Monday, February 21, 2011

Winter Dance Sim-Date

Author: Solstiyce
Availability: Free, Online/Browser
Format: Dating Sim
Genre: School Romance
Rating: Teen
My Scores: (Writing: 2, Art: 2.9, Gameplay: 2)

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

Summary:
In Winter Dance Sim Date, you are Lily. You and your friend Fiero attend a boarding school called Summer College, but when the school mysteriously burns down, its sister school Winter College agrees to board the students. Also, you are invited to Winter College's school dance at the end of the month! Yay!

Review:

Writing:

The writing here makes for a good study of what works for a story and what doesn't. Many people don't quite grasp how difficult writing actually is. Even if you learn what parts go into a good story, making those parts work together is crucial.

In this story, Lily lives with foster parents while her biological parents live overseas. I don't know if this is something that's representative of the author's life and therefore something that Solstyce deemed mundane enough to just mention off-hand (similar to saying "So I was staying at my Dad's for the weekend..."), or if it was a deliberate attempt to give the character unique traits. If the latter, then this is indeed a valid "good writing" technique; the unusual family situation certainly captures my attention. Except...this unusual situation then has no bearing on anything else in the game. It doesn't affect anything. It's thus the equivalent of going to get your taxes done and seeing that the accountant is inexplicably wearing a large fruit hat. What should have been interesting instead becomes distracting and irrelevant.

In general, there seems to be a large disconnect between the story that apparently exists in the author's mind, and the story that plays out in the game. Many of the dialog options refer to information that the player was never made privy to. For example: in one dialog path, you tell a boy that you've been having nightmares since the fire. What nightmares? The time period in which this supposedly happened is covered by the gameplay, and yet we never see any nightmares. The only reason they exist is because we tell the boy they exist. Likewise, there are many bits of personal trivia that we choose to share despite having no clue if we're making the character lie or tell the truth.

That's the problem right there: by not having the necessary information before-hand, the player isn't able to make a true choice. If I have to pick between "Say you like apples" or "Say you like oranges", the choice is only meaningful if I already know that my character hates apples and is an orange-devouring fiend. In that context, choosing to say I like apples is a deliberate lie, and the outcome should reflect that. However, if I have no clue what my character's fruit preference is, then my choice is nothing more than a blind stab in the dark, and it thus becomes unfair when the NPC chews me out for lying. After all: from my end, it was an honest mistake.

Art:

I keep wanting to do away with the decimal scores and just have nice, clean intergers wherein '1' is awful, '2' is "I didn't care for it", '3' is okay, '4' is good/great, and '5' is mind-blowingly awesome. Unfortunately, this nice, clean numerical system makes no account for the artistic inconsistencies within a single game. So many of the games on this blog will have something beautifully rendered here and then something poorly drawn there, and then I end up averaging it out and coming up with cockamamie scores like 2.9.

Ranting aside, I wasn't terribly impressed with how the characters themselves were drawn. However, for the most part, the props and buildings seem nice and cleanly drawn, and the more muted coloring scheme is a welcome break from the look of the other flash games I've reviewed. It's clear that effort was put in, but its also clear that more learning is needed.

Gameplay:

What is the point of the classes, really? On the one hand, it's nice that the jobs require certain stats in order to work them. On the other hand, it is entirely possible to get through this game without ever working once; or going on a single date, for that matter. Even if I decided to work all the jobs, there's still the do-nothing "wealth" stat. Did I miss something? What the heck is "wealth" for, why is there a class for it, and why does this class actually cost me money?

TLDR:

To sum it all up, the game has quite a few decent elements, but the whole of it just doesn't quite hit the mark for me. It could definitely use some improvement in all areas. Still, it is pretty cute, and doesn't enrage me the way some of these works do. Also, it gets points for having a setting that isn't America/Japan/Fantasialandia, although for the life of me, I'm not sure if it's supposed to be Brittain or Austrailia. Still, it does something different, and that's a good thing.

Tuesday, February 1, 2011

Rose Destiny 2 Dating Sim

Availability: Free, Online/browser
Format: Dating Sim
Rating: Teen
My Scores: (Writing: 2, Art: 2, Gameplay: 2) out of 5


Summary:

In Rose Destiny 2, the sequel to Rose Destiny Dating Sim, you are still Rose. This time, your father has gone away and "forgotten" to take you and Adrain. But no worries; he has arranged for you to stay at an all-boys school for demons while he finishes "errands".

