_DarkDesires_

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Jan 3, 2018
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I agree with it being an interesting design, but it does make the character creation process very opaque, especially if you want to design your character in a certain way. Don't know how feasible it would be, but possibly you could do both, and let players choose which one to use?
Good idea, or use the original - but with optional shown stat changes based on the choices.
Such a shame that a cool, original idea like this gets buried because it...requires using your brain a bit?
 
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vicaddict

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Sep 29, 2019
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I also liked the unique way of introducing the player to the game. I can understand why people would like a character sheet, but I feel a bit sad about it. I like it when not every game uses the same mechanics and I thought this was a nice way of doing it. Maybe a bit more clarity about the choices and their outcome could have persuaded some of the critics, but I get it.

I guess this is what some of these fancy mustache wearing modern artists must feel like, when the audience just sees a bunch of colors and shapes instead of the bigger picture. :HideThePain:
 

GTK/HLK

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Sep 28, 2017
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Always liked the intro, and some of the options up to the post-hs.

Though somethings could be better aligned to the kind of play expected.

Like personaly, i probably would of gone alil too deep. Which probably wouldnt fit a game thats meant to be a Spy Story. So getting stats done in a very pleasing but timely manner, so they can have effects on the main part of the story wouldnt kinda become something it aint.

(aka, way too long, and filled with unnecessary info or details. Like a "Alter Ego" choose your lifepath playthrough, except with H-Game Content filled in each stage. Bloated and not what the games trynna cover)


Like some options with your "Count" always seemed like trying to be flavor, but trying to matter at the same time.

(Also the understanding of how you're seen in terms of the prom scene or other scenes. Scores and Grades ETC.)

But since it's the main creation rather than the Extra details Til shipping off into the main arcs.

Some wording could of been adjusted.

Like the chest size could of had better punctuation(for the largest one, with how it reads. Since it clashes with the previous part of the sentence into the Character option.)

"Bras all disagreed but" something something big/massive. Which would be "Proud of my Bras, All Disagreed" Feels/Reads like one of those stories where youre an inanimate object that has sentience.

It probably could of had both, but I understand if it's alot of time to figure out how to cook it to your vision, when many want to take their Agent into the field.
(When it comes to obvious stats, or Reading into it, which most can do. but get confused with the mix of outcomes that can't be easily backtracked to rerolled.)

Least I got some of the old versions if I want to enjoy the Old Intro.
Always found myself spending alot of time in it.(but probably not for the right reasons overall)

Edit:
Loser Lifepath?
Depends on how the general consensus is for that. Is it living life too safe. Too General to be special in something?
To blending in the background to be noticed.
(Mob character lifestyle? aka generic to the point that you're easily marked as a stereotype in the flesh? or something similar)

Or is it the path where you're targeted for failing in certain School Goals to be strived for?
Failing in Social/Intelligence/Physicality/Drive or "Purity"?

Easier to blend in, If you just push alil confidence/belong there, but never under thorough scrutiny if alerting/alerted?
(Dk why I got the image of the Guy In Very simple dress-Button up and glasses- holding a rifle. Used by people as an example of the unexpected)
 
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I also liked the unique way of introducing the player to the game. I can understand why people would like a character sheet, but I feel a bit sad about it. I like it when not every game uses the same mechanics and I thought this was a nice way of doing it. Maybe a bit more clarity about the choices and their outcome could have persuaded some of the critics, but I get it.
I like it too since character sheets can often be misleading in these types of narrative focused games because they often don't show how these stats are supposed to work. In a hack-n-slash RPG it's fairly straightforward to intuit that strength makes you hit harder, dexeterity lets you dodge more often, intelligence increases magic damage and so on. But in a game like this it's much less clear of what situations will allow you to use your stats and traits, and so the idea of having an introductory narrative which shows you how those stats work in game was actually a good idea in my opinion.
 
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