talion777
Member
- Apr 5, 2022
- 235
- 387
I don't think the basketball guys are a counterbalance, at least not yet. They haven't made their presence felt anywhere in the relationships really, just either spectators or hint droppers. They may well be in the future, but it feels unbalanced to me now.The counterbalance is the basketball boys. The game cannot go 50:50 screen time between girls and guys because obviously the focus of the relationship would be the girls and not the guys.
In general, I'd usually agree with you that I'm not a fan of too many girls. There are so many games that introduced like 10 girls from the start and I thought they could benefit from being reduced down to 5 or so instead. However, specifically for Summer's Gone (and a few other select high-quality games), I don't mind that it has so many girls because of the way they are presented. In most other games, what we have would be 10 girls that are just on rotation where we get some scene with girl A, then girl B, etc. That breaks the flow of the game because those girls often exist as if exclusively and individually for the MC. In Summer's Gone, those characters are all part of the same existence because they interact with multiple different groups fulfilling different roles in potentially multiple plot points.
A few examples:
1. We were introduced to Ayua as Bella's friend, but we immediately got Ayua paired with Nami for the group project to kickstart the interaction between MC and Ayua. Her character wasn't pigeonholed as Bella's sidekick which then allowed her to be a more neutral character that can be a voice of reasoning to the complicated Bella/MC relationship instead.
2. Robin is a duo with Sasha. We get to see her being a victim of the gossip along with MC, then being an antagonist by tricking MC to help Zara/Nadia, but also going against Zara/Nadia by informing Bella/Marla. She is also a potential housemate with MC, Nami, and Mila. She does a lot.
3. The connection between plots where we get to see Mila being insulted by Mario that then led to MC working with Bella to sneak into Mario's house because Bella doesn't want Amber to be with Mario's dad which then led to MC/Bella trying to get more information from Vanessa. All this while also having other related plot points such as Amber/Mario's dad plot, MC meeting up with Elsa, Vanessa potentially being a future step sister, and maybe more.
In most other games, a character like Ayua would be one dimensional Bella's sidekick who exist only with MC and Bella. Similarly with Robin/Sasha. Plot points are also often unrelated to one another where MC interacts with each LI individually as if they only exist when with MC but not with each other. In Summer's Gone, all these characters are part of the big picture and they have lives that don't have to revolve around the MC.
Due to the reasoning above, I don't find this off-putting at all. I actually consider this as an amazing strong point of the game.
I can't say whether this will make paths to convoluted going forward because it isn't clear yet how the paths will be done for most of the characters, but I think LI-path-wise, it could be done as simple as having a point where MC will have to choose who he wants to be serious with (and breaking up with whoever else he was in relationship with at that point, if any) before the path move forward.
I'm definitely interested to see how the story would unfold that could lead to the more complicated potential LI such as Vanessa (how could she be convinced to break up with Mario to then end up with someone who is potentially her step brother by that point?) or Amber (how could she date a patient? how could she date her daughter's classmate? how could Bella give the OK for this?) and others that have complicated situation too. So far, I'm really enjoying the writing and the storytelling. I'm just going to enjoy the ride and see where the Ocean goes.
Yes, I agree that some of the relationships you mentioned flowed naturally, although the relationships with Robin/Sasha/Ayua feel more like place markers (insert lewd scene with these girls later) to me. The problem really isn't where these relationships could end up. Any of them could be (and in some cases will be) much better fleshed out and relevant later, but depending on how you're rating what constitutes an interaction or a relationship there are between 20-30 girls so far and many of them were only incidentally introduced into the story. Because there are so many I don't feel like we got to know some of the current main LIs as well as we would have liked to because the rest was spread out too thinly. Again I'm sure that we will later. The initial pace just seems a little aggressive girls wise and I would like to have seen some of them come in further into the story when there was time and better context to make their presence felt. The combined grouping of relationships seems wider than it is deep, barring a few initial important characters.
I agree with you in that I'm definitely interested to see where everything goes but as there are obviously going to be a large number of LIs I'm hoping that it won't be too easy to blow one relationship up accidentally by simply saying hello to someone else (I'm exaggerating here a bit, but you know what I mean). I don't want to have to do 25 playthroughs to have a chance to get to know the girls, especially if the triggers are too far back towards the beginning of the story.
I guess the easy way to frame a question around this is quite simply: "How many is too many?"
Well, we'll just have to see how it goes!