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.

Tuesday, November 30, 2010

Castle Chase

Author: Makio-Kuta and Racheal
Availability: Free, Download
Format: Dating Sim / RPG
Genre: Fantasy/Humor
Rating: PG
My Scores: (Writing:4, Art: 4, Gameplay: 6 5) out of 5
Summary:

In Castle Chase, you are Princess Monica. Your future, as it has been planned for you, involves marrying some prince from another kingdom and becoming a queen. That doesn't strike you as appealing, so you duck out from your studies for the day with the intent of going on a date! The problem is, who with?

Review:

My reaction upon seeing the game's home page: Yikes, who let the dogs out? Ugh, the English on this page is worse than a five-year-old's. And what the heck? "Two hour contest"? Is that how long they spent making this thing? Aw man, this is going to suck....

My reaction upon actually playing the game: OH MY GOD THIS IS THE BEST GAME I'VE EVER PLAYED IN MY LIFE!!!

--The following review is brought to you by Esther D. Bum, with many apologies to Doug Walker.--

There's this princess, and she looks like a bizarre anime character, which would suck if this was a romance game, but it isn't really a romance game! It's a comedy!! And she meets this guy who looks a lot like a girl, which is amazing since all the girls look like guys anyway! But she only looks bizarre when she's talking, because the rest of the time, she's a cute 8-bit rpg character like from the 80s or 90s! I was an 8-bit rpg character once, but then I got eaten by a turtle! And the music is all midievally and stuff!! It's amazing!!!

So the princess wants to go on a date even though dating doesn't exist yet, and everyone is like "NO! STAY IN SCHOOL!" But she says "Screw you I'm the Princess! I'll do what I want!" And she walks around the castle looking for someone who wants to date her, because she doesn't know princesses are hot stuff, and every time she talks to somebody, plot happens! And sometimes the plots are sweet and sometimes they're hilarious, and sometimes they're sweet AND hilarious, like chocolate-covered clowns!!!

So she's walking and walking and then she walks some more, because the castle is really, really big, and it's just like Legend of Zelda except that she doesn't fight anything! Or smash any pots! So it's not like Zelda at all! And she finds these objects everywhere and she gives them to people to make more plot happen, but some of the objects are red herrings, and one of them actually IS a red herring! So she walks around and sometimes people follow her, and different things can happen based on what she did and who she talked to, and then she gets an ending and the game is like "Okay, You're Done!" HOORAY!

This is Esther D. Bum saying CHANGE? You got change?? Aw, c'mon, help a girl out!!!

----
Seriously, this game was a lot of fun once I figured out the keyboard commands. (X is inventory and S is use, by the way; or at least it is on my copy.) Also, this is the last time I shall attempt to rip off Doug Walker's "Bum Reviews".

Tuesday, November 23, 2010

Frozen Essence

Author: VenusEclipse
Availability: Free, Download
Format: Visual Novel
Genre: Fantasy
Rating: Teen
My Scores: (Art:3.5, Writing:3.5, Gameplay: 2) out of 5

A big Thank You to Anviel for suggesting this. :) Ray mentioned it too, though I didn't see that comment until after this post was written. Thanks anyway, Dude!

Summary:

In Frozen Essence, you play a girl named Mina/InsertNameHere. You've spent the last 1,000 years sealed away, and during that time, you've completely forgotten who you are. Now somebody's broken you out, other people are chasing you, and you have no idea why any of this is happening.

Review:

The Writing:
I've been very ambivalent about what kind of score to give the writing, so take the number up there with a grain of salt. First of all, let me just say that I'm a sucker for original worlds. The drawback of such settings, however, is that they tend to require a ton of exposition, which the reader/player may not enjoy.

