- Sep 12, 2018
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cxx is a (chat)bot...bugs happencxx has been saying this since August. Others said Cindy never died, but apparently he's ignoring them. cxx has never posted any evidence to support his statements afaik.
cxx is a (chat)bot...bugs happencxx has been saying this since August. Others said Cindy never died, but apparently he's ignoring them. cxx has never posted any evidence to support his statements afaik.
Going with the official tag definition:Just started playing this and finished part 1, am i worng to assume this is purely a kinetic storyline?
You're wrong, as the game gives you choice. As previously written here, the choice are very few and have little impact on the story, yet Laurie is of the few ones that the choice will have an impact.
- Kinetic Novel [Used when a a visual novel style game presents the player with no choices.]
So it is mostly kinetic, was affride of that but thank you for the info.Going with the official tag definition:
You're wrong, as the game gives you choice. As previously written here, the choice are very few and have little impact on the story, yet Laurie is of the few ones that the choice will have an impact.
To quote for my own post:So it is mostly kinetic, was affride of that but thank you for the info.
Tag should really be there in my eyes, since a fake choice that has no effect is not really a choice, and if there is only one or two choices that has an effect and only in a small way or dosent effect the main story then it would still make it a kinetic main story, atleast in my eyes
This alone (as well with similar choice) make it definitive not a kinetic novel. As also it has choice - not many, not many deep, but is has - makes this game, according to the site tag definition, not valid for the kinetic novel tag. If it is kinetic novel for you, maybe, but not for this site defintion and that is the only defintion we all shall used on this site for tagging.yet Laurie is of the few ones that the choice will have an impact.
Maybe, it wont warrent the tag, but to me it is way way to kinetic to play, in most VNs where it has choices you get to atleast pick who you want to have sex with, but you dont even get that option in this game and once i got to chapter 3 and saw who the first person he has sex with, i just lost all respect for the game, she would proberly be one of the last ones i would expect, and just couldent make sense of it, since he has barely had more then a few talks with her, and considering how bad he wants Sharon, i just dont get it.To quote for my own post:
This alone (as well with similar choice) make it definitive not a kinetic novel. As also it has choice - not many, not many deep, but is has - makes this game, according to the site tag definition, not valid for the kinetic novel tag. If it is kinetic novel for you, maybe, but not for this site defintion and that is the only defintion we all shall used on this site for tagging.
Well, in Ep3 the only meaningfull sex scene was with Carmen. And there you definitely had the choice to refuse her. Also in EP2 with the police officer. Seems you made wrong choices...Maybe, it wont warrent the tag, but to me it is way way to kinetic to play, in most VNs where it has choices you get to atleast pick who you want to have sex with, but you dont even get that option in this game and once i got to chapter 3 and saw who the first person he has sex with, i just lost all respect for the game, she would proberly be one of the last ones i would expect, and just couldent make sense of it, since he has barely had more then a few talks with her, and considering how bad he wants Sharon, i just dont get it.
Refuse her how? i was given 0 choices in the bathroom, dont recall an option in ep2 but guess there could have been something just dosent ring a bell that anything in EP2 should lead to sex with Carmen.Well, in Ep3 the only meaningfull sex scene was with Carmen. And there you definitely had the choice to refuse her. Also in EP2 with the police officer. Seems you made wrong choices...
I checked for my post, there was with both characters choices to avoid the scenes. For Carmen you had to do it before that scene though, then you got this (and with sending her to bed you avoided the sex scene with her):Refuse her how? i was given 0 choices in the bathroom, dont recall an option in ep2 but guess there could have been something just dosent ring a bell that anything in EP2 should lead to sex with Carmen.
Thanks for the info, i do remember that scene and i know i picked comfort her, dident really expect being a little nice at that point would lead to sex with her later, shows ya gotta be an asshole to be safe i guess lolI checked for my post, there was with both characters choices to avoid the scenes. For Carmen you had to do it before that scene though, then you got this (and with sending her to bed you avoided the sex scene with her):
View attachment 3044987
So again, the game has maybe few choices, but they are quite meaningfull and have impact in the game sometimes even later on in upcoming episodes.
