Quick Overview
If you're into gay furry stuff, hypno, masochism, and degradation there's a lot to love.
Writing is a cut above a lot of other stuff in the same genre, really elevates a lot of the scenes.
Was initially skeptical of the art style, but it really grew on me.
Overly Long Diatribe
One thing that I find to be a stumbling block for the design of these sorts of games, where the fail-states are the different erotic scenes that one plays the game to see, is that the player is mechanically disincentivized from seeing those scenes. Games generally give you ways to avoid losing them, and players who play optimally will avoid these fail states with relative ease. This causes dissonance since, y'know, I'm playing these games in no small part to get off. This leads to a very silly, very game-y play style, in which one loses on purpose once, then goes through optimally to see new content, then loses on purpose again. This is annoying for a few reasons. It makes a lot of the content feel redundant (you'll need to play through several times to see everything) and it punishes optimal play (you miss out on the stuff you're there to see). An example of where this is really egregious is the FNAF-like games on here, where you basically have to sit and do nothing at the start of every level to see the pornography that you downloaded the game for.
Cruel Serenade: Gutter Trash resolves this in a really elegant way by having the arc of the game be the temptation of your character towards the consequences for sub-optimal play (getting fucked), making the player's temptation to fail purposefully mesh with the character's. This is not unique to CR:GT, what elevates it further is that the game is allowed to continue, even after set backs or failures. Rather than being shown a black screen with BAD END on it after a failure (at least usually), you generally are allowed to continue, as the player character is increasingly degraded by the failures in a way that recontextualizes everything that comes after. This makes losing a fight or needing to give up on an encounter less of a death sentence, and makes the player more likely to actually keep trying after a setback, rather than just reloading a save for a perfect run. This all serves to give you a chance to actually be degraded, which if you're playing a game like this, you're presumably in to. To have your will as a player ground down over several attempts results in, rather than dissonance between mechanics and the player's desire to get off, creates a beautiful consonance between them.
This is a lot more than I ever intended to write about a game about getting violated by hyenas, and I'm not totally sure how much sense it makes, but I found this game to be a lot better on a design level than a lot of others that function in a fundamentally similar way.
If you're into gay furry stuff, hypno, masochism, and degradation there's a lot to love.
Writing is a cut above a lot of other stuff in the same genre, really elevates a lot of the scenes.
Was initially skeptical of the art style, but it really grew on me.
Overly Long Diatribe
One thing that I find to be a stumbling block for the design of these sorts of games, where the fail-states are the different erotic scenes that one plays the game to see, is that the player is mechanically disincentivized from seeing those scenes. Games generally give you ways to avoid losing them, and players who play optimally will avoid these fail states with relative ease. This causes dissonance since, y'know, I'm playing these games in no small part to get off. This leads to a very silly, very game-y play style, in which one loses on purpose once, then goes through optimally to see new content, then loses on purpose again. This is annoying for a few reasons. It makes a lot of the content feel redundant (you'll need to play through several times to see everything) and it punishes optimal play (you miss out on the stuff you're there to see). An example of where this is really egregious is the FNAF-like games on here, where you basically have to sit and do nothing at the start of every level to see the pornography that you downloaded the game for.
Cruel Serenade: Gutter Trash resolves this in a really elegant way by having the arc of the game be the temptation of your character towards the consequences for sub-optimal play (getting fucked), making the player's temptation to fail purposefully mesh with the character's. This is not unique to CR:GT, what elevates it further is that the game is allowed to continue, even after set backs or failures. Rather than being shown a black screen with BAD END on it after a failure (at least usually), you generally are allowed to continue, as the player character is increasingly degraded by the failures in a way that recontextualizes everything that comes after. This makes losing a fight or needing to give up on an encounter less of a death sentence, and makes the player more likely to actually keep trying after a setback, rather than just reloading a save for a perfect run. This all serves to give you a chance to actually be degraded, which if you're playing a game like this, you're presumably in to. To have your will as a player ground down over several attempts results in, rather than dissonance between mechanics and the player's desire to get off, creates a beautiful consonance between them.
This is a lot more than I ever intended to write about a game about getting violated by hyenas, and I'm not totally sure how much sense it makes, but I found this game to be a lot better on a design level than a lot of others that function in a fundamentally similar way.