Hiển thị các bài đăng có nhãn Fantasy. Hiển thị tất cả bài đăng
Hiển thị các bài đăng có nhãn Fantasy. Hiển thị tất cả bài đăng

Thứ Năm, 6 tháng 12, 2012

Prince Maker 2: Braveness

Author:  Alpha Games
Availability: Free, Download 
Format: Raising Sims (with RPG elements)
Genre: Fantasy
Rating: Teen
My Scores: (Writing: 4, Art: 3, Gameplay: 3)

Found at: http://princemakerproject.wordpress.com/

Summary:

Prince Maker Braveness is part two of a fan-made series based on Princess Maker, although it doesn't require playing part one in order to understand what's happening.  It's originally Chinese, but an English Translation is available (and is, in fact, what I'm basing this review on).  In this game, you are tasked with raising a young boy to become the next Emperor of the Three Kingdoms.  Will he succeed, or will he wind up pursuing other dreams instead?  Will he find love?  It's all up to you!

Review:

The Writing:

This is definitely one of the more story-intense raising sims, and even after several play-throughs and a bit of research, I still haven't uncovered everything. There are several distinct characters that your boy can meet as you progress through the game, and uncovering the secrets of his past unfolds a twisted and convoluted tale of love and politics.  Mind you, the English is imperfect, which can make reading the dialogue a bit of a chore in some places.

The Art:

The art in this game seems to divide evenly between "OMG That's so cute/hot/pretty!" and "Gah! Anatomy does not work that way!"  The main sprites for your boy are well done, at least, which is good, because you'll be spending a lot of time looking at him.  The music is nice, too.

The Gameplay:

There is a lot packed into this game.  There are several different locations you can visit, whether you're just shopping or explicitly sending your boy out for an adventure or a stroll, and a number of jobs and classes to unlock as you play.  There are also at least 6 different people the boy can meet and end up with, aside from you and your maid.  Be forewarned, though: this game is hard.  Some of the endings require triggering events that won't even happen unless you've set things up just right. If you don't have a guide, there will be a *lot* of guesswork over what to do, where to go, and what to say.

This is one of those games that ends up consuming all of your time, because by the time you've finished a several-hours-long playing session, you've come across details that you missed the first time around, or learned something that would have totally altered your strategy had you known, and so you have to go back and start over.  The high difficulty combined with the elusive plot-threads and the numerous endings you can get certainly makes for a lot of replay value.

TLDR:

Prince Maker 2: Braveness is both fun and frustrating.  It has it's flaws, but it also has a well-layered plot and some good fan-service...I mean art.  Art!  *Ahem*.  Anyway, as an English translation of a Chinese fan-game based on a Japanese series, it's easily the most cosmopolitan game on this blog so far, and certainly worth checking out.

Of course, this is all just my own opinion.  Feel free to state your own in the comments. :)


Thứ Năm, 13 tháng 9, 2012

Pytho’s Mask


Author: Emily Short
Availability: Free / Download
Format: Text Game (Interactive Fiction)
Genre: Fantasy, Mystery
Rating: Everyone
My Scores: (Writing: 4, Gameplay: 3) out of 5

Found at http://ifdb.tads.org/ or http://www.wurb.com/if/index

Summary:

In Pytho’s Mask, you are Soteria, an agent of the secret Order of the Phoenix.  A mysterious masked man has invited you to the royal celebration of a comet that appears once every hundred years.  Your orders are to use this opportunity to investigate a possible threat to the king, which may have something to do with the comet...

Review:

Pytho’s Mask is a text game.  Although the more popular term for this genre is apparently “Interactive Fiction", I personally prefer to stick with “Text Games”:  arguably, most of these games are interactive works of fiction.  The main difference is that while most of these games have graphics and clickable items and whatnot, text/IF games deal primarily with, well, text.  The narrator gives you a description of where you are and what’s going on, and you type what you want to do in response.  True, some may have illustrations; but it’s like the difference between a book with pictures and a comic book.  Anyway, since Pytho’s Mask is all text with no pictures whatsoever, the Art score is absent for this review.

I like the writing in this game.  The plot is interesting, the mystery is well-clued without being too obvious, and the strange setting is beautifully detailed.  While some details can seem confusing at first, one quickly and easily gets a feel for this fantastic alternate-Earth.  Better still, the story and setting seem to “bleed off the page”, as it were;  hints of old stories and personal dramas creep in, giving the feeling that there’s more in the distance.  The characters are nicely distinct with strong personalities, requiring only a couple of sentences to establish just what sort of people they are.  And yet, there is more to each of them than meets the eye, for this game is all about hidden facets and dualities.  Also, I like that the main character is a bit like a Renaissance noble-woman version of Batman: Soteria doesn’t just idly solve mysteries as a way to pass the time between harpsichord lessons; she is a highly-trained agent whose job it is to kick butt.

The gameplay, on the other hand, I consider to be middling: not very good, not very bad.  One of the problems text games face is that they are highly vulnerable to “What Am I Supposed To Do Here?!” and its cousin, “What Am I Supposed To Type?!”.  Pytho’s Mask does a fairly good job of prodding you in the direction of the plot.  Admittedly, there are moments where you feel the game putting you on rails, but this is balanced out with times where you get to wander and explore at your leisure.  As for typing, there are blessedly few commands that you will actually need, although first figuring out how to phrase some things was a bit of a hiccup for me.

