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I did find this a pleasant read on the whole (having previously seen just a little slice that I gave some playtesting feedback on), but I feel like there are a couple of significant conceptual missteps. Some positives first: the use of NVL mode is pretty smooth. My biggest nitpicks would probably be the that the decision to give the Holy Man a different text color in the past and present sections is puzzling, and the use of colors in general comes off as a bit visually busy and isn't colorblind-friendly. The backgrounds are all near-anonymous medieval & natural imagery, but the how the sprite is animated with shifting expressions is an insanely strong visual idea. 

It's a bit difficult to gauge how exactly the story, the prose, and the presentation all contribute to the reading experience. While playing, I was haunted by a nagging feeling that there was something not working that I wasn't quite able put into words, or maybe that the VN was trying to do something very specific I couldn't get a handle on. Luckily, I think looking at the inspiration – which I was not familiar with – helped put things into focus. In summary, as fun and creative of an adaptation the game is, I feel like all the individual changes it makes in both form and content fail to cohere into something that fully makes sense as a visual novel.

Consider, for instance, just the level of line-to-line pacing, where the plot is generally delivered as you'd do in a short poem or a parable. How the eponymous characters meet is that the Holy Man walks into the forest and then, almost immediately, runs into the wolf. On paper, it's a tense scene that could get more detailed with its descriptions and build up to the meeting more patiently, but we don't worry about things like that – it just happens. But on the other hand, scenes of the characters talking are rendered in a more traditional novelistic style, coming off as hopelessly drawn out in comparison even though the VN isn't egregiously long on the whole. There's a sharp collision between the beats taken as-is from the original texts and what's instead borrowed from how visual novels tend to work.

On the plot side, we get a lot of expansion in the form of complications to the wolf's side of the story and general situation, the little epilogues, and the framing device. Fundamentally, though, the conflict is still about the townspeople just defeating their prejudices and coming to a mutually beneficial agreement. If I recall correctly, the dead kids aren't even mentioned after we find out what happened to them, and my bad if I missed something, but I'm also not sure if the fact that the wolf is a part of a culture rather than just a random beast really alters anything about how the rest of the story plays out. Do we even find out why he's hanging out alone in the woods? There's all this scaffolding to make things more grounded and plausible with the change that the plot involves a wolf man instead of an animal, but I'm not sure how much the story really gets from it. The original tale's simplicity and blatant disregard for the laws of nature certainly didn't harm it, I think.

Then, on the other hand, there's the fact that the relationship between our main characters has more stuff going on. It's definitely a good thread to pull, and I did find the conclusion a little affecting regardless, but I think you can feel the source material not providing a lot to work with and even the lengthy dialogue scenes added here mostly consisting of the two discussing pragmatic plot matters. For the romance-that-wasn't to strike a home run, I wish we had learned just a bit more about the wolf. Intellectually, I get why someone living in the woods would become attached to the first friendly person they meet, but when that's all there is to bite into, the story ultimately feels a little shallow and lacking in specificity. (It would work the other way around because we can see that he's hot, but to an audience of furries, I guess you have to explain why someone would be attracted to a human...)

Another angle to consider is prose. As an exercise in stylistic imitation, the VN fares quite well; everything it quotes or paraphrases from its inspirations feels totally seamless. And yet, the writing is so focused on replicating the voice that I feel like it forgets to consider how it should adapt itself into the new medium, especially when it comes to variation. The characters all sound quite similar, with the single biggest missed opportunity being not giving the wolf a more distinct voice. Also, despite the frame story, it doesn't feel like the game does anything particularly interesting or useful with the conceit of being narrated by the Holy Man – I think it's something you could draw from, for example, to make the pacing feel more natural.

All in all, I don't think the final VN quite sticks the landing as it gets lost in the weeds of forcibly dragging the story towards a more novelistic take that nevertheless isn't radical enough of a reimagining. Still, it's a conceptually bold project, and we like to see that; I'll always be there for stuff that isn't afraid of taking external influences and reworking them into a furry context.