MISSED MESSAGES REVIEW
Note: I give spoiler warnings for spoilers.

Missed Messages is a short visual novel that deals with very serious topics. The subject matter (suicide and self harm) definitely won't be for everyone. And even if you ARE fine with that stuff, you still might not connect with the way this game discusses it. I managed to a bit, despite having problems with the execution - ultimately, it handles itself in a very genuine and heartfelt manner. I have to appreciate that.


SHORT REVIEW

Visuals: 4.5/5
Sound: 3.5/5
Story: 3/5
Gameplay: 1/5
Worldbuilding: 3/5
Achievements (Does not count toward overall score.): 2/5
Overall game score: 3/5


IN-DEPTH REVIEW

Visuals:
MM has an absolutely stunning visual design. Angela He is an extremely talented artist; her style is realistic, but still unique enough to stand out. It's a combination you rarely get to see, especially in games. And the VN medium definitely assists in letting it shine, since each shot in the game is just an individual piece of artwork.
This is, by far, MM's strongest talking point. I only wish that a look this amazing could be implemented into something longer!
Overall, 4.5/5.

Sound:
There's a few different tracks to choose between on the in-game computer (it's cool to be able to toggle them yourself!) I personally like all of them, even if they might be a tad predictable for this type of thing. They aid in creating a good atmosphere, especially the song that's played later on in the darker scenes. It's a perfect mood setter.
Also, it's a small touch, but I really like the writing sound effect that accompanies the chat bubbles. It's very satisfying to me.
Overall, 3.5/5.

Story:
Because of its ~30 minute runtime, Missed Messages ends up being simultaneously dense and simple in its discussion of suicide and depression. It tries to fit an entire story about mental health into half an hour - and while it IS commendable that it does so decently, it's definitely not perfect. The shortness of it means that the game is very digestible, which makes it easy to recommend to people; even if you don't like it, you didn't invest so much time that it feels like a huge loss. However, that runtime also means that only a certain amount of depth can be given to what are inherently very deep topics. There are just too many ups and downs to mental health and recovery to so neatly package it as [SPOILERS] 'committing suicide' vs. 'getting therapy because a friend recommended it'. [SPOILER END]
I think that there are games that deal with this stuff in a much more nuanced and fleshed-out way. The discussion here is very surface-level. But while it may not illustrate the fullness of its themes, it does have good messages behind it; ones of seeking help and talking to loved ones about how you feel. [SPOILERS] I personally really appreciated that it made a point in the 'best' ending to briefly discuss dependency issues. I have struggled with those in the past, and it resonated with me to see it talked about in a way that - while firm - didn't condemn someone for potentially dealing with them.
[SPOILERS STILL] While there's really only a few dark elements (I was surprised to see Junji Ito cited as an inspiration), they are done well to me. The moments of suicide and self harm are very memorable - the artwork, the music, and the tonal shift add up to something disturbing and hard-hitting. Even though you might be expecting it, it's such a stark contrast to the first half that it will probably still have an impact. [SPOILER END]
I do think a big problem with the execution in MM lies with the endings. Another Backloggd user (ghost_girl) made great points about this in their review. There are four in total, but only two of them are really important. You're almost guaranteed to get 'bad' one on the first playthrough, and then the 'best' one on the second. It's just very easy to piece together how to get the latter - the choices are pretty blatant. This leaves the other two endings feeling completely redundant.
As for the secondary story about the airdrop girl... [SPOILERS] It definitely has an interesting role, as it's solely there to distract you during your first playthrough. It's basically a tool to ensure that you get the 'bad' ending before any others. The game relies heavily on the 'multiple playthrough' thing for its impact. After all, it wouldn't mean nearly as much to save May's life if you didn't see the alternative outcome first. I do appreciate the Amy subplot for its assistance in that. But I think it feels far too irrelevant in the grand scheme of things. Maybe if you could talk to Amy about May, and get her opinion on her (like you can with May on Amy), that would have helped a lot. You could express concern for May to Amy, or talk about how good of a friend she is. I feel like it would have made the twist hit even more, since it takes place right after meeting Amy. And it definitely would have made the Amy stuff feel more relevant. [SPOILER END]
As for the writing and dialogue, I doubt the gen-z packaging here will appeal to everyone. I'm gen-z, and I still found it eyeroll-inducing at times. I feel that it's pretty accurate to how gen z-ers talk to each other - it doesn't feel like a writer 'faking it' - but that doesn't mean it's not annoying.
In the end, I think that the story in Missed Messages is... Okay. It's not the greatest 'depression' thing out there, but it's not bad either. I think it benefits a lot from its shortness, clarity of message, and being wrapped in a very pretty bow with the art.
Overall, 3/5.

Gameplay:
Even putting aside the standard VN gameplay (a lot of reading and not much else), I don't think the more unique gameplay loop implemented in MM is executed well. It presents itself as having a sort of puzzle element, as you have to play it multiple times to find the 'right choices' for the 'best 'ending. But, as I've mentioned, those choices are all clear-cut. Because of that, the game ends up lacking any mechanics at all (on top of, as I've said, making two of the endings irrelevant.) There's nothing to figure out. There is no puzzle.
I also don't like that you can exhaust nearly all of the dialogue in two playthroughs. Another reason to question why there are four endings. There's absolutely no point in playing after run #2.
On a positive note, I AM a sucker from laptop/phone screen simulations, so I enjoyed that aspect the first time through. Even that got kind of annoying after a bit, though.
Overall, 1/5.

Worldbuilding:
I think the realistic college dorm-room setting is kind of interesting, despite its simplicity. It looks like a place someone could actually live. The art and music help to add a lot too. MM does decently here, despite how short it is.
Overall, 3/5.

Extra Category - Achievements:
They're easy to get, since all of them are just for the different endings. However, they don't add any replay value. In all honesty, they kind of ruin the experience by forcing you to play the game an additional two times, after you've probably already seen everything. I wouldn't bother 100%ing it unless you're a completionist.
Overall, 2/5.

Overall game score: 3/5. Missed Messages is not a perfect game, but it's a decent one that's worth the ~30 minute investment (especially since it's free.) The art is gorgeous, and the story is genuine. I think it could deeply resonate with some people. I may not have been one of them, but I still appreciate the authenticity of it.

Reviewed on Feb 15, 2021


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