the lovely Julia showing off the new UKFA uniform.
Nice. Since last update I've started to wonder about where things are headed with Julia. Glad she got branched off a bit from being tied strictly to the Ring Girl branch and hoping she does have some crossover with the others to spice things up rather than just being an alternative or at odds with them.
I can see how this approach counters the lack of information the players have by the players putting in more effort, but it also circumvents the meaning of choice.
I just don't see how the players learning that their choices have been in tune with who the MC is retrospectively, adds anything but confusion to the story. But I respect your opinion and understand your point of view, and if you prefer a layer of darkness around the MC and you filling out all edges by using multiple paths then that certainly takes care of any ambiguity that occurs as we learn more.
I do
generally like the formula of slowly learning the background in some stories rather than having it put in an exposition dump or prolonged intro. I like that it forces me to re-contextualize things with the new information presented in mind. What I don't care for is when things start to feel unnecessarily withheld from the player for way too long for the sake of prolonging the story or setting up drama in an unnatural manor which I've seen happen in certain other games. So pacing and proper usage is key.
I do agree that the whole premise makes decisions in a first playthrough, especially towards the beginning, feel way less meaningful. How should I know what the MC should or would do when I lack most of the knowledge he has? So I end up just making the choices that leave things the most open when possible or feel the most right depending on my own tastes for the first playthrough which by the end doesn't always end up in line with how I might have played had I known things I find out later. Then I do another playthrough.
It's admittedly bit of a conundrum that I usually enjoy the format so much and yet don't necessarily care for how it affects my decision making and usually necessitates at least a couple playthroughs.
These days a lot of games (particularly AVNs with any routes in them) assume the player wants that replay value out of the game. It's sometimes an assumption I don't necessarily care for myself. Depending on the game it can be a positive or negative for me. As I've gotten older I've started to really appreciate games that respect the player's time more. With most AVNs it's not a terrible issue as most I've played have been relatively short enough to do all the routes I care about (though I avoid or work around having to start over completely where I can)... but some AVNs being made to be longer series has me a bit concerned.
Why is Kana wearing boxing gloves? Is she going to try hitting other show wrestlers for real?
Sure hope not, but maybe she'll need a Rocky-style training montage to get prepared.