Tuesday, June 28, 2016

Lady of the Castle

Author: Waffrus
Availability: Free, Online 
Format: Visual Novel
Genre: Fantasy
Rating: Everyone





My Scores (Out of 5):


Writing: 2.5
Art: 3
Gameplay: 2
Romance: 2 (Eh, I wasn't totally feeling it.)

Summary


In Lady of the Castle, you are Lady Elise. You're celebrating your birthday with your cousin, tutor, and maid when you get a letter from your uncle, the king, informing you that you are to marry the prince of Rozale in two weeks. Happy Birthday, indeed!

Review


The Writing


After the darkness of Saccharine and Reverie, it was kind of nice to get back into a classic “meet and fall in love” romance game. Lady of the Castle is a bit of cute fluff, although it clearly doesn't quite pull off all of the ideas that the author had. The difficulty with anything this short is that the author has a very limited space in which to parcel out all the important information about the characters, setting, and plot. It's important that we get to know these people, especially our protagonist, ASAP, so that the ending has more emotional payoff, and in this game, it feels like a lot of interesting information shows up late and goes whizzing by with little or no elaboration. I know I've said before that I like when stories “bleed off the page” by alluding to things we'll never actually see, but something as critical to a character as “why she's living with her uncle instead of her parents” strikes me as something that should get just a bit more attention in the beginning of the story. Or, maybe that's just me.

The Art


Overall, I found the art to be rather pretty, although the faces struck me as being a little wonky, especially Elise's. I think it's to do with where her mouth is in relation to her jaw, and it's less noticeable on the guys. Still, the clothes and backgrounds are very nice, and the style is a refreshing break from the usual anime/manga look these games nearly always have. I was also pleased to see a suitor with some melanin, since again, these games do have a tendency to be completely White. The only other exception I've found to this rule so far is the Canada-based Heartstring Bugs. Variety is good, people: in games like this, the more different the suitors look from each other, the more tastes you can appeal to.

The Gameplay


Well, one advantage this game had over Saccharine was the giant button labeled “Start”. It was pretty hard to miss. However, the cursor only changes into that “I” shape you see when typing, which is its own brand of confusing.

There are 6 endings in the game: 1 for ending up alone, 2 for one suitor, and 1 for everyone else. It's a little odd to me that only one character has a bad ending, and it's not even someone the plot centers around. I had actually thought that the “official plot-line” would be that cousin Fred himself was secretly in love with Elise, yet his ending only has her end up as his adviser, a detail which other endings also include. As such, it wasn't until I got the other 5 endings that I realized that was his ending. Also, while some options like “Talk to Loren” are obvious in whose ending they build toward, others are a bit less intuitive on the first play-through.

TL;DR


Lady of the Castle is a very short, cute game that's very clearly an early attempt. There are no shocking twists or turns and the pacing needs work, but if you just need a quick dating-sim fix, there are worse ways to spend thirty seconds.


So, what do you think? Is this game fit for royalty, or nothing to write home about? Feel free to leave your opinions in the comments.

Tuesday, June 21, 2016

Reverie: an Odd Sim Date

Author: Amiralo
Availability: Free, Online
Format: Dating Sim
Rating: Teen


My Scores (out of 5):


Writing: 3.5
Art: 3
Gameplay: 2
Romance: 2.5 (Just one actual pairing, but darn it, I got misty-eyed)

Summary


In Reverie, you are Asuka, a high-school girl with so many problems at home that escaping into a dreamland seems like a good idea. However, once you find yourself *in* said dreamland, you decide you really ought to be heading home. Unfortunately, the inhabitants of this place are anything but helpful.

Review


The Writing


The English in this game is rife with grammatical errors and typos, which makes reading it a little bit of a chore. Speaking of difficulty in reading, there was also a struck-out passage in the intro which I just about went bonkers trying to decipher. Fortunately, the text is revealed in the end, although I still think its mysterious, taunting presence is some form of cruelty.

