Maybe I wasn't clear enough. What I meant is that on a sci-fi and survival story, to maintain the player hooked, along plotwists and "actually winning", that isn't much appliable on this theme. The game ambient can't always be a mar of roses, it needs thrill, action, actual danger, etc.
If you ask me if it is still too early to have that peak, ok fine. But earlier or later the story will need to go "out of comfort zone". Actually, that also happened for a bit. Confrotation with some enemies, knowing the original of NPCs, knowing that some people are also dying, etc.
Just an example, as much as I shit on SAO, and how fucking bland and boring the MC was, 1 thing they did good, was that sense of danger, of being trapped, of needing to survive, etc, that created the brand. That what was made the viewer hooked on the show on the first episodes, even if the show turns into complete crap just a few episodes afterwards. Even Mother's Basement, who probably hates the show even more than me, at
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explains what SAO did right at start. But in a way this is what I meant about Eternum. Sure you can say all interactions with the girls are nice, fine, but for the plot to advance and at point reaching climax, the way it is it will need to slowly go away of the sense of "comfort zone".
Sorry if I'm a bit confusing, because english isn't my first language, but on sci-fi, horror themes, and most importantly, survival stories a sense of tone most of times is need for the viewer to understand the severity of the situation. What good example is on the very first release of the game, when Axel's black friend dies in real life as well. It gives a change of tone.