The story itself, while interesting, is hard to follow on the first run-through. You spend much of the game not knowing who anyone is, what's going on or why, and your character is in the same boat. So, points are given for immersion, I guess, but then taken away for the hinderance to comprehensibility. What makes it worse is the English. I'm guessing that the author is not a native English speaker, based on the strength of the substance but the weakness of the form. Like Requiem of the Abyss, imagine taking a good book; only this time, instead of running it through Babelfish, chop it up to make a nice salad. It makes an already mysterious story even harder to keep up with. After my first play-through, I was ready to give it a 2.

That said, the game becomes immensely more enjoyable on replay. The background is solid (minus a minor inconsistency about whether the East is the Earth region or the Air region), and there's a kind of thrill from catching a subtle reference that you missed or didn't understand the first time around. The more endings you get, the more you understand the world you're in, and the more satisfaction you get from the story.

Be forewarned, though, this story is long! It puts the "novel" in Visual Novel. One thing that annoyed me slightly about the game was the way the endings would seem to be drawing to a close...and then the story would continue. This cycle would repeat a few times until I was practically shouting "SOMEONE KILL HIM, ALREADY!"

The Art:
Bonus points to the creator for composing music instead of just yanking something off the "free music" shelf. Not only is it a nice touch of effort, but it's one that paid off. It captures the story perfectly. When someone walked in while I was playing this and asked what tone of story it was, (Drama? Comedy?), I replied, "Just...listen to the music. It's exactly what the music sounds like."

The backgrounds and special pictures were very lovely. However, the effect was ruined as soon as I saw Rune. The characters, while not bad, are sometimes a little wonky. I almost feel bad saying that, though, since it's clear that a lot of effort was put in. The art is anime/manga style, as seems to be usual for Visual Novels, and it's worth mentioning how deceptively difficult that style actually is; though stylized, it still requires a firm basis in real human anatomy, and is far less forgiving than most western cartooning styles.

There are quite a number of poses and backgrounds, though occasionally, it's obvious that a backdrop has been recycled. All in all, I think the most egregious flaw in the art (and I use the broader definition of "art" in this review) is the "Thwap" sound effect. It often sounds like people are randomly hitting Mina, themselves, and each other. What's really hilarious is the way Oryon keeps slapping himself during battle, due to an unfortunate combination of the "thwap" and a hand-clutching-chest pose.

The Gameplay:
The game is easily divided into two parts. Part one has you choosing your suitor, and part two has you playing out that character's ending. Part two has a bit more of a Kinetic Novel feel than part one -- lots of reading, with very little interaction. However, the level of interaction in either part leaves something to be desired.

Much of the initial interaction basically boils down to dialogue trees, and you explore each branch in order to get the exposition I mentioned in the Writing section. For the other interactions, it tends to be immediately obvious when you've chosen a "wrong" answer (e.g., you make Rune leave in a huff), which causes me to simply reload and choose a different track instead of exploring to see how the story unfolds with that choice in effect. (On the other hand, this may be better than simply making a character "unwinnable" without telling you, so take that as you will.)

There's also a sense of "railroad tracks" in the game, which rather annoyed me. It's one thing to have a series of events that must always happen, but it's another thing to "override" the player's choices. I outright hated when my choosing "Tell The Truth" resulted in something to the effect of "Oops, Telling the Truth sucks. I'll lie instead!" If you were going to have her lie anyway, then why even ask me?!

TLDR Version:
To sum it all up, Frozen Essence has a number of strengths and weaknesses. It benefits immensly from Multiple play-throughs, and the Death ending is easily the most fun and cathartic after you've gotten the other endings and seen the crap these people put Mina through. It could definitely be much improved with a good proofreading by a native English speaker, though. All in all, I think this piece shows some excellent potential, and I look forward to any future works from this author. Also, the Water path definitely did not make me cry. Not even a little bit. ...I need a tissue.

Wednesday, November 10, 2010

Fatal Hearts

Author: ?
Availability: Demo/$9.95 Full Version, Download
Format: Visual Novel
Genre: Thriller
Rating: Teen
My Scores: 2 out of 5 ( Writing: 2, Art: 4, Gameplay: 1)

Summary:

In Fatal Hearts, you play a teenage girl named Christina. Her friend's parents are acting weird, girls are getting murdered, and she keeps dreaming about a strange guy. Can you solve the puzzles, find love and not die?

