First things first. MC can't really have a deep conversation with Christine when she's in the wrong or when he has a problem with something. What the fuck is that. I think that's the biggest problem with alot of guys, is that they don't know how to address shit. If the end result of a conversation is always ultimatums then that's not a healthy relationship. i turned down Sandy and told Christine we'd have a talk. Never had it. That concept bothers me personally and its my biggest criticism of the game.
Open relationships, unlike this game, are very complex. Feelings change on a dime and leads to an unstable relationship. At the end of the game you are given the option of commiting to Christine, adding her sister to your open relationship, or dating her sister instead. No middle ground or grey area. It's confusing because the story tries to be deeper than that. The MC has issues with how he's treated by his girlfriend in their open relationship and he wants to move in together which points to settling down.
I enjoyed the game, but honestly I feel that all 3 routes are kinda hollow. Maybe it is because Christine doesn't seem interested in the MC's life/background as much as he is in hers or that things just work out in the other endings. To me, "keeping up" with Christine seems like something that serves as a good intro to a relationship, not a basis for it.
I think I would have prefered to see more of an evolution of Christine, in which the MC can choose whether to convince her to slow down and transition in domestic life or continue the hedonistic lifestyle. Granted she goes from driving a ferrari to riding his whatever, but I felt that the whole meeting the family element and issues growing without having a father would have had a bigger impact on her character growth. Which outside of the neutral ending, she doesn't really show. Things like dreams, hopes, inspirations and goals don't really apply to Christine and it shows when moving in together seems like a bigger deal to you than her (as long as it's her place, which came off as petty when you live like next door.
Christine feels like the type of girl who messes around on her boyfriend after a big argument, which seems pretty easy if the MC treated her like she does him. She seems like a selfish and needy person- which I actually like because it makes her real, but I never got that moment where I felt like she CARED for the MC. Even when she consoles him, it seems like it's more for her than him. Also the way she was able to just break off a relationship between her and the MC for her sister left a bad taste in my mouth.
Laura by contrast felt hollow. As she's Christine's foil, and there's not much to Christine, she's not dynamic enough to be her own person. The conversations about respect were interesting, but it never felt like a deep conversation- just surface to medium level content. I felt she could have been made more sensitive and empathetic, but I guess its ok that the MC had more conversations with her than anyone else really. She felt half developed to me.
To be honest, I was more interested in Sandy, especially after I turned her down after she called Christine- she feels like she cares/values you more than Christine quite frankly. I wish her and the mom had bigger roles in the story, even if its just as friends. The story could have really used them.
Anyways the renders were fantastic and amazing. Christine's face was so expressive and her smile is heart melting, especially in episode 5.
I hate comparing games, but I felt Acting Lessons is just a better game. More endings, complete story, more romance, more impactful options, better cast, more drama, better music, more replayability and the MC had more impact on the story than just the ending. Acting Lessons plays like a interactive movie while Coming to Grips with Christine feels like a comic book with 3 endings.
What I like about both games is when side characters comment on your decisions. I felt that CtGwC should have had more of that- alongside more branches like the confess/evade shower scene or the bar/walk in the park. That being said, I'm not the biggest fan of preset variables forcing scenes. I think variables should just open up more branches instead of pigeonholing you into a scene- it limits interactivity.
Tl;DL: Beautiful game, lackluster characters, story didn't reach potential. Alpha/Beta conversation in game was surface level and never really dived in to the actual dynamics beyond respect. Power and control never really discussed, and Laura feels like "the other option." Side Characters don't really affect story. And yes, there is only 3 endings, when the bad/mild endings are just the result of the two other options on the last choice, which are not logical options.