Review of Chapter 4 (spoiler ahead)
There are so many aspects regarding lewd games I’ve started growing fond of over the last couple years. Whether it's the thematization of new forms of interpersonal relationships and interplay, a wider range of behavioral expressions and an option to let characters express pure honesty regarding various topics or new never felt freedom when it comes to world and character creation. Suddenly for our characters new obstacles can appear, but also new ways to solve them. Theoretically there are no boundaries. So why even though theoretically I should be spoiled for choice, noteworthy games stay rare to be found? My perspective on this is: There are many things I (and many others) love about lewd games, but we don't love them just because they are lewd games. It needs more.
It is not just the constant repetition of the same clichés, again and again. Clichés are not bad. It gets bad when the cliché becomes the basis for the game and the developer consciously or unconsciously only follows a predetermined path. It's a bit like our senses. Eat only sweet stuff and soon you will need sugar for everything just so it doesn't taste like cardboard. Most lewd games are like tastes, almost not complex enough to be its own meal, a bit like a lollipop. Then of course there are also better games. Games that differ like chocolate ice cream and chocolate ice cream with sprinkles. A bit more complex in taste, but the best you can hope for is hazelnut ice cream. Once at the top there are games that make an acceptable lunch, maybe something like spaghetti. Nothing complex, but something that I treat myself from time to time if I don't expect too much. Now you can even choose different sauces. Yeah what a change . Of this whole bunch there are maybe 5 games that make enough variety for me to cover a multi-course menu. LomL is none of these.
Each individual character of LomL has the full spectrum of its own cuisine, even minor characters. There are countless facets of each individual character. Something like Italian, Turkish, German cuisine etc. Each character has an incredible breadth and depth. An incredible spectrum of different dishes, with so many variations. Despite this large selection, each individual character maintains a distinctive style. Of course, in LomL we mainly follow Sir, as well as Denise and Macy. Nevertheless, the way the individual characters behave makes it clear that each individual character is a protagonist in their own game. Sometimes their paths overlap with sirs, but it becomes noticeable, apart from sir, they have their own needs, fears, hopes etc.. Their own life. Nobody exists just for the story to progress. Technically speaking, characters who mainly have the function of advancing the story can hardly be avoided. But what I mean by this is that none of the characters seems so simple. So now with all that food talk I've probably made you hungry, let's move on to the main course, chapter 4.
So far, each chapter has managed to be better than the previous one. Chapter 4 is no exception. Chapter 1 was a good foundation (and already so much better than anything else). Chapter 2 made great strides in animation. Chapter 3 had an incredibly dense narrative structure. Chapter 4 enriches LomL's environment with several aspects and makes it more dynamic. Of course, these are far from the only points. Every update has improved in several points, but these are the points that stand out for me. I'm not sure if it was discussed before, but besides all other strengths, LomL also has an incredible lively and natural environment. In Chapter 4, a lot has been expanded here. Many other games have the problem that the entire gaming environment is basically nothing more than an amusement park specially created for the protagonist. Isn't it much more exciting if not everything is subordinated to you and you don't get the same installation kit as all other games.
In LomL's game world, the protagonist and all other characters are exposed to the events of a dynamic, complex world. Things just happen and the people concerned don't always have the ability to influence that. Often all we can do is find our way around the new situation and make the best of it. What can sometimes lead to cruel blows of fate in life is a blessing as a tool for storytelling. Of course, in the end LomL is just a game and everything that happened has a reason. But it makes a huge difference if not everything seems to be developed only for the protagonist. Everything has a lot of reasons and the protagonist is just one of them. Of course, LomL doesn't have anything like a map of the game world (like in so many Open World games). The game world is rather abstract, which doesn't matter. It's like reading a book or listening to it. The most famous fantasy worlds have their origins in books. And as is known from school days, history and geography cannot be separated so easily.
In the mall (Dave, Vicky), at work (Brooke, Zarah, Sierra, Sara, the boss, the former employee), Denise's school (and her school project), Macy's workplace (Dan, Ethel), so new variables are emerging or expanded on in this update.
So how would I describe the time in the mall now? Oh yeah vicky. Yes, I use vicky here as an adjective. Vicky was pretty peculiar and funny. To get back to my previous cliché comments, I'm sure most of us won't be reminded of not just one game, but a few games. Clichés are not bad. The important thing is how to use them. Clichés shouldn't be used just because the developer puts no effort into creativity. But clichés can be a useful tool when it comes to building on player expectations. And maybe the opportunity to have a little fun with that ^^. Not only in the mall, but also in later parts of the game, NR made good use of clichés. As for Vicky, she seems to be a joke character. And yet the conversation with her was much more interesting than with characters from other games, who in my opinion are a real joke. I'm not so sure about Dave. Unlike Vicky, Dave already has a connection to what's going on in the game. I see a couple of ways Dave could play a role in upcoming chapters, but most of the assumptions are pretty far-fetched and pretty much linked to what if. However, I really liked the allusions as far as Dave is concerned, so he certainly represents a cliché character to which some players may even find themselves in part.