Review:

Writing:

Wait...someone please tell me that the main character's last name isn't supposed to be Destiny...*sigh*.

Possible names aside, this game is a lot more cleaned up than its predecessor. Adrian's name is consistent, and we get more hints about what the heck is going on in this world. I actually found myself becoming interested in the suggested story.

In my review of the first game, I pointed out the oddness of a father wanting his daughter to find a boyfriend. In Rose Destiny 2, however, his motivation seems to be along the lines of wanting his daughter to marry into comfort. Much more plausible. Furthermore, I find it intriguing that they are broke and constantly moving while her father tries to wheel and deal. It makes me think exciting things are happening in the grand scheme.

That said, this game is still not perfect. For one thing, the spelling is horrible, and I want to fly into a violent rage every time someone discusses the prospect of "Marridge". M-A-R-R-I-A-G-E! Admittedly, I'm the last person who should be griping about spelling (For years, my attempts at "Scissors" caused pointing and laughing, and even now I still balk), but if *I* can tell that a lot of words are misspelled, then it's time to start using a dictionary.

Also, and this applies to both this game and the prequel, I feel that Adrian should be explained a little earlier on. If he is supposed to be the main character's adopted brother, then this information should be made fairly clear to the player at the beginning, as it is information that the main character knows. That's always a problem when it crops up in writing; how to convey to the audience information that the character already knows and thus has no practical reason to discuss. I think in this case, though, a few words in the intro would have covered it.

Finally, while there are some interesting possible plot threads, questions are not satisfactorily answered and too few explanations are given, leading me to wonder if there actually *is* a plot or if the author is just pulling things out of a hat (to use a polite form of the expression).

Art:

I still don't like the art, but at least it doesn't cause physical pain to look at, as in the first game. I can't put my finger on exactly what makes it better, but at least that awful font from the main page is replaced by something prettier, and that eye-straining "notebook style" intro is out. There also seems to be more in the way of backgrounds, and the characters aren't as short and squat as they were in the previous installment.

Also, it's time for me to adress a peeve that many artists are guilty of: If your character has hair covering an eye, we should not be able to see that eye. I think Aurelius from Frozen Essence has this problem, and I forget where else I've seen it, but it looks wrong and annoys me to no end. It's like the character had no eyes, combed their hair down, and then glued eyes onto their face. It's creepy, artists; please stop doing it.

Gameplay:

Most of the bugs from the first game are gone, although there are still a couple, such as the fact that choosing "Date" for someone you can't date yet results in repeating the first dialog with that character.

Speaking of dialog, though, let us REJOICE, for the dialog tree has been improved with relevant responses to your choices! Now, when you choose poorly, the character will tell you why this response was inappropriate....sort of. While some of the responses cause me to see the logic at work, others just serve to highlight the arbitrary nature of some of the branches. To give a made-up example:

Choice: "I like pudding" vs. "I like Mustard"

You select: "I like Pudding."

Hottie Responds: "Yay! Me too."

...Nothing happens. Next turn:

You Select: "I like Mustard"

Hottie Responds: "OMG I love mustard too! It is my favorite condiment! <3" (+10 EXP)

Game Progresses.

So....Okay. Now that's out of the way, there was one thing I forgot to mention in the last review, and that's the 10 gold rent charged in both of these games. I actually find it to be an interesting mechanic; it forces you to pay attention to something other than the Talk button, and with some extrapolation and tweaking, could make for a nice balance sim.

TLDR:

To Sum It All Up, we get more story and better flow in this game, though too much is still left hanging. The art is more tolerable, but still needs some improvement. Also, the gameplay is much improved, but still a little buggy. The game and its author show much potential, though, and I think that if a third installment were to come out, I would be interested in playing it.

Do you agree?

Tuesday, January 25, 2011

Rose Destiny Dating Sim

Author: Chickslovegames
Availability: Free, Online/browser
Format: Dating Sim
Genre: Fantasy
Rating: Teen
My Scores: (Writing: 1, Art: 1, Gameplay: 1) out of 5


Summary:
In Rose Destiny Dating Sim, you, your father, and your brother have all moved to a new kingdom. Your father wants you to find a boyfriend, preferably in time for the ball.

