Disappointing game design... Even in some VN there's an option to circle back and pick other choices after you've picked one so you experience the whole story on one save.
Disappointing game design... Even in some VN there's an option to circle back and pick other choices after you've picked one so you experience the whole story on one save.
I'm gonna hold off on a review until I've played the game more completely (currently I've gotten the Good End by getting to the final boss before Day 10, and the Makoto Bad End by doing so immediately after the choice on Day 10), but wanted to go ahead and share my thoughts so far here.
Overall, I'm feeling like this game is average / fine NTR material in most ways, though particularly egregious with some of the standard flaws of the genre, but man, oh man, is it *incredible* for the one niche it really strikes at.
Seriously, if anyone has recommendations of other games that do something along the lines of the mission communications, I'm pretty sure I'd snap them right up. The way it ties the sensation of losing the FMC, of feeling her slowly drift away, directly into gameplay mechanics is flawless. Going from having a perfect step by step, screen by screen guide to any given level to noticeable distraction is great build-up; then hitting that first moment where the comms just black out entirely and you're left on your own for a few screens drives things home.
I can't stress enough how much I enjoy that mechanic. The rest of this post is going to be more or less entirely one long negative rant, but that one thing is enough to counter all of it and make my overall opinion on the game quite positive.
So, for the negative, I'm going to focus in on the one main thing that stood out to me: the set-up is badddd. I say this fully recognizing that NTR is pretty much always going to need some suspension of disbelief to make work, but even within that context, this game stretches it. Sure, blackmail is a classic method, but in "tell the boyfriend" scenarios, it generally works better without the FMC more or less immediately acquiescing to requests that are as bad, if not worse, than the original blackmail material. I think the game recognizes this a little, and also tries to lean on the threat to Makoto, but this also falls a bit flat to me given the FMC is not some random helpless person, but seemingly someone who would presumably have the power to directly take Makoto into some form of protective custody, say, on board the ship. (Speaking of Makoto, as a side-note, I'm not even touching the fact that her first real scene with him is giving him a handjob completely unprompted and uncoerced). Even given all of that, things might be easier to accept given the implication that FMC is only going along with things until she can solve what's going on, except at no point is there ever anything even remotely like her making an effort on that front shown.
Related, but coming from the other side, the fact that almost every single male NPC happily gets in things also beggars disbelief. Again, it's totally standard to just accept in NTR that there will be someone, perhaps even a handful, that are like this (say, if things were kept to the main four in this game). Having literally an entire town be that way, though, without something in-setting to directly address why, really stretches things. Also, separately, it being in the context of directly screwing with people that are saving their lives makes it tougher to believe. Combining those two together really leaves no choice but to just roll your eyes and run with it if you want to get any enjoyment.
The progression, given the start, is mostly fine, with some quibbles, so I mostly just turned my mind off in the moment on that stuff and enjoyed the game for what it was. It really is an unfortunate flaw, though. I've expressed this sentiment in other NTR threads, but a gigantic part of the appeal of the genre to me is the sense of inevitability; the idea that, given the constraints of their personality / who they are as a character, there's absolutely nothing the main characters can do to avoid slowly succumbing to their fate. With a set-up like this, where it feels like it would have been incredibly easy to avoid the whole situation, and out of character to not have, you just don't get that rush at all.
I'm gonna hold off on a review until I've played the game more completely (currently I've gotten the Good End by getting to the final boss before Day 10, and the Makoto Bad End by doing so immediately after the choice on Day 10), but wanted to go ahead and share my thoughts so far here.
Overall, I'm feeling like this game is average / fine NTR material in most ways, though particularly egregious with some of the standard flaws of the genre, but man, oh man, is it *incredible* for the one niche it really strikes at.
Seriously, if anyone has recommendations of other games that do something along the lines of the mission communications, I'm pretty sure I'd snap them right up. The way it ties the sensation of losing the FMC, of feeling her slowly drift away, directly into gameplay mechanics is flawless. Going from having a perfect step by step, screen by screen guide to any given level to noticeable distraction is great build-up; then hitting that first moment where the comms just black out entirely and you're left on your own for a few screens drives things home.
I can't stress enough how much I enjoy that mechanic. The rest of this post is going to be more or less entirely one long negative rant, but that one thing is enough to counter all of it and make my overall opinion on the game quite positive.
So, for the negative, I'm going to focus in on the one main thing that stood out to me: the set-up is badddd. I say this fully recognizing that NTR is pretty much always going to need some suspension of disbelief to make work, but even within that context, this game stretches it. Sure, blackmail is a classic method, but in "tell the boyfriend" scenarios, it generally works better without the FMC more or less immediately acquiescing to requests that are as bad, if not worse, than the original blackmail material. I think the game recognizes this a little, and also tries to lean on the threat to Makoto, but this also falls a bit flat to me given the FMC is not some random helpless person, but seemingly someone who would presumably have the power to directly take Makoto into some form of protective custody, say, on board the ship. (Speaking of Makoto, as a side-note, I'm not even touching the fact that her first real scene with him is giving him a handjob completely unprompted and uncoerced). Even given all of that, things might be easier to accept given the implication that FMC is only going along with things until she can solve what's going on, except at no point is there ever anything even remotely like her making an effort on that front shown.
Related, but coming from the other side, the fact that almost every single male NPC happily gets in things also beggars disbelief. Again, it's totally standard to just accept in NTR that there will be someone, perhaps even a handful, that are like this (say, if things were kept to the main four in this game). Having literally an entire town be that way, though, without something in-setting to directly address why, really stretches things. Also, separately, it being in the context of directly screwing with people that are saving their lives makes it tougher to believe. Combining those two together really leaves no choice but to just roll your eyes and run with it if you want to get any enjoyment.
The progression, given the start, is mostly fine, with some quibbles, so I mostly just turned my mind off in the moment on that stuff and enjoyed the game for what it was. It really is an unfortunate flaw, though. I've expressed this sentiment in other NTR threads, but a gigantic part of the appeal of the genre to me is the sense of inevitability; the idea that, given the constraints of their personality / who they are as a character, there's absolutely nothing the main characters can do to avoid slowly succumbing to their fate. With a set-up like this, where it feels like it would have been incredibly easy to avoid the whole situation, and out of character to not have, you just don't get that rush at all.
Seriously, if anyone has recommendations of other games that do something along the lines of the mission communications, I'm pretty sure I'd snap them right up.
Thanks! I think I already had this on my list somewhere, but good to be reminded of it, and confirm that it's actually from the same devs. Gotta finish this up first, of course, and then will probably shift to something else to keep things varied, but definitely see myself coming around to play that sooner rather than later.