- Sep 3, 2018
- 95
- 117
This is a great game, and unlike some critics I really appreciate sexy games that are good games / stories first rather than just an excuse for porn scenes. I know where video sites are, if I just want to watch fucking. Good characters and good gameplay makes for a far more memorable experience.
One minor criticism that comes to mind is, the elemental system really needs work. As it stands there isn't enough (IMO) difference between the right element and the wrong one. The monsters don't give much if any indication what they are strong and weak against, and there seems to be little consequence for not optimizing to the enemy. Ideally, you'd want to see a system where enemies are highly resistant, immune, or even absorb one element while being tough and slow to kill to most others. To be truly effective, you should be choosing the right element which will work on them properly. If not, there's not much point to having the added complexity of an elemental system to begin with and it adds no strategic depth.
For example, if I was designing it the ghosts in the haunted mansion would be immune to physical damage not inflicted by a silver weapon and weak against light magic / element while absorbing dark. Their attacks should blow through defenses that don't protect against dark or spirit, forcing the player to run until they can get the proper gear. The effect on gameplay of this sort of formula is that the player feels like "oh shit I'm unprepared for this place and I'm in danger". They then have to struggle to progress at the beginning, until they both figure out what they need to succeed and get the tools to do it with. That way, the new area provides a new progression arc without even really depending on the level system, when you arrive you find yourself weak and in over your head and as you progress you both figure out the path to success and become stronger in the course of re-equipping to face that enemy type --the player adapts to overcome the challenge. In doing so, they're rewarded with a sense of accomplishment.
One minor criticism that comes to mind is, the elemental system really needs work. As it stands there isn't enough (IMO) difference between the right element and the wrong one. The monsters don't give much if any indication what they are strong and weak against, and there seems to be little consequence for not optimizing to the enemy. Ideally, you'd want to see a system where enemies are highly resistant, immune, or even absorb one element while being tough and slow to kill to most others. To be truly effective, you should be choosing the right element which will work on them properly. If not, there's not much point to having the added complexity of an elemental system to begin with and it adds no strategic depth.
For example, if I was designing it the ghosts in the haunted mansion would be immune to physical damage not inflicted by a silver weapon and weak against light magic / element while absorbing dark. Their attacks should blow through defenses that don't protect against dark or spirit, forcing the player to run until they can get the proper gear. The effect on gameplay of this sort of formula is that the player feels like "oh shit I'm unprepared for this place and I'm in danger". They then have to struggle to progress at the beginning, until they both figure out what they need to succeed and get the tools to do it with. That way, the new area provides a new progression arc without even really depending on the level system, when you arrive you find yourself weak and in over your head and as you progress you both figure out the path to success and become stronger in the course of re-equipping to face that enemy type --the player adapts to overcome the challenge. In doing so, they're rewarded with a sense of accomplishment.