lot of people have been saying the writing sucks based on them not getting endings that they expected to get. That doesn't necessarily equate to poor writing
Agreed, because that isn't my concern. (Although the concerns of others have some merit, since, for example, if you choose a solo path with a character, it’s normal to expect that it will stay that way and not be jumpscared to it being a throuple all of a sudden)
I haven't been very vocal about the writing issues in this thread since I liked the game in its early days. It had such promise of being one of the best AVNs, if not the best, in this space. But, after having such a lackluster after lackluster updates, I guess that has changed.
There were a lot of plot inconsistencies, plot convenience, bad branching, outdated pop culture references (some forced jokes), disappearing side-girls, and dialogue that sounds overly professional as if everyone is always in a meeting. Additionally, there were too few setups and payoffs, now the nonsensical outcomes, and the list goes on.
The writer, Stoya, compared to his peers isn't bad. But his writing style clearly shows he's better suited at writing books instead rather than a game where you, as the player, are given choices that should matter and story branching exists.
The recent update felt like a slap to the players. It seemed as if the message was, "Oh, you're not going to play the story the way I wanted? Here, have a bad ending." The story felt disjointed. It. Felt. Kinetic.
I’ve been saying for a long time that Stoya is fortunate to have Kentyrr as his artist (who posts a lot of custom renders publicly, markets the game, and is, as some people say, one of the best artists in this space). Without Kentyrr, Chasing Sunsets wouldn’t be as successful and as popular as it is today.
I dare say his talent with the art side of the game makes some players overlook the issues with the writing.