Some spoilers ahead.
I think Babysitter’s most glaring weakness is pacing. In the beginning of the game, the pacing is strong. There are not only choices which shape the plot of the story and the characters in it, there are optional, lesser choices that unlock hidden content and even some collectible things to find. These extras serve not only their face value function but, being early in the game, they serve to stretch out the run time of the first act. As a result, the relationship you form with your niece feels believable. It’s a slow burn from her questioning whether it’s wrong to have these feelings to eventually trusting and loving the protagonist, and that’s due to good pacing, strengthened by the aforementioned story devices.
Where I think the story had its biggest error in pacing at the boat, but not for the reasons a lot of people are mentioning. By all rights, the boat should’ve been the climax of the story. Not only is it the location which all of the characters discuss and where all of the story’s big players converge, but it’s where the pacing takes a dramatic shift. No longer are there any gradual consequences or stat farming—once you’re on the boat, you see the effects of your choices instantly, and the options available to you are determined by the stats you’ve acquired and the relationship choices you’ve made up to this point. Once the player’s on the boat, the pacing changes from cycles of action and repose to just action-action-action. This would be good pacing for a climax, but the boat is not the climax.
After peaking, the story awkwardly wanders in normalcy for a bit, decreasing in tension, before the climax happens at a bar of all places. At this bar, the story’s central plot (the investigation) and its central relationship (between you, Robert/Steele, and the niece) both come to a head, and it feels bad. Not only does this bar event kind of come out of nowhere and come after a location which should’ve held the climax, but it feels bad as a climax because none of your choices really matter and nothing decided at the bar immediately leads into a conclusion. There are, I believe, just two outcomes of the bar location, and there’s no way your character stats will be close enough by this point that any choice you make at the bar will make the difference in which outcome you see.
The final pacing issue comes in the conclusion, which comes a little awkwardly as both a trip to a resort which the player acts out at a regular pace, and also as a summary epilogue, after the resort. The pacing here feels inappropriate because the story at the resort is told in a way that makes it feel like the action and tension are increasing—despite already having 1.5 climaxes in the story. I believe this was done because the author wanted to introduce one more “romantic” character, but the pacing of the tryst is so different from any other romance in the game (and the relationship in general feels empty and out of character), that the decision to ruin the pacing yet again just for a weak character feels so frustrating.
Despite all of my criticisms regarding its pace, I still believe Babysitter is above average in the areas of setting and character graphics, overall story, player interaction, and so many other areas. I’ve played a lot of games on this site and seen a lot of stories and, for as fresh as my frustrations and disappointment are regarding Babysitter’s ending, I would be lying to myself if I said the game overall was just an average experience—let alone below average, as some others have reacted to this last patch. For these reasons, I must give the game at least 4 stars.