>Read Guide To Spotting Conspirators
What do you want to read that in?
> ???

Bear in mind, this is usually the fault of the tools used to make the game more than the author him/herself.  I currently recommend TADs, as it has a decent system for handling and creating actions, and it doesn’t ask me what I want to read things in.

One bug that’s more likely to be on the author’s shoulders, though, is the tendency to try to pick up a given book in the library only to later find yourself holding a completely different one.

On the shelves, you notice The King In Yellow.
>Read King In Yellow
(First taking The King In Yellow) It details how to roll out the dough, and what ingredients to use for sauce.
>Inventory
You are carrying a copy of How To Make Pizza.
>??!

Fortunately, things like that do not make up the majority of the game.  If anything, you spend most of the game talking to other characters.  The conversation system is introduced very early on, and it’s actually an NPC who initiates your first conversation.

Conversations are mostly handled in dialogue trees.  You first address a character by typing “Talk To (Character)", and then you’re given a choice of things to actually say.  You choose by simply selecting A, B, C, etc.  This helps make conversations easier to navigate, as it solves the “What Am I Supposed To Type?!” problem.  I discovered by accident, though, that you can also introduce different topics by typing “T (ThingYouWannaTalkAbout)”.  It took me a while to figure out what T was supposed to stand for (Talk About?  Tell About?); then I stumbled across a help section that said T was short for Topic.  “Topic Prince”?  Weird.

On that note, some of these characters have unusual names.  While that’s par for the course in fantasy, it brings up the problem of actually being able to remember said names.

>Ask Minister About Venetia
Who?
>Vedalia
Who?
>Viviwhoseewhatsis 
Who?
>The Hussy Hanging All Over The Prince
Who?
>!!!

As it happens, though, the aforementioned Help section -- which I found so late in the game, that it’s embarrassing -- disclosed that, at any time, I could have typed “P” and been given a handy list of all the characters I’d met so far.  Why, oh why, did it not occur to me to type “HELP” sooner?  It could’ve saved me so much headache.

The last minor complaint I’ll bring up is that it’s a bit tricky to keep track of where the exits are.  Some text games have a built-in compass that tells you which directions you can go at any given time:

You are in a dungeon.  Exits are North, South, and Dennis.  
 Exits: North, South, Dennis
>Go North
You come to a room with an inadequately written description. 
 Exits: South, West

The version of Pytho’s Mask which I played (on Frotz) has no such function that I could detect.  Exits were only mentioned as the room was being described (“to the west is a door, and you see a...”), and room descriptions only appeared automatically when you first visit a room.  This means that if you go back to a room you’ve already been to before, you’ll have to explicitly type “Look” (or just “L”) to see where you can go from there.  (Or, of course, you can try going in a direction that doesn’t exist there, and thus be told “You can’t go that way.  You can only go North, South, or Dennis.”)  It’s a minor-to-moderate inconvenience, but it doesn’t make the game unplayable.

There are multiple endings to be had in this game, and at least two different men you can end up with.  Several of the endings fork from the same point.  Basically, toward the end of the game, you have to switch one item with another, and what you switch it with will determine the outcome (And let’s just say you really want to have a grip on who’s who at this point).  Of course, merely figuring out whodunnit isn’t enough to ensure everybody goes home safe and happy...

TLDR:
Pytho’s Mask is a fantastic intrigue flavored with romance and a little action.  It has its share of hiccups, but nothing so debilitating that you can’t finish the game.  “HELP” is your friend, and will save you from much woe.  On the whole, it’s worth checking out.

The Fortune Teller holds up a card.  On one side is an image of a reader agreeing with everything that the girl with the blog has just said.  On the obverse is an image of a reader shaking their head, tossing the blogger out of a convenient window, and going off to start their own blog, a better one, that will have blackjack and hookers.

Thứ Hai, 31 tháng 1, 2011

Rose Destiny 2 Dating Sim

Availability: Free, Online/browser
Format: Dating Sim
Rating: Teen
My Scores: (Writing: 2, Art: 2, Gameplay: 2) out of 5




Summary:


In Rose Destiny 2, the sequel to Rose Destiny Dating Sim, you are still Rose. This time, your father has gone away and "forgotten" to take you and Adrain. But no worries; he has arranged for you to stay at an all-boys school for demons while he finishes "errands".


Review:


Writing:


Wait...someone please tell me that the main character's last name isn't supposed to be Destiny...*sigh*.


Possible names aside, this game is a lot more cleaned up than its predecessor. Adrian's name is consistent, and we get more hints about what the heck is going on in this world. I actually found myself becoming interested in the suggested story.


In my review of the first game, I pointed out the oddness of a father wanting his daughter to find a boyfriend. In Rose Destiny 2, however, his motivation seems to be along the lines of wanting his daughter to marry into comfort. Much more plausible. Furthermore, I find it intriguing that they are broke and constantly moving while her father tries to wheel and deal. It makes me think exciting things are happening in the grand scheme.


That said, this game is still not perfect. For one thing, the spelling is horrible, and I want to fly into a violent rage every time someone discusses the prospect of "Marridge". M-A-R-R-I-A-G-E! Admittedly, I'm the last person who should be griping about spelling (For years, my attempts at "Scissors" caused pointing and laughing, and even now I still balk), but if *I* can tell that a lot of words are misspelled, then it's time to start using a dictionary.