Later in the evening we come to an important part of the game: the slumber party. Why important? Because chill and snuggle time with M + D, that’s why. You can never have enough of it. On the part of Macy, I'm happy that we see her more relaxed now (especially later). Her temperament is part of her charm, no question about it. But it's nice to see that she gets the chance to just let go. Also, as a side note, fancy lingerie and everything around is nice, but can get boring fast. Slumber party in actual cozy clothing, which wasn't designed to be stripped off rather to be worn lends so much into making it believable and not a boring porn setting. Who would have thought .
Next we have pun day, or 'The awakening of manly bits'. It was hilarious! Yes, of course, I definitely assumed that one day, someday, this would happen. But not at the moment. But it's like life. There is not always a step by step system to work through and in the end, you have unlocked a new scene. Sometimes stuff just happens whether you are prepared for it or not. What I also like about the scene (apart from the fact that it was pretty funny later when Macy was there) is that Denise didn't behave like some characters from other games in similar situations. Yes, sir has his penis out, but that doesn't mean Denise has to act like a constantly horny, stereotypical porn star (even though the setting is similar). The characters in LomL have their own loveable personality and so Denise has her own way of dealing with it.
For the dream sequence with Charlotte later in the night, I can only say that it was important. Yes Charlotte was hit by car, but that's not so simple. She didn’t just die. Like the long fight for life on her deathbed, Charlotte will not easily disappear from the hearts of her loved ones. It's hard to let go of them, you would do anything to keep them with you a little longer, much like what Ethel said. Sir lost so much at that moment, he probably never felt so bad and at the same time there are his two wards. They weren't prepared for this situation at all and now they need Sir more than ever. For Sir this meant that he had to change his working environment, he had to take care of his wards alone, he had to take care of their mental scars. Sir wasn't ready for any of that, he was a mental wreck. Many scars will never go away completely, and it will take a lot of time and lots and lots of cuddles to cope with it ❤.
The events in the office were shaped by the Asshole Bomber and her assistants the Purple Avenger. Both are returning for a final great mission. I'm not going to go into too much detail here. However, I would like to highlight a few things. What struck me particularly in the 5 days in the office was how naturally dealing with Brooke and the 3S became. I think it's nice that you can also see in the case of supporting characters that there has been a development and how the dealings with Sir have changed among themselves. What I also liked was the allusion to the bad traffic from the last chapter and how it affects not only the protagonist. LomL is a game where actions have consequences and it was good to see that e.g. Having sex with Sara also has long-term consequences that don't necessarily have to be positive. It would be boring if everything could be solved with sex, like in some other games.
I can only say that the relationship between Brooke and Sir is extremely well written. As is so often the case, their two relationships can be described as complicated. Yes, Brooke is a prank player, a rule breaker and also a little exhibitionistic and yet Brooke can be serious and understanding when it comes down to it. Brooke became a close friend of Sir, with perhaps an erotic adventure here and there. Brooke understands Sir's situation with M + D (at least what she knows of it) and for that she is ready to put her fantasies of a more serious relationship at the side. Brooke has never said it directly, however, many thoughts and intentions can be read from her talking.
On the dynamic with Denise and Macy. It is by far not just the protagonist who is the driving force in the house. Denise has her own plans and from time to time she tends to overthink certain things. And yet, even if it can sometimes be a bit chaotic, somehow, she often finds her own solution, sometimes even surprisingly effective. Now that Macy has apparently bridged the big gap between her and Sir, I wouldn't be surprised if a completely new dynamic develops at home.
When it comes to the visual elements, LomL is in a class of its own. Everything I could have asked for is here, put there with a strive for the perfect result. Intelligent use of light and shadow, a lovingly designed background, small animations here and there with the eyes and sometimes with body parts or objects and most importantly (absolutely gorgeous) realistic looking character models in natural poses. Also, for all of those who always ask what happens in the next chapter, just have a better look at the happenings through every chapter. Sure, there is always the major topic of the week, but there are many other bits and pieces here and there that lay the foundation for the next big WTF moments. For me that's part of the fun (even long after finishing this chapter). Because no character doesn't just have a personality from a prefabricated kit but behaves like a natural individual. It creates tension and uncertainty. This makes it much more exciting to imagine upcoming events and backgrounds.
For me, LomL is not just perfect for a lewd game. It has fascinated me since the first release. Regardless of whether on the part of non-lewd games that shy away from sexual topics, or lewd games in which, despite all of the sexual openness, it seems practically impossible to write a deep intimate relationship between "real" people. Here is where LomL shines.