Review:

Writing:
Notice how I didn't use any names in that summary. The dialog in the game doesn't make it very clear who's who and what's going on. Generally, you can figure out the boys' names by checking the stats sheet immediately after talking to one of them, but this brings up a hilarious inconsistency with the brother; throughout the game, your brother is referred to as Adrian, but the stats sheet lists him as Alex. This makes me think of a scene from a Cheech and Chong movie: "Dude, you never told me your name was Alex!" As for our "shy" but totally-willing-to-break-into-people's-houses-and-start-bossing-them-around protagonist, I think her name is supposed to be Rose, but I wouldn't bet my life on it.

As you can guess, I don't much care for the writing, but there are a couple places where I must give credit. One thing that impressed me is that one character has an attempted female-on-male rape in his backstory, and it is treated as something to be taken seriously. Often in fiction, and real life, the concept of women sexually attacking men is either not addressed, downplayed, or laughed off. We assume that women are too weak, or that men only respond when they want to, and neither of these assumptions are true; but because of them, a serious crime will often go unreported or unbelieved. As women, I think it's time we took responsibility and acknowledged the heinous things we are capable of.

Soap boxing aside, there was one other interesting bit that warrants half a point: The fact that Rose's father wants her to find a boyfriend. This is unusual, as parents generally either don't want their children dating (as the game mentions), or they want their children married off (mainly for status and/or money). Why this obsession with Rose finding a boyfriend as opposed to a husband, then? What does he have to gain? This would be very interesting if I didn't think it was merely an excuse for the dating sim setup, but if the author ever wants to do some serious retooling, she has the material for an intriguing story.

Art:
The art here is harsh, and also a bit confusing. The first time I played this game, I didn't see the "leave" option in the corner and thus couldn't figure out how to exit the house. Also, the intro to the game is hard on the eye and thus difficult to read.

Gameplay:
This game is broken. Choosing to work takes away hp more than once (after you click the button, and after it tells you how much you earned), and choosing to date someone who is not yet datable also results in a glitch. Also, it is possible (and easy) to end the day with -10 hp.

This game also commits the sin of having two nearly identical responses to pick from, one of which is wrong. Furthermore, the game won't tell you why it's wrong. Often, it feels like the author has written a script, and the point of the game is to guess what my exact lines are.

One more issue I have is with the lesbian in the market place. Some games have gay options; others don't, and that's fine. But why have a lesbian character, build up how much she's madly in love with you, give her Talk and Date buttons, and then have it come out that she's not actually an available character? Friends, when it comes to things like sex scenes and gay options, let us remember the words of Yoda: "Do or Do Not, there is no Tease."

TLDR:
In short, I found this game difficult to play and enjoy. In many ways, it reminded me of Dating Sim Academy, and has some of the same flaws. Still, as much as I hate both of them, I'm certain that every game has its audience. As long as there are redeeming qualities in a piece, there will be someone who can appreciate them; and when a piece has no such qualities, there will be someone who can enjoy it ironically. Alas, that someone is not me, but maybe it can be you. Feel free to say what you think.

Tuesday, January 18, 2011

<3

Author: Mole-Chan
Availability: Free, Download
Format: Visual Novel
Rating: Teen
My Scores: (Writing: 2.5, Art: 3.5, Gameplay: 2.5)


Summary:
In <3 , you are a computer named Ime. Your owner has abandoned you, and so you find yourself working at a facility that traps computer viruses. The latest threat going around is the <3 virus, which causes AIs to fall in love!

Review:

Writing:
For some reason, I was expecting a completely different story when I downloaded this. Ah, well. Suffice to say, the <3 virus is basically just a McGuffin that gives you an excuse to get close to people.

I had a hard time getting into the story, personally. The characters and situations felt a bit under-developed; not flat, mind you, but like we weren't given all the necessary data about them, which made it harder to care. There were too many loose ends and unanswered questions. Why was Ime abandoned? What's going on with Vaquita's owner? Who broke in and why? WHY SMASH THE MONITORS?

