Showing posts with label Literature. Show all posts
Showing posts with label Literature. Show all posts

Thursday, June 22, 2017

Nacira

Author: Klepon Production
Availability: Free, Download
Format: Visual Novel
Genre: Literature, Humor
Rating: PG 

Found at vnnacira.weebly.com/

My Scores (Out of 5):

Writing: 2.5
Art: 3
Gameplay: 2
Romance: 2 (“Cute.”)

Summary

Nacira is loosely based on the characters from the Indonesian version of the epic Mahabharata.  You are Nacira Basita, a girl from a remote village who has come to the capital as a substitute dancer for the king's crowning ceremony.  While staying at the palace, you find a box left by your predecessor, with a letter saying that it belongs to the one she loves.  It must be for one of the five princes...but which one?

Review

The Writing

First of all, let me throw some confetti for this game being set in a location that hasn't already been done to death: Indonesia!  I've complained before about the only four countries in these games being America, Japan, Fantasyland, and Ambiguousland.  Seeing more of the world represented makes me ridiculously happy!  Also, I never really knew anything about the Mahabharata, or Indonesian culture at all, and this game made me become curious about both.  Kudos!

That being said, It's obvious that English is not the author's first language, although it's also pretty clear that the writer really tried.  A number of proof-readers are credited, but the final result leaves me wondering if they knew any English either.  Still, the effort is appreciated, and at least I was able to understand the story.

The story itself is a cute, low-tension setup: You've made a friendly bet with Prince Arjuna to find out who is the owner of the box.  This involves asking the brothers about their relationships with the woman who left it behind.  It's interesting without being very intense, and I would have recommended it for all ages if there wasn't an instance of very strong language.

The brothers themselves are nicely varied in their personalities, and their interactions with Nacira are very entertaining.  Character is something that's very easy to screw up, and yet it's perhaps the single most important element in any romance-based work of fiction.  Even though the low-stakes plot could have easily made this story boring, the characters involved lifted it back up to being interesting.

The Art

I found the music interesting, since I've never before heard a score that involved bells so heavily.  This entire game just has a certain look and feel that sets it apart and seems to celebrate its setting. The sprites are well drawn, with the some of the characters looking more Asian and some looking more White; although, there are only two sprites for extras (one male, one female), which gives the impression that the city is populated by clones.  The backgrounds were okay, although I was a little disappointed when a supposed “majestic view of the city” only displayed as a blue sky.  Also, rather than making the CGs the prettiest part of the game (as most games I've played seem to do), Nacira has these parts drawn in a more humorous, cartoony style.

The Gameplay

The gameplay is perhaps Nacira's weakest point.  While there are choices, there is no real branching, since choosing to defy the plot will result in the protagonist eventually changing her mind and going back to the script.  Also, since the plot was framed as a mystery, I expected to be able to choose who to guess the box belonged to, but that's actually not the case.  In fact, it took me a while to understand how the game actually works: you don't actually try to figure out who owns the box.  Instead, you ask about the boy you're most interested in.  At the end, that's who Nacira guesses and, even if she's not right, that's whose ending you get.  It's frustrating and, I think, very unsporting.  Still, at least once you understand all this, it's pretty easy to get the ending you desire.

TL;DR

Nacira is a short, sweet game that shows players part of a culture not often seen in any western media.  The English is poor, but the story is entertaining enough to make up for it.  The main characters are decent-looking.  The gameplay lies about being a mystery, but at least it's easy once you know the actual rules.  Overall, I'd recommend giving this game a try.

Thursday, June 8, 2017

Cinderella Phenomenon

Author: Dicesuki
Availability: Free, Download
Format: Visual Novel
Genre: Fantasy 
Rating: Teen

Found at dicesuki.itch.io OR Steam

My Scores (Out of 5):

Writing: 4.5
Art: 4.5
Gameplay: 4.5
Romance: 4 (“D'awww! A little bit tropey, but still very nice!”)

Summary

In Cinderella Phenomenon, you are Lucette/Insert-Name-Here, the cold-hearted crown princess of Angielle.  At least, you were the crown princess: it seems you've become the latest victim of the Fairy Tale Curse, which gives people curses based on well-known stories.  Your curse is based on Cinderella, only for you, it's reversed: you've gone from riches to rags, and you must complete three good deeds if you ever want to return to the palace.  Fortunately, you've found some new friends who are willing to help you, but it seems there's more going on than anyone wants to tell you...