There are so many aspects regarding lewd games I’ve started growing fond of over the last couple years. Whether it's the thematization of new forms of interpersonal relationships and interplay, a wider range of behavioral expressions and an option to let characters express pure honesty regarding various topics or new never felt freedom when it comes to world and character creation. Suddenly for our characters new obstacles can appear, but also new ways to solve them. Theoretically there are no boundaries. So why even though theoretically I should be spoiled for choice, noteworthy games stay rare to be found? My perspective on this is: There are many things I (and many others) love about lewd games, but we don't love them just because they are lewd games. It needs more.
It is not just the constant repetition of the same clichés, again and again. Clichés are not bad. It gets bad when the cliché becomes the basis for the game and the developer consciously or unconsciously only follows a predetermined path. It's a bit like our senses. Eat only sweet stuff and soon you will need sugar for everything just so it doesn't taste like cardboard. Most lewd games are like tastes, almost not complex enough to be its own meal, a bit like a lollipop. Then of course there are also better games. Games that differ like chocolate ice cream and chocolate ice cream with sprinkles. A bit more complex in taste, but the best you can hope for is hazelnut ice cream. Once at the top there are games that make an acceptable lunch, maybe something like spaghetti. Nothing complex, but something that I treat myself from time to time if I don't expect too much. Now you can even choose different sauces. Yeah what a change . Of this whole bunch there are maybe 5 games that make enough variety for me to cover a multi-course menu. LomL is none of these.
Each individual character of LomL has the full spectrum of its own cuisine, even minor characters. There are countless facets of each individual character. Something like Italian, Turkish, German cuisine etc. Each character has an incredible breadth and depth. An incredible spectrum of different dishes, with so many variations. Despite this large selection, each individual character maintains a distinctive style. Of course, in LomL we mainly follow Sir, as well as Denise and Macy. Nevertheless, the way the individual characters behave makes it clear that each individual character is a protagonist in their own game. Sometimes their paths overlap with sirs, but it becomes noticeable, apart from sir, they have their own needs, fears, hopes etc.. Their own life. Nobody exists just for the story to progress. Technically speaking, characters who mainly have the function of advancing the story can hardly be avoided. But what I mean by this is that none of the characters seems so simple. So now with all that food talk I've probably made you hungry, let's move on to the main course, chapter 4.
So far, each chapter has managed to be better than the previous one. Chapter 4 is no exception. Chapter 1 was a good foundation (and already so much better than anything else). Chapter 2 made great strides in animation. Chapter 3 had an incredibly dense narrative structure. Chapter 4 enriches LomL's environment with several aspects and makes it more dynamic. Of course, these are far from the only points. Every update has improved in several points, but these are the points that stand out for me. I'm not sure if it was discussed before, but besides all other strengths, LomL also has an incredible lively and natural environment. In Chapter 4, a lot has been expanded here. Many other games have the problem that the entire gaming environment is basically nothing more than an amusement park specially created for the protagonist. Isn't it much more exciting if not everything is subordinated to you and you don't get the same installation kit as all other games.
In LomL's game world, the protagonist and all other characters are exposed to the events of a dynamic, complex world. Things just happen and the people concerned don't always have the ability to influence that. Often all we can do is find our way around the new situation and make the best of it. What can sometimes lead to cruel blows of fate in life is a blessing as a tool for storytelling. Of course, in the end LomL is just a game and everything that happened has a reason. But it makes a huge difference if not everything seems to be developed only for the protagonist. Everything has a lot of reasons and the protagonist is just one of them. Of course, LomL doesn't have anything like a map of the game world (like in so many Open World games). The game world is rather abstract, which doesn't matter. It's like reading a book or listening to it. The most famous fantasy worlds have their origins in books. And as is known from school days, history and geography cannot be separated so easily.
In the mall (Dave, Vicky), at work (Brooke, Zarah, Sierra, Sara, the boss, the former employee), Denise's school (and her school project), Macy's workplace (Dan, Ethel), so new variables are emerging or expanded on in this update.
So how would I describe the time in the mall now? Oh yeah vicky. Yes, I use vicky here as an adjective. Vicky was pretty peculiar and funny. To get back to my previous cliché comments, I'm sure most of us won't be reminded of not just one game, but a few games. Clichés are not bad. The important thing is how to use them. Clichés shouldn't be used just because the developer puts no effort into creativity. But clichés can be a useful tool when it comes to building on player expectations. And maybe the opportunity to have a little fun with that ^^. Not only in the mall, but also in later parts of the game, NR made good use of clichés. As for Vicky, she seems to be a joke character. And yet the conversation with her was much more interesting than with characters from other games, who in my opinion are a real joke. I'm not so sure about Dave. Unlike Vicky, Dave already has a connection to what's going on in the game. I see a couple of ways Dave could play a role in upcoming chapters, but most of the assumptions are pretty far-fetched and pretty much linked to what if. However, I really liked the allusions as far as Dave is concerned, so he certainly represents a cliché character to which some players may even find themselves in part.
