8 reviews liked by himemiya


This review contains spoilers

I really enjoyed my time playing P5R, but it was something that, despite my enjoyment, all my grievances come to mind first.

I am someone coming into Persona 5 Royal with practically no experience with the base game. I have played a couple of Shin Megami Tensei games; I enjoyed them, but not overly so. I have played Persona 4 before, and it is my least favorite game ever. I didn't expect to come back and try out P5 ever again, but it happened for some reason. Due to my experiences with P4, I came in with really bad impressions, but I quickly found myself very addicted to the gameplay loop.

Just in terms of gameplay, I think P5 is very impressive and stunning. I have a lot of respect for the series for recognizing that things can be done to make its systems better, but not jumping to overhaul every single thing. I like turn-based combat, and I think the transition to everything becoming action RPGs is a little sad. I appreciate that the SMT series kept its core. I really like the technical status effect mechanics, I love everything with the guns, and I am very overjoyed to see demon negotiation and enemies that are not gloves and tables.

Palace designs are equally fun; even the typical SMT-type bland-ish dungeon, Mementos, is not boring to explore. Not all puzzles are winners, but most do not overstay their welcome. I think they also do a good job of changing up the palaces. By the time things get stale, they introduce Futaba’s palace, which is a very big shakeup. Afterwards, even the return to the more common type of palace is a little different due to how Haru was integrated and introduced.

The gameplay is near perfect, but turning to the story is where things get a bit troubling. P5 has a very similar issue to P4 in the way that it can be very hypocritical.

I think the most defining moment of P5 is when Ann is telling Kamoshida off for the way he treats women and minors, and then the game transitions into the battle screen, where Ann is always positioned bending over with her ass out in the camera. Ann is repeatedly made uncomfortable and harassed for “humor”. There are instances where control is taken away from the player in cutscenes and the main character makes Ann uncomfortable, and the player is invited to be creepy to her.

Kamoshida is a good villain, his palace is good, and he serves to show a real problem in the world, but it is hard to take the game seriously when it is often just as bad as him. He sexually harassed teenage girls; the game sexually harasses teenage girls. He abused the young men on his team; the game often has Ryuji getting hurt as a joke. He is a teacher that has relationships with his students; you can have a confidant with your homeroom teacher and date her. P5 wants to talk about issues in society when it cannot recognize that it itself, as a series, has existed making fun of minorities, being weird about women, and overall just putting people down.

Ann's arc is especially frustrating as the game opens by detailing the sexual harassment she faces, and the game follows this all up by introducing Yusuke through sexually harassing her. Yusuke's introduction is very aggravating, as he is not a standard "pervert character". He is a joke character in his introduction, and the joke is that he is so socially unaware that he sexually harasses Ann. Ann is told to repeatedly put up with it by her friends so they can get information on their next target, even though the entire opening of the game was about holding Ann's sexual harasser accountable and bringing his abuse to the public's attention. Overall, it is terrible to Ann's character for putting her through more abuse just for the sake of it, and it is terrible to Yusuke's character for treating his neurodivergencies as a joke and creepy.

I feel as though Persona's misogyny problems cannot go away due to how essential sexism is to the way Persona operates. Women cannot just exist in Persona. Women cannot just be friends, they cannot just be teachers, they cannot just be sisters, they must all fit into the dating simulation format; and they must all secretly want you no matter what. It frustrating. It feels like all of the girl's confidants cannot be serious and complex, as they all need to end with them confessing their feelings, since, as the protagonist, you are always effortlessly perfect, wanted, and irresistible.

I think the hypocrisy is the worst issue, but I also think it is sometimes hard to take the game seriously with how on the nose it is. It does do a lot of interesting things, but it doesn't seem to have a lot of faith in itself or the player. In Futaba’s Palace, each mural describing her life is described to you by the characters. When you hear about someone doing bad things in the world through a Mementos request, all of the characters reinstate multiple times why what the person is doing is wrong. In the late game, I had a lot of issues with how "society" was represented in the game. Some things really reminded me of those "people are being controlled by their phones" type comics.

