- Apr 20, 2022
- 290
- 523
A fellow Scars of summer enjoyer! I personally agree with all the things you said, having to look around a bit for Ryoka while unsure of what you will find added to the experience greatly. But going around checking up on everyone all the time to make sure you don't miss anything can be very frustrating, some hints are usually needed.This was something that I ~deeply~ enjoyed while playing Scars of Summer, especially with how it handled things from a limited perspective as well (unless you specifically sought out the full scenes). Having to constantly check the game's map to see if Ryoka's little icon had changed locations, going there to check if she was just doing something innocuous, and being able to get vague hints which would sometimes turn out to be nothing from the main character's cell phone whenever she broke away from the usual routine. It added another layer of gameplay beyond just linear progression of events.
If nothing else, I think it provides a wonderful aspect of messing with the player's expectations, like with the scene of Leto going to visit the Duke in the first public version and having the scene imply that he might be doing something with Rose before it's revealed to be some other woman — but with much more agency on the player's part by encouraging "freeform" paranoia of wandering around the map instead of just watching a scripted scene unfold.
And also hard agree on the outfit changes. Of course I understand if the new sprites might complicate that, but I think that was easily one of my favorite turning points in Chapter 2 when Aywin, Celis, and even Solana all visibly changed to reflect how far the lines had been pushed for them.
A game that had this problem was spiral legend V (I'd still recommend it if you are okay with spending a lot of hours without a lot of sexual content, the story is quite good for a porn game) where there was barely any indication about where the character were and if anything happened (and the search area was huge). I was happy to see the crystals that the magical shop guy gives to you towards the end of this HC3 version, the ones that are supposed to light up when something happens to one of the girls. I'm assuming they will help a lot with that.
While we are talking about features and design, I recently discovered that one thing I enjoy to an extreme degree is non-verbal interactions between the female male character and the antagonist, out of view from the mc but in view of the player. Or rather, the interaction might be verbal, but "out of earshot" I suppose.
Perhaps the mc is in the next room over and the player can see those rpgmaker type text bubbles above the FMCs and the antagonists heads and is left to wonder what is being said when the girl blushes etc. Combine this with some movement in the scene. The player interacts with something and while doing so the characters move in the other room, developing the scene as opposed to the other characters being completely static or stuck in an animation (which is static).
Great examples of this is found in Squirrel Legacy (yes the game is about getting cucked by a giant talking squirrel, which made me avoided it for a long time, but damn it ended up being up there fighting with scars of summer for the spot of my favourite game. If the squirrel does not scare you too much, try it, its also pretty funny.)
You don't have permission to view the spoiler content.
Log in or register now.
Most rpgm games seems to be structured such that when a scene is taking place, its static and only changes out of view of the player. The mc might leave to do something with the change happening out of view of the player. It might sound like a simple thing but I really think it adds something when the player gets to see the other characters move around and interact.
There is absolutely something to having to leave the other characters out of view too, being forced to imagine what might be going on, but the former seems underrepresented, probably because its a bit trickier to pull off. In the squirrel game those scenes always happens when the player is locked in place, reading a book or talking to a bartender, giving the illusion of it being more dynamic when its actually more of a cutscene, but it really works well.
Edit: does anyone else feel a bit dumb after realising you just sat down to write a wall of text about pornography?
Last edited: