Pity.
I'm giving this 2 stars, only because of Lida, which is a very fine babe. I'm sorry Terebonkoff, but everything else is just bad, like really bad.
This review encompasses EP1.
RPGM
I love games made with this engine, when it's done properly. Here however, it's not. And games like this contribute to the bad reputation that the engine has nowadays.
There is a lot of effort put in, in making sure the player spends a lot of time going from point A to point B. Stumbling into moving NPCs triggers random dialogues which slow things down. Also, horrible map design. Why I can only transition from one area to the other using only one of the sidewalks, on specific tile, why not both? Why does map layout of buildings changes direction as soon as I walk in? When I enter studio I enter from the bottom and if I hold up arrow key for too long I enter and exit again. What is the reason behind such design choice? To frustrate the player even more?
Quest Design
Lot's and lot's of pointless walking, back and forth. Not really well though out for maximum player enjoyment. Also, If I get stuck for some reason and don't know where to go, there is no quest tracker/journal for me to look up.
Visuals
Renders-wise, they are okayish for their time. However, Lida just staring into the abyss when something happens, it's immersion breaking. Not too much attention is put into the expressions, to make them more realistic and not over the top. They are either too bland or too expressive.
Audio
Random, cringe sounds, screams and such - not a good idea.
I'm giving this 2 stars, only because of Lida, which is a very fine babe. I'm sorry Terebonkoff, but everything else is just bad, like really bad.
This review encompasses EP1.
RPGM
I love games made with this engine, when it's done properly. Here however, it's not. And games like this contribute to the bad reputation that the engine has nowadays.
There is a lot of effort put in, in making sure the player spends a lot of time going from point A to point B. Stumbling into moving NPCs triggers random dialogues which slow things down. Also, horrible map design. Why I can only transition from one area to the other using only one of the sidewalks, on specific tile, why not both? Why does map layout of buildings changes direction as soon as I walk in? When I enter studio I enter from the bottom and if I hold up arrow key for too long I enter and exit again. What is the reason behind such design choice? To frustrate the player even more?
Quest Design
Lot's and lot's of pointless walking, back and forth. Not really well though out for maximum player enjoyment. Also, If I get stuck for some reason and don't know where to go, there is no quest tracker/journal for me to look up.
Visuals
Renders-wise, they are okayish for their time. However, Lida just staring into the abyss when something happens, it's immersion breaking. Not too much attention is put into the expressions, to make them more realistic and not over the top. They are either too bland or too expressive.
Audio
Random, cringe sounds, screams and such - not a good idea.