Review

The Writing

I am starting to love the twisted fairy-tale genre.  Cinderella Phenomenon handles the source materials very cleverly by having them be in-universe inspirations for the curses; this allows the authors a lot of creative freedom.  Still, while most of the twists were great, I felt that the interpretations given to Peter Pan's “Neverland” and “Tinkerbell” were too much of a stretch.

One major brownie point I must award to this game is that it doesn't assume anything about the player's familiarity with any of the stories.  Rather, our heroine was explicitly never allowed to read fairy-tales growing up, and so other characters are forced to give her a quick recap of the relevant tale.  This allows the unfamiliar to learn the important details without slowing the pace too much for players who already know the story.

The story itself is complex and intriguing with a lot of emotional gut-punches.  I found myself becoming worried about the characters whenever they were in peril, and that right there is the hallmark of good writing.  Be fore-warned, though, that this story will do its best to make you cry.

Still, I do have a few nit-picks: there are one or two occasions where characters are clearly carrying the Idiot Ball™.  There are also a few fairly subtle grammatical mistakes sprinkled here and there in the script: mixed tenses, a character saying “violence does not beget violence” when she clearly means the opposite (and it's not sarcasm, either; just a mis-handled quote), that sort of thing.  A spell-checker would not have picked up on any of it.  I bring it up because...well, because I'm a nit-picky grammar nazi, but also because it's jarring, and whenever the text calls attention to itself with these kind of mistakes, it takes readers like me out of the story.

The Art

Right out of the starting gate, this game gets the player pumped up with an EPIC intro sequence featuring a song called Broken Cinderella.  I must say, though, that while I like the music and the lyrics individually, they just don't seem to mesh together quite right: something about the cadence feels off.  Still, it's beautifully done, and everything from the menu to the sprites to the cgs to the background music is absolutely gorgeous!

I also like how the stained-glass windows in the menu change when you win each character's route.  And how the character sprites “curtsy” for you.  And the expressions.  And the lighting changes.  And... a lot of other neat touches, actually. I do find it strange, though, that characters seem to wear their day-clothes to bed, including (in one case) a giant earring.  Do pajamas not exist, in this universe?

The Gameplay

First, let me gush about the back-button.  It seems like such a small thing, I know; but, so often, when I play these games, I click too fast and immediately think, “Dang!  What did that say?!  If only I could go back!”.  But in the opening tutorial (the existence of which is also a lovely touch), one of the first things the game tells you is “Here is a back-button!”  And there was much rejoicing.

Another much-appreciated mercy is the indicator that pops up when you make a correct choice for a given character's route.  Since the game is several hours long, this is a very welcome trouble-saver; though, if you prefer the challenge, this feature can be turned off in the settings.  In fact, doing so is necessary for one of the achievements.  Yes, there are achievements.

As for the game, proper: there are five love interests, all of whom are clearly spelled out for you.  Like with Frozen Essence, there is a common plot up until you choose a character's route, at which point the plots diverge wildly, changing how the villains' schemes unfold, which of them you end up facing, who lives or dies, and how the main conflict gets resolved.  It makes sense, in a chaos-butterfly kind of way.  Also, while the routes never truly meet up at any point, like they do in Requiem of the Abyss, they still acknowledge each other's plot points, which gives it at least some sense of unity.

TL;DR:


This game was backed on Kick-starter.  This means that the creators get paid and we get a fairly professional-quality game for the low, low cost of FREE.  While it's not completely flawless, it is definitely excellent in every way.  I could spend a few more paragraphs gushing about it, but really, that's time you and I could both be spending actually playing it.

Remember, though, that this is only my opinion.  You might think this game is something out of a fairy-tale, or your opinion might be more Grimm.  Share your thoughts in the comments!

Tuesday, June 6, 2017

Foo Foo

Author: Buster Hudson
Availability: Free, Download
Format: Text Game
Genre: Humor, Mystery, Fantasy / Literature
Rating: Teen

Found at ifdb.tads.org

My Scores (Out of 5):


Writing: 4
Art: N/A (Cover Art: 2.5)
Gameplay: 3.5
Romance: 2 (“Forget it, Jake; it's Fieldtown.”)

Summary

Foo Foo is, of all things, a hard-boiled P.I. mystery based on the nursery rhyme “Little Bunny Foo Foo”.  You play Good Fairy, a detective with the FPD who's been tasked with clearing the name of a repeat-offender who swears he really doesn't recall bopping anyone this time.  As you dig deeper, you unearth a conspiracy involving real estate deals, disappearing field mice, and illegal cheese; and somehow, your ex-girlfriend is mixed up in all of this.

