A good game with good art that's let down by it's lack of structure.
First off, the art in this game, super good. I wish the animations were... actual animations instead of automated repeating slideshows, but the art itself is great. The x-ray mode is a cool and novel idea and it's nice to have something to look at while you're doing sidequests.
The characters are also really good! Nothing super new or unique, they all have the usual character archetypes typical of high school games, but the quests are nice moments to learn about them and bond. They're all distinct and it's nice.
Now for my issue with the game, which I think is what is stopping this game from really being great -- The structure, or lack thereof.
The game is basically just a million quests, it's not even really possible to discern what's a side or main quest, it's just... quests. That isn't bad in itself but these quests are clearly meant to have some kind of structure to them, some quests mention events that happen in other quests, some quests require items from other quests but the game does not tell or even point you in the direction of what order you're meant to do them in. I'm not talking about a walkthrough of "Do quests in this order", just basic signposting like "We need this item to do this, who would have this item? Oh, that person? Well we probably should ask them" which would lead to another quest. The game instead just halts progress until you do that quest with no signposting, no hint, so instead of feeling like you're doing a chain of things with a goal in mind, it just feels like you're doing random stuff until you accidentally stumble upon the right conditions to do other random stuff.
This wouldn't be as bad an issue if it at least felt like the devs kept track of their quest conditionals as well, but it really doesn't. A few examples of this:
- In one quest you need a camera to take a picture of something for the school newspaper so the newspaper editor gives you her camera to take pictures of it. In a seperate quest you need to get something from the vents in the school and the same editor gives you her camera with an 'x-ray enhancement' to track where in the vents you need to go. It's the same camera, so if you hand in one quest while you still need to do the other you end up locking yourself because you give her back the camera and you no longer have the camera for the other.
Another example:
In one quest you help Isabelle kidnap Maxine's cat to get revenge for something. Isabelle is clearly super angry at Maxine during this whole thing but during or even after this while Isabelle is super mad at Maxine and still has her cat kidnapped, you and Isabelle can go to Maxine about a different quest and it's as if there's no beef between them at all.
There are a bunch of issues like this which make me wonder if a change of structure would not just help us, as players, actually enjoy the game and understand what's going on, but the developers in helping them keep track of all the story threads they're writing.
There is an in game guide which lets you mindlessly click towards your next objective, but that's a crutch. If you can't figure out how to do a quest without an in game hint system telling you exactly what to click, it's a poorly designed quest.
Anyway, rant over, I guess.
Game has potential, art is great, I don't mind the grind/payoff ratio, from what I can gather the overall story has some interesting hooks and the character moments and development is good. It's just got a huge problem with the lack of structure.
First off, the art in this game, super good. I wish the animations were... actual animations instead of automated repeating slideshows, but the art itself is great. The x-ray mode is a cool and novel idea and it's nice to have something to look at while you're doing sidequests.
The characters are also really good! Nothing super new or unique, they all have the usual character archetypes typical of high school games, but the quests are nice moments to learn about them and bond. They're all distinct and it's nice.
Now for my issue with the game, which I think is what is stopping this game from really being great -- The structure, or lack thereof.
The game is basically just a million quests, it's not even really possible to discern what's a side or main quest, it's just... quests. That isn't bad in itself but these quests are clearly meant to have some kind of structure to them, some quests mention events that happen in other quests, some quests require items from other quests but the game does not tell or even point you in the direction of what order you're meant to do them in. I'm not talking about a walkthrough of "Do quests in this order", just basic signposting like "We need this item to do this, who would have this item? Oh, that person? Well we probably should ask them" which would lead to another quest. The game instead just halts progress until you do that quest with no signposting, no hint, so instead of feeling like you're doing a chain of things with a goal in mind, it just feels like you're doing random stuff until you accidentally stumble upon the right conditions to do other random stuff.
This wouldn't be as bad an issue if it at least felt like the devs kept track of their quest conditionals as well, but it really doesn't. A few examples of this:
- In one quest you need a camera to take a picture of something for the school newspaper so the newspaper editor gives you her camera to take pictures of it. In a seperate quest you need to get something from the vents in the school and the same editor gives you her camera with an 'x-ray enhancement' to track where in the vents you need to go. It's the same camera, so if you hand in one quest while you still need to do the other you end up locking yourself because you give her back the camera and you no longer have the camera for the other.
Another example:
In one quest you help Isabelle kidnap Maxine's cat to get revenge for something. Isabelle is clearly super angry at Maxine during this whole thing but during or even after this while Isabelle is super mad at Maxine and still has her cat kidnapped, you and Isabelle can go to Maxine about a different quest and it's as if there's no beef between them at all.
There are a bunch of issues like this which make me wonder if a change of structure would not just help us, as players, actually enjoy the game and understand what's going on, but the developers in helping them keep track of all the story threads they're writing.
There is an in game guide which lets you mindlessly click towards your next objective, but that's a crutch. If you can't figure out how to do a quest without an in game hint system telling you exactly what to click, it's a poorly designed quest.
Anyway, rant over, I guess.
Game has potential, art is great, I don't mind the grind/payoff ratio, from what I can gather the overall story has some interesting hooks and the character moments and development is good. It's just got a huge problem with the lack of structure.