dameromexxx
Member
- Jun 24, 2024
- 164
- 366
I understand your preferences but I think that interactive visual novels should be reactive and respond to what the player is pursuing. The ideal situation for me is one in which the game responds to what the player chooses. Those who cared about finding Summer should complete their investigation and find her and those who didn't care should not. At some point in the story, an important dialogue option should simply appear whether to forget about the past and focus on building a new relationship or continue chasing the ghost of the past even at the risk of burning out existing relationships. This could be an important element of the romance with Elsa if it is still planned. On the one hand, you tell her that you love her and on the other, you obsessively search for her cousin who you lost contact with years ago.I like Nami or Nika being Zanes, both of them is a big no,no. And I like more if Summer is not related to WiaB, I prefer the whole Summer thing only as a character trait to Nika and not a overall plot point of the story, in fact I prefer that we never discover what happened with Summer.
In the end it's an interactive medium different players react differently to what it offers some have already found their LI and are only interested in that others may still ask questions who is the mysterious red cheeto it's a long journey lasting over 10 years what do you say to those who have been following something else for all these years and the investigation in search of summer will come to a standstill or the ocean will copy lovecraft and Nika will disappear possessed by Cthulhu.
Mister Ocean stole mister a dozen years of my life mister they say. Using much more vulgar language