Review for SINebris — Episode 1
Episode 1 of SINebris shows potential, but it’s held back by several issues that make it difficult to fully enjoy.
Writing & Dialogue
The dialogue is serviceable but unremarkable at this stage of the story. It gets the job done, but it doesn’t stand out or draw you in. One thing that definitely needs attention moving forward is proofreading—there are noticeable grammar and spelling errors that break immersion and make the script feel rough around the edges.
Narrative Overload
One of the biggest problems is the excessive amount of narrative dialogue. The “Narrator” speaks far too often, describing things that should be shown visually. A well-designed render should communicate the mood, action, or subtle details of a scene without needing a paragraph of narration to spell it out. If the images can’t do that, then the renders need to be more thoughtfully composed.
Honestly, reading constant narrator text becomes tiresome very quickly. If this continues into Episode 2 at the same level, that may be a deal-breaker for some players—myself included.
Choices (or Lack Thereof)
This is essentially a kinetic novel wearing the clothing of a choice-based game. The “choices” so far add almost nothing to the story. They rarely meaningfully diverge or offer impact—they mostly just push the plot forward in a linear fashion. If the game intends to be choice-driven, deeper branching or at least meaningful decisions are needed.
Audio
There is music, but it doesn’t do anything to support the mood or narrative. It’s basically a single looped track that quickly fades into background noise. Adding variety—and using music as an emotional tool—would go a long way toward helping the story land.
Visuals
On the positive side, it’s refreshing to see some different character models being used. The renders are... fine. Not amazing, not awful. But too many of them are blurry or lack clarity, which hurts scenes that should otherwise be impactful. A bit more polish here would greatly improve the overall experience.
Wrap-Up
There is a promising plot beneath all these issues. You can feel the foundation of something engaging. But the execution—writing errors, excessive narration, weak choices, repetitive music, and inconsistent visual quality—holds it back significantly.
With refinement and more thoughtful design in Episode 2, SINebris could grow into something genuinely compelling. As Episode 1 stands, though, it’s rough and difficult to fully recommend.
Episode 1 of SINebris shows potential, but it’s held back by several issues that make it difficult to fully enjoy.
Writing & Dialogue
The dialogue is serviceable but unremarkable at this stage of the story. It gets the job done, but it doesn’t stand out or draw you in. One thing that definitely needs attention moving forward is proofreading—there are noticeable grammar and spelling errors that break immersion and make the script feel rough around the edges.
Narrative Overload
One of the biggest problems is the excessive amount of narrative dialogue. The “Narrator” speaks far too often, describing things that should be shown visually. A well-designed render should communicate the mood, action, or subtle details of a scene without needing a paragraph of narration to spell it out. If the images can’t do that, then the renders need to be more thoughtfully composed.
Honestly, reading constant narrator text becomes tiresome very quickly. If this continues into Episode 2 at the same level, that may be a deal-breaker for some players—myself included.
Choices (or Lack Thereof)
This is essentially a kinetic novel wearing the clothing of a choice-based game. The “choices” so far add almost nothing to the story. They rarely meaningfully diverge or offer impact—they mostly just push the plot forward in a linear fashion. If the game intends to be choice-driven, deeper branching or at least meaningful decisions are needed.
Audio
There is music, but it doesn’t do anything to support the mood or narrative. It’s basically a single looped track that quickly fades into background noise. Adding variety—and using music as an emotional tool—would go a long way toward helping the story land.
Visuals
On the positive side, it’s refreshing to see some different character models being used. The renders are... fine. Not amazing, not awful. But too many of them are blurry or lack clarity, which hurts scenes that should otherwise be impactful. A bit more polish here would greatly improve the overall experience.
Wrap-Up
There is a promising plot beneath all these issues. You can feel the foundation of something engaging. But the execution—writing errors, excessive narration, weak choices, repetitive music, and inconsistent visual quality—holds it back significantly.
With refinement and more thoughtful design in Episode 2, SINebris could grow into something genuinely compelling. As Episode 1 stands, though, it’s rough and difficult to fully recommend.