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Thứ Ba, 15 tháng 3, 2011

1st Teen Story: Lollipop Love

Author: Nyu

Availability: Free, Download

Format: Dating Sim (Stat-Based)

Genre: School Romance

Rating: Teen

My Scores: (Writing: 2, Art: 2.5, Gameplay: 2)




Summary:
In 1st Teen Story: Lollipop Love, you are a teenage Vietnamese girl attending school. You've never had a boyfriend before, but now, that's about to change. You have three guys to choose from.


Review:


Writing:


First of all, let me say that my interest perked up when I learned that the protagonist is Vietnamese. This is something you don't see everyday in dating sims; the usual nationalities for characters in this genre tend to be Japanese, American, Unspecified-but-similar-to-either-Japanese-or-American, and Fantasy-Land-ian. Having our protagonist be Vietnamese, then, is a welcome break.


...Or at least, it would be. Much to my disappointment, we get no cultural flavor outside of a few names; and even there, the protagonist herself appears to have no name at all. If the narrator didn't specify that she was Vietnamese, we could just as easily have filed this under one of the "Standard Dating Sim Nationalities" mentioned above (well, except for possibly the fourth one). Now, I'm not saying the game has to take us on a field trip to Hanoi, but a little bit more identity would be nice. For one thing, I don't know if this game is actually set in Vietnam, or if the character is ethnically Vietnamese but living in another country. Either scenario would have its own impact on the character. It brings me back to my complaint about Winter Dance Sim Date: If you have an unusual setup or character hook, don't just blurt it and ignore it; take it and run with it.


As for more legitimate complaints, the English here is horrible, hard to read, and often vaguely reminiscent of internet chatspeak. While that can be excused by the author being young and/or not a native English speaker, the one thing not remotely excusable is the complete lack of actual, quoted dialog. Instead of seeing what characters have to say, we are instead given the information second-hand, kind of like this:


"He said that he liked my top so I thanked him and he said I was welcome." (Not an Excerpt)


That's basically how the dialog is conveyed. Not only do I find it annoying, but it also short-changes the reader. What exactly did that person say? This can reveal so much about their character! To keep with this hypothetical example, there are many ways our "he" could have expressed his liking of the top:


1. "Um...hey, uh...*blush*...that's a....that's a nice, um, shirt you're wearing."


2. "Hey. Cool top."


3. "Fair maiden, the colors of the cloth that girds thy bosom brings out the wondrous hue of thy eyes and strikes my heart with rapture at thy beauty!"


See? One sentiment, three different personalities. This is why exact quotes are important in character-driven works such as dating sims. And if the lines in the game are exact quotes, then why are there no quotation marks? Is it really so much to ask?


Art:


Once again, I found myself with a non-uniform opinion of the art. I like that it has a paint and colored-pencil look to it; there's a sweet, bright, and informal quality to much of the artwork, and I love the cute little icons that appear when you try to quit from the game. However, the characters' proportions are very off, and they tend to look downright odd to me. Granted, drawing people is hard (oh, how it's hard), and there seems to be some stylization going on here but...well, I'm sorry, I just think it looks off. After much waffling, I ended up giving it a slightly lower score on the basis that the backgrounds are obviously photos run through a Photoshop filter. Yes, I'm aware that game creators often use this technique, but my complaint is that I can tell.


Gameplay:


If you make a dating sim or visual novel, please don't ever make the first sentence "What should I say?". When I first started playing, I thought the game had glitched and I was about to be confronted with dialog options for a conversation I knew nothing about! Fortunately, that was not the case, though it did make for a startling/irritating first impression.


My next major impression here was "Holy Cow, it's the Renpy DSE Engine!" I don't know how many of you are familiar with renpy; it's the game-making program most associated with LemmaSoft Forums (which many of these reviews link to, you may notice). Since its main purpose is actually for making visual novels, a framework was specially constructed for making dating sims: Renpy DSE. I didn't know what to make of this discovery. While the game's underlying structure was baldly obvious (to me, anyway), even introducing a character in a way that echoed the DSE's sample game, there ought to be no shame in using a tool (I've been working with this one myself, in fact), and there clearly was some tweaking done. Still, it was an odd feeling, like that moment when Santa Clause enters the room and you immediately notice he's wearing your dad's belt buckle.


Aside from that, I found the game to be rather slow and drawn out, and engaging in social/intellectual type activities causes the conflicting stat to drop by a ludicrous amount. Going out one time after school causes my IQ to drop several points? Why? Is the park near a noxious chemical plant or something?


TLDR:


The game looks cute, but I found it to be dull and a bit frustrating, both in the gameplay and the writing. It's okay for a first try at game-making, but I wouldn't exactly recommend it to all of my friends. Of course, all this is just my opinion, and you may think that I'm completely off my rocker.