Once you meet Yaldabaoth, and it is introduced as the true main villain, you learn that its stance is that society is a mindless mass; the game rejects this, and yet this is directly how it has been portraying the people of the world. A mindless mass that will follow even the cruelest of people. There are multiple reasons why bad people get support besides direct approval. There is fear, oppression, coercion, restriction of knowledge, and a multitude of other things. P5 will sometimes acknowledge these things, but for the most part, the way it portrays the general masses of people in the world lacks nuance. Many of the scenes in between days or loading screens showing dialogue between people were very weak. The game's messaging feels very sloppy in terms of its final boss.

I think the framing of P5 is neat. I like the integration, and I like the suspense of knowing what's going to happen. I think they can cut back to the present too often, but for the most part, it is very good. I think Akechi is a great character. He's a perfect twist villain, though I don't feel fully right calling him that because I think the point of him is that you are supposed to know. The best parts of P5 come from it being a game about waiting for the other shoe to drop with multiple people and story beats. Talking to Akechi is tense and suspenseful since it's all about waiting for the moment when they're going to drop the character portrait where he has sharp teeth and hazy eyes. Not only that, but despite being a character you go in feeling like you know nearly everything about, he still manages to surprise by not being a sudden face-heel turn villain; he is telling you too much at every corner. Akechi is always just a couple words away from revealing it all when you would expect a character like him to keep playing dumb.

Things were nearly perfect, but then the game wanted to be smart. It wanted the player to think it was smart. I think they started to think about things on too many levels. They realized that everyone would know Akechi was a villain and didn't realize how perfect it was since they needed to be the ones on top. It feels like they wanted the twist not to be that he was villainous, but that everyone knew.

I think the story section where the game is finally in the present day is, frankly, terrible. Having the game purposely leave out things that the main characters were doing and saying, just so it can come back later and go "Of course everyone knew. Now all of the characters will explain to you all the cool stuff they did, while all the side characters comment on how cool and smart they are", is frustrating to experience. P5 so badly wants to seem smart at this moment, but it never has been. It's hypocritical, lacking in subtlety, and at this moment it's just cheap and annoying.

P5 can have small moments where it is smart or sneaky. Yeah, it's cool that there are hints at Akechi's true intentions. It's neat that the player may be able to pick up that he heard Morgana, but all of that is ruined when the game replays the "pancakes scene" over and over multiple times. It doesn't feel like a fun moment that the player may pick up on; it feels like a moment they made to rub in your face so you can praise the game. They do much better with the false Igor, which makes the fact that they did all of this so weird. Overall, it's just a very cheap and annoying part of the game.

I will be polite and end on a nicer note. Futaba’s Palace was perfect. A great shakeup and a good character study. I don't like the way the game treats Futaba like an animal that must be trained after the fact, but her palace itself is good. I equally loved Sae’s palace. I think the tension at this point is really good, and it’s just a palace kind of built for me to enjoy due to personal preferences. I really liked Akechi's purpose in the story, and I think his moment in the engine room as the climax of his character was also a highlight of the game. I think he works well as a character who has done a lot wrong but is still sympathetic and a sign of what the phantom thieves work to prevent and how many of them could have ended up if their lives didn't get better.

I thought the third semester was very good. I feel as though I have nothing to really add to the conversation there, as this is a pretty widely viewed opinion. Maruki, Sumire, and Akechi are all given a shocking amount of complexity compared to the writing of the base game. I think my one critique to give is that I wish ATLUS was braver. I think the limited party sections should have been much longer, and your other party members should have been obscured by delusions for much longer. Besides that, though, the final portion of the game is extremely enjoyable.

You always fight final bosses multiple times in RPGs. I enjoyed how the royal final fights justified themselves with desperation. I do think the game really struggles with letting itself end once March comes around, but I cannot deny P5 is talented at being sentimental.

The gameplay is incredible, and the high moments are wonderful, but there is nothing more aggravating than a Persona game during its many low points. I already want to restart and replay again, though. So despite all my grievances, I am forced to admit it is addictive and something very special.

This review contains spoilers

The quality of the chapters can really fluctuate. On one hand, the near-future chapter might be one of my favorite short game stories ever. On the other hand, I found the distant future chapter so miserable that it took me a year to get back into playing the game. I would say that it is more likely for a chapter to be poor over being good.

I honestly started the game really loving it, but as time went on, I grew more and more disappointed. I found myself especially frustrated with the Middle Ages chapter. Maybe it's my fault for going in with expectations, as I heard it talked up as "a great subversion of classic SNES RPG tropes", but I find it to be either the second worst (behind the distant future) or the worst chapter. The overall routing and things you need to do can be a bit strange, but that's the least of my complaints. It feels extremely like it's contemporary (now and in the SNES era), and I'm not easily wowed by "the hero turned into a villain" stories. It felt like it thought it was something much more than it was. 

