This is a tough one to review. I usually only take the time to review games that I think are amazing and give them 5 stars, and while I think this is amazing, I don't think I can really give it 5 stars as there are a few pretty substantial flaws with the game at the moment.
On the whole, Masters of Raana is a pretty great porn RPG. It has reasonably interesting HTML-based gameplay, with 'deep' stat-based combat, sex, BDSM, and some other minigames and lots of narrative skill checks which most of the time don't lead to dead ends. The world building is pretty cool and not too 'in your face', you can choose to read more about the world or less, but you pick up important things 'organically' without having to read huge exposition text dumps. There is a reasonably interesting narrative, with a cast of characters and character agency that the player wants to exercise to affect plot outcomes; lots of tropes, but well executed -- on this front I think it's the best I've seen in an HTML porn game.
I've just completed a full playthrough to (what seems to be) the end of content, and I had fun, but it was also pretty frustrating lots of the time. This manifested in a bunch of ways, but I think the two biggest issues are:
- Running into sudden 'shallow' content moments when lots of it is pretty deep
- Moments breaking the immersion roleplay
For 1, it would be things like a 32 year old suddenly referring to her "teen body" (recycled dialogue with many 18/19 year old characters), completely uncharacteristic behaviour from the same character between two different scenes, really intricate side quests with seemingly massive implications for some characters, which abruptly end and are never mentioned by anyone again, etc. etc. Honestly, this seems pretty inevitable given the scope of the game and a single developer (whose priorities are rationally influenced, like all developers, by the proportion of fans who want more breadth rather than depth) but it is still kind of a shame, given that the text-based nature of the game makes it more realistic to have additional depth.
The second thing has two main parts, I think. The first is that it's often not entirely clear what you can be doing , besides grinding stats. The game is really good at 'organically' having you figure out/find what to do next while you're on a questline, but while you're not, the world just kind of passes around you during the day, with (almost) nothing happening unless you make it happen. Nobody interrupts you, slaves never need you, nobody comes to the door etc. This becomes weird because these things DO happen while you're on a certain questline, but pretty much never day-to-day. The other really immersion-breaking aspect of the roleplay for me was the grinding.
Now, in a RPG with semi-realistic timelines like this, there is definitely going to have to be grind. If the player character can train to be a professor over the course of years where each day is simulated, there has to be some stat grinding for that to happen. The problem for me was not that the player
character has to grind out stats, it's that the person playing the game has to grind out stats in real life by clicking hundreds or even thousands of times and seeing the same passages (or sometimes even just a progress bar) for like 20 minutes in real life is not fun, and totally broke the RP illusion for me. The crafting system is the worst example of this (not sure if GrimDark reads these reviews, but if you do,
please change this) where to spend 10 hours crafting heals in game you need to click at least twice per hour (and wait for progress bar animations and code to run in the background) for several minutes in real life, whereas 10 hours lecturing at the academy is a maximum of 8 clicks with some fun random events thrown in, less than a minute max. Crafting is an extreme example where I think the player should just be able to say "craft for 10 hours" with a single click, but stat grinding (through training the player, educating slaves, or learning etc. ) is way too much unfun busy clicking work for the person playing the game in real life, relative to how frequently it need to be done to progress the roleplaying. I've seen some other reviews mention having to keep stats from decaying, and I think part of the problem with that is not so much that they decay, but the fact that it's so much real-world (rather than roleplaying) effort to maintain them.
EDIT: Crafting has been more or less addressed in a newer update with the introduction of a workshop system.
Overall though, if you're reading this review, you should probably play this game. If you like text-based narrative-driven adult RPGs with good writing and an interesting plot, this is one of the best out there.