Also, and this applies to both this game and the prequel, I feel that Adrian should be explained a little earlier on. If he is supposed to be the main character's adopted brother, then this information should be made fairly clear to the player at the beginning, as it is information that the main character knows. That's always a problem when it crops up in writing; how to convey to the audience information that the character already knows and thus has no practical reason to discuss. I think in this case, though, a few words in the intro would have covered it.


Finally, while there are some interesting possible plot threads, questions are not satisfactorily answered and too few explanations are given, leading me to wonder if there actually *is* a plot or if the author is just pulling things out of a hat (to use a polite form of the expression).


Art:


I still don't like the art, but at least it doesn't cause physical pain to look at, as in the first game. I can't put my finger on exactly what makes it better, but at least that awful font from the main page is replaced by something prettier, and that eye-straining "notebook style" intro is out. There also seems to be more in the way of backgrounds, and the characters aren't as short and squat as they were in the previous installment.


Also, it's time for me to adress a peeve that many artists are guilty of: If your character has hair covering an eye, we should not be able to see that eye. I think Aurelius from Frozen Essence has this problem, and I forget where else I've seen it, but it looks wrong and annoys me to no end. It's like the character had no eyes, combed their hair down, and then glued eyes onto their face. It's creepy, artists; please stop doing it.


Gameplay:


Most of the bugs from the first game are gone, although there are still a couple, such as the fact that choosing "Date" for someone you can't date yet results in repeating the first dialog with that character.


Speaking of dialog, though, let us REJOICE, for the dialog tree has been improved with relevant responses to your choices! Now, when you choose poorly, the character will tell you why this response was inappropriate....sort of. While some of the responses cause me to see the logic at work, others just serve to highlight the arbitrary nature of some of the branches. To give a made-up example:


Choice: "I like pudding" vs. "I like Mustard"


You select: "I like Pudding."


Hottie Responds: "Yay! Me too."


...Nothing happens. Next turn:


You Select: "I like Mustard"


Hottie Responds: "OMG I love mustard too! It is my favorite condiment! <3" (+10 EXP)


Game Progresses.


So....Okay. Now that's out of the way, there was one thing I forgot to mention in the last review, and that's the 10 gold rent charged in both of these games. I actually find it to be an interesting mechanic; it forces you to pay attention to something other than the Talk button, and with some extrapolation and tweaking, could make for a nice balance sim.


TLDR:


To Sum It All Up, we get more story and better flow in this game, though too much is still left hanging. The art is more tolerable, but still needs some improvement. Also, the gameplay is much improved, but still a little buggy. The game and its author show much potential, though, and I think that if a third installment were to come out, I would be interested in playing it.


Do you agree?

Thứ Ba, 25 tháng 1, 2011

Rose Destiny Dating Sim

Author: Chickslovegames

Availability: Free, Online/browser

Format: Dating Sim

Genre: Fantasy

Rating: Teen

My Scores: (Writing: 1, Art: 1, Gameplay: 1) out of 5




Summary:
In Rose Destiny Dating Sim, you, your father, and your brother have all moved to a new kingdom. Your father wants you to find a boyfriend, preferably in time for the ball.


Review:


Writing:
Notice how I didn't use any names in that summary. The dialog in the game doesn't make it very clear who's who and what's going on. Generally, you can figure out the boys' names by checking the stats sheet immediately after talking to one of them, but this brings up a hilarious inconsistency with the brother; throughout the game, your brother is referred to as Adrian, but the stats sheet lists him as Alex. This makes me think of a scene from a Cheech and Chong movie: "Dude, you never told me your name was Alex!" As for our "shy" but totally-willing-to-break-into-people's-houses-and-start-bossing-them-around protagonist, I think her name is supposed to be Rose, but I wouldn't bet my life on it.


As you can guess, I don't much care for the writing, but there are a couple places where I must give credit. One thing that impressed me is that one character has an attempted female-on-male rape in his backstory, and it is treated as something to be taken seriously. Often in fiction, and real life, the concept of women sexually attacking men is either not addressed, downplayed, or laughed off. We assume that women are too weak, or that men only respond when they want to, and neither of these assumptions are true; but because of them, a serious crime will often go unreported or unbelieved. As women, I think it's time we took responsibility and acknowledged the heinous things we are capable of.


Soap boxing aside, there was one other interesting bit that warrants half a point: The fact that Rose's father wants her to find a boyfriend. This is unusual, as parents generally either don't want their children dating (as the game mentions), or they want their children married off (mainly for status and/or money). Why this obsession with Rose finding a boyfriend as opposed to a husband, then? What does he have to gain? This would be very interesting if I didn't think it was merely an excuse for the dating sim setup, but if the author ever wants to do some serious retooling, she has the material for an intriguing story.


Art:
The art here is harsh, and also a bit confusing. The first time I played this game, I didn't see the "leave" option in the corner and thus couldn't figure out how to exit the house. Also, the intro to the game is hard on the eye and thus difficult to read.


Gameplay:
This game is broken. Choosing to work takes away hp more than once (after you click the button, and after it tells you how much you earned), and choosing to date someone who is not yet datable also results in a glitch. Also, it is possible (and easy) to end the day with -10 hp.


This game also commits the sin of having two nearly identical responses to pick from, one of which is wrong. Furthermore, the game won't tell you why it's wrong. Often, it feels like the author has written a script, and the point of the game is to guess what my exact lines are.