The real choices are what to do with Carmen and Astrid plus Laurie, rest is scripted and irrelevant really (beside gaining or not useless powers). I agree they are quite meaningful but imo the story lacks of less meaningful decisions yet still noticeable like taking more control of relations with others, more freedom in dialogues to decide if you either like someone or not resulting different interactions and outcomes.So again, the game has maybe few choices, but they are quite meaningfull and have impact in the game sometimes even later on in upcoming episodes.
Do you really think though if devs had done that, there would have been monthly releases or we would be as far in game as we are now or game would not have been abandoned under it's own weight of having to many variables, renders needed and so on?The real choices are what to do with Carmen and Astrid plus Laurie, rest is scripted and irrelevant really (beside gaining or not useless powers). I agree they are quite meaningful but imo the story lacks of less meaningful decisions yet still noticeable like taking more control of relations with others, more freedom in dialogues to decide if you either like someone or not resulting different interactions and outcomes.
Devs decided to just go scripted way and it is ok, but with some more effort they could make it more complex and much more interesting. Take Cindy for example, we could make her more likable, we could use our powers in dialogues, we could try to manipulate her or use force, that could result in proper Calisto reaction based oh her attitude towards MC which then could result of she either is willing to help us, have sex and being nice overall or being bitchy and aggressive. That is just a simple example but you get my point here. Same goes with Malia, Fabian or even Eloise. Dialogues options are irrelevant really so no matter how interesting characters they might be, they are plain simple if you have no choice of how you can interact with them.
And what I mentioned is impossible to fix now since it is just a bad game design from the start. To implement relation variables the whole game would have to be remade, dialogues included so what I hope for is that the next game devs will do, they will do better job here because story and dialogues itself are really good and interesting most of the time so there is much potential in there. Most of games here are lack of it, offering just good renders and sex scenes (everyone with powerful PC can do that) but writing a good story is something where you need at least some talent and real skill.
Well, it's not the first game they are making (eg ptolemy had quite some done already). So they do know what they can handle or not. Unfortunately have way to often seen new devs started enthusiastic with multiple routes and many meaningfull choices - but after some time the updates took longer and longer or the content for specific routes kinda dried out.The real choices are what to do with Carmen and Astrid plus Laurie, rest is scripted and irrelevant really (beside gaining or not useless powers). I agree they are quite meaningful but imo the story lacks of less meaningful decisions yet still noticeable like taking more control of relations with others, more freedom in dialogues to decide if you either like someone or not resulting different interactions and outcomes.
Devs decided to just go scripted way and it is ok, but with some more effort they could make it more complex and much more interesting. Take Cindy for example, we could make her more likable, we could use our powers in dialogues, we could try to manipulate her or use force, that could result in proper Calisto reaction based oh her attitude towards MC which then could result of she either is willing to help us, have sex and being nice overall or being bitchy and aggressive. That is just a simple example but you get my point here. Same goes with Malia, Fabian or even Eloise. Dialogues options are irrelevant really so no matter how interesting characters they might be, they are plain simple if you have no choice of how you can interact with them.
And what I mentioned is impossible to fix now since it is just a bad game design from the start. To implement relation variables the whole game would have to be remade, dialogues included so what I hope for is that the next game devs will do, they will do better job here because story and dialogues itself are really good and interesting most of the time so there is much potential in there. Most of games here are lack of it, offering just good renders and sex scenes (everyone with powerful PC can do that) but writing a good story is something where you need at least some talent and real skill.
I'm not inventing here wheel anew, there are more than dozen games doing that and somehow they are handling just fine. Of course it is all matter of time and engagement, I have no idea how big dev team here is and if that is their only job, I just gave my personal opinion on that matter.Do you really think though if devs had done that, there would have been monthly releases or we would be as far in game as we are now or game would not have been abandoned under it's own weight of having to many variables, renders needed and so on?
Meaningful choices is a great thing if a dev team is big enough to be able and willing to put in the work, else in the end it is just exponential more work, both in coding, conversations to be written and renders to be made. There is a reason why so many games that try to be too ambitious or include too many not really compatible paths (like just showing a woman pregnant or not during three quarters of game) get abandoned. It take a very committed dev to make it work and even he/she would run into trouble having each path going with same content and very slow development of story.