Feel free to discuss your thoughts in the comments.


Thứ Ba, 18 tháng 1, 2011

&lt3

Author: Mole-Chan
Availability: Free, Download
Format: Visual Novel
Rating: Teen
My Scores: (Writing: 2.5, Art: 3.5, Gameplay: 2.5)




Summary:
In <3 , you are a computer named Ime. Your owner has abandoned you, and so you find yourself working at a facility that traps computer viruses. The latest threat going around is the <3 virus, which causes AIs to fall in love!


Review:


Writing:
For some reason, I was expecting a completely different story when I downloaded this. Ah, well. Suffice to say, the <3 virus is basically just a McGuffin that gives you an excuse to get close to people.


I had a hard time getting into the story, personally. The characters and situations felt a bit under-developed; not flat, mind you, but like we weren't given all the necessary data about them, which made it harder to care. There were too many loose ends and unanswered questions. Why was Ime abandoned? What's going on with Vaquita's owner? Who broke in and why? WHY SMASH THE MONITORS?


I'm also not clear on the exact nature of these computer people. The concept seems to be similar to Chobits, where a "personal computer" is basically an android, with laptops and hand-helds corresponding to tinier androids. The computers in <3 , however, seem to be much more human than machine, and I don't just mean in the romantic "Robots can feel!" sense. These "computers" go out for dinner and eat fast food. They get tired, sleep in beds, and have issues with privacy and "funny business", just like humans. Why? Why do they behave like organic life-forms, instead of charging up, running as long as they have access to electricity, and just powering down in a corner when they run out of juice? This is not answered. For the record, robot-girl Ping from MegaTokyo eats food, but this is explained in the strip: It's a necessary function for a Dating Game accessory to have (since dating usually involves eating), and she is able to internally process sugar into electricity. <3 doesn't address the issue at all, unless I missed something crucial; so I'm left with the impression that Ime is just an ordinary girl with amnesia and a CD slot.


Art:
The art is anime/manga style. It has some strong points, but the score ends up being pulled down by one stupid detail: female anatomy. The women in this game look like they have oranges glued under their necks, near their armpits. It's jarring. You may scoff, but I find it very distracting, and thus it sinks the art score like a rock.


Gameplay:
While quite a few games have a gay/lesbian option, this is the first one I identify as being both GxB and GxG. There are four people you can end the game with, and it's an even split between the boys and the girls. Granted, one girl's ending is platonic, but this is balanced out by one guy's path being so short that it almost feels like a non-standard Game Over.


That guy's path really annoyed me. It was so short, that I barely learned anything about him at all. His ending has Ime comment about him "finally wanting something for himself", but at that point, he hadn't really done anything to establish his character, let alone mark him as being selfless. It was only on other characters' paths that I got to see a glimpse of what the author was talking about. This goes back to what I was saying about the writing; the story doesn't give us all the information we need about the characters.


Also, the game didn't really feel very cohesive to me. There were little inconsistencies, like the fact that one character dies when you don't revisit them, even though visiting them just shows them being saved by someone else. Oh, and this supposedly non-dangerous computer virus will kill you if you don't choose a character's path. All in all, it just didn't line up quite right.


TLDR:
To make a long post short, I was disappointed with <3 . It left too much unexplained; I had a hard time getting into the story and characters, and the boobs on the women seriously need to drop down a few inches (middle of the rib-cage should be about right). Also, while the game's name is fairly clever, its similarity to an incomplete HTML tag caused me to lose half of my saved draft of this post, and that makes me angry. (Edit: Much thanks to my friend Anna for telling me how to get the < / > symbols up.)


Of course, that's just me. You might decide that you like, love it, and/or want some more of it; or maybe you hate this game and think that I wasn't harsh enough on it. Feel free to point this out in the comments!




Thứ Ba, 11 tháng 1, 2011

Secret Santa

Author: Eternal Dreams
Availability: Free, Download
Format: Visual Novel
Genre: School Romance (If that's not a genre, it should be.)
Rating: Everyone
My Scores: (Writing: 2.5, Art: 2.5, Gameplay: 2.5)


Summary:
In Secret Santa, you are [Insert Name Here]. Your school has a Secret Santa program, and you've been assigned to get a gift for a boy you have a crush on. Perhaps this is the perfect opportunity to win his heart?

Review:

Once again, we have a proclaimed First Attempt at game-making, and once again, I try not to let that color my ratings, although it is a nice first try.