One more issue I have is with the lesbian in the market place. Some games have gay options; others don't, and that's fine. But why have a lesbian character, build up how much she's madly in love with you, give her Talk and Date buttons, and then have it come out that she's not actually an available character? Friends, when it comes to things like sex scenes and gay options, let us remember the words of Yoda: "Do or Do Not, there is no Tease."


TLDR:
In short, I found this game difficult to play and enjoy. In many ways, it reminded me of Dating Sim Academy, and has some of the same flaws. Still, as much as I hate both of them, I'm certain that every game has its audience. As long as there are redeeming qualities in a piece, there will be someone who can appreciate them; and when a piece has no such qualities, there will be someone who can enjoy it ironically. Alas, that someone is not me, but maybe it can be you. Feel free to say what you think.

Thứ Ba, 28 tháng 12, 2010

Kingdom Days Sim Date

Author: Pacthesis
Availability: Free, Online/browser
Format: Dating Sim
Genre: Fantasy
Rating: Everyone
My Scores: (Writing: 3.5, Art: 4.8, Gameplay: 3.5)




Summary:


In Kingdom Days Sim Date, you are Rose. You used to live in an orphanage, until one day you met a strange boy who revealed that you're the long-lost daughter of the king and queen, and he himself is your servant. Sometime after this, though, war forces you to flee from your castle and take shelter with a king who will only allow you to stay if you marry him at the end of a month. Will you go through with it, or will you find a future with someone else?


Review:


Once again, I found myself waffling over the numbers, so take them with a grain of salt. I may have to change my rating system again.


The Writing:
At first, I thought the whole bit with the orphanage was superfluous. Since the premise essentially boils down to "You are a princess", it didn't make sense to have such a long introduction sequence catering to the "Orphan has royal parents" fantasy, which probably hasn't been relevant since the 1800's. However, while this background doesn't have much bearing on the game in general, it becomes absolutely crucial for one character's path. Even so, it probably could have been handled differently - either introduced more subtly, or made more relevant to different parts of the game - so that it doesn't seem like a massive weight pressing down on the game with just one character path acting as a load-bearing pillar. Other than this, the game has Pacthesis' usual interweaving plot threads, attention to detail, and odd humor, all of which I've come to love.


The Art:
I almost gave this a 5. Almost. Had the art for some scenes been just a liiiiittle bit tighter, it would have been perfect; as it was, it was impressive. From the use of monochrome in the beginning, to the animation during the escape, to the detail of Rose and Lewis being spattered with mud as they run through the woods, it's clear that a lot of effort was put into this. The characters and scenery are lovely, expressions and wardrobe change quite a bit, and overall, I am just very impressed.


The Gameplay:
THE STATS DO SOMETHING! Finally, a Dating Sim where the stats actually do something: Charm is required in order to go on dates, Wisdom is required to work the better job, and Magic is used to unlock the cheat codes. Granted, the system is not above criticism, but it is a huge step up from the mostly decorative stats in Pacthesis' other games.


Like Idol Days, there is one hidden character who must be unlocked, and one character who shows up at the half-way point, meaning you have less time to complete his path. The game is also nice enough to tell you when you've completed each path. Also, there are no pesky minigames! Hooray!


Unfortunately, the endings are less satisfying once you realize that the *relationship points* mean nothing. Oh Pacthesis, why did you give me ice cream and take away my cake? The mechanics of the game appear to be rigged so that when you progress to a certain point in a character's path, you invite them to your wedding, which means that they show up at the church and can thus be selected for an ending. While this may seem a perfectly acceptable way to do things, there are two characters (The king and your servant) who will *always* show up at the church, regardless of your relationship with them. This means that you can pretty much approach a person you've had nothing to do with all month and say "OMG I love you! Let's get married and live happily ever after!" Compare this to Idol Days and Wonderland Days, where all of the characters show up to wish you well and only the one(s) you have a high enough relationship with will cart you off into the sunset. Since Kingdom Days is entirely dependent on the dialogue path/church mechanic, there's no purpose to the gifts or dating, and no sense of accomplishment when you "win" either the king or Lewis.


TLDR:
To sum it all up, it's pretty clear that Pacthesis keeps getting better and better at making these games. There are some new things being tried out here, some of which work and some of which don't. The writing isn't perfect, but it's nice; the art is impressive and shows a lot of attention and effort. I'm not a fan of the game's method of handling relationships, but it plays all right, and generally makes for a lovely and relaxing way of passing an afternoon.


As always: This is just my own opinion, based on my own experiences and biases. Feel free to share yours. :)

Thứ Hai, 29 tháng 11, 2010

Castle Chase

Author: Makio-Kuta and Racheal
Availability: Free, Download
Genre: Fantasy/Humor
Rating: PG
My Scores: (Writing:4, Art: 4, Gameplay: 6 5) out of 5
Summary:

In Castle Chase, you are Princess Monica. Your future, as it has been planned for you, involves marrying some prince from another kingdom and becoming a queen. That doesn't strike you as appealing, so you duck out from your studies for the day with the intent of going on a date! The problem is, who with?

Review:

My reaction upon seeing the game's home page: Yikes, who let the dogs out? Ugh, the English on this page is worse than a five-year-old's. And what the heck? "Two hour contest"? Is that how long they spent making this thing? Aw man, this is going to suck....

My reaction upon actually playing the game: OH MY GOD THIS IS THE BEST GAME I'VE EVER PLAYED IN MY LIFE!!!