I'm also not clear on the exact nature of these computer people. The concept seems to be similar to Chobits, where a "personal computer" is basically an android, with laptops and hand-helds corresponding to tinier androids. The computers in <3 , however, seem to be much more human than machine, and I don't just mean in the romantic "Robots can feel!" sense. These "computers" go out for dinner and eat fast food. They get tired, sleep in beds, and have issues with privacy and "funny business", just like humans. Why? Why do they behave like organic life-forms, instead of charging up, running as long as they have access to electricity, and just powering down in a corner when they run out of juice? This is not answered. For the record, robot-girl Ping from MegaTokyo eats food, but this is explained in the strip: It's a necessary function for a Dating Game accessory to have (since dating usually involves eating), and she is able to internally process sugar into electricity. <3 doesn't address the issue at all, unless I missed something crucial; so I'm left with the impression that Ime is just an ordinary girl with amnesia and a CD slot.

Art:
The art is anime/manga style. It has some strong points, but the score ends up being pulled down by one stupid detail: female anatomy. The women in this game look like they have oranges glued under their necks, near their armpits. It's jarring. You may scoff, but I find it very distracting, and thus it sinks the art score like a rock.

Gameplay:
While quite a few games have a gay/lesbian option, this is the first one I identify as being both GxB and GxG. There are four people you can end the game with, and it's an even split between the boys and the girls. Granted, one girl's ending is platonic, but this is balanced out by one guy's path being so short that it almost feels like a non-standard Game Over.

That guy's path really annoyed me. It was so short, that I barely learned anything about him at all. His ending has Ime comment about him "finally wanting something for himself", but at that point, he hadn't really done anything to establish his character, let alone mark him as being selfless. It was only on other characters' paths that I got to see a glimpse of what the author was talking about. This goes back to what I was saying about the writing; the story doesn't give us all the information we need about the characters.

Also, the game didn't really feel very cohesive to me. There were little inconsistencies, like the fact that one character dies when you don't revisit them, even though visiting them just shows them being saved by someone else. Oh, and this supposedly non-dangerous computer virus will kill you if you don't choose a character's path. All in all, it just didn't line up quite right.

TLDR:
To make a long post short, I was disappointed with <3 . It left too much unexplained; I had a hard time getting into the story and characters, and the boobs on the women seriously need to drop down a few inches (middle of the rib-cage should be about right). Also, while the game's name is fairly clever, its similarity to an incomplete HTML tag caused me to lose half of my saved draft of this post, and that makes me angry. (Edit: Much thanks to my friend Anna for telling me how to get the < / > symbols up.)

Of course, that's just me. You might decide that you like, love it, and/or want some more of it; or maybe you hate this game and think that I wasn't harsh enough on it. Feel free to point this out in the comments!


Tuesday, January 11, 2011

Secret Santa

Author: Eternal Dreams
Availability: Free, Download
Format: Visual Novel
Genre: School Romance (If that's not a genre, it should be.)
Rating: Everyone
My Scores: (Writing: 2.5, Art: 2.5, Gameplay: 2.5)


Summary:
In Secret Santa, you are [Insert Name Here]. Your school has a Secret Santa program, and you've been assigned to get a gift for a boy you have a crush on. Perhaps this is the perfect opportunity to win his heart?

Review:

Once again, we have a proclaimed First Attempt at game-making, and once again, I try not to let that color my ratings, although it is a nice first try.

Writing:
Proof-read, authors, proof-read! Is that so much to ask? The English here isn't as bad as in some of the games I've reviewed; I get the impression that the author is a native English speaker, albeit fairly young (I could be wrong on both counts, though). While it's comprehensible, there are still enough spelling/grammar problems to make my inner grammar nazi cringe.

The story itself is simple and cute, and captures the feelings of young kids experiencing puppy love in a way that feels mostly honest, and only a little bit wish-fulfilly in terms of Haruta's* character. I like the fact that winning him over doesn't result in him instantly falling head over heels for you with hearts and flowers and ponies; instead, he just agrees to give you a chance. Just a chance. It's a small step that grows into something more, in a way that's plausible and beautiful.

*At this point, I must ask, since it's crossed my mind many times: Why do all of these games give the characters Japanese names, regardless of where they're set? I've been chalking it up to the fact that the visual novel/dating sim formats originated in Japan, but it still doesn't make much sense. If any authors/game makers are reading this, I challenge you: Make a game with no Japanese names in it. Maybe have some ordinary Georges, Bills, or Harrys (Harries?), or heck, use names from another country like France or Mexico. For extra hilarity, have the game be set in Japan.

