INTERTWINED: MADDENING MOTIFS AND MIRRORS
Some thoughts and observations on the game:
I came to AVNs late in the game, and later in life. (Although my memory might be playing tricks on me since I recall playing one of those DOS proto AVNs in high school.)
If people came to BADIK for the sex but stayed for the story, I came to Intertwined for the sex but stayed for the drama and the characters.
It's a game about shocking and unexpected connections (in a six degrees of separation telenovela manner), and how history, behavior and life patterns can repeat itself through different generations. But it's also a game about small moments, emotional subtext, intimate gestures and flickers of feelings across characters' faces.
At her best, Nyx uses similar characters scenes, situations, and finds interesting and fun character and plot progression variations that aren't repetitive or redundant. At her worst it's a slow-paced telenovela with all the annoying tropes and cliches magnified.
Like elements of poetry, music and film, in this AVN, it appears that Nyx likes to repeat scenes, actions, locations and characters with obvious or subtle variations. These variations can be redundant at their worst, but at their best, allows the player to make narrative connections, compare and contrast, and emphasize character and relationship development by picking up on tiny, subtle changes.
(Narrative Mirror Scenes, Parallel Narrative Lines, Parallel Scenes, Plot Devices, Motifs, Comparison and Contrast, Scene and Situation Repetitions and Variations, Mirror Reflections of Characters and Mirror Sets of Characters, Visual Repetitions and Variations)
Aside from it being a practical use of limited game assets, as a technique, Nyx likes using the same location with the same characters (usually a pair of characters) repeating similar actions and situations but with subtle variations in their character development, individual behavior and interaction with each other.
Another one of Nyx's strengths is her ability to create so many variations of character's expressions on their faces. The subtle shift of an eyebrow, a look in the eyes, the direction of the eye stare, the turn of a mouth corner can communicate more than one emotion or mental state of a character without using any words. The effect is quite endearing and emotive. It helps me empathize with the different characters (especially the ladies.)
As for the game's flaws, at worst, the characters have inconsistent writing and development. The developer trolls both its fans and detractors by making creative decisions based on their reactions. The developer can create drama only to retcon it when she writes herself into the corner. The slow pace will drive a lot of gamers away - even those used to slow burns.
It's definitely not for everyone, but what keeps me coming back to this maddening game? Obsessive re-playability and it made me care about what happens to the characters, even the ones I don't like. Like it or not, I am emotionally invested and emotionally intertwined to see this game to end or abandonment.