Review as of Version: .05092
I can't believe I'm making my first NLT review on f95 to exprress my fading signs of interest after completing the content present in the game so far.
Coming fresh off the boat after The Genesis Order, this game takes place in a new town with a hot new adventure to explore. However it wouldn't be possible for me to talk about the game without discussing the major points and cores of the overall formula
While very lacking in balances, mechanics and polish. It's still a very NLT styled game but has a long long long way to go before it's anywhere near perfect like TON or anywhere decent like TGO.
I can't believe I'm making my first NLT review on f95 to exprress my fading signs of interest after completing the content present in the game so far.
Coming fresh off the boat after The Genesis Order, this game takes place in a new town with a hot new adventure to explore. However it wouldn't be possible for me to talk about the game without discussing the major points and cores of the overall formula
- Cutscenes and Renders: There's a markedly improved quantity of cutscenes and with lip sync added. NLT seems to be building their games with bigger and expanse narrative cutscenes. I've seen an astonishing number of choreographed cutscenes so far. That's strong improvement over past games. However, I'm still seeing glitches like hair clipping through skin and clothes and many other clipping issues. There remains plenty to be fixed and polished in the cutscenes.
- Character Designs and Subsurface Scattering: This is a core of the game that has seen a big downgrade since Genesis Order. The character look super bimbo-like or have super cartoonish proportions. They're stretched too wide or have large body parts like head, tummy, thighs. It's absurd and not super easy on the eyes. As for subsrface scattering.... sigh, where do I even start? There has been plenty of other games with amazing character render quality like Summer Heat, Chasing Sunsets, Leap of Faith, My Dorm, Star Harem. The detail present on these models are super well done. Here's one reason why they look so good; subsurface scattering (the ability to see skin pores and markings on the character's body) This is ONE BIG issue that's still present in SoTS. All characters look like dolls masquerading as humans. I expected NLT to improve upon their models after the phenomenal update in The Genesis Order, but nope the render quality isn't full 4k, nor are character models fully detailed. Also that dick design is a certain choice to have... overall, not very pleasing to look at. It's alright but could've done with better detailing and higher quality renders.
- Story: Not sure where to stand on this. The story formula is a retread of previous stories. You play as a nobody in a new place, have a supernatural being as your companion, a phone, booty calls, random cameo characters. You go around treasure hunting and forming relationships with powerful people in this new city you live in. So far, it's weak. Nothing has happened but the fact that it's retreading same ground as previous stories does hamper my experience.
- Map and Navigation: I don't even know what was going on when NLT designed the map and paths. The Genesis Order had more spots, and a more convoluted looking map compared to Treasure of Nadia. While I welcomed the presence of more spots to explore in TGO and SoTS, the map design looks worse than TGO. It's super convoluted and fails to highlight the roads (like I just did) properly for the player to figure a path. I like the models used for the map locations and the variety offered here. There's nothing groundbreaking orany new offerings compared to previous games. It's as fun to explore as usual.
- Gameplay: Let's be real, this is exactly why NLT games were so damn addictive, the point and click gameplay loop mixed in with a wacky adventure and solving puzzles. This is what made NLT games stand out from the rest of the other AVN games on f95. In SoTS, the gameplay design has changed to be more isometric (like Disco Elysium and many other regular games in the storytelling genre). However, this brings a new set of problems which I think NLT hasn't had the best of success dealing with. The isometric design goes super hard against the points of a 'point and click' gameplay and giving the player freedom to walk over to any corner of the map as they wished. This isn't exactly possible in SoTS due to the map being isometric and the input location doesn't align with the final player destination. As such, players will need to recalibrate their clicks to lead their player to the required position properly. While the idea to take it in an isometric perspective is neat, it takes away from the 'point and click' style a bit.
- Combat: This is a new core in SoTS. It was previously used on occasion in previous games and was usually a weak highlight. NLT doesn't seem to have figured out HOW to make the combat actually engaging. Here's a quick guide for dummies; if you're near and enemy, just walk back and forth in your spot till the enemy is facing behind or sideways and you can land a hit on him without getting hurt. Keep repeating this as long as enemy isn't flickering red and boom, the fight is over. That's all you need to do, nothing else, kids. Fights lose tension and don't add much to the experience. Don't expect a deep combat system, NLT seems to be figuring out how to make a balanced and fun game with all these new elements.
While very lacking in balances, mechanics and polish. It's still a very NLT styled game but has a long long long way to go before it's anywhere near perfect like TON or anywhere decent like TGO.