This is actually a 3.5 rating, meaning that I feel the game is slightly above average. It certainly has the potential to go higher as it has many good qualities, but it's drawbacks currently outweigh that potential.
The models are fantastic. I also appreciate the semi-believable blackmail and the no-nonsense, get-in-there-and-get-fucked-girl approach the story takes, but there are drawbacks to those that really need improvement.
I can go along with the shop keeper's angle, but the landlord's leverage is not as strong as it's presented and requires a huge buy in to believe that Rebecca and her mother would not go running to the cops as he attempts to strengthen his grip on them while grooming Dee.
The quick and consistant jumps into action are a nice change from those stories that like to set up too elaborate a backstory and too intricate a web of lies and deceit for the trap. That said, this story would certainly benefit from a skosh more set up to allow the reader to build some familarity and empathy for the female trio before they're thrown to the wolves. Perhaps another scene as a happy family and another scene with each of the bad guys, depicting them as someone the gals trust, or at least feel a smidge of trust toward before that trust is broken.
I have three major problems with how the story is told. The first is the dialogue itself. It needs a better translation from whatever the original language was. There are too many nonsensical statements that yank me out of the story and require me to do my own translation or interpretation to try to discern what was actually meant.
Second, there are far too many scenes of the players thinking or making miniscule changes of facial expression in between the dialogue. The use of Rebecca's eyes is great at times as it shows her emotions, but I'll address that more in the follwing point. For now, I can figure out what each person's mood is by following the dialogue. Rendering time could be cut dramatically if the Dev stopped trying to have his actors emote through miniscule facial expressions. Also, for that matter, there are far to many unique angles rendered that require me to try to figure out exactly what body part is beng shown here and what odd angle is it being shown from. Take these out, they detract from the story rather than add to it, which I know is the intent.
Thirdly, there are uncountable scenes of the narrator describing the player's reactions or emotions that 100% DO NOT match the scene that is being shown. There seems to be no effort at coordination between the narrative and the visuals. Rebecca is often described as being overwhelmed or smiling, and the scene shows her face with a blank expression, as if she's laying in bed, daydreaming about potato farming or something. Use her lusty/doubtful/ nervous eyes here at the veryleast rather than putting up that blank, blue-eyed stare into space with a flat facial expression. It's so hard to immerse into those moments when she seems to be zoning out.
All in all, I like the artwork but the story telling really needs to be polished to the point that it can keep up with the parts that are actually beautiful.
The models are fantastic. I also appreciate the semi-believable blackmail and the no-nonsense, get-in-there-and-get-fucked-girl approach the story takes, but there are drawbacks to those that really need improvement.
I can go along with the shop keeper's angle, but the landlord's leverage is not as strong as it's presented and requires a huge buy in to believe that Rebecca and her mother would not go running to the cops as he attempts to strengthen his grip on them while grooming Dee.
The quick and consistant jumps into action are a nice change from those stories that like to set up too elaborate a backstory and too intricate a web of lies and deceit for the trap. That said, this story would certainly benefit from a skosh more set up to allow the reader to build some familarity and empathy for the female trio before they're thrown to the wolves. Perhaps another scene as a happy family and another scene with each of the bad guys, depicting them as someone the gals trust, or at least feel a smidge of trust toward before that trust is broken.
I have three major problems with how the story is told. The first is the dialogue itself. It needs a better translation from whatever the original language was. There are too many nonsensical statements that yank me out of the story and require me to do my own translation or interpretation to try to discern what was actually meant.
Second, there are far too many scenes of the players thinking or making miniscule changes of facial expression in between the dialogue. The use of Rebecca's eyes is great at times as it shows her emotions, but I'll address that more in the follwing point. For now, I can figure out what each person's mood is by following the dialogue. Rendering time could be cut dramatically if the Dev stopped trying to have his actors emote through miniscule facial expressions. Also, for that matter, there are far to many unique angles rendered that require me to try to figure out exactly what body part is beng shown here and what odd angle is it being shown from. Take these out, they detract from the story rather than add to it, which I know is the intent.
Thirdly, there are uncountable scenes of the narrator describing the player's reactions or emotions that 100% DO NOT match the scene that is being shown. There seems to be no effort at coordination between the narrative and the visuals. Rebecca is often described as being overwhelmed or smiling, and the scene shows her face with a blank expression, as if she's laying in bed, daydreaming about potato farming or something. Use her lusty/doubtful/ nervous eyes here at the veryleast rather than putting up that blank, blue-eyed stare into space with a flat facial expression. It's so hard to immerse into those moments when she seems to be zoning out.
All in all, I like the artwork but the story telling really needs to be polished to the point that it can keep up with the parts that are actually beautiful.