- Jan 10, 2018
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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.
Thing is just it is easy for us to always ask more, whether that is to make some content avoidable or add more options and/or valid choices. Unfortunately it is not that easy for devs to deliver and my experience is that games where devs limit choices and go for what they want to deliver tend to turn out best. Off those all lessons got finished and we all know what choice dev put in there and once in a lifetime Ripples for example does not feel like it is even halfway when comes to most characters and Friends is even earlier stage, think the sister did not even enter game yet. Original Personal assistant got abandoned and think Seath who took it over and made it a new game just decided to make a change now and limit story so he could work more on the chars. Once in a lifetime from Caribdis is finished and a great game, but he def limited choices and story outcomes and besides worked in HS and not Daz.
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