At first, I thought the story was just going in the direction of obvious wish-fulfillment for the player: you wake up in a fancy castle, are told you're the most important person in it, and some rich guy wants to shower you with attention and presents. However, it turns out to be much deeper than that: these things are really wish-fulfillment for the *character*, and not everything is as nice as it appears to be. The story is almost as dark and depressing as Saccharine, with themes of persevering in the face of disappointment and disillusionment.

The Art


The quality of the art varies. When we first see Asuka in her new bedroom, the detail and cool palette were so lovely that I was quite caught off-guard. However, this level of artwork isn't maintained throughout the entire game, and I was frankly disappointed in the “serene place” to which the duke takes Asuka. Backgrounds aside, props must be given to the creatively surreal character designs of Joker and the nightmare monster, whose appearances are not merely strange, but highlight the unreality of the place.

The Gameplay


Argh. Where do I begin? Well, the good news, first: The game doesn't appear to have any critical glitches, save for a suspicious moment when I could have sworn that Joker gave me a knife, yet my attempts at attacking the day-10 monster immediately afterward resulted in the message that I “tried to attack it bare-handed.” Oh, yes, you can be attacked by monsters in this game, and while the shopkeeper NPC states that you can't actually die, the effect is still the same.  Also, the "play music" button causes the soundtrack to irritatingly overlap itself if pressed more than once, but that slight problem is both easily solved and easily ignored.

The main thing that bothers me about the gameplay is that the game itself tries to discourage you from exploring (characters tell you not to, monsters attack if you enter the wrong rooms, and then after you die, the game chides you for wandering around), yet exploring is absolutely necessary. There is no map in the game; there are no indications of what a given door could lead to, and there is nothing that can be done in the bedroom except sleeping and checking the inventory.  The danger, while potentially interesting, is handled very unfairly, especially since once you've accidentally stumbled across a monster, you have virtually zero chance of escaping unless you had the good fortune to stumble across the shopkeeper first and stock up on items. It isn't even possible to back out of a monster's room once you've realized where you are: you can only go forward, wincing even as you push the button because you know this thing will want chocolate and you only have the roses and WHY IS NAVIGATING THIS PLACE SO HARD?!

The other major complaint I have has to do with the help document. Many games include such a thing, and that is fine...provided it's easily accessible at the beginning of the game. This game's help document can only be found if you stumble into the right room, despite the fact that the game itself apparently doesn't want you to explore. Once found, it tells you that there is a specific, recommended order to courting the guys, and it gives you *vital* information regarding their endings. So, good thing you explored after all, I guess.

Despite these major flaws, the game isn't actually unplayable. Still, you will need a good memory for navigating all those doors, and there's a non-zero chance that you'll have to completely start over when you were just within inches of victory. It's beatable, but also frustrating at times.

TL;DR:

Reverie is a dark, tricky game with spotty English that, nevertheless, tells a decent story. It has a lot of interesting ideas, some of which could have probably been executed better, and it's worth checking out if you can put up with a few head-desk inducing game-over situations.  

As usual, this is merely one girl's opinion.  You might think this the game of your dreams, or a nightmarish monstrosity.  Feel free to let your mind wander in the comments.

Tuesday, June 14, 2016

Saccharine: a Misleading Sim Date

Author: Amiralo
Availability: Free, Online
Format: Dating Sim
Genre: Fantasy
Rating: Teen

My Scores (out of 5):


Writing: 3.5
Art: 3.5
Gameplay: 2.5
Romance: 1 (As close to an anti-romance as you can get without being “I Want to be Single”)


Ladies and Gentlemen, the Girl Game Review is back, and the first game we're serving up is Saccharine.

Summary


In Saccharine, you are Branwen: a mysterious, pale woman who comes to the pastel-colored kingdom of Cadille with the hopes of hiding a wanted fugitive; and if that plan happens to involve winning over the prince of this cake-loving kingdom, then so be it. Be warned, though, that this is not your typical, sugary dating sim.

Review


The Writing

Let me say up front that this is the darkest dating-game I've played to date (pun not intended), and that is including the games with vampires and magic powered by forsaken children. The game warns the player up front that it is a “misleading sim date”, and that...might actually be a good way to put it. At the risk of spoiling too much, this almost seems to be an anti-dating-game, the way its story unfolds and twists.

