- Aug 20, 2022
- 159
- 922
All your points are valid and also reflect the general consensus in this thread (with a few exceptions, as you mentioned, which are in the vast minority, I would say).So I had the "benefit" of playing this game from start to finish without too many interruptions in the last few weeks, so all available content is still fresh in my mind.
There's of course a lot I appreciated about it. Yet the game design has only suffered the more you play, and it feels like it's done maliciously. Why ? Does the dev hate his game's playerbase ?
I don't want to make this a full review so I'll just list here some of the worst examples in my opinion.
You don't have permission to view the spoiler content. Log in or register now.You don't have permission to view the spoiler content. Log in or register now.You don't have permission to view the spoiler content. Log in or register now.I saw someone earlier arguing that intentionally bad gameplay design is a form of expression in video games. I don't agree that's the case here at all. Harsh design is supposed to at least convey feelings or offer opportunity for skill expression, and most importantly, should respect the player's time.You don't have permission to view the spoiler content. Log in or register now.
You're not supposed to win that absurdly hard mini game in Danganronpa V3, you're supposed to lose it in order to progress. If you practice enough to win it, good for you, it's actually quite the achievement and the game rewards you with a scene, but that's it. You're not forced to do it again until you win. The grinding in Undertale's genocide route is admittedly annoying and made unpleasant to convey how awful your actions are, but at least you won't spend more than 30 to 45 minutes per area. The gameplay loop in Papers Please can be extremely stressful and convoluted, but it's made that way to convey how dystopian Arstotzka is and is regularly interrupted by main events occurring in your booth.
I don't see any of this in LiL. Clicking while pressing CTRL until something happens is boring. Trying every contact in my phone until one of them works is extremely annoying. Giving hours of my time to killing green blobs in a pixelated world conveys me nothing, we already know Sensei is fucked up inside. There's no skill involved in trying every combination of choices until you beat a boss.
This is just my assumption, but I can only interpret this as the dev being complacent at maintaining a good gameplay loop first, and taking advantage of people sinking hundred of hours in his game already to get away with whatever silly jokes he wants to put in his game.
The conclusion is basically as follows:
Selebus (the dev) is a bit of a dick and also high on his own farts and doesn't mind that the players need to suffer through his dog shit idea of gameplay. In his mind, I guess, the "difficulty" of traversing through the gameplay loop is meant to mirror the struggle Akira is having traversing through life with his self-loathing and depressive approach, making the player identify with him when having to click through repetitive dialogue and guess what to do next.
Obviously, as you mentioned, this does not work. But Sel also admitted that he is a shit programmer and basically most aspects of the game besides the writing and rendering (to an extent, he has become pretty lazy about animations for example) are done in a rather sloppy way. But I suppose from his view the end justifies the means.
Looking at the reviews on this site, many players get thrown off the game because of these arbitrary design decisions, which is a shame. But as I mentioned earlier, Sel seems himself as a form of
We learned to live with it. At the end of the day, the writing is so good that it makes it worthwhile to suffer through the "gameplay" loops for new snippets of juicy lore and plot developments.