On 1... Uh... What did you expect? It's Venus Blood. Venus Blood has been tentacle focused since its inception. The CEO of Dual Tail calls the big fans "Tentacles". So on and so forth. No offense but picking up a Venus Blood game and complaining about tentacles is like, I dunno, going to KFC and complaining there's too much chicken.
Yes it evident that is their whole jam. But at it doesn't hurt to give us an option during the sex scenes to choose what to do during the sex scenes, like no tentacles or with tentacles.
I don't mind tentacles, but god damn the scenes are boring. The tentacles barely do anything. First 2 scenes with Lynette and Anora, doesn't even use the tentacles to penetrate them anally or orally. I mean in Anora scene she the dialogue says she sucks on them a bit but the CG doesn't even show it.
On 2... That's an issue a lot of old-style VN type games have. They put more emphasis on their descriptive writing than on their CGs.
Yeah maybe I am just spoiled by playing games like Renyuu Ascension or Seeds of Chaos where the dialogue at least somewhat matches the CG. Where even if the CG doesn't show everything that happening, but it at least they stay in a reasonable scope of what is reflected by the CG. I think that is the problem with the tentacles in this game, they do stuff in the dialogue but its rarely ever shown in the CGs.
On 3... Leon feels what the tentacles feel in the scenes where he personally summons them. It's more correct to say that they're extra limbs of his during certain sex scenes rather than separate entities. This has been a thing for Venus Blood MCs for a long time too.
Haven't played any other Venus Blood games yet.
They didn't make that very clear in the scene with Lynette though they did mention it in the scene with Anora.
On 4... Eh, you really didn't get far enough for actions to mean things. Chaos and Law points along with some other conditions determine the route split later in the game, at which point things diverge very drastically. Lynette is really just a demonstration so to speak and is there to demonstrate what kind of unit you get between normal commander units and Soul Caged Commander unit.
No I am aware of the Chaos and Law points splitting routes, but my point is the decisions aren't meaningful in the moment like a hey if I chose this option I am just going to straight up avoid this scene or get a different scene right now.
On 5. Dunno, the dialogue didn't seem that repetitive to me back when I played it.... I think it seems that way to you because the focus is on things you don't enjoy, so, duh, everything is worse because of it.
I think its pretty evident why the dialogue is so repetitive based on when you go in the gallery and toggle on and of the 18+ scenes.
The game has a basically SFW option so they double feed you the exposition info incase you missed it due to having the sex scenes disabled or you were to busy fapping and didn't process what you're reading or devs think you have memory of a gold fish.
The game gives you exposition information during sex scenes, and then clubs you in the head with it again right afterwards in a random exposition intermission.
For instance when you have sex with Lynette and Anora it already explains to you about Wraith Units, Tactica and how they work. Then after the first sex scene with Anora it basically goes into a intermission just explain that again. Then explains it to you again when you talk to Celias the first time. Then explains it again to you again when you talk to Slyvia for the first time.
You also probably need to replay the game again. Intro it explains to you how the Demons were trapped underground with no resources. Then mentioned again when the game explains it to you again about Wraith units how they they are able to bypass the barrier during both the sex dialogue and intermission scene. Then mentioned again in the meeting with Slyvia.
On 6 and a bit of 5. The gameplay is intended to be that way? It's a tactics focused game. The battles are secondary to the Division building. Later on there's some really strong units unlocked that, if you could build multiples of them, you'd just win forever. Instead you have to think and work with individual units. In Venus Blood, you're basically always playing the underdog and this is representative of that.
What you just said means essentially nothing. Just because its intended that way doesn't mean it is good game design.
You talk about strong late game units, then make those ones unit capped. There is no harm in letting you recruit multiple weak generic units. They already limit how much tactica you can produce during each phase. So its not like you're going to break the game by recruiting the basic Goblin unit multiple times. Only a simpleton thinks it has to be an all or nothing system. It also goes to the point maybe they should put more effort into balancing the game for depth rather than just having lots of units for breadth.
In any case, comparing this to Pasture Soft games makes me laugh. You can play and win most Pasture Soft games without a brain. Try to do that in Venus Blood on anything but the easy difficulties with literal I Win buttons and you're NOT gonna have a good time.
Just because the game is slightly more difficult doesn't change the fact the amount of depth and thought into developing the actual gameplay is any better.
You keep mentioning division building is the focus as if it is some kind of major highlight that makes up for the lack of other stuff to do. Cool you have provided me with two slices of bread, now where is the rest of sandwich? Where is meat, the sauce, the rest of the filling? Division building is great but where is the rest of the substance to go along with it?
The comparison between this game and PastureSoft is the fact that PastureSoft games are all breadth and no meaningful depth. Every PastureSoft game has a ton of units and tons of options in the tech tree, but none of it is relevant because there is usually a very meta optimal way that lets you ignore 90% of the units and tech tree if you spent 15 minutes thinking about it critically due to poor balancing. So their games lack strategic depth but at least they have some meaningful combat minigame.
This game seems to be the flip side of the coin. Slightly more strategic depth but combat mini game is completely lackluster. Tons of units, but no real option to do anything with them in battle.