A Good Time
Well written - I enjoyed a story set outside of the United States. Has lots of replayability.
Betrays player’s trust & hurtful
I wanted to love this story and game - instead it achieved the opposite. For a choice based game it withheld the player’s agency at crucial, impactful moments and in doing so betrayed the point of interactive fiction. I take great issue with unnecessary death as a literary device, but to be faced with it at the end of a long story in a RPG and have no choice in even a response? To not have a single line of reaction to an important character’s death, whether grief or shock or horror? It was hurtful and served no purpose to the story.
Written in first person, it also failed to be genuine, as the writing style is that of an omniscient, often uncaring, narrator which forces the player/reader into a unnatural aloofness at odds with ourselves. It defeats the entire purpose of first person narration and of interactive fiction.
While the setting is brilliant, the concept beguiling, the execution of this game and story is damaging to the genre, and betrays the trust of RPG and interactive story lovers like myself.
It was hurtful, and had no need to be. I hope future projects like this are written by people who understand the purpose of giving a player real agency and genuine emotional immersion in these games, and that they don’t not rely on killing characters for hollow dramatic capital. Death can serve strong literary purpose, but in this game it is used as a cheap, hollow and failed plot device.
There are better games out there, where they truly are interactive, immersive, and don’t betray the player’s trust.
Written in first person, it also failed to be genuine, as the writing style is that of an omniscient, often uncaring, narrator which forces the player/reader into a unnatural aloofness at odds with ourselves. It defeats the entire purpose of first person narration and of interactive fiction.
While the setting is brilliant, the concept beguiling, the execution of this game and story is damaging to the genre, and betrays the trust of RPG and interactive story lovers like myself.
It was hurtful, and had no need to be. I hope future projects like this are written by people who understand the purpose of giving a player real agency and genuine emotional immersion in these games, and that they don’t not rely on killing characters for hollow dramatic capital. Death can serve strong literary purpose, but in this game it is used as a cheap, hollow and failed plot device.
There are better games out there, where they truly are interactive, immersive, and don’t betray the player’s trust.
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