Writing:
Proof-read, authors, proof-read! Is that so much to ask? The English here isn't as bad as in some of the games I've reviewed; I get the impression that the author is a native English speaker, albeit fairly young (I could be wrong on both counts, though). While it's comprehensible, there are still enough spelling/grammar problems to make my inner grammar nazi cringe.

The story itself is simple and cute, and captures the feelings of young kids experiencing puppy love in a way that feels mostly honest, and only a little bit wish-fulfilly in terms of Haruta's* character. I like the fact that winning him over doesn't result in him instantly falling head over heels for you with hearts and flowers and ponies; instead, he just agrees to give you a chance. Just a chance. It's a small step that grows into something more, in a way that's plausible and beautiful.

*At this point, I must ask, since it's crossed my mind many times: Why do all of these games give the characters Japanese names, regardless of where they're set? I've been chalking it up to the fact that the visual novel/dating sim formats originated in Japan, but it still doesn't make much sense. If any authors/game makers are reading this, I challenge you: Make a game with no Japanese names in it. Maybe have some ordinary Georges, Bills, or Harrys (Harries?), or heck, use names from another country like France or Mexico. For extra hilarity, have the game be set in Japan.

Art:
Well, the art isn't exactly Disney quality, but I don't mind it too much. Yes, it's wonky and out of proportion in ways that reaffirm my "Young author" conclusion, but it's also bright and cute. The over-all effect reminds me of Bomee's My Cup of Tea. Also, the music is nice.

Gameplay:
I'm not quite sure what to make of the gameplay. It's certainly not perfect, but I can't exactly peg what's wrong. Perhaps the best way to describe it is that while a good multi-ending game encourages replaying, this game pretty much requires it. On the first, cold play-through, the options (with few exceptions) seem to amount to "Door #1, Door #2, or Door #3?" You have no idea what's behind any of these doors; why any choice would be better than another. Of course, once you've seen the consequences of your actions and gotten a feel for the characters, the correct options suddenly become a lot more obvious.

TLDR:
Like I said, this was a good first try. Over all, it strikes me as a fairly middling game; it has its flaws, but it's still cute and worth playing.

That's my opinion. What do you think?

Thứ Hai, 25 tháng 10, 2010

Re: Alistair

Author: ?
Availability: Free, Download
Format: Dating Sim
Rating: Teen
My Score: 3 out of 5


Summary:

Re: Alistair is a stat-based dating sim. You play Merui, a gamer girl obsessed with a MMORPG called Rivenwell Online. Another player has stolen your kill and claimed your prize, and you've since discovered that this player is one of three people who goes to your school. The problem is, which one?

Review:

I definitely want to give the writing bonus points right off the bat for having Merui be a gamer. After all, the very reason this blog was started was because of the misconception that girls don't game, so this is a welcome aversion of that old tripe. More generally, though, I think the characters are decent; the story is solid, and I like the way the emails and the gaming sessions are handled.

The art is likewise very good. Once again, it's based on anime/manga stylings, so a heads up to those of you who aren't fans of the genre. Presonally, I like it, and I enjoy the style change between the real world and the game.

The gameplay itself is something I'm a bit more ambivalent about. First of all, let me applaud the fact that the mystery of Alistair's identity has only one correct answer. You can end up with any of the three boys, but who you end up with does not in anyway influence who Alistair turns out to be. As for ending up with the boys, though, therein lies the problem...

This is the first truly stat-based dating sim I've ever played; while Festival Days had some Stats, they mostly influenced how much money you could earn, and other things that more or less became irrelevant once you cracked the system. In Re: Alistair, though, your stats determine who you end up with...I think.

The fact is, I'm not quite sure how it works. At first, it seemed pretty obvious to me: You have stats for Social, Network, and Intelligence, and your suitors are a Popular Jock, a Computer Guy, and a Smart Classmate. I initially assumed a direct correlation, then, between each stat and each guy, but single-mindedly pursuing one stat/guy resulted in *nothing*. If there's a combination that needs to be reached, I'm not sure what it is. According to the forums, success apparently lies in buying many, many objects, but there's no real clues for which objects to purchase (Except for one item suggested by each guy, but that's apparently not enough). At some point, I actually *did* get a good ending for one of the characters, but frankly, I'm not sure how I got it!

That's what really bothers me: I don't know how I got that good ending. I'm completely baffled. Personally, I think that if the player doesn't know what they did right, then something is wrong.

To sum it all up, Re: Alistair is pretty, well-written, and I have no clue what it wants from the player. WHAT DO YOU WANT FROM ME, ALISTAIR? WHAT DO YOU WANT???!!!!

*Ahem* Sorry. Perhaps you'll have better luck with it, though. Feel free to try it out and share your experiences in the comics.

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.
Girls Generation - Korean