When you start playing, then, assuming you like bondage like I do, you're probably going to get excited and think it's a 5 star game. The production quality is high, everyone has beautiful sprites, the 'voice acting' is very cute, and characters get tied up all the time. What you don't realize is that, in the first 20 minutes, you've already seen most of what DIDnapper 2 has to offer. If I had to describe this game as briefly as possible, I would say "one-note" and "anodyne."
Gameplay - 4/10
The basic gameplay itself is mediocre to bad. It's basic rpgmaker combat, but the skills you have access to are scarcely better than the basic attack, which makes every fight feel flat. You have to tie enemies up when they get to 0 HP, and vice versa, you get tied up when you reach 0 HP. This will seem cool at first, but they don't really add anything to the gameplay. Outside of that, there's a stealth mechanic, which is pretty cool, and then there's the 'escape' sequences, where you have to escape from bondage. These escape sequences are pretty amazing - the first or second time. After that they quickly become a nuisance, once you realize they boil down to nothing more than doing the same QTE 15 times in a row (literally). The strategy for escaping is always the same too - untie your torso so you can move, go and pick up any sharp objects in the room, then untie your wrists. There's other stuff you can do, but there's no need. You will never get close to failing. Part of the problem is that it's simply impossible to balance QTEs, and the other part of the problem is that QTEs are just annoying as hell. Seriously people, can we please stop doing QTE?
H-Content - 2/10
Look, I love bondage. But there's two huge issues here. First of all, the bondage is all the same. Almost every binding is a minor variation on 'arms tied behind the back with rope around the torso.' Seriously, I just described like 90% of the bondage in the game. There is no creativity or variation to it at all. And then the second issue... and this one I really can't understand. Okay so every enemy in the game you have to tie up to defeat, right? So there's one bondage sprite per enemy - which is pretty cool. But guess how many bondage sprites there are per protagonist? Also one. Your main party members are constantly getting tied up throughout the game, and it's always the same art every single time. It gets old SO fast. No variation. Why not ditch some of the one-off enemy arts, and add in more main character art? The main characters matter way more than generic enemies! Ugh.
Then the game also has no sexual content at all. No, beyond that, the game basically lacks sexuality. There's occasionally a vague innuendo, but it has all the teeth of an "adult reference" you'd see on the Disney Channel. Look, I like softcore bondage! But did the game really have to feel like a saturday morning cartoon? How am I supposed to care about getting captured when (1) I know nothing bad is actually going to happen, and (2) I know I'm inevitably going to escape after doing a bunch of annoying QTEs.
H-Integration - 9.75/10
The integration of H-content into gameplay is actually quite good. People get tied up during combat, and almost constantly throughout the story. The game also attempts to fuse gameplay and bondage in multiple fairly original ways. It's pretty cool, and I applaud that! It's just a shame that both the H-content and gameplay are so lacking in themselves.
Story/Writing/Characters - 2/10
The characters are all tropes, and the story is extremely haphazard - you can tell it was written more or less on the fly, without much forethought or regard to coherence. Aden is probably the most interesting character, but even she's not much more than a basic tsundere. There are also plot holes, if you care to look for them, which you probably won't. Not only that, but the structure of the plot is repetitive. Walk into some area > get captured by somebody for some reason > escape > beat the boss > go to a town. This same loop happens more than a few times, with not much to differentiate. I should also mention that there is absolutley no weight to anything that happens. The game is lighthearted to a fault, to the extent that, if you're like me, you'll have a hard time caring about literally anything in the story.
What disappoints me is that I feel the game isn't very far from being a masterpiece. The pieces are all there, they just aren't united by a strong design. Oh well. Maybe DIDnapper 3.
Gameplay - 4/10
The basic gameplay itself is mediocre to bad. It's basic rpgmaker combat, but the skills you have access to are scarcely better than the basic attack, which makes every fight feel flat. You have to tie enemies up when they get to 0 HP, and vice versa, you get tied up when you reach 0 HP. This will seem cool at first, but they don't really add anything to the gameplay. Outside of that, there's a stealth mechanic, which is pretty cool, and then there's the 'escape' sequences, where you have to escape from bondage. These escape sequences are pretty amazing - the first or second time. After that they quickly become a nuisance, once you realize they boil down to nothing more than doing the same QTE 15 times in a row (literally). The strategy for escaping is always the same too - untie your torso so you can move, go and pick up any sharp objects in the room, then untie your wrists. There's other stuff you can do, but there's no need. You will never get close to failing. Part of the problem is that it's simply impossible to balance QTEs, and the other part of the problem is that QTEs are just annoying as hell. Seriously people, can we please stop doing QTE?
H-Content - 2/10
Look, I love bondage. But there's two huge issues here. First of all, the bondage is all the same. Almost every binding is a minor variation on 'arms tied behind the back with rope around the torso.' Seriously, I just described like 90% of the bondage in the game. There is no creativity or variation to it at all. And then the second issue... and this one I really can't understand. Okay so every enemy in the game you have to tie up to defeat, right? So there's one bondage sprite per enemy - which is pretty cool. But guess how many bondage sprites there are per protagonist? Also one. Your main party members are constantly getting tied up throughout the game, and it's always the same art every single time. It gets old SO fast. No variation. Why not ditch some of the one-off enemy arts, and add in more main character art? The main characters matter way more than generic enemies! Ugh.
Then the game also has no sexual content at all. No, beyond that, the game basically lacks sexuality. There's occasionally a vague innuendo, but it has all the teeth of an "adult reference" you'd see on the Disney Channel. Look, I like softcore bondage! But did the game really have to feel like a saturday morning cartoon? How am I supposed to care about getting captured when (1) I know nothing bad is actually going to happen, and (2) I know I'm inevitably going to escape after doing a bunch of annoying QTEs.
H-Integration - 9.75/10
The integration of H-content into gameplay is actually quite good. People get tied up during combat, and almost constantly throughout the story. The game also attempts to fuse gameplay and bondage in multiple fairly original ways. It's pretty cool, and I applaud that! It's just a shame that both the H-content and gameplay are so lacking in themselves.
Story/Writing/Characters - 2/10
The characters are all tropes, and the story is extremely haphazard - you can tell it was written more or less on the fly, without much forethought or regard to coherence. Aden is probably the most interesting character, but even she's not much more than a basic tsundere. There are also plot holes, if you care to look for them, which you probably won't. Not only that, but the structure of the plot is repetitive. Walk into some area > get captured by somebody for some reason > escape > beat the boss > go to a town. This same loop happens more than a few times, with not much to differentiate. I should also mention that there is absolutley no weight to anything that happens. The game is lighthearted to a fault, to the extent that, if you're like me, you'll have a hard time caring about literally anything in the story.
What disappoints me is that I feel the game isn't very far from being a masterpiece. The pieces are all there, they just aren't united by a strong design. Oh well. Maybe DIDnapper 3.