Sorry but this thing is flawed potential at best. It shouldn't show you unavailable choices, what does this serve besides creating frustration and a sense of 'not playing'? Many of the relational statuses become irrelevant based on story beats also (like having a character who is -1 indifferent to me or whatever declare their desperately in love with me). I'd rethink the unlocked door symbol next to options also, and this sense of having "unlocked" or "earned" new choices. This is too gamer-y imo. The idea of unlocking something will also feel like a positive in a game context, instead of choices being presented simply as consequences or results, like how they are in life. In the end the game is unbalanced in the way it will always funnel you towards middle-of-the-road, compromised and schizophrenic (your character is inconsistent/incoherent as are the ways characters react to him) playthroughs. Why is this idea of making compromises seen as interesting? Why not design paths that are exciting and make you feel full ownership of your choices every time?

Reviewed on Nov 17, 2023


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