- Dec 29, 2018
- 447
- 2,676
I'm going to have to strongly disagree here.The Mina scene, on the other hand, was more about the internal state of the MC. Mina is just 'going along for the ride', so there isn't the need to create multiple branching paths because the story behind the sex is the fact that he's going to fuck his best friend's hot as fuck girlfriend. You don't need a more compelling narrative or branching stories for this.
Mina isn't just a side chick you can fuck. She's an important character and a primary love interest. Her scenes deserve as much attention and care as the Carnations. There are a ton of choices in the game that allow us to shape our relationship with Mina, and they start before she's even introduced. So when we finally get a sex scene with Mina, it's not going be just because she's hot. And if the game treats it that way, it's going to feel wrong.
Which it did.
There's a brief moment in the middle of Mina's first sex scene where the main character has a bizarre monologue and imagines Mina strapped into some strange contraptions as if she were one of the Carnation's working girls. And it sticks out like a sore thumb if you are on the low toughness route where you have consistently voiced displeasure at what is going on at work. It completely pulled me out of that scene and really killed the mood. It wasted an otherwise great setup that had been building for a long while. If those thoughts were gated behind a high toughness score, then I wouldn't have seen them and the scene would've been perfect.
What makes it particularly odd, is that there is one brief moment in that scene gated behind a toughness score. Over 24 toughness and he'll think to himself "C'mon! Cum for me! One last time for me you dirty cunt!", while a lower score has him think "C'mon! Cum for me! One last time". A very small difference, but a very important one. It helps keep our character's actions consistent with what we have chosen in the past.
It's the small details that separate the good from the great. Little things like the difference between the MC being formal or informal with his boss, which is determined by a variable set by a choice you made early in the game. It helps make different playthroughs feel equally valid, and it shows that the developers care about each path equally.