Not only that, but it's hard to take anything that is trying to be subversive seriously when it still relies on age-old, misogynist tropes. Yeah, yeah, yeah, she's not fully in line with the tropes, but does Alethea exist outside of the men that surround her? I think the treatment of women in Live A Live is something to comment on as a whole. There is one decently written girl character (Lei), which is incredibly pathetic for a game about multiple places and time periods with multiple different batches of ensemble casts.

To be honest, I actually did not 100% finish the game. I got to one of the final bosses, found it aggravating, saw that all that was left was a boss rush and a final final boss, and called it there. The final chapter felt incredibly weak with no good payoff or reason for everything to be connected. It also felt very designed around the fact that the person playing it would be in love with the game, which is a fair assumption as the person playing had gotten to the very end, but still. I like hard video games, I like hard RPGs, the first Odio boss fight felt like a boring slog and grinding around the dungeon got absolutely meager results. It was not anything i wanted to put more time into.

I wanted to like it, and the game is interesting in concept, but it weakens as it goes on, and its charm does not last. It's an incredibly disappointing game.

I wasn't very into Innocent Sin, but I had respect for it, I understood that me not being very into it was very personal, and I had some general fondness for the plot.

Eternal Punishment has the same issues (poor combat and dungeon design), but everything that was good about Innocent Sin is not present.

The plot is messy in Innocent Sin, but it felt like there were some trough-lines. Even if the plot didn't feel concise, the similar themes tied everything together. On the other hand, Eternal Punishment feels completely all over the place, with no common ground.

Even the rumor system feels much less grounded and part of the world of Eternal Punishment than it did in Innocent Sin, which is a shame since rumors are so essential to the game's identity.

I think at the heart of it Innocent Sin was good since it was the story of Tatsuya, Eikichi, Lisa, and Jun; Eternal Punishment is also that, but wrapped around a bunch of other things that feel pointless.

Maybe it's a bit rude to compare the two so closely, but it is a duology, and Eternal Punishment is at its best when it's just the second half of Innocent Sin— which it is for the last five minutes.

Also, to end on an incredibly petty note, making Maya a silent protagonist is terrible. Tatsuya as a silent protagonist was also terrible, so they made the smart move and made him an actual character—at the cost of Maya's character.

I very desperately wanted to like Persona 2 as a whole— I am a pretentious person, honestly— but I just do not see anything interesting in the story of Eternal Punishment until the literal last moments. I do respect that the game was willing to end on an imperfect and somber note.

This review contains spoilers

(I played the PS2 translated version). I really wanted to like this game. I hoped it would be a good gateway for me to get invested into Dragon Quest, but it seems to be a "cozy" game rather than an RPG experience I hoped for. It has some of the most boring exploration. Being forced to walk around where you can get into a random amount of encounters that all play the exact same feels like a punishment, and for what, a chest with a chimera wing? One of the most useless traversal items in any game ever? The combat is so watered down and standardized that the second you get a boomerang, that's what you will have for the rest of the game until you get one of the better swords, so all you do is hit circle until its over. Every boss plays the same as an enemy except you need to cast buffs and debuffs (if they aren't nullified like most other magic), so you spend one turn doing that, before spamming attack and healing, same with every other encounter. The game is so desperate to feel grand with its lackluster story that is built around 1 core idea, that it can't even have an engaging combat system for a moment at all. Too bad what it built itself around is a sorta vapid story of having pure bloodlines and destiny. The most impactful choice you can make at all in the game is choosing which heavenly wife you have, and they still are functionally the same in the story. They are there for a few dungeons, before being whisked away until the tail end of the game. The game is also as desperate as possible to take away any agency or player-character involvement as much as possible, to the point you have 2 huge sections of the game where you are enslaved or turned into a stone that span 10 and 8 years respectively. You don't even get to raise the kids or be with your wife at all, which is the whole central axiom of the game. It fails on almost every account, but it has some interesting concepts, that could be used in better made games, and it was charming, if not quaint, but that's truly the highest praise I have for it. I can't think of anything else positive to say, which is the most damning thing about it.