--The following review is brought to you by Esther D. Bum, with many apologies to Doug Walker.--

There's this princess, and she looks like a bizarre anime character, which would suck if this was a romance game, but it isn't really a romance game! It's a comedy!! And she meets this guy who looks a lot like a girl, which is amazing since all the girls look like guys anyway! But she only looks bizarre when she's talking, because the rest of the time, she's a cute 8-bit rpg character like from the 80s or 90s! I was an 8-bit rpg character once, but then I got eaten by a turtle! And the music is all midievally and stuff!! It's amazing!!!

So the princess wants to go on a date even though dating doesn't exist yet, and everyone is like "NO! STAY IN SCHOOL!" But she says "Screw you I'm the Princess! I'll do what I want!" And she walks around the castle looking for someone who wants to date her, because she doesn't know princesses are hot stuff, and every time she talks to somebody, plot happens! And sometimes the plots are sweet and sometimes they're hilarious, and sometimes they're sweet AND hilarious, like chocolate-covered clowns!!!

So she's walking and walking and then she walks some more, because the castle is really, really big, and it's just like Legend of Zelda except that she doesn't fight anything! Or smash any pots! So it's not like Zelda at all! And she finds these objects everywhere and she gives them to people to make more plot happen, but some of the objects are red herrings, and one of them actually IS a red herring! So she walks around and sometimes people follow her, and different things can happen based on what she did and who she talked to, and then she gets an ending and the game is like "Okay, You're Done!" HOORAY!

This is Esther D. Bum saying CHANGE? You got change?? Aw, c'mon, help a girl out!!!

----
Seriously, this game was a lot of fun once I figured out the keyboard commands. (X is inventory and S is use, by the way; or at least it is on my copy.) Also, this is the last time I shall attempt to rip off Doug Walker's "Bum Reviews".

Thứ Ba, 23 tháng 11, 2010

Frozen Essence

Availability: Free, Download
Format: Visual Novel
Genre: Fantasy
Rating: Teen
My Scores: (Art:3.5, Writing:3.5, Gameplay: 2) out of 5


A big Thank You to Anviel for suggesting this. :) Ray mentioned it too, though I didn't see that comment until after this post was written. Thanks anyway, Dude!


Summary:


In Frozen Essence, you play a girl named Mina/InsertNameHere. You've spent the last 1,000 years sealed away, and during that time, you've completely forgotten who you are. Now somebody's broken you out, other people are chasing you, and you have no idea why any of this is happening.


Review:


The Writing:
I've been very ambivalent about what kind of score to give the writing, so take the number up there with a grain of salt. First of all, let me just say that I'm a sucker for original worlds. The drawback of such settings, however, is that they tend to require a ton of exposition, which the reader/player may not enjoy.


The story itself, while interesting, is hard to follow on the first run-through. You spend much of the game not knowing who anyone is, what's going on or why, and your character is in the same boat. So, points are given for immersion, I guess, but then taken away for the hinderance to comprehensibility. What makes it worse is the English. I'm guessing that the author is not a native English speaker, based on the strength of the substance but the weakness of the form. Like Requiem of the Abyss, imagine taking a good book; only this time, instead of running it through Babelfish, chop it up to make a nice salad. It makes an already mysterious story even harder to keep up with. After my first play-through, I was ready to give it a 2.


That said, the game becomes immensely more enjoyable on replay. The background is solid (minus a minor inconsistency about whether the East is the Earth region or the Air region), and there's a kind of thrill from catching a subtle reference that you missed or didn't understand the first time around. The more endings you get, the more you understand the world you're in, and the more satisfaction you get from the story.


Be forewarned, though, this story is long! It puts the "novel" in Visual Novel. One thing that annoyed me slightly about the game was the way the endings would seem to be drawing to a close...and then the story would continue. This cycle would repeat a few times until I was practically shouting "SOMEONE KILL HIM, ALREADY!"


The Art:
Bonus points to the creator for composing music instead of just yanking something off the "free music" shelf. Not only is it a nice touch of effort, but it's one that paid off. It captures the story perfectly. When someone walked in while I was playing this and asked what tone of story it was, (Drama? Comedy?), I replied, "Just...listen to the music. It's exactly what the music sounds like."


The backgrounds and special pictures were very lovely. However, the effect was ruined as soon as I saw Rune. The characters, while not bad, are sometimes a little wonky. I almost feel bad saying that, though, since it's clear that a lot of effort was put in. The art is anime/manga style, as seems to be usual for Visual Novels, and it's worth mentioning how deceptively difficult that style actually is; though stylized, it still requires a firm basis in real human anatomy, and is far less forgiving than most western cartooning styles.


There are quite a number of poses and backgrounds, though occasionally, it's obvious that a backdrop has been recycled. All in all, I think the most egregious flaw in the art (and I use the broader definition of "art" in this review) is the "Thwap" sound effect. It often sounds like people are randomly hitting Mina, themselves, and each other. What's really hilarious is the way Oryon keeps slapping himself during battle, due to an unfortunate combination of the "thwap" and a hand-clutching-chest pose.


The Gameplay:
The game is easily divided into two parts. Part one has you choosing your suitor, and part two has you playing out that character's ending. Part two has a bit more of a Kinetic Novel feel than part one -- lots of reading, with very little interaction. However, the level of interaction in either part leaves something to be desired.


