A post-apocalyptic setting--whether it involves zombies or not--works extremely well for an AVN, in that it allows the author to explore outside the conventions imposed by modernity. Unfortunately, this game makes little use of that freedom, delivering a mundane story, where the most boundary-pushing moment is when the characters are forced to relieve themselves outside of a restroom.
I found it a tedious slog to reach the ending, as there is a lot of unexciting text. I get it that being forced to hide in a building for long periods of time, with nothing to do but pace around and occasionally fuck, would be really boring. The author did a great job of conveying that. The MC wakes, takes a piss, drinks coffee, makes breakfast, patrols around to check the windows and doors, takes another piss, engages in some vapid chit-chat and/or fucks one of the girls, makes dinner, takes a last patrol and piss, goes to sleep. Then he does it again the next day, and the next, and the next.... This monotony is occasionally interrupted by a bit of action, after which the chit-chat will be even more vapid than usual for awhile. More often the glacial pace halts entirely, and we are forced to endure a flashback to pre-apocalypse times when things were even less exciting. I think the game would be more compelling with 90% of the text--and all of the flashbacks--removed.
One area where the game shines is in the programming: the web of choices and consequences is very well put together. If the author learned how to light his scenes, and partnered with someone who could write a compelling story, he could produce a first-class work.
I would cautiously recommend this game, with the caveat that most of the dialog can be safely skipped.
I found it a tedious slog to reach the ending, as there is a lot of unexciting text. I get it that being forced to hide in a building for long periods of time, with nothing to do but pace around and occasionally fuck, would be really boring. The author did a great job of conveying that. The MC wakes, takes a piss, drinks coffee, makes breakfast, patrols around to check the windows and doors, takes another piss, engages in some vapid chit-chat and/or fucks one of the girls, makes dinner, takes a last patrol and piss, goes to sleep. Then he does it again the next day, and the next, and the next.... This monotony is occasionally interrupted by a bit of action, after which the chit-chat will be even more vapid than usual for awhile. More often the glacial pace halts entirely, and we are forced to endure a flashback to pre-apocalypse times when things were even less exciting. I think the game would be more compelling with 90% of the text--and all of the flashbacks--removed.
One area where the game shines is in the programming: the web of choices and consequences is very well put together. If the author learned how to light his scenes, and partnered with someone who could write a compelling story, he could produce a first-class work.
I would cautiously recommend this game, with the caveat that most of the dialog can be safely skipped.