Writing this literally right off the heels of beating the game, I'm kind of at a loss for how to start this review. This game is pretty easily one of my most anticipated of all time. I had played FES, Portable, and watched the Persona 3 movies, but to me, it seemed like they all (excluding the movies) were great experiences, held back by the fact that they all shared their own questionable design choices and some inconsistent writing. Reload excited me so much because it looked like it could be the perfect version of Persona 3 - the version that would make me fall in love with it like so many others did. Now that I've played it, with around half a years hype building up to it, I'm finally ready to write my ultimate, unfiltered review. I'll be looking at this game as a remake but also as a stand-alone experience, so I can be as fair to it as possible.

I got into Persona back in 2018. I've spent a lot of time with this series, and I started my first playthrough of Persona 3 back in 2021. I started it a little while after my playthrough of Persona 4 Golden, which had become my favourite game of all time, so there was quite a lot of hype building up to it. I loved Persona 5 and I loved Persona 4 Golden, so it was a given that I would love FES, and I did. The combat, setting, characters, and whole vibe were extremely charming; it had such a distinct identity from 4 and 5 that I really enjoyed. Fast forward to when I played Portable after the ports in 2023, and my opinion on 3 had taken quite the turn. I had started to notice flaws I didn't see in it my first time through. Tartarus became a tedious slog with very little enemy variety; the characters and writing felt really inconsistent, especially in the case of Strega and Ikutsuki; and the pacing was pretty bad. Despite the uplifting themes and genuinely great character moments from time-to-time, Portable wasn't all that fun to get through, and it really highlighted a lot of problems with the story and gameplay that I hadn't picked up on with my first playthrough two years prior.

With Reload's release, I hoped they could iron out some of the major problems with the originals that I had, keeping faithful to the vision and artistic direction of the original while still bringing lots of new content to keep people like me who had played P3 before entertained. Since I have so much to say about each aspect of the game, I'm going to separate it all into chunks, in which I'll talk about my likes and dislikes with each part.

The easiest part to start with is probably the gameplay. Reload feels amazing; whether it's in the overworld or in Tartarus, there's a real weight to your movement, but at the same time, it doesn't feel sluggish. Exploring old locations I had seen hundreds of times before, all fully remade with new lighting and more freedom to look around, felt really satisfying, and it's a huge improvement from both FES and Portable. The new additions to combat are fun too; shifting, a mechanic taken from Persona 5, feels satisfying to pull off, and they did well implementing it without totally breaking the game's balance like it does in Royal. The area of gameplay with the most notable change, however, is definitely Tartarus. While still being randomly generated, each block has a completely different aesthetic and different forms of terrain, and it just has far more going for it atmospherically. Despite this, however, it is still a randomly generated 264-floor dungeon, so while I was in love for the first few blocks, tedium did inevitably slip in as a lot of the new additions like Monad Doors and Dark Floors really don't switch up the gameplay loop nearly enough, and Monad Doors especially felt practically useless as I was never in need of the materials you earn from them. Reload, sadly, is also a very easy game. I played on Merciless and only died a handful of times, almost never by the Full Moon bosses, who should've ideally posed the greatest threat out of any of the enemies in the game. Even with buffing and de-buffing, these bosses 90% of the time just chalk up to being really long damage sponges that pose no real threat, excluding the Priestess boss, which I felt made good use of the shift mechanic and posed a decent enough challenge for the first real boss of the game. Another criticism I had that surprisingly didn't change from the original to Reload was the lack of things to do in the overworld during nighttime; nearing the last two months of my playthrough, after I had maxed out the two Social Links that were available at night and maxed out my social stats, there was practically nothing to do. Even the hangout events at the dorm were all mostly finished at this time, and it was really disappointing to see there was no change made to combat this, as it made the final month a bit tedious to get through.