Review

The Writing

It boggles the mind how Foo Foo manages to be so silly and so dramatic at the same time.  On the one hand, you're a fairy in glass shoes, dealing with cheese, stuffed dinosaurs, and food that may actually be mud.  On the other hand, beneath this gleefully ridiculous surface is a story of lies, betrayal, and heartbreak that would seem right at home with any “serious” story.  It feels like it's not as much a parody of noir as it is an actual noir story in a very silly setting, and somehow, it works on both levels.

The Art

Like Pytho's Mask, this is a text game, or Interactive Fiction as they're also known.  As such, the only art you'll see is the cover-art when you click “About This Game”.  It's not bad, and the idea of a rabbit's shadow looming menacingly over a mouse does fit the silly-yet-semi-dark tone of the game.

The Gameplay

The puzzles tend towards the “easy” end of the scale, and I like how the hint system is integrated into the game: one of the characters is “partially psychic”, which means he can give you obscure clues that you have to decode.  Of course, if even that's too difficult, then pressing him further will give you a clearer answer.

The game uses multiple-choice dialog.  There are no topics to be brought up, nor any branching dialog trees; your responses seem to be mostly decorative, although there are a couple obvious points where your choice can lead you to a different ending.  This system and the small world-map keep the game very compact, which is both a plus and a minus in my book.  Since there isn't a whole lot to explore, it's difficult for the player to get lost.  It's a good game for beginning IF/text-game players, I think; although the humor and over-all shortness should keep more experienced players from becoming too bored.

TL;DR:

Foo Foo is a hilarious love-letter to hard-boiled mysteries that manages to evoke the same feelings you'd likely find in a straight example of the genre.  The gameplay keeps things short and simple so that the player doesn't get lost, and the in-game hint system is amusingly done.  If you're new to text-games, this game is a good way to get your feet wet, and if you're a veteran IF player, it's still an amusing way to pass a few minutes.

These are just the facts, Ma'am...well, actually, no;  they're just my own opinions.  You might think this game is a wish come true, or you might say it stinks like old cheese.  Feel free to present your case in the comments!

Tuesday, August 9, 2016

Lads in Distress

Author: Catfish Crew
Availability: Free, Download
Format: Visual Novel
Rating: Teen

My Scores (Out of 5):


Writing: 4
Art: 5
Gameplay: 3
Romance: 3.5 (“A good notch or two above actual fairy-tales”)

Summary


In Lads in Distress, you are Princess Charming of Lunar Kingdom. You're skilled in magic and have quite a bit of a hero complex, which is why you have no problem with entering into a loveless political marriage to help your struggling kingdom. Of course, you still get to pick your groom, although three mysterious princes have been emphatically vetoed by your parents and it seems all of them need some kind of rescuing. Hmm.....

Review


The Writing


How do I love this game? Let me count the ways: I love that it flips the genders on classic stories, putting the girl in the position of the dashing hero. I love how Princess Charming manages to avoid crossing the threshold of Mary-Sueism by having her arrogance and savior complex actually treated as character flaws to be overcome. I love how each prince is recognizably based on a fairy-tale. I love how it twists the fairy-tales enough that, even if you're familiar with the story each prince is based on, you'll still be caught off-guard. I also love that Mer is clearly based on the original Hans Christian Anderson version of The Little Mermaid, as opposed to a certain popular 90's movie.

Granted, the script could have been proof-read a little better, and there might be a little bit of fridge-logic in one of the paths, but overall, the writing is pretty good. I was impressed that this story didn't romanticize royal marriages the way many fantasy stories often do, with love-at-first-sight and beautiful commoners becoming royalty because of their shoe-size; rather, we get the much more pragmatic truth of royals marrying for political reasons that have nothing to do with love, looks, or foot-wear. Yet despite this unromantic premise (or maybe because of it?), the relationships themselves are very sweet in how they unfold, with something that started out so cold and calculating slowly growing into friendship, trust, and love over time.