Much of the initial interaction basically boils down to dialogue trees, and you explore each branch in order to get the exposition I mentioned in the Writing section. For the other interactions, it tends to be immediately obvious when you've chosen a "wrong" answer (e.g., you make Rune leave in a huff), which causes me to simply reload and choose a different track instead of exploring to see how the story unfolds with that choice in effect. (On the other hand, this may be better than simply making a character "unwinnable" without telling you, so take that as you will.)


There's also a sense of "railroad tracks" in the game, which rather annoyed me. It's one thing to have a series of events that must always happen, but it's another thing to "override" the player's choices. I outright hated when my choosing "Tell The Truth" resulted in something to the effect of "Oops, Telling the Truth sucks. I'll lie instead!" If you were going to have her lie anyway, then why even ask me?!


TLDR Version:
To sum it all up, Frozen Essence has a number of strengths and weaknesses. It benefits immensly from Multiple play-throughs, and the Death ending is easily the most fun and cathartic after you've gotten the other endings and seen the crap these people put Mina through. It could definitely be much improved with a good proofreading by a native English speaker, though. All in all, I think this piece shows some excellent potential, and I look forward to any future works from this author. Also, the Water path definitely did not make me cry. Not even a little bit. ...I need a tissue.

Thứ Ba, 12 tháng 10, 2010

Spirited Heart

Author: ?
Availability: Demo/$19.99 Full Version, Download
Format: Raising Sims
Genre: Fantasy
Rating: Teen
My Score: 2.5 out of 5

Summary:
Spirited Heart is a raising sim, much in the style of Princess Maker. You play a girl in a fantastical setting, on your own for the first time. Work jobs, take classes, and see what you end up becoming.

Review:
First of all, let me just express my appreciation for the art; it’s clean, it’s professional-looking, and I quite like it. The layout’s nice, too. All in all, I give the art a 4. It is anime-based, as many of these games seem to be.
The writing is decent, and I like how the creator justifies the stat changes in-story. I particularly like how you can tweak some of your character’s stats by reliving “past events”, ala Choice of the Dragon. As an aside, why is it that fantasy settings have silly-sounding place names? I can’t really fault the game’s creator here, but it’s something about the genre that struck me while I was playing.
So, we have nice art and good writing, and then it all gets shot by the gameplay.
I HAte the gameplay here, with a capital ‘H’, and an ‘A’ for good measure. On the one hand, it’s cool that you can pick one of three races, choose her general background, and then further tweak her history if you like. That part is great. But as for the game proper, everything is much too random.
Want to work a job? Roll a die to find out if you did well enough to raise stats and/or get paid. Want to find romance? You have six potential suitors: Just keep hacking away at certain jobs and hope their associated Random Events eventually show up. Repeat until your health is low and your spirits are crushed, then waste your time and money resting so that you can start all over.
Granted, it’s fairly realistic to meet someone randomly. However, once you’ve become aware of that person, it should be easier to intentionally track them down to initiate interaction; especially when you know what places they frequent! In other words, if Elf Boy really does sing at that bar every single day, then I should be able to just click something like “Go Talk to Elf Boy” or “Invite Elf Boy over for beer”, instead of just mashing the “Work last job” button over and over until the game’s D20 (or whatever it is) finally lands on Elf Boy’s magic number. The problem with having every aspect of a relationship left up to chance is that it is, though statistically rare, entirely possible to roll an entire string of 1s, which means that no matter what you do, the relationship won’t progress at all. That. Sucks.
All in all, this game had some good ideas; and the addictive nature of multi-ending games means that, if the full version were free, I’d probably have played through it a few times despite the frustration. In my opinion, though, it’s not worth paying for. I don’t even know* what the price of the full version is; but as it stands, I wouldn’t give a dollar for it.
Of course, all this is just my opinion. Others may find the game more enjoyable than I did. Feel free to try it out and discuss your experiences in the comments.

*ETA: After writing this post, I looked up the price for the info section at the top.

Thứ Hai, 13 tháng 9, 2010

Fantasia: Requiem of the Abyss

Author: ?
Availability: Free, Download
Format: Visual Novel
Genre: Fantasy
Rating: Teen
My Score: 4 out of 5




Summary:
Fantasia: Requiem of the Abyss seems to be the middle part of a trilogy (as I found out belatedly). You play Valen, the daughter of a demon lord and a human woman. The evil Thanos has struck the land with famine, causing nations to go to war, and must be stopped using a blue orb. Your new friends will help you.


Review:


Despite being the middle chapter of a series, I had no problem diving right into the story. In fact, I didn't even *realize* I'd started with the wrong chapter until I was well committed to it. The story itself is quite involving, complex and neatly woven together. The characters are individualized and engrossing, and I find myself feeling for them. The only fly in this ointment, and it's a pretty hefty one, is the English.


Imagine taking your favorite book, running it through several languages on Babelfish, and then Translating it back to English. That's how bad some of these chapters get. With a little thought, you can understand what the author is saying, but the effect is like picnicking in a beautiful meadow when all the mosquitoes are out. The setting is lovely, and you've brought some good things to the table, but...oh man... *swat* *swat* *swat*.


I'm a bit more ambivalent about the art. When I first saw it, there was something about it that I didn't like; something I still can't put my finger on. It's fairly consistent with itself, so I honestly don't know if its just a style that I don't care for, or if the artist is actually doing something wrong somewhere. To be fair, though, once I got deeper into the game, I started deciding that certain characters were cute and/or hawtsome, so make of that what you will. Also, there's a good range of poses and expressions for each character, and the scenery is quite lovely.


