HC2 was both my introduction to NTR and, after months of searching similar titles, the best work in the genre I've found so far. While I wasn't into the second part of the game, the improvement between the first entry of the series and HC2 is so drastic that I can't help but look forward to the future.
My attachment to the game comes primarily from the early parts of HC2. For example, seeing how Edwyn and Noah grew that way, their friendship and complementary characters with more nuance than I expected made for a complex setting with two relatable characters. I also particularly appreciated the introduction of Vaeri creating a believable shift in relationships and great scenes. On a technical point, the way it unfolds with loved ones gradually becoming uninteractable and unengaged during the free roam parts blew me away. I also liked the meta use of inane RPG-like fetch quests while couples were building relationships elsewhere - though it felt a bit overused.
I have had issues with a lot of what happens a bit before and after the Forest Elf arc, for which I'll elaborate further in the review but my overall impression is that HC2 is a great game.
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To give context on where I'm coming from, imho the story/kink hinges on a predestined end : the terrible antagonist "gets" and corrupts the love interest of the meritorious but ultimately lacking protagonist. That end is known to the audience upon starting the game, with some that are into what happens once all hope is lost - for which I assume the 2nd part of the game was written - , and some (of which I am) that are into the dramatic tension and the chain of events that lead to the loss of all hope. Of course there are people in both and different categories whatsoever but this is to explain why I won't comment on the later parts of the game.
As someone looking for dramatic tension, I was impressed by HC2 because it worked not with one hope ("Will Noah have a functional relationship with Celis"), but a number of them :
- Could Edwyn escape from his father's influence and become a decent person ? As long as he doesn't "become" an asshole, then the player can root for him (especially as he starts as an underdog) just as he could for Noah.
- Will Celis try to escalate her relationship with Noah ? She's initially written as a clever character with agency, once she has "learned" some things with Edwyn, she could decide to try them with Noah.
- Could Noah develop feelings for Vaeri ? The upside of a mostly silent protagonist is that their feelings are not obvious, and the muddled sister/friend/lover relationship with Celis could be outshined by the simpler love from Vaeri.
- Will Celis acknowledge her sexual desires (before it's too late) ? The lessons are (or quickly become) an obvious foil for Celis to explore her desires, initiating an implicit relationship with Edwyn. Not acknowledging it to herself gives Edwyn all the power, whereas doing so would give her leverage back - both to build it into something healthier or stop it, and try to reach a resolve regarding Noah.
- Will justice be brought to Zeno ? First for his assassination, then for the coup.
- (to a lesser degree) Is Zeno right about the high elves ? Up to a point, Zeno has kind of a "right for the wrong reasons" vibe, as high elves are not shown to be particularly trustworthy. Being both a terrible person and an (accidentally) capable leader gives depth to an otherwise cartoonish character.
Of course the answer always is (and expected to be) "No" (except for the parts related to the endings choices), but the tension arises and is maintained as long as the answer to some of them is "Maybe", which is what I like. Once Noah is emprisoned/enslaved under Zeno's whims, there's very little to work with - but I understand that the focus by this point has shifted and the game is written for another part of the kink/audience, however in the early sections of the game is where I feel my critics have more weight as I feel closer to the expected player/reader - though it's entirely possible I misread the intent of the writer.
Specifically, the "Maybe" answer can only work if there's balancing between the progress of the two parties (protagonist/antagonist), and some setbacks on the antagonist's path. When blackmail event 1 becomes the basis for blackmail event 2 which becomes the basis for blackmail event 3, it ends up a boring story about stupid people. And if everything the antagonist tries result in linear and expected progress towards his goal, it ends up boring despair porn. What if Noah doesn't accept the "strong" wine ? He's not exactly non-confrontational, and we have no reason to believe he wouldn't know when to stop drinking. If anything, Edwyn is the one with strange chemicals in this blood that could react negatively with alcohol and a desire to overcompensate. On top of a setback being interesting in itself, the precedence of setbacks not only allows the tension to be maintained, but also for great scenes where the antagonist incurs an initial setback with his plan but improvises and manages to salvage the situation in extremis - this fits thematically with the clueless protagonist/knowing audiences plays.
And as balance could apply to story circumstances, the same could apply to relationships. If Celis spends every monday morning blowing Edwyn for hours while never taking any initiative with Noah, the whole "true love" artifice grows old. If the disparity is too wide it just becomes a consensual love story between two people with an annoying onlooker - especially in a game where the sister/tentative girlfriend ambiguity is played upon. While I understand how the game borrows from RPG tropes to mock them (or show their incoherences and flaws), and the "too shy to admit love" cliche is frequent in those, keeping it in an adult game (essentially) about dysfunctional relationships feels too much like a limiter or a severe test to the suspense of disbelief. It also can reinforce the sense of what is lost if Celis and Noah cease previous cyclical activities : even in the early part of the story the free roam parts have Celis and Noah on their own, with no option to spend time together as part of a routine schedule.
Finally, I was surprised how introspection was handled. The game made ample use of the fact Noah is a "silent" protagonist, which allows to skip over his train of thought as he is made to wait or ignored, and leaves up to interpretation how he doesn't see through windows or just-interrupted sexual activities most of the time . It's a central part of the game and I appreciate the inventive uses of the device, so of course as a result introspection on his part can only be limited. However other characters, and in particular female characters are written as real beings and not a mix of narrator tool/character, so them never taking time to assess their situation, particularly their evolving relationships, or reaching decisions on their own doesn't make sense.
This is even more important because the free roam parts of this game are cyclical, meaning we are to believe an undeterminate amount of time (weeks) can elapse between two events. Yet it's not clear how the status quo that these cycles imply is justified : Celis accepts to suck Edwyn's cock one evening in a drunken stupor and under blackmail-ish circumstances, and next thing we know she does that every monday afternoon with gusto. Now to be clear I love the disjointed storytelling it creates, it's probably one of the strongest points of NTR games imo. I also like the use of pixel art sprites/sound effects to allow for scenes repeats without repeating one-time-scenes, something a lot of porn games struggle with. However if we're never - even way later - given context on how (specifically what changes of mind) brought the sex event from something unique to a regular occurrence, it cheapens the story and the character growth of those involved. Of course I'm aware NTR games also frequently play around missing information and context but as HC2 has the option to either show scenes or not, it seems to me that if you choose to see the scenes you should get context on how one situation became another - again, possibly with time lag to keep the disjointed storytelling, like the diary in other games.
It also cheapens the reoccurring events where a love interest is having sex with an antagonist and is prompted to "be honest with their feelings", which doesn't hold up if in fact these characters are never shown before having the conflictual feelings this dick is supposedly squashing, nor shown after said dick squashing acknowledging the conflict resolution and its consequences.
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Rereading myself it seems I had 2 words of praise for 3 sentences of criticism, and there's an unjustified arrogance that wasn't intended, so I'll repeat bluntly : I deeply appreciate the work and thoughts put into this game. I wish the author continued success and will wait for their future works with bated breath.