help the heroine in earnest or to arrange scenarios leading to the heroine's rape.
 
Personally, I prefer it when you can continue after a loss (usually with a disadvantage of some kind), rather than having to reload a save. It's also interesting when there are advantages to losing, which gives you an additional incentive to lose:
  • In Yorna: Monster Girl's Secret, losing increases your lewdness and thus the power of your sex attacks
  • In Lust Grimm, there are some achievements for losing, and achievements give you stat boosts
 
Rape cg scenes are not at all hard to do somewhat well if you ask me. A non moving pic needs to either appear in the proper context, or have one of the characters with a fitting facial expression to be instantly recognizable as a rape scene. Even if both fail, the text coming along with the scene can still save the whole thing.

For me the keyword to games that are mainly rape focussed is variety, both in the scenes as well as when they are presented. Game over rape after a lost fight is fine, but if that is all the game offers and you can watch 12 loss scenes that are then reverted by reloading so your character gets to finish the game as a virgin then thats a letdown for me, as it greatly limits a possibly rewarding experience. For me a good rape game has several ways to present scenes. Game over fight losses, walking into game over ambushes, the character enduring a scene for a story purpose, getting tricked, maybe even repeated scenes with a serial offender, hell some games use rape scenes as something the character can overcome to grow and have some development.

The amount of scenes that lead to instant game overs is a bit too high for my liking though. I blame the compulsive virgin fetish of many writers for that in games where females get raped, and I blame the infinitely masochistic writers not going for anything less than "drained to death" or "24/7 sex slave for all eternity" in games where the men get raped by females. It is a bit of a curse when one looks at the games as a whole, but thankfully does not take away too much from the few favorite individual scenes one has per game. Among the most common problems rape focussed games often have, this is not even among the most annoying ones for me.
 
Well, personally I liked the way of Load again.
Losing to mob in a dungeon was a GOR scene, lossing to the dungeon boss another GoR scene and back to title screen each time. On the other hand, clearing the dungeon / area unlock the gallery.

Each scene show the end of the MC adventure. So the game push you to try playing the virgin route while you got rape scene to enjoy (as an aside it offer only 1 way to losse viginity without GoR which unlock prostitution and ecchi side way to complete a few quests).

GoR rape when you need to manually unlock each scene by lossing the specifi monster is really a pain - at least have the decency to put an unlock all in the gallery once you beat the game dev !

There also the frequent "each time you lose and get raped you get corrupted" until it change and lead to game over or change the ending...


but as long as the old system sell, most dev won't bother ...
 
I blame the infinitely masochistic writers not going for anything less than "drained to death" or "24/7 sex slave for all eternity" in games where the men get raped by females.
What game?
In Reverse Rape games the guy always gets laid in the main story. Maybe I haven't played enough, but I'm 100% confident in this.

It's usually FeMC where the girl getting raped is a bad end. I doubt it's even because they're obsessed with the girl being a virgin.
They just want the girls to be suffering as much as possible. In tears, mindbroken and all that. Having their virginity taken in an orc gangbang is surefire to do that.
 
In "Damned Kill Me" there's a boss you are meant to lose to for the story to progress, but you *can* win. However after winning, and getting an immediate "good ending" for the whole game, the text says you have often wondered what would have happened..... and you can choose to go back and end up losing (you immediately are on the ground after having lost, so you don't really fight at all the second time.)


In Lilitales, there is a fortune teller who appears whenever you GOR, and rewinds time. (Which is needful because there are a number of fights that are unwinnable if you don't know the special trick.)


In Slave's Sword, there are some areas where if Luna loses, she gets taken to a dungeon and has to escape. But 6 failures will still get you a GOR. (The first 5 failures result in "punishment" for trying to escape)

I'm a big fan of non GOR, defeat scenes. Sometimes with consequences.
 
Sounds like a lot of work to add a whole extra scenario post defeat.
 
Yeah. It only makes sense if it's what you are going for. In slave sword, the escape scenario is one of the game's central gimmicks.

The guards have predetermined routes, and sight lines, and you have to cleverly sneak past them. I am sure no small amount of effort went into creating that, but it was all worth it!


Also, another game with an interesting mechanic :

Paperheads is an ACT game, where if the protag gets defeated, she wakes up chained to a wall and has to "struggle" on the keypad to break free before her enemies return and find she is awake. Basically, you get one free loss. If they defeat her again after she escapes the chains, it's just straight GOR.

It's kind of like you've got two layers of defeat. But the second layer it actually makes more sense she would get sexually assaulted, since she is a helpless prisoner in chains now.
 
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Yeah. It only makes sense if it's what you are going for. In slave sword, the escape scenario is one of the game's central gimmicks.

The guards have predetermined routes, and sight lines, and you have to cleverly sneak past them. I am sure no small amount of effort went into creating that, but it was all worth it!


Also, another game with an interesting mechanic :

Paperheads is an ACT game, where if the protag gets defeated, she wakes up chained to a wall and has to "struggle" on the keypad to break free before her enemies return and find she is awake. Basically, you get one free loss. If they defeat her again after she escapes the chains, it's just straight GOR.

It's kind of like you've got two layers of defeat. But the second layer it actually makes more sense she would get sexually assaulted, since she is a helpless prisoner in chains now.
Imagine writing unique plot threads for every gameover condition.
What a nightmare.

The reason choice in games in general is so limited is because choices with consequences, "winning/losing" means tons more work.
 
If it is uncommon, but players want it, then doing it gives you a competitive advantage.

My H game theory is that the H is what people are there for. There has to be at least a little bit of game play, or it's basically just a VN. (Although people do buy VN's....)


However, the downside of doing all that work, is the player may never see most of it, if they're not playing through a lot of times. It was probably on my 10th or 11th play through that I finally realized the L10 mission of Slave Sword had its own, separate dungeon play. And then I started looking for them elsewhere. But I could easily have played to my fill and never known it was there.
 
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