Art:
Well, the art isn't exactly Disney quality, but I don't mind it too much. Yes, it's wonky and out of proportion in ways that reaffirm my "Young author" conclusion, but it's also bright and cute. The over-all effect reminds me of Bomee's My Cup of Tea. Also, the music is nice.

Gameplay:
I'm not quite sure what to make of the gameplay. It's certainly not perfect, but I can't exactly peg what's wrong. Perhaps the best way to describe it is that while a good multi-ending game encourages replaying, this game pretty much requires it. On the first, cold play-through, the options (with few exceptions) seem to amount to "Door #1, Door #2, or Door #3?" You have no idea what's behind any of these doors; why any choice would be better than another. Of course, once you've seen the consequences of your actions and gotten a feel for the characters, the correct options suddenly become a lot more obvious.

TLDR:
Like I said, this was a good first try. Over all, it strikes me as a fairly middling game; it has its flaws, but it's still cute and worth playing.

That's my opinion. What do you think?

Tuesday, December 28, 2010

Kingdom Days Sim Date

Author: Pacthesis
Availability: Free, Online/browser
Format: Dating Sim
Genre: Fantasy
Rating: Everyone
My Scores: (Writing: 3.5, Art: 4.8, Gameplay: 3.5)


Summary:

In Kingdom Days Sim Date, you are Rose. You used to live in an orphanage, until one day you met a strange boy who revealed that you're the long-lost daughter of the king and queen, and he himself is your servant. Sometime after this, though, war forces you to flee from your castle and take shelter with a king who will only allow you to stay if you marry him at the end of a month. Will you go through with it, or will you find a future with someone else?

Review:

Once again, I found myself waffling over the numbers, so take them with a grain of salt. I may have to change my rating system again.

The Writing:
At first, I thought the whole bit with the orphanage was superfluous. Since the premise essentially boils down to "You are a princess", it didn't make sense to have such a long introduction sequence catering to the "Orphan has royal parents" fantasy, which probably hasn't been relevant since the 1800's. However, while this background doesn't have much bearing on the game in general, it becomes absolutely crucial for one character's path. Even so, it probably could have been handled differently - either introduced more subtly, or made more relevant to different parts of the game - so that it doesn't seem like a massive weight pressing down on the game with just one character path acting as a load-bearing pillar. Other than this, the game has Pacthesis' usual interweaving plot threads, attention to detail, and odd humor, all of which I've come to love.

The Art:
I almost gave this a 5. Almost. Had the art for some scenes been just a liiiiittle bit tighter, it would have been perfect; as it was, it was impressive. From the use of monochrome in the beginning, to the animation during the escape, to the detail of Rose and Lewis being spattered with mud as they run through the woods, it's clear that a lot of effort was put into this. The characters and scenery are lovely, expressions and wardrobe change quite a bit, and overall, I am just very impressed.

The Gameplay:
THE STATS DO SOMETHING! Finally, a Dating Sim where the stats actually do something: Charm is required in order to go on dates, Wisdom is required to work the better job, and Magic is used to unlock the cheat codes. Granted, the system is not above criticism, but it is a huge step up from the mostly decorative stats in Pacthesis' other games.

Like Idol Days, there is one hidden character who must be unlocked, and one character who shows up at the half-way point, meaning you have less time to complete his path. The game is also nice enough to tell you when you've completed each path. Also, there are no pesky minigames! Hooray!

Unfortunately, the endings are less satisfying once you realize that the *relationship points* mean nothing. Oh Pacthesis, why did you give me ice cream and take away my cake? The mechanics of the game appear to be rigged so that when you progress to a certain point in a character's path, you invite them to your wedding, which means that they show up at the church and can thus be selected for an ending. While this may seem a perfectly acceptable way to do things, there are two characters (The king and your servant) who will *always* show up at the church, regardless of your relationship with them. This means that you can pretty much approach a person you've had nothing to do with all month and say "OMG I love you! Let's get married and live happily ever after!" Compare this to Idol Days and Wonderland Days, where all of the characters show up to wish you well and only the one(s) you have a high enough relationship with will cart you off into the sunset. Since Kingdom Days is entirely dependent on the dialogue path/church mechanic, there's no purpose to the gifts or dating, and no sense of accomplishment when you "win" either the king or Lewis.