In my opinion, the new story content in the game kind of varies in quality. I understand the new Link Episodes are intended to give more development to the male party members who don't have SLs, but some of them really drag and feel like they overstay their welcome. I did really enjoy Ryoji's and Koromaru's, though, especially Ryoji's since he's my favourite character in the game. On the topic of the characters, the new voice actors all do a pretty stellar job. There's no one performance I can really call out that I didn't like, and the Social Links hit so much harder since they're all fully voiced with each rank up now. A lot of the characters that felt like they needed more development and screen time, like Ikutsuki, Strega, and Ryoji, got it here, and it made the major story beats involving them a lot more effective in return, and while there was still some down time, the pacing felt a lot more consistent than it was in FES and Portable. The cutscenes are another part of this game that I feel vary in quality. A lot of the cutscenes in this game are just straight-up downgrades from the original, some of them looking stiff and lifeless or just lacking the charm and interesting direction that was present in the original. I actually feel like this game is sorely missing the atmosphere and aesthetic that made the original so unique. It was clearly inspired by a mid-2000s digital type of vibe which oozed from the UI, the cutscenes, the opening, etc. Reload takes a different approach, focusing on a more minimalist water-based design with its menus and UI and while it does look very clean and I can't particularly call it a negative because of how it's utilised, I do feel like this game misses a lot by not trying to adopt the aesthetic and direction that the original was so heavy on since it was so integral to the game's identity and helps you better immerse yourself in the time period and location the game is set in.

In terms of graphics and generally how the game looks, it's pretty great, though it does have a few notable blemishes. Most notably on the rooftop, especially in a cutscene, a lot of the bushes and greenery in the background are just flat textures that really don't look great. Normally, I wouldn't mind, but when you notice it, it's hard to ignore it, and the same goes for the dorm. An early complaint people mentioned before the game released was how the lighting in Iwatodai Dorm was pretty bad, and they chose not to fix this at all. Not only is it not as saturated as in the original, so it looks really bright; it looks like there's no shadows on anything. The more you play, the easier it is to adjust to, but it is still a glaring issue, and the fact they still haven't fixed it after all this time since it was first shown in the trailers is really strange since it's arguably the location you visit the most in-game. Other than that, the lighting in most of the outdoor locations - Gekkoukan, Paulownia Mall, and Tartarus - is pretty phenomenal. It was constantly impressing me with how it adapted with the seasons and each Tartarus block, which is why it's pretty obvious when it's not used so well in some locations. The music of the game is also pretty good; while it is debatable on whether it's an overall improvement on the original or not, it is nice to hear a fresh take on these tracks, and the new ones are all standouts and memorable. It is kind of inexcusable as a remake for you not to be able to switch to the original soundtrack, and in general, the music selection options are pretty embarrassing with how the DLC tracks only allow you to pick ONLY either the Persona 3 songs or the DLC tracks in battle, never allowing you to have the choice to have both on at the same time, but that doesn't hinder the core experience since it's primarily a DLC problem, so I won't count it as a criticism of the main game.

There's a lot more detail I could go into with this game. I still remember the hype when the trailer for it got leaked a couple days early and how I stayed up all night just to play it as soon as it released on Steam. It's not the perfect version of Persona 3 I wanted it to be; I kind of feel I was setting myself up with a lot of the expectations I had. It loses a lot of the charm and interesting direction the original had; it doesn't improve on the activities you're able to indulge in on the more sparse points in the game; it lacks a lot of elements that a remake should ideally have; and this is far from a 'definitive' version of P3. I feel, as much as I'd want to, I can never truly see this game as the masterpiece so many others can, despite its moments of greatness. Considering all this, I still think Reload is worth playing and experiencing. None of the parts I critiqued soured my experience to the point of me wanting to drop the game. For what it does right, it does it well, and even if it isn't the definitive edition people (including I) had hoped it would be, it's a unique and new experience that I definitely wouldn't be against to going back to if I ever felt like playing more P3.

The people who like this game must have gaslighted themselves into doing so because I can't even fathom how anyone could unironically like this waste of time of a videogame. There is not a single redeeming factor in this game, the cases suck so bad and are easily the worst in the entire franchise, the characters are either incredibly boring or way too obnoxious, and the story feels like it had thought put into it for a total of 5 minutes before they started writing. I feel sorry for every person that had to work in bringing this game to light.

This review contains spoilers

Paradise Killer is such an interesting game, gripping me originally as kind of a vaporwave noir detective style experience that I found slowly transform into a compelling moral quandary. Lady Love Dies is a character that becomes nearly omniscient at the end of the experience, her collecting and piecing together of the facts are exact and inevitable. The game very quickly becomes less a question of “who done it” and more “who deserves justice.” Which I think genuinely is a much more compelling game experience, especially considering that the actual incarnation of Truth and Justice is a very malleable thing, there is no right answer to the trial of Paradise Killer compared to Danganronpa for instance.

