Feels like a tech demo with a lot of missed opportunities.
It does have enough content, but that's where the frustration that many people have expressed stems from—it's just barely enough. A game of this high quality leaves you wanting more, and the dilemma between quality and quantity arises, leaving the player to choose if it's worth spending time on a short but sweet project.
The animation and art, as per usual, are outstanding—THE thing that keeps me waiting for new releases. Additionally, it has really good voice acting, adding another layer that separates this game from the rest. Story-wise, I wasn't expecting an exegesis on the intersection of anthropological paradigms and psychological intricacies; it's just an NTR game and did what it had to. The developer has been known to streamline and accelerate the process of corruption (even in Season of Loss, it's like a switch has been flipped), and this game is no exception. A lot of people seem mad at this fact, but I don't mind a faster-paced game.
There's a lot of wasted potential between all of the characters that were presented—few scenes here and there, with almost the same context for each, making no major difference between one character and another, especially the endings, of which there are just two (in only one of them do you have to play the game) when there could have easily been at least five.
On the gameplay side, it's good enough. The minigames are enjoyable, although traversing the overworld feels really slow even while sprinting. I didn't see the need to make this release on this engine specifically other than to debut the engine. The linearity of the game would've been excused if it were in a visual novel format, but now it just feels pointless to play and experience it other than that one ending.
This release, instead of being a step backwards or forwards, feels more like a step to the side. The developer hasn't changed their formula since Adelaide Inn, a game that has been heralded as their best work (even though it also offers vanilla and netori paths, a common complaint in their newer titles).
The last great improvement that the developer had was in Tenants of the Dead, with the addition of a lot of new variety but in a very surface-level way (just a few scenes per character). In this game, there's less variety and in the same surface-level manner. Going forward, I'd hope that the developer regresses back to that TOTD mindset but in a deeper level with more scenes.
In conclusion, Awakening of the Goddess feels like it would have been a breakthrough project if it were made by a smaller developer. It is a great game overall—don't get me wrong—great animations, voice acting, and art, but it just leaves you wanting more and not in a good way. Overall, I enjoyed this tech demo and eagerly await a new release.
TL;DR: If you enjoyed Tenants of the Dead, you'll enjoy this as well. If not, then you won't.
It does have enough content, but that's where the frustration that many people have expressed stems from—it's just barely enough. A game of this high quality leaves you wanting more, and the dilemma between quality and quantity arises, leaving the player to choose if it's worth spending time on a short but sweet project.
The animation and art, as per usual, are outstanding—THE thing that keeps me waiting for new releases. Additionally, it has really good voice acting, adding another layer that separates this game from the rest. Story-wise, I wasn't expecting an exegesis on the intersection of anthropological paradigms and psychological intricacies; it's just an NTR game and did what it had to. The developer has been known to streamline and accelerate the process of corruption (even in Season of Loss, it's like a switch has been flipped), and this game is no exception. A lot of people seem mad at this fact, but I don't mind a faster-paced game.
There's a lot of wasted potential between all of the characters that were presented—few scenes here and there, with almost the same context for each, making no major difference between one character and another, especially the endings, of which there are just two (in only one of them do you have to play the game) when there could have easily been at least five.
On the gameplay side, it's good enough. The minigames are enjoyable, although traversing the overworld feels really slow even while sprinting. I didn't see the need to make this release on this engine specifically other than to debut the engine. The linearity of the game would've been excused if it were in a visual novel format, but now it just feels pointless to play and experience it other than that one ending.
This release, instead of being a step backwards or forwards, feels more like a step to the side. The developer hasn't changed their formula since Adelaide Inn, a game that has been heralded as their best work (even though it also offers vanilla and netori paths, a common complaint in their newer titles).
The last great improvement that the developer had was in Tenants of the Dead, with the addition of a lot of new variety but in a very surface-level way (just a few scenes per character). In this game, there's less variety and in the same surface-level manner. Going forward, I'd hope that the developer regresses back to that TOTD mindset but in a deeper level with more scenes.
In conclusion, Awakening of the Goddess feels like it would have been a breakthrough project if it were made by a smaller developer. It is a great game overall—don't get me wrong—great animations, voice acting, and art, but it just leaves you wanting more and not in a good way. Overall, I enjoyed this tech demo and eagerly await a new release.
TL;DR: If you enjoyed Tenants of the Dead, you'll enjoy this as well. If not, then you won't.