TLDR:
To sum it all up, it's pretty clear that Pacthesis keeps getting better and better at making these games. There are some new things being tried out here, some of which work and some of which don't. The writing isn't perfect, but it's nice; the art is impressive and shows a lot of attention and effort. I'm not a fan of the game's method of handling relationships, but it plays all right, and generally makes for a lovely and relaxing way of passing an afternoon.

As always: This is just my own opinion, based on my own experiences and biases. Feel free to share yours. :)

Tuesday, December 14, 2010

Idol Days Sim Date

Author: Pacthesis
Availability: Free, Online/browser
Format: Dating Sim
Rating: PG
My Scores: (Writing: 3.5 Art: 4.5 Gameplay: 3) out of 5


Summary:

In Idol Days Sim Date, you are Lexie, a teenage girl who moved to the city with dreams of playing the guitar in a band. Through sheer luck, you happen to run right into a member of a local band whose guitarist just left, and they have a big concert coming up in 30 days.

Review:

The Writing:
The story is pretty unashamed wish-fulfilment; after all, who among us hasn't dreamed of playing in a band? And Lexie pretty much walks right into a sweet gig without even having to audition. It's one of those setups where you can hear the suspension of disbelief snapping, but don't care because "Rock Band! YAY!" Also, once again, I adore the sense of cohesion and unity that Pacthesis puts in her games by giving each character a piece of a larger story. If any would-be dating sim authors are out there taking notes, circle that part and underline it three times; it really improves the feel of the game.

That being said, there were some bits of the writing that I didn't personally care for. For one thing, the secret character seems a little bit *too* wish-fulfilly. I return a celebrity's wallet, and all of a sudden he's constantly gushing about how awesome I am? Maybe others would find that to be wonderful escapism, but I just found it to be strange and a little nauseating.

Also, you might notice that I rated this game E 10+ (Edit: Changed to PG because of html issues). The author herself declares it to be an all-ages game, but I gave it the more conservative ranking because of one character's interrupted attempt at suicide (described in text, but not shown). Apparently, it's very easy for an author to think of suicide (attempted or successful) as a shorthand way of saying "This character is very sad and/or had his feelings very hurt." While I'm reluctant to call it poor taste, it is an immature view; unrealistic without the counterbalance of wish-fulfillment (rare fetishes aside, unless I'm really missing something here). Suicide tends to be the result of very deep problems, either mental illness or a life so bleak and pain-filled that normal coping mechanisms no longer work. Figure, the human aversion to killing is very strong, and the aversion to dying even more so. This is why true suicidal thinking is considered a medical emergency. The game, however, doesn't treat it as anything more significant than wearing black and reciting bad poetry, which bugs me, and Pacthesis certainly isn't the only one to do so, which bothers me. Perhaps we should have a "Suicide Awareness Week" in schools?

Art:
The art is very decent, with some nice effects. Once again, it's anime style, so haters beware. The concert at the end has...um...an attempt at animation, which I feel was more to the game's detriment than its betterment. The musicians just kind of stand there, looking blankly off into the distance, while their hands move a little. Also, having dealt with silent characters all this time, it felt very weird for one character to suddenly sing in a voice that sounded nothing like I'd imagined him having. Fortunately, this music video is skippable, but it still makes me wince a little thinking about it.

Game-play:
The game-play is about on par with the other dating sims on this blog. The time management is a bit tighter than in Festival Days, there's no cheating via food items (that I could figure out, anyway). There are a few bugs, though, such as missing dialog in the dating scenes for a few of the characters. Also, the second workplace does not function, which means the stats are entirely unnecessary. (Fortunately, it is entirely possible to get by with only the first workplace, which makes this bug fairly unintrusive.) Guitar skill makes a slight difference, as your band-mates' praise after the concert will change depending on whether this stat is high or not, but it otherwise doesn't do much. The music video is the same, the romantic ending is the same, and even if your skill is 0, it's impossible to fail the concert.

TLDR:
In short, this is a cute game. It's not realistic at all, but that's okay. It has its bugs, but it's still playable. There are a couple things that annoyed me, such as the suicide plotline and that music video, both of which I feel the game would be better without. But again, all of this is my own opinion, and you may well tell me to stuff it and stop talking out of my hat. You can state your own opinion in the comments.