The Art


After much thought, I could not justify giving the art score anything less than a perfect 5. Calling it “beautiful” just isn't enough. It's...sumptuous! Everything, every artistic aspect, is clean, perfect, and of a professional quality. The backgrounds are gorgeous and richly detailed, with a wide variety of locations that don't “recycle the set”, so to speak. The music is exquisite, orchestral, and perfectly meshes with the game's setting and tone. The characters themselves are lovely and intricately detailed, with a very broad range of surprisingly nuanced expressions that match up well with the descriptions in the text. Even the color palette works on a level I don't usually notice, giving each character a distinct look that reflects something about them while still harmonizing with each other and the background. If this artwork were a cup of coffee,even the saucer would be perfect!

The Gameplay


Alas, I wasn't really sure what score I should give the gameplay, since while it doesn't really do anything “wrong”, I still came away feeling a little unsatisfied. To give just the facts: there are three potential suitors in this game, each with two endings (although they don't fall neatly into the labels of “good” vs “bad” endings, with one dark exception). After the initial three-pronged split, each path is pretty linear, with your choices mostly just adjusting subtle stats to determine which ending you get. Mer's route spiced things up by having options appear, disappear, or have a different outcome depending on your past choices, which I thought made things more exciting, but for the most part, there's only a narrow range of change in each route. (I was also privately disappointed when the fairy companion didn't turn out to be a surprise fourth suitor, but this did not factor into the score at all).

I feel that the general lack of any bad endings takes most of the risk and tension out of the game. While this can be a major plus for someone who just wants to relax in a comforting story, like the equivalent of a bowl of chicken soup, it's a drawback to anyone looking for more of a challenge. The value of a victory is mostly based on the threat of defeat, and without any real chance of losing, it falls to the main story itself to shoulder the burden of getting the reader invested. Of course, this is only a review of the NaNoRenO version, and it's possible that the future extended version will turn out better.

TL;DR


Lads in Distress is a fantastically beautiful game that turns classic fairy-tales completely on their heads. The game mostly stays on its rails with only a few endings, only one of which can be called “bad”, so you generally can't lose. Overall, I think it's very worth playing.


What do you think? Is this game so good it leaves you speechless, or does it deserve the kiss of death? Let down your hair in the comments section and tell us your thoughts.

Tuesday, March 16, 2010

Wonderland Days Sim Date


Author: Pacthesis
Availability: Free, Online/Browser
Format: Dating Sim
Genre: Fantasy / Literature
Rating: Everyone
My Score: 4 out of 5

Found At: http://www.newgrounds.com/

Summary:
In Wonderland Days Sim Date, You play as Alice, who may or may not be the original Alice of Wonderland fame. It's implied in one ending that the book by Lewis Carroll is a separate entity. Anyway, It's your birthday, and when your cute childhood friend goes to fetch your present, you end up following a rabbit down a hole and landing in Wonderland. It turns out the hole is a portal that only opens once a month, so you're basically stuck chilling in a beautiful setting surrounded by cute characters until the big dance at the end of the month. Oh woe is you. ;)

Review:
Of all the dating sims I've ever played, this is the best by a far cry. The art is clean and excellent by internet standards, and I'm in love with how Pacthesis handled the writing. Other than "You must find a date in x days", the game contains an overarching storyline of which each character holds a piece. One character will tell you more about what's going on and how you got there, but even he doesn't know everything about this little world.

The game deviates a lot from the book, which may strike you as either a good thing or a bad thing. The characters are given new back-stories and, in some cases such as the March Hare and the Tweedle twins, different genders. (The girls are only extras, by the way; there is no lesbian option.) Personalities are also tweaked according to the genre, but not, in my opinion, too far fetched. There's a lot less madness in this version of Wonderland, but it keeps a lovely sense of fantasy.

My biggest complaint about the game is the Gemini mini-game. Mini-games in general tend to drive me nuts. In this one, you have to dig through a pile of crap looking for a given object. It's not like those Eye-Spy games; you have to *MOVE* all the other items aside in order to uncover the quest object. It's tedious, frustrating, and thankfully not mandatory. It's basically a "job" game to give you 10 gold, but you can earn almost that same amount through Street Performing. Performing is also a minigame, but it's a lot less clicking and grumbling; you basically just choose which act to do for your audience and if you choose right, they tip you. The answers never change, so you can easily memorize the pattern to maximize your earnings.

In short, this is probably the best free, online example of the genre you can find. It adheres to the basic formula, but the writing keeps it from becoming tedious. The worst minigame is avoidable, and there are suprises to be had if you're willing to click around a bit. Also, it's really hard to lose this game. Even if you fail to court any of the Wonderland cast properly, you can still go to bed and wake up with a final chance at finding true love. Not a bad deal, all things considered!