I "heard" a lot of comments about the MC being a doormat or a chad in making and my opinion is that he is neither at the moment. He's closer to a blank canvas and that makes sense if XTZ wants to allow us to shape it's personality. He realizes he's in the middle of a plot that is more advanced than he grasps and it'll take him some time to take control of things... One example of that is the way he responds to the shithead classmate. At least that's how I feel about it.
Yes! Exactly right!
How did those "he's a wuss" people here missed that classroom scene?
I mean, I can understand them being distracted by Jenny's and Zooey's asses, but have they even
played the game?!
And it will be up to
you guys to decide where the main characters go and do.
Whoever doesn't like this, should read
a story, not play
a game.
...But still on this topic, my delicious "roommate" Jess has been subject to bit of an humiliation and that made the hair stand up a little in the back of my head. I gather it's a plot issue and I'm not expecting to turn the tables on those two immediately but we need some balance fast, because the only option was to be less humiliated. Patricia is just too hot to let go like that and I'm hoping for a scenario where she gets turned and gives in. But Letitia definitely needs a good spanking and something more. Well, that's just my opinion.
About Jessica:
The game is called "Saving Paula," but you will soon find out that Jessica also needs a good deal of saving.
But her story is a more torturous and traitorous one, I'm afraid.
She will see a lot of darkness before she sees the light.
So play well!
...One of the things I really like about Saving Paula is that no conversation is ever dull because characters are constantly changing expressions, making funny faces, playing with their clothes or dangling their legs, like Patricia in the classroom or Silvia sunbathing. Or flashing their panties... That requires a lot of renders and specific coding witch is time consuming, but the result is much better that the usual blinking animations. That's an important feature of Saving Paula and the Dev's signature. A major plus.
I'm glad you like it, and I hope others do, too.
I know the game is sometimes criticized exactly for this - for having "too many images" or something like that.
I wouldn't be surprised if this comes from people who don't bother looking on a person's face to see what they feel at that moment.
There is no single frame I've rendered that has no reason -
especially those consecutive, un-texted ones.
They
are the story.
Speaking of animations... I know XTZ is dying to blow up the new 4090 with killer animations. My only concern here is that those are also really time consuming and I don't know how or if it will hinder development time. On the other hand, and that's again my opinion (and I gather the majority here thinks differently), a good sequence of great stills is usually much better than the standard animations. A very good example of that is the scene with Patricia and Letitia. I'm not very fond of lesbian scenes but that one was hot, perfectly illustrated and the images spoke for themselves (I really hate overly descriptive narrations or dialogues). No need for more.
I completely agree - regardless of RTX numbers: a good, story-advancing image sequence is better than a pointless, bad animation.
That being said a good, lively animation is better than an image sequence.
So there will have to be animations, but when the game is a little more developed, and the animations will have reasons for existing.
For now, animating is too time consuming (the motion assets that I have are either not good enough or require too much worktime to make them suitable for my characters proportions).
About stats and variable values. There's a good number of stat variables and I just hope those are there to unlock choices or scenes according to players preferences and not to lock player on this or that path. I don't like when Devs use stats to lock players on certain paths and then remove player choice or force content on them. Never understood that and always thought one could and should change one's opinion. So there's a suggestion, if I may, about game mechanics and a better gaming experience.
You have a good point there,
up to a point...
Anyone can change their opinion, but if all your life choices were going in one direction, you'd probably keep going there by inertia.
And most importantly,
those who know you will
expect you to act in a certain way and may
not give you the chance to change.
In other words: if some of your variables in the game are too high or too low, your choice wouldn't matter because
the other character will not give you the option to do whatever you like
So play well!
And finally, thank you for taking the time to write all this, because it gave me a chance to address some issues and... let's call them "misconceptions" that some people wrote here.