Later in the evening we come to an important part of the game: the slumber party. Why important? Because chill and snuggle time with M + D, that’s why. You can never have enough of it. On the part of Macy, I'm happy that we see her more relaxed now (especially later). Her temperament is part of her charm, no question about it. But it's nice to see that she gets the chance to just let go. Also, as a side note, fancy lingerie and everything around is nice, but can get boring fast. Slumber party in actual cozy clothing, which wasn't designed to be stripped off rather to be worn lends so much into making it believable and not a boring porn setting. Who would have thought .
Next we have pun day, or 'The awakening of manly bits'. It was hilarious! Yes, of course, I definitely assumed that one day, someday, this would happen. But not at the moment. But it's like life. There is not always a step by step system to work through and in the end, you have unlocked a new scene. Sometimes stuff just happens whether you are prepared for it or not. What I also like about the scene (apart from the fact that it was pretty funny later when Macy was there) is that Denise didn't behave like some characters from other games in similar situations. Yes, sir has his penis out, but that doesn't mean Denise has to act like a constantly horny, stereotypical porn star (even though the setting is similar). The characters in LomL have their own loveable personality and so Denise has her own way of dealing with it.
For the dream sequence with Charlotte later in the night, I can only say that it was important. Yes Charlotte was hit by car, but that's not so simple. She didn’t just die. Like the long fight for life on her deathbed, Charlotte will not easily disappear from the hearts of her loved ones. It's hard to let go of them, you would do anything to keep them with you a little longer, much like what Ethel said. Sir lost so much at that moment, he probably never felt so bad and at the same time there are his two wards. They weren't prepared for this situation at all and now they need Sir more than ever. For Sir this meant that he had to change his working environment, he had to take care of his wards alone, he had to take care of their mental scars. Sir wasn't ready for any of that, he was a mental wreck. Many scars will never go away completely, and it will take a lot of time and lots and lots of cuddles to cope with it ❤.
The events in the office were shaped by the Asshole Bomber and her assistants the Purple Avenger. Both are returning for a final great mission. I'm not going to go into too much detail here. However, I would like to highlight a few things. What struck me particularly in the 5 days in the office was how naturally dealing with Brooke and the 3S became. I think it's nice that you can also see in the case of supporting characters that there has been a development and how the dealings with Sir have changed among themselves. What I also liked was the allusion to the bad traffic from the last chapter and how it affects not only the protagonist. LomL is a game where actions have consequences and it was good to see that e.g. Having sex with Sara also has long-term consequences that don't necessarily have to be positive. It would be boring if everything could be solved with sex, like in some other games.
I can only say that the relationship between Brooke and Sir is extremely well written. As is so often the case, their two relationships can be described as complicated. Yes, Brooke is a prank player, a rule breaker and also a little exhibitionistic and yet Brooke can be serious and understanding when it comes down to it. Brooke became a close friend of Sir, with perhaps an erotic adventure here and there. Brooke understands Sir's situation with M + D (at least what she knows of it) and for that she is ready to put her fantasies of a more serious relationship at the side. Brooke has never said it directly, however, many thoughts and intentions can be read from her talking.
On the dynamic with Denise and Macy. It is by far not just the protagonist who is the driving force in the house. Denise has her own plans and from time to time she tends to overthink certain things. And yet, even if it can sometimes be a bit chaotic, somehow, she often finds her own solution, sometimes even surprisingly effective. Now that Macy has apparently bridged the big gap between her and Sir, I wouldn't be surprised if a completely new dynamic develops at home.
When it comes to the visual elements, LomL is in a class of its own. Everything I could have asked for is here, put there with a strive for the perfect result. Intelligent use of light and shadow, a lovingly designed background, small animations here and there with the eyes and sometimes with body parts or objects and most importantly (absolutely gorgeous) realistic looking character models in natural poses. Also, for all of those who always ask what happens in the next chapter, just have a better look at the happenings through every chapter. Sure, there is always the major topic of the week, but there are many other bits and pieces here and there that lay the foundation for the next big WTF moments. For me that's part of the fun (even long after finishing this chapter). Because no character doesn't just have a personality from a prefabricated kit but behaves like a natural individual. It creates tension and uncertainty. This makes it much more exciting to imagine upcoming events and backgrounds.
For me, LomL is not just perfect for a lewd game. It has fascinated me since the first release. Regardless of whether on the part of non-lewd games that shy away from sexual topics, or lewd games in which, despite all of the sexual openness, it seems practically impossible to write a deep intimate relationship between "real" people. Here is where LomL shines.