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Tag: paranormal romance
“Beyond: Two Souls” Review: A Somehow Romantic Psychic Thriller
Recently, the crazy Black Friday and Cyber Monday deals we had here in the States afforded me the chance to buy and play a couple of games that I probably wouldn’t have otherwise: Sweet Fuse: At Your Side, an otome visual novel localized by Aksys Games (the same people who localized Hakuouki, one of my favorite VNs and anime series) and Beyond: Two Souls by Quantic Dream (the same company behind Heavy Rain and Indigo Prophecy, both great games where your choices determine the outcome of the story).
I expected Beyond to be good, and it was just as visually stunning and beautifully written as I expected. However, I wasn’t expecting much from Sweet Fuse other than some brief entertainment, and instead I was pleasantly surprised because it turned out to be much deeper than the setting let on.
The short story is that if you haven’t played these games, GO OUT AND PLAY THEM! Seriously, if you like games with strong female protagonists who aren’t painfully stereotyped “strong independent women who don’t need no man,” or if you just like visual novel-esque games with romantic elements, then you will like these games.
If you want more reasons to like them, or if you’re just curious as to my thoughts, then keep reading. Minor spoilers!
Since I played Beyond first (after standing in line for two hours at GameStop on Black Friday), I’ll start with my thoughts on it.
First, let me just put this out there: I love Jodie, the main character. She’s painfully awkward in most situations, she’s a total drama queen, and she relies on Aiden (the source of her psychic-y powers) way too much, but I freakin’ love her because she’s just so… human.
There are definitely times when she is brave and strong – for instance, when she faces a building full of monsters (with the bodies of brutally murdered scientists and soldiers strewn across the floor) alone, or when she sucks it up and works her ass off training for the CIA even though it wasn’t her choice to join. But there also times when her weakness shows, like when she throws angry fits or breaks down during missions (or puts her faith in the wrong people…). She can kick ass and take names when she wants to, but for the most part, she doesn’t – she just wants to do the right thing, and live as normal a life as possible. Ultimately, she’s just so vulnerable and genuine that you can’t help but feel for her, even if you’re like me and roll your eyes at some of the stupid things she does sometimes.
Gameplay
The game is essentially a play-through movie. In between the (awesomely cinematic) cutscenes, you move your character around and investigate things (or perform certain tasks if it calls for it). Not only do you control Jodie, but you also control Aiden, a spiritual entity connected to Jodie who can do typical poltergeist things like making objects shake, making lights/electronics flicker/static, briefly possessing people, etc. To progress through each chapter, each representing one of Jodie’s memories, you have to utilize both Jodie and Aiden’s skills to explore, solve puzzles, and take out enemies.
Where the story can change slightly is through choices you make during dialogue (though most dialogue choices don’t seem to dramatically affect the outcome of scenes) and by how well you do in quick-time events. If you’re unfamiliar with Quantic Dream’s games, quick-time events comprise fighting and action scenes, and require you to press the right button at the right time. Failing these events generally doesn’t end in game over, but rather affects the story by letting certain characters die or leading to different scenes (or just making you wince as poor Jodie lets out a cry of pain BECAUSE A GIANT MONSTER JUST STABBED HER IN THE LEG WITH A BIG BLACK TENTACLE – GOOD JOB).
Personally, I appreciate these kind of gameplay-light games because I’m not that great at games that require a lot of coordination and skill. And in this case, I liked that Jodie’s strength wasn’t based on her physical abilities (though her takedown sequences are pretty badass), but rather on her mental abilities – using Aiden to solve puzzles of locked doors or missing items, or using stealth to avoid enemies or take them out before they see you.
Romance
There are opportunities to engage in several relationships over the course of the game, some of which are more important and dramatic than others (*cough*Ryan*cough*). I thought it was nice that the game actually did give you a bit of a choice in which romance to pursue to the end rather than forcing one on you, along with the choice to forgo the romantic ending altogether and meet up with an old friend (and live with her and her baby) instead.
I’ve only played through once so far, and during my playthrough, I was determined to end up with Jay, the hot Native American boy, after I played his chapter. The other romantic option was Ryan, who was obviously the main love interest, but he was such a jerk during his introduction scene that I was like “F* you” and made it my job to break his heart as many times as humanly possible (“I don’t care if you’re freezing to death, I HATE YOU AND I ALWAYS HAVE, SO STOP PROCLAIMING YOUR LOVE TO ME, YOU JERKFACE”). However, after completing the game and having a not-so-satisfying ending with Jay (it was just a silent “Welcome back” followed by a brief after-sex scene…which, while I appreciated seeing Jay all hot and nearly naked, had no actual interaction and was thus pretty lame from a romantic standpoint), and after seeing Ryan’s generous and unconditional love for Jodie, I think I’ll pursue him in my next playthough.
Jodie’s relationships with the boys weren’t really that important, though. Her relationship with Aiden, who is such an important part of her and who she is, and her relationship with the doctor, Nathan, who acts as her surrogate father for most of the story, are so much more important. I could rant forever about her relationship with Nathan and whether he ever actually cared about her or not, but I’ll leave that for another time (if anyone is curious, though, feel free to ask about it).
Recommendation
Honestly, though I thoroughly enjoyed it, the game is pretty short – it only took me a day to beat it – and the plot is a bit muddled and confusing (especially for the first half when you still have no idea what’s going on), so I would suggest either buying the game on sale ($60 is just way too much for such a short game) or renting it.
If you’re a completionist who plans on choosing every single choice and finding every bonus package (some are pretty cool, like a CGI short parodying an RPG), then you might find it more worth the money to buy it. If you’re worried about not liking the gameplay style, try playing Heavy Rain first (it’s been out for a while so it’s cheaper) – if you liked it, then you’ll probably like Beyond. I know I did. 🙂
Feel free to comment or discuss the game with me. I would love to hear your opinions!
Originally posted December 7, 2013 on Tumblr.
“Nachtigal” Game Review: Gothic Adventure in a Vampