Having just finished Episode 7, I can wholeheartedly recommend Ripples. Its story is captivating, the character models are impressive, and the animations are exceptionally well done. However, it is not without its flaws.
The narrative follows a fairly basic time-travel premise, which caught me by surprise as I approached the game with no prior knowledge. Despite its simplicity, the plot is engaging, filled with intriguing mysteries, and never feels forced. The characters are enjoyable, both in their personalities and in how well they are modeled. Yet, the true highlight of the game are the animations. While there is obviously still room for improvement, they are among the best I have encountered in a visual novel of this kind - highly detailed, expertly crafted, and superior to what is found in 99% of other top-rated VNs.
Now, onto the negatives. Though not overwhelming, there are some aspects that could benefit from improvement. One of the weaker elements is the writing, which, while generally solid and never prompting the need to skip, occasionally feels lazy or, in one instance, poorly executed. The "lazy" scenes occur when the game adopts a rather stereotypical approach: every girl is inexplicably infatuated with the protagonist, every joke lands perfectly, and the player character is depicted as the ultimate, coolest, greatest chad.
These moments feel like a teenage power/shower fantasy, with women existing solely to adore the main character, the only exception being the punk girl - but only because she isn't straight. One particularly poorly executed scene occurs during the visit to Riley’s. This encounter feels really rushed and underdeveloped. You go to her, she tells you she betrayed you. She then tells you, you shouldn't trust her when the topic of the USB-Stick comes up. Then she tells you, you should trust her. The only option to continue her path is if you go "sure, you put me and my family danger but it's all cool now". Then Sex (arguably a great scene but still). I was honestly perplexed because my first instinct was to obviously not trust the person who just betrayed me. However, refusing trust abruptly ends the Riley path.
This leads to another significant issue: the lack of multiple paths or meaningful decisions, which removes any incentive to replay the game. Different choices either funnel back into the same outcome or simply skip over scenes that are part of the "correct" path. Lacking a certain item doesn’t alter the story; it merely omits a scene and eventually grants the item anyway. Saying "no" to a character ends that narrative thread entirely, skipping scenes without creating a new branch. The only substantial difference in player choice seems to be whether or not one pursues the Skylar route, with everything else being highly linear. In fact, the linearity is so pronounced that when checking text messages, selecting the bottom one first often causes confusion, as it references events that haven’t yet occurred in the top option.
Another point of critique is the limited interactivity. While you can use your phone, there is no real function beyond aesthetics. There’s no option to chat, call, or otherwise engage with the system meaningfully. Personally, I think the phone system from averywellknownfraternityVN would suit this game well, with chat and call functionality for present-day interactions, and SMS or voicemail for the 1999 setting. However, this would likely conflict with the streamlined storytelling approach.
Despite the negative tone of my review, this stems from my genuine fondness for the game. Ripples has tremendous potential, with its engaging characters, outstanding models, fantastic animations, and intriguing story. Yet, these strengths are slightly undermined by its flaws. While I don’t know the creator’s vision, from my perspective, a story-driven time-travel visual novel like this would benefit greatly from prioritizing multiple paths and meaningful choices. Nonetheless, I’m eagerly anticipating future updates and new content.