I do not agree with that. Let me clarify, by meaningful decisions I mean important ones which will divide story to different paths like Laurie death, killing Carmen or caged Astrid. By less meaningful I mean decisions which do not have big (or any) impact on the story (like a side-quests in RPG games) but gives you feeling of being in control, flirting or not with Malia for example or mentioned Cindy which will have impact on couple dialogue lines, nothing more. Individual relation score system is the most basic thing in AVNs, I just think that expanding it a little bit more would give player more "personal touch" to the story.Also: take the from you mentioned different options for Cindy: even that would have multiplied the already 2 main routes (with or without Laurie), not to mention the sub routes for Carmen. So for making a new game part there would be then suddenly 4 (or 8) different game routes with different renders. And every added meaningfull choice would split it again.
More than a dozen that really move forward as well, have in depth characters, regularly updated and have good endings? Feel free to name them, I have not ran into too many, even if there are some pretty good games on this site for what their devs try to do with it even if not always to my taste per se. Games with really loads of meaningful choices, well worked out characters and different paths all through game really working and worth to play since also different enough, no major plot holes and have decent development speed and attention to all major LI's and paths as well are extreme rare.I'm not inventing here wheel anew, there are more than dozen games doing that and somehow they are handling just fine. Of course it is all matter of time and engagement, I have no idea how big dev team here is and if that is their only job, I just gave my personal opinion on that matter.
I do not agree with that. Let me clarify, by meaningful decisions I mean important ones which will divide story to different paths like Laurie death, killing Carmen or caged Astrid. By less meaningful I mean decisions which do not have big (or any) impact on the story (like a side-quests in RPG games) but gives you feeling of being in control, flirting or not with Malia for example or mentioned Cindy which will have impact on couple dialogue lines, nothing more. Individual relation score system is the most basic thing in AVNs, I just think that expanding it a little bit more would give player more "personal touch" to the story.
I remember a dev discussion about some aaa game that even if you put different routes and multi branching the average gamer plays the vanilla route and bails in the end that a low % users navigate.I'm not inventing here wheel anew, there are more than dozen games doing that and somehow they are handling just fine. Of course it is all matter of time and engagement, I have no idea how big dev team here is and if that is their only job, I just gave my personal opinion on that matter.
And I'm not buying this argument about release time. Quality always comes with additional costs, if we want fast updates then we can not expect high quality of the product, after all it would be even faster with just one render and whole story texted on it which I'm sure is not path we want to go with.
I do not agree with that. Let me clarify, by meaningful decisions I mean important ones which will divide story to different paths like Laurie death, killing Carmen or caged Astrid. By less meaningful I mean decisions which do not have big (or any) impact on the story (like a side-quests in RPG games) but gives you feeling of being in control, flirting or not with Malia for example or mentioned Cindy which will have impact on couple dialogue lines, nothing more. Individual relation score system is the most basic thing in AVNs, I just think that expanding it a little bit more would give player more "personal touch" to the story.
I like most of those games actually though most have pretty long update schedules and intertwined for example has quite a few plot holes and has been partially rewritten twice already without being able to close them and I do not envy that dev to finish that game in a satisfactory way, she will have her work cut out for her. For me too much drama in game though to stay enjoyable and way too many girls for it to be fun to replay that many time for the changes there in different routes and not enough action on many routes.I get your point and I never said that making relations more complex and rising amount of possible decisions would come without additional costs, it is inevitable. What I'm trying to say is I find this particular game to have a lot of unleashed potential, which due to devs decisions will stay like that. That's the way devs wanted it to look like? That's fine.
Similar path was taken in Chasing sunsets (as far as I remember, has been a while...) for example where story is very linear and the only choices you make are about relations with two girls and still the game is great because of dialogues and story. Giving you more freedom I would put game like Personal assistant where you are forced for some characters but relations may vary a lot, not to mention side-characters where you decide if they are even present in your story. On the other side of scale I would put games like intertwined, already quite old Acting lessons, Once in a lifetime, still in development Ripples or Friends in need, not to mention Being a DIK ofc(but I already see you telling me about update time which is true but also it's because DPC is stubborn one-man-army). Tbh I could give some more examples but I believe I made my point here, in all these games character relations are S-tiers, you got plenty of possibilities how to interact with particular ones, it is up to you if you either like them or not and you take consequences of your actions.
Again, I think Rebirth is very good game, just story-driven with not a lot of freedom.