Now for the game-play: ONE thing prevents the gameplay from getting a perfect 5, and that is the fact that, in the version I downloaded at least, the solitaire minigame is broken. That's it. Everything else about the gameplay is perfect.


The story changes and branches according to the choices you make, but the branches are kept neatly tied into the main story, and there are certain landmarks you will always hit no matter whose path you're on. It's not too linear, but not a sprawling mess of infinite branches either. (I made one of the latter, once. It wasn't pretty.) Yes, there is a section with minigames, but there is no rule that you have to play them in order to progress. I was impressed to find that the results of the arm-wrestling match were in fact randomized, as I discovered when I tried to cheat by save-scumming. Er....I mean...ah well.


What impressed me most, though, was that unlike some works I've played, the past did not change according to your choices! I hate when that happens in games: You're Prince Charming's long-lost sister in Ending A, but Ending B has you getting married and, I assume, miraculously being NOT related to each other. (Cute Knight is the mentioned offender here, but there are others.) Past events should not simply change, and in F: RotA, they don't. The characters' histories are solid. If you pursue character X, it doesn't change the fact that character Z still loved you all along, which gives the endings even more emotional impact. The only things that change based on your choices are your future and current circumstances, which is as it should be.


In short, I loved this game. I got hooked playing it. It has two big flaws, as noted above, but the characters are great and the story is compelling. I don't know if the prequel comes close in quality, and I don't know what the sequel must be like, but this is an excellent game.

Thứ Ba, 13 tháng 4, 2010

Dating Sim Academy

Author: Bomee
Availability: Free, Online/Browser
Genre: Fantasy
Rating: Teen
My Score: 1 out of 5

Found at www.NewGrounds.com OR www.Nummyz.com

Summary:

In Dating Sim Academy, You play Air, a flat-chested girl from Earth who somehow finds herself in the magical “Purra Land”. Purra Land is populated by Purras, spirits with human and animal features (Think Catgirls). In 50 days, you will get a chance to make a wish under the starry moon – provided you have found True Love, of course.

Review:

I didn’t really care for the art at all. The best parts of it were okay, and the worst bits were practically doodles. While it could have been worse, I just wasn’t very impressed with it. The main redeeming qualities of the art were the special effects: Blinking and movement in the characters, sparkles, and other little details. However, they’re like ketchup on a dry meatloaf: it helps, but only to a point. Interestingly, at least one of the reviews on Newgrounds praised the artwork, so maybe I’m just spoiled. Feel free to discuss your opinion in the comments.

As for the writing; the plot is fairly obviously an “Excuse Plot”. I can respect that; sometimes you just want to dive into a fantasy and don’t need to spend an hour learning why the scenario is possible and how it all came to be and so on. It’s MAGIC! Bam! Now on with the show. Players who are looking for something more deep and involved, though, will be left out in the cold.

While I can forgive the lack of a complex plot, the fact that the characters aren’t very complex bothers me. In a dating sim, the characters are pretty much the main reason you’re here; you expect them to either look good or be interesting. Since the art isn’t very mind-blowing, it falls to the writing to give the characters interesting personalities that make you care about them. However, the writing here falls flat too.

The worst crime committed, though, is the ambiguity. Very frequently, the presented dialog options will seem equally valid, and in some cases will even be synonymous with each other! However, only one will be correct, and it’s effectively a stab in the dark to figure out which. Once you’ve made your selection, the character will give a stock phrase that translates to either “right” or “wrong”, and you have to spend another 10 hp on conversation to get anything meaningful, even if it’s supposed to be a reaction to what you just said. Also irritating, though for a different reason, is the tendency of a conversation segment to have Only One Possible Response; the equivalent of just clicking “Next.” I feel these moments rob the player of the experience, which is already at a premium.

Finally, there’s the game play. The game will tell you that 50 days is a short time; I disagree. In 50 days, I was pretty much able to max out 3 out of the 4 characters, and that was taking into account the HP wasted on wrong answers and playing the shell mini-game. This game has fewer options than other dating games, since the Give Gift option only tells you what to bring on your date (which is the last thing you’ll be doing in the game). So basically, that just leaves you with Talk. The most interesting part of the gameplay is the shell mini-game, and coming from me, this should tell you something. Fortunately, you don’t have to wait all 50 days; once you set things up for a date with a character, you can end the game early.

My final complaint is the teasing. In the mini-game, there is a promise that gaining a certain amount of points will earn you a secret, with the suggestion being that it’s something naughty. The suggestion is a lie. Now don’t get me wrong; I am perfectly fine with games and authors that refuse to cross over into Adult territory. I approve of this. But teasing can make the player frustrated and annoyed in the best circumstances; making the player work for a false promise is simply mean.

I realize I’ve been awfully harsh with this game. Others seem to have enjoyed it, and I grant that it’s basically a light bit of fluff. However, I personally found it to be boring, as well as the worst girl-oriented dating sim I’ve played to date (pun not intended). Still, try it yourself and see what you think, and if you find you like it, feel free to tell me to stuff it.

Thứ Ba, 30 tháng 3, 2010

Other Age

Author: Zeiva
Availability: Free, Online/Browser
Format: Dating Sim
Genre: Fantasy
Rating: Everyone
My Score: 3 out of 5




Summary:
Other Age casts you as a princess in some kind of magical, faraway kingdom. It's your sixteenth birthday, and tradition dictates that it's now time for you to find a suitor. To help you with this, Chancellor Nitarou has created the Luv Luv Nitarou Deluxe!!!