There are I think four categories of characters in Paradise Killer.

Genuinely Didn’t Do Anything
Aided and Abetted
Directly Criminal
Masterminds

The only characters really completely innocent are Crimson Acid and (not)surprisingly Henry Division, and I think that the set up for Crimson Acid in particular is really well put together.

The aided and abetted camp are occupied by Sam and Lydia Daybreak, and Doom Jazz. A cast of characters that wind up being the nicest, more upfront, and least corrupt of the cast. I think the heart of the game is found in these characters and whether or not you the player (or you Lady Love Dies) think they deserve justice for their actions.

The Directly Criminal characters are Akiko 14, Yuri Night, and Dainonigate. Outside of Dianonigate, I think these are the least interesting of the bunch because they are essentially tools. For what I am going to get into earlier these characters are almost always “guilty”, they are selfishly motivated, unsympathetic, and unessential in the grand scheme of the world of paradise killer. That doesn’t make them bad characters, I think their role is incredibly important.

And that leaves us with the two Masterminds, Architect Carmelina Silence and Witness to the End, and these characters are of similar importance to the heart of the game. I think that they wind up being the question because ultimately Paradise Killer isn’t a question of “who” it is a question of what is justice, or what is guilty.

At the end of this game a player is going to have two uncomfortable questions that they need to answer. Was what the Daybreaks and Doom Jazz did really worthy of execution (is that justice)? Or some variation of “Even though Carmelina did this, is she too important to kill” or “Is the Witness right.” Which leads the player to an incredibly interesting scenario, because unlike other similar style detective games more information doesn’t lead the player to the correct answer, but instead control of the narrative, it allows you to define what justice is and what guilt is.

Which leads to some really interesting kinds of trials you can have. There are two that I think most players will choose, a variation of killing Yuri Night, Akiko 14, Carmelina, and Witness as they are the most directly guilty, and the daybreaks/doom jazz don’t deserve punishment. Or the heart wrenching decision to kill the daybreaks and doom jazz as well, pretty much executing the entire cast besides Crimson Acid and Henry. I personally picked the first outcome on my first play through but on ruminating on the events of the game there are four distinct other outcomes of this trial that lay outside the bounds of the traditional sense of justice and guilt. Do you protect Carmelina but cull those will ruin the next paradise? Do you believe the Witness was correct and time spent wasted on making the perfect island instead of reviving the gods is blasphemous, and kill Carmelina and her abetters? Do you protect the current syndicate and execute Henry? Or do you believe this Syndicate is equally unworthy/too problematic for perfect 25?

I think the game gives you enough breadcrumbs for each and every choice to be one worthy of consideration, and I think it positions the game uniquely in the VN space. I think it also makes LD a really interesting and complex character.

The only thing stopping me from giving this a five star is that I think it kind of paces itself too quickly during the trial. We don’t get enough closure with the cast, I wish there was a way to talk to characters before the die and/or some real closure with the characters you let live. I think there was a lot of missed opportunity to end such an incredibly well structured and well put together game.

“When love dies, all that remains are the facts”

a game that has so much to say but ultimately, says nothing

the mechanics are fun! even in the easiest difficulty, there is some difficulty that keeps you on your toes. Some of the segments were picky on the cameras and the musical bits were nonsensical but it was really a delight to fiddle around with.

the story...the complexities they tried to take tackle at times feel...misconceived. one thing the game gets right: major news networks must be neutral. you do need to show both sides and in a country like (Not) Britain and United States, this is a problem. i do believe you need to show facts, not one side over the other, and that was expressed in my gameplay. But the politics of the game is so painfully centrist it made me roll my eyes more times or laugh that I thought it would.

despite on your politics in real life, making both sides of this games conflict so cartoonishly backwards in their respected camps just really kills the underlining conversations to be had on their actions and what they believe in. Maybe that is the point, and the satirical British writing falls short on me, but it just was more grating to me than intriguing. But there are moments of true genuinity, true writing chops were I'm sitting there like, "Why cant MOST of this game be like this." (also at some point the game really tried to push "not all rich people are evil" and i sat at my desk laughing for a few minutes in a call).

I just...I dont know. I dont hate the game, nor do I like it. It's hard to pin point my exact feelings, but it is certainly an intriguing game. I do see myself playing it in the future to see what would happen in the other endings.

One thing though, the amount of LGBT rep made me smile a lot.