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The House in Fata Morgana: A Requiem for Innocence similar games & best alternatives

The House in Fata Morgana: A Requiem for Innocence

PC (Microsoft Windows) • 2018

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Quick resume

"A Requiem for Innocence" is a companion to the visual novel "The House in Fata Morgana." It tells the tale of a young man dragged down by his ambitions and a girl both worshiped as a saint and maligned as a witch. For them, there is no happily ever after.

Global score

97/100

Genres

Adventure, Visual Novel

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    Pros

    • Masterful storytelling and writing
    • Deep emotional engagement
    • Beautiful art and soundtrack
    • Expands and enriches original story
    • Includes meaningful side stories and extras

    Cons

    • Requires playing original game first
    • Shorter length than main game
    • Some modern language anachronisms
    • No gameplay variety beyond reading
    • Heavy and tragic themes may be intense

    Motivations

    • Autonomy

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      "The game is a kinetic visual novel with minimal player choices that do not affect the outcome, indicating limited player control and following a preset narrative."

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    • Competence

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      "Gameplay involves reading and experiencing a story with minimal skill challenge or variation; no complex mechanics or tests of skill."

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    • Competition

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    • Continuation

      Game with the same Continuation vibe

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      "Players engage in long sessions to explore multiple story fragments and endings, showing strong attachment and habitual play."

      Capsule for Zero Escape: Zero Time Dilemma Zero Escape: Zero Time Dilemma

      "Players engage deeply with the story, often playing through all episodes and extras, showing strong attachment and habitual play."

    • Cooperation

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      "Single-player experience focused on individual engagement with the narrative; no multiplayer or cooperative gameplay."

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    • Creativity

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      -4

      "Players consume a fixed narrative and art with no creation or modification options."

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    • Domination

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      "No social or power dynamics over others; experience is solitary and narrative-driven."

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    • Escapism

      Game with the same Escapism vibe

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      "Strong escapism through immersive, atmospheric world and emotional storytelling that transports players from reality."

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      "Strong escapism through immersive, emotional storytelling that allows players to experience different lives and emotions."

    • Expectation

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      "Players engage voluntarily out of personal interest and emotional investment, not obligation or pressure."

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    • Experimenting

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      "The story is fixed and linear with no exploration of different choices or mechanics."

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    • Exploration

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      "Exploration is limited to narrative routes; no open world or discovery elements."

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    • Expression

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      -5

      "No character customization or self-expression; presentation is fixed and standardized."

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    • Fantasy

      Game with the same Fantasy vibe

      4

      "Engages players in a dark fantasy horror setting with supernatural elements and narrative twists."

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      "Engages players in a dark fantasy setting with gothic and tragic themes, distinct from realistic experiences."

    • Fellowship

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      "Minimal social interaction; experience is solitary without community features."

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    • Growth

      Game with the same Growth vibe

      3

      "Players develop understanding of complex story and characters, with emotional and intellectual growth."

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      "Players gain emotional and intellectual growth through complex storytelling and character development."

    • Health

      Game with the same Health vibe

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      "Sedentary gameplay typical of visual novels; no physical activity involved."

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      "Sedentary gameplay typical of visual novels; no physical activity involved."

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused attention and continuous engagement to follow the narrative; not suitable for background or casual play."

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      "Requires sustained attention and focus to follow the narrative; not suited for background or casual play."

    • Intimacy

      Game with the same Intimacy vibe

      3

      "Emotional connection to story and characters fosters a sense of intimacy despite lack of social interaction."

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      "Strong emotional connections to characters and story foster a sense of intimacy despite lack of social interaction."

    • Leadership

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      -5

      "No leadership or group management roles; purely individual experience."

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    • Progression

      Game with the same Progression vibe

      2

      "Progression is narrative-based through unlocking endings and story layers rather than item or power accumulation."

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    • Relaxation

      Game with the same Relaxation vibe

      3

      "Provides emotional catharsis and flow through immersive storytelling, though some tension and suspense are present."

      Capsule for Komorebi Komorebi

      "Provides emotional catharsis and flow through engrossing storytelling, though with heavy and intense themes."

    • Sensation

      Game with the same Sensation vibe

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      "Enjoyment comes from art, music, and narrative rather than intense sensory stimulation."

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      "Enjoyment derives from art, music, and emotional tone rather than intense sensory stimulation."

    • Status

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      -5

      "No social recognition or status mechanics; experience is private and personal."

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      "No social recognition or status mechanics; experience is private and personal."

    • Story

      Game with the same Story vibe

      5

      "Strong narrative immersion with complex plot, character development, and emotional engagement."

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    • Strategy

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      -5

      "No strategic or problem-solving gameplay; straightforward reading experience."

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    • Thrill

      Game with the same Thrill vibe

      2

      "Emotional tension and suspense arise from story events and choices, though no high-risk gameplay."

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      "Emotional tension and suspense arise from story events, but gameplay is controlled and predictable."

    • Value

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      4

      "Players feel they receive strong emotional and narrative value for the time and money invested."

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    • Violence

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      "Some violent themes in story but no gameplay focus on combat or destruction."

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    • Survival

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      "No survival or resource management mechanics; stable narrative environment."

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    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Autonomy, Strategy, Experimenting, Competence. Here, the score leans higher than usual among comparable games on Intimacy. It leans lower than usual among comparable games on Idle, Creativity.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026