What is left but to echo sentiments expressed elsewhere?
The graphics need some adjustment on the part of the player, but are a welcome breath of fresh air, and leave but a pleasant aftertaste.
The writing (some very few, very minor spelling mistakes notwithstanding) is excellent, and I very much believe that it works as both a game and, perhaps more importantly, a story.
It had me on the edge of my seat and multiple twists
kept it engaging throughout.
I was, further, quite pleasantly surprised with freeroam
and the variety of the gameplay, with the QTEs.
Due praise aside (and cut short, as implied previously, I share most positive sentiments expressed, even if not explicitly listed), there were the most minor of flaws a perfectionist can't help but notice.
As previously mentioned, some spelling mistakes remain,
and some funky quirks in the engine seemed to remain (
).
There also seemed to be the slightest issue in internal logic (
), but it is a lovingly crafted world.
That most minor of complaints, result perhaps from an oversight of the reviewing party aside, however and one is left with naught but praise for a meticulously crafted universe, that may well deserve another entry and, at least for a duration, the financial contribution from a student on a hamstrung budget, to, at the very least, compensate for the price of admission that would have barred from entry at more noble an establishment.
It's perhaps worth noting that while there is no room for player agency (you can't hoard ammunition, or focus on specific weapons, ranged or close-combat, the most you could do is refuse to level up or refuse to engage the flavor content, for whatever reason), I feel it is of no detriment to the game, as characters and setting mesh well enough for you to forget it (and why should there be a uniform way to craft a story for a medium that allows player interaction, the VN?) and it might perhaps, counterintuitively, be to its benefit.
Nothing is more unsatisfying than the illusion of choice (which is why Origins was the only good entry in the series, superbly good at that) and a committal to a branching narrative, cynically speaking, must find some justification through player response.
If I provide two branches, yet already hardly anyone makes use of Path B on the first branching, I might just provide supply a good for which there is no demand.
The graphics need some adjustment on the part of the player, but are a welcome breath of fresh air, and leave but a pleasant aftertaste.
The writing (some very few, very minor spelling mistakes notwithstanding) is excellent, and I very much believe that it works as both a game and, perhaps more importantly, a story.
It had me on the edge of my seat and multiple twists
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I was, further, quite pleasantly surprised with freeroam
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Due praise aside (and cut short, as implied previously, I share most positive sentiments expressed, even if not explicitly listed), there were the most minor of flaws a perfectionist can't help but notice.
As previously mentioned, some spelling mistakes remain,
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There also seemed to be the slightest issue in internal logic (
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That most minor of complaints, result perhaps from an oversight of the reviewing party aside, however and one is left with naught but praise for a meticulously crafted universe, that may well deserve another entry and, at least for a duration, the financial contribution from a student on a hamstrung budget, to, at the very least, compensate for the price of admission that would have barred from entry at more noble an establishment.
It's perhaps worth noting that while there is no room for player agency (you can't hoard ammunition, or focus on specific weapons, ranged or close-combat, the most you could do is refuse to level up or refuse to engage the flavor content, for whatever reason), I feel it is of no detriment to the game, as characters and setting mesh well enough for you to forget it (and why should there be a uniform way to craft a story for a medium that allows player interaction, the VN?) and it might perhaps, counterintuitively, be to its benefit.
Nothing is more unsatisfying than the illusion of choice (which is why Origins was the only good entry in the series, superbly good at that) and a committal to a branching narrative, cynically speaking, must find some justification through player response.
If I provide two branches, yet already hardly anyone makes use of Path B on the first branching, I might just provide supply a good for which there is no demand.