Xenotake, Vosmug's other game, the one before Ghost Hunter Vena. Seeing the two game side by side can show you how much Vosmug has learned from this game to improve on Vena. Xenotake is certainly a fine and serviceable game, but it is far from amazing.
+= Pros:
-Art: Vosmug has a very unique and interesting artstyle, most of the game's assets is 3D modelled, the characters like your main girl and the NPCs seems to be animated by a 3D model before they draw individual animation frames on top of it. This art direction is quite uncommon among H-games, and although you can criticize how the 3D environment looks like it's a bad 90s CGI film, I think it makes the aesthetic looks a lot more interesting. The enemy designs are also quite creative, most of them are pretty unique from each other, and it makes each area a lot less boring.
-Music: this is not the biggest pros, to be honest. The music isn't that good. It is sufficient and helps with the alien spaceship atmosphere, but it's very repetitive and not that interesting to listen to outside of the game.
-Story: this is one of the few H-game where the story has some actual meat. It is quite fun to observe how everything develops and the ideas presented are pretty nice. Although, it isn't very well executed at times. As a sci-fi plot, the game really doesn't know how to explain some of the fictional scientific stuff, heck, even Vosmug probably doesn't know why spores allow humans to breathe in the spaceship. The story also lacks some explanations about certain missing part of the story. But, those don't drag the story down a lot, but it still makes this game's story a lot less appealing.
-H-scenes: the scenes are fine. For some alien sex fans out there, this isn't a bad choice. They are well animated and isn't a turn-off for me. You can also enjoy them during gameplay, as there will be plenty on the way to the end of the game.
-=Cons:
-Gameplay: overall is not bad, but it's definitely very boring and can be tedious and confusing at times.
+Movement and map: is just walking with your occasional dash that's tied to a bar... that's it. Moving around in this game feels very lame, without the enemy, I feel like I could sleep 5 minutes into the game. With this, traversing around the area is also pretty boring, and without a map, you may get lost sometimes. Luckily, the map is quite linear and straightforward, so it's not very likely to get lost once you get the hang of it.
+Combat: it could be intense at first when you are ambushed by enemies for the first few times, but once you get away from them, combat only really involves spamming your Shoot button until everyone in front of your face is reduced to puddle of blood. You also have a close range kick that pushes the enemy away, but to do it, you have to be close to the enemy. It's really boring to fight the enemy, as I feel like my brain turns on auto-pilot when there's an enemy in front of me. There's also a second bullet type which deals more damage, but I couldn't care less to use it due to the next problem-
+Mechanics and transparency: the game really doesn't tell you about... anything regarding some of the more hidden mechanics. The aforementioned problem, for example, is that your Pulse ammo never runs out, whenever it reaches 0, you automatically gets 12 back. This not only tricks you into thinking there's resource management in this game, but also reduces the threat of running out of bullets as well as almost reducing the use of random Pulse ammo pack lying around the map to none. There's also an armor mechanic, where you can take two hits before you lose your armor and becomes naked, vulnerable to attacks and H-scenes. Figuring out that refill your armor needs a resource is fine, but the game doesn't let you know that you are fully invincible while refilling your armor from your naked state (aka refill both of your armor hit points). One last example I will mention is crouch invincibility. When you're crouching, you're actually invulnerable to certain attacks. This is quite important when you're fighting the first boss and the bodyguards with guns, but the game mentions none of this to you. It'd be fun if these are advanced mechanics that are unnecessary to know, but most of the mechanics they don't teach you are very vital, and in some situation, turns a supposedly easy encounter to that of nightmare.
+Boss: I have no comments about enemies, as I find them ok as common foes to fight against, what I have a problem with is definitely the boss. There's two bosses, and the first one is actually kinda fine if you knew about crouch invincibility, but the second (and final) boss, is honestly lame as hell. The game splits into two gamemodes where you control the girl in the first half, and the robot, in most of the second half. The final boss honestly would be better if you were to control the main girl and revolves mechanics around that. But nope, it's the robot and it doesn't feel as climatic as I wanted it to be. The boss overall has a lame design to also rub salt to the wound, being very basic in execution.
==Conclusion: the game is actually relatively short, but somehow I am kinda glad that it is. The repetitive gameplay and uninteresting walk simulator at times would definitely makes me dislike this game at the 3hr mark. The story and art definitely carries this game, and as much as I dislike the gameplay and mechanics, once you understand it, the cons definitely subsides. It's not a bad game to play, I'd still recommend it, but it's not the best H-game you can pick up right now. 7.75/10.