Showing posts with label Amiralo. Show all posts
Showing posts with label Amiralo. Show all posts

Thursday, June 1, 2017

What's Your Name?

Author: Sunlit Dreamer & Amiralo
Availability: Free, Download
Format: Visual Novel
Genre: Supernatural, Horror
Rating: Teen

Found at sunlit-dreamer.itch.io

My Scores (Out of 5):

Writing: 2
Art: 3
Gameplay: 2
Romance: 2 (“Still a better love story than the internet meme.”)

Summary

In What's Your Name?, you are Insert-Name-Here.  You've agreed to participate in a government program that pairs up humans with mythological creatures.  If, by the end of the first date, the M.C. gives you his name, that means the match-up was successful, and you can arrange to get married!  Until then, be careful, because lampirs, pukis, and mer-men are very, very dangerous.

Review

The Writing

The writing in What's Your Name? makes a couple of interesting and unusual choices.  First of all, this is the first visual novel I've ever played that uses third person narration.  While that style of writing can work just fine for books, I think games require a closer link between the player and the main character.  Whereas “You see a ghost” or “What should I say to him...?” put the player in the main character's head, “She got up to leave” keeps us at a distance, watching from the outside.  It makes it a little harder to get invested.

Another gamble that I don't think paid off very well is having three separate player characters.  When you get a route (more on this later), the game doesn't just present you with a different guy: it puts you in the shoes of a different, corresponding girl, with a different look, personality, backstory, and motivation.  To me, this also makes it harder to get invested: instead of exploring one character through different paths through one story, we're essentially given three very short stories with little time to understand who we're playing as and little reason to get attached.

As for the skill of the writing itself, I have mixed opinions.  Some parts of it were nice, though there were a few grammar flubs here and there.  Some of the descriptions, though, seemed like they were trying to do the job of the art.  A picture is worth a thousand words, so why go to the effort of narrating someone's clothing, pose, or features when you could just show us?  And speaking of art...

The Art

The characters themselves are done nicely enough: they have a kind of sketched look to them, with soft colors that are easy on the eyes.  The backgrounds, though, are very simple.  What's infuriating, though, is that there are times when the screen goes completely black except for the text describing what we see.  There's no call for it; they could at least keep the background up!

On the plus side, the music is very beautiful.  However, I must complain about one of the sound effects: At one point in the lampir's route, our character's ears ring.  We do not need to actually hear this high-pitched ringing.  Seriously, it's a shrill, high note just on the edge of hearing that stretches on and on until the scene is mercifully over or you've taken a mallet to the computer and started smashing it.

Also, I'm on the fence about the chibi-scenes in this one.  They're cute, I suppose.  I do appreciate that our protagonists are different races, but it would have been nice if we could see them sooner, instead of being surprised at the very end with an image of them that may look nothing like what you've been picturing this entire time.

The Gameplay

Like Other Age, this game starts with a personality quiz to determine who you'll be pursuing.  After much thought, I've decided I don't like this technique.  It creates an unnecessary obstacle.  To get any specific character (a must for completionists), the player has to answer questions in a way that matches up with the traits of someone she hasn't even met yet, which calls for either mind-reading, a walk-through, or lots of trial and error.  It lacks the fairness of interacting with someone based on what we know, see, or guess about them.

I was also disappointed that we get very little input into what kind of person our main character is and how she interacts with the world.  Basically, the personality quiz only chooses which story (and thus which main character) to drop you into.  While there are choices, they are only a few with very little difference between options: you can, for example, choose whether or not to look your partner in the eyes while lying, but you cannot choose to evade the question or tell the truth.  Combined with the writing decisions mentioned above, this makes it very hard to connect with the main character in the way a player should be able to.  After all, if the narrator doesn't believe she's me, and she's already more or less made up her own mind what to do in the story, then why am I even here?

I think the worst part of the gameplay, though, is that certain scenes require you to do absolutely nothing.  The choice menu is in front of you, and you have to just wait for several seconds instead of clicking an option.  This is interpreted as your character doing nothing.  No.  Do you know what's a better way to have a character do nothing?  Give the player a choice labeled “Do Nothing”.  I didn't even know “nothing” was an option until I read the walk-through, since usually these things aren't timed and I saw no indication that this was any different.  Oh, and one of those “do nothing” moments comes while an annoying, high-pitched sound is playing.  You didn't actually need your ears, did you?

TL;DR:

What's Your Name? took some risks that didn't completely pan out. Still, it has its moments.  It's not the best game out there, but I wouldn't call it the worst, either.  Basically, I'm not mad; just disappointed.


Remember, though, that this is only the opinion of one person.  You might think this game is the perfect match for you, or you might want all traces of it eradicated.  Feel free to share your thoughts 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.