Review:
First of all, let me say that the art in this game is absolutely gorgeous. It has a strong anime/manga influence, which may please some and repel others. Even so, the level of detail and quality is mind blowing; the characters and backgrounds are beautifully drawn, the title screen has little lights that gently float across it, and heck, even the buttons and the loading screen are cute! To top it off, the player avatar is animated, and some of the characters even blink! Truly, the art alone makes this game worth a play-through.


The writing itself is fair. Like My Cup of Tea, the author has based the game on characters from her other original works (In this case, her other games). The premise has a nice sense of fantasy to it, and there is also a bit of humor and occasional fourth-wall breaking. Where it begins to lose points is the English.


Go ahead and call me a Grammar Nazi; maybe I am. But, from early on I got the feeling that English is not Zeiva's first language. Oh, it's readable, don't worry about that; but little things like missing "the"s or s's, and words or phrases that just aren't quite right somehow, make it a bit awkward and disrupt the game's spell.


Also, while I appreciate the author's use of original characters, I feel it could be somehow handled better. If, like me, you play Other Age without first playing Zeiva's other games, then you'll spend much of the game barely knowing these characters at all. Since the format of this game doesn't really allow for relationship-building as much as the others, the suitors tend to remain nearly perfect strangers. There is an epilogue for each character that gives a nice sense of who they are, but personally, I think there needs to be a bit more build-up beforehand. You may disagree.


The one thing that truly sinks the game's score, though, is the game-play itself. All you need to know about the game-play can be summed up thusly: The game itself is free. The Strategy Guide costs money.


Other Age doesn't follow the typical Dating-Sim format; it's basically half personality quiz and half mini-game. This in and of itself is not necessarily a bad thing, my hatred of minigames aside. However, this game is - to borrow the phrase - Nintendo Hard. First, you must input a certain pattern of answers into the Luv Luv Nitarou Deluxe in order to get a certain suitor (and most of the combinations result in an individual that must be gotten rid of). Then, you must say the right things to persuade him to date you, and then choose a dating location out of 5 possible sites. Only 1 site will interest him, and you only have 2 chances to guess correctly. Finally, each dating site is a minigame, which of course must be won or you shall end in failure.


My main complaint is that most of the answers in this game are too unintuitive. I'm fairly certain that I've gotten the same character after feeding conflicting data into the machine on other playthroughs, and often it takes multiple playthroughs just to figure out what to say to a person and where to take them. Worse still, any single mistake made at any point will end the game and force you to start from the beginning. With few exceptions, the game is both unreasonable and unmerciful.


So what's the verdict, then? I think Other Age is both frustrating and somehow addictive. Its sense of beauty overrides the often frustrating gameplay. Frankly, I'm surprised that I didn't end up scoring it much higher, and once you play it, you may end up deciding that I've been too harsh in some of my judgements.

Thứ Ba, 16 tháng 3, 2010

Wonderland Days Sim Date

Author: Pacthesis
Availability:
Free, Online/Browser

Format: Dating Sim
Genre: Fantasy / Literature

Rating: Everyone

My Score: 4 out of 5



Found At: http://www.newgrounds.com/



Summary:

In Wonderland Days Sim Date, You play as Alice, who may or may not be the original Alice of Wonderland fame. It's implied in one ending that the book by Lewis Carroll is a separate entity. Anyway, It's your birthday, and when your cute childhood friend goes to fetch your present, you end up following a rabbit down a hole and landing in Wonderland. It turns out the hole is a portal that only opens once a month, so you're basically stuck chilling in a beautiful setting surrounded by cute characters until the big dance at the end of the month. Oh woe is you. ;)



Review:

Of all the dating sims I've ever played, this is the best by a far cry. The art is clean and excellent by internet standards, and I'm in love with how Pacthesis handled the writing. Other than "You must find a date in x days", the game contains an overarching storyline of which each character holds a piece. One character will tell you more about what's going on and how you got there, but even he doesn't know everything about this little world.



The game deviates a lot from the book, which may strike you as either a good thing or a bad thing. The characters are given new back-stories and, in some cases such as the March Hare and the Tweedle twins, different genders. (The girls are only extras, by the way; there is no lesbian option.) Personalities are also tweaked according to the genre, but not, in my opinion, too far fetched. There's a lot less madness in this version of Wonderland, but it keeps a lovely sense of fantasy.



My biggest complaint about the game is the Gemini mini-game. Mini-games in general tend to drive me nuts. In this one, you have to dig through a pile of crap looking for a given object. It's not like those Eye-Spy games; you have to *MOVE* all the other items aside in order to uncover the quest object. It's tedious, frustrating, and thankfully not mandatory. It's basically a "job" game to give you 10 gold, but you can earn almost that same amount through Street Performing. Performing is also a minigame, but it's a lot less clicking and grumbling; you basically just choose which act to do for your audience and if you choose right, they tip you. The answers never change, so you can easily memorize the pattern to maximize your earnings.



In short, this is probably the best free, online example of the genre you can find. It adheres to the basic formula, but the writing keeps it from becoming tedious. The worst minigame is avoidable, and there are suprises to be had if you're willing to click around a bit. Also, it's really hard to lose this game. Even if you fail to court any of the Wonderland cast properly, you can still go to bed and wake up with a final chance at finding true love. Not a bad deal, all things considered!
Girls Generation - Korean