While there are a few grammatical issues sprinkled here and there (such as a person called "Women 1" stating “If I hadn't already marry Matthew..."), the story itself is interesting and nuanced, with satisfyingly individual and distinct characters. Also, I like how enough hints of the world—its culture, history, etc.—are given to make it seem to “bleed off the page”, as they say. It's nice when a fantasy story feels like it has a larger world to live in.

The Art

The art-style is interesting in that the characters have a hand-drawn look, while the backdrops seem to be painted with water-colors. This, combined with the long, thin style of the characters and the haunting, music-box-like background music, fits very well with the tone of the story, I think. That said, I like how there's a noticable difference in both body and face-shape between Branwen and the innkeeper; she adds a nice bit of visual variety without actually breaking the asthetic.

There are rough, un-colored chibis in some of the cut-scenes, and I leave it to others to decide whether this is in keeping with the hand-made look, or merely suggests that the creator was phoning it in for these parts. Personally, I didn't really mind it much, and I found the chibi drawing of Branwen with a bag over her head to be hilarious. The other scenes can be quite beautiful, though certainly not perfect, and I have to admit that the first time I saw Branwen, I didn't realize her eyelids were closed and I thought she was staring out at me with blank, dead eyes. It was rather unnerving.

The Gameplay


This game has an enforced linear gameplay, meaning that you cannot pursue bachelor #2 until you win bachelor #1. This would probably be more annoying if this were a regular dating sim, since offering a variety of guys to suit players' different tastes is part of the point. Even so, the way it's executed (with a note in the help screen telling you that you need cheatcodes) is very bald, and could probably have been handled more subtly. For example, some games (such as Fantasia: Requiem of the Abyss) just quietly unlock the new content after you've achieved whatever goal the author has set. Still others (like Frozen Essence) enable all the paths from the beginning anyway, letting the player assemble the full story themselves in whatever order their play-throughs happen to be in. I'm not saying the use of cheatcodes and such is wrong, mind you; just that it's possible to blend things more neatly into the game without breaking the fourth wall.

Subtlety aside, there are a few genuine complaints I have about the gameplay: first, it took me a while to realize that, in order to start the game and progress through certain scenes, I had to click on a gem. It would have been helpful to have this icon labelled the first time we see it. In far worse need of labeling, however, are the cakes and recipes for sale in the shop. It was very frustrating to finally earn enough gold to buy a certain cake, only to discover I'd purchased the wrong one. It'd be one thing if I were having to choose between a watch and a bowling-pin, but when discerning the flavors of cakes, one can really only go by the coloring, and even that's iffy. It's even worse for the recipes, which are identical except for their almost-arbitrary colors. (Sure, blue makes sense for blueberry...until you realize there's a second shade of blue in that lineup.) Also, there is a bug where trying to feed Isador a cake you don't have will result in you having a negative number of cakes.

One thing I did like, however, is that the gifts were woven naturally into the dialog so that you couldn't progress until you'd gotten the right thing. This kept the gift mechanic from feeling unnecessary or hack-y. I was annoyed, though, that Branwen told the Prince she'd eaten a cake when it was clearly still sitting in her inventory. (Then again, she does lie, so maybe this was in-character?) In fact, there is no mechanic for eating in the game, and while there doesn't really have to be, I was sort of expecting an eat-for-hp system like in Festival Days and a few others. Ah, well.

Another thing I like is the game-changing moment half-way through, where you get the opportunity to play match-maker for a couple of side-characters. Choosing one option can affect your income at work, while the other can affect the prices you pay at the shop. It's a nice way to let the player have more impact on the game's world, and it's also nice to be able to give someone a shot at hapiness.

TL;DR


Saccharine is a dark, anti-dating-sim set in a world of cakes and pastels. The story is a little depressing, and the music and hand-made-looking art fit the overall tone. The game forces you to play in a certain order, and while there are a few bugs and frustrating bits, it's perfectly playable. On the whole, I think it's worth checking out, provided you're fed up with sweetness and in the mood for something sad.


Of course, this is all my opinion: you might want to eat this game up, or hack it into bits. Feel free to share your thoughts in the comments.