Review:

I have to admit that I didn't get very far in this game. In what little I have seen, the writing seems to run the gamut from okay, to cheesy, to "What the heck was the author thinking?!". The first line that gave me pause was a comment by the narrator that her mother doesn't let her wear makeup, which is "probably why I still don't have a boyfriend." ...Honey, that is not how love is supposed to work. But okay, we're in the first-person perspective of a teenager here; I suppose I can accept that she's a little bit stupid about these sorts of things. But then, we come to another scene that just breaks my suspension of disbelief in terms of sheer stupidity...
Picture this:
Last night, your friend ditched you and went off with some complete strangers. This morning, you get a call saying that someone was found dead at the place you last saw her. You are now worried that your friend may have been killed. At this point, your mother comes right up to you and, not knowing about the call, asks you if you would like a ride to some place. How do you repond?
A: Tell her that you don't want to go right now because you're worried about your friend's safety.
B: Say "Mom! Thank goodness you're here!" then tell her about your friend and ask her for help.
C: Say NOTHING AT ALL to the adult standing right in front of you, and handle it yourself, even though a violent, federal crime is involved.
If you guessed anything except C, you are smarter than our protagonist. I mean seriously, what the crap?! I could buy leaving Mom out of the loop if she was gone and you didn't want to call and bother her, but when she's Standing Right There and asking you something? That is the epitome of stupid. It might be more palatable if there were at least an option for telling her, so that then we could just blame the player. But no, talking to the adult doesn't even cross our makeup-obsessed teen's mind.

So enough about the writing, then: On to the art! The art is decent and anime/manga style. I have nothing more to say about the art. Moving on, then:

I hate the game play. Words cannot express my utter loathing for it! Any attempts would probably include the words "vomit" and "bowels" and "ripping it to shreds and then setting it on fire." Readers of my earlier posts might have picked up on my slight dislike of minigames. Well, in Fatal Hearts, every chapter has one, and they are necessary to advance through the game. These "puzzles" range from "annoying" to "impossible and annoying". The first one is reminiscent of the Gemini minigame from Wonderland Sim Date: move annoying crap out of your way. That's it; there's no mental challenge at work, just lots of click-and-drag. At the other end of the spectrum is the puzzle that frustrated me so much that I finally just quit the game altogether:
You have stumbled across a dead body, and need to run away before the police see you. (Yeah, this part just cemented for me that the protagonist is an idiot since, given that she'd just arrived and hadn't touched anything, even a cursory crime-scene investigation would clear her almost immediately.) But anyway, you have to guide Christina through a maze of bushes, keeping the bushes between you and the cop at all times. If the cop sees you, she will move toward you, and she can move twice as fast as you can. This puzzle is probably doable and there's probably a walkthrough online detailing a long and complicated series of back-looping paths, but I don't care enough to look. What really grates my cheese about it though, is that after I lose this puzzle, I don't get taken to a Bad End or a story that branches from me being caught; I get "Oh, you've lost. Here, let's just reset that puzzle for you:" and my agony begins anew. What's more, there is no "Skip Puzzle" button, just me losing and losing until I finally chuck the computer out of a second-story window.

In summary, this is the worst commercial game I have ever played. The art is the only real redeeming quality, but considering that they're charging money for this thing, the art had better be decent. I consider this the commercial equivalent of Dating Sim Academy, with the notation that at least DSA was free and I could finish it! (note: The author of DSA has done better games, some of which I've discussed on this blog, so I feel justified in continually tearing it.)

Now, as usual, there is room for disagreement. Maybe you have more taste for puzzles than I do, and maybe your suspension of disbelief is stronger, or you can justify the protagonist's actions. I can't. I hate this game. But, feel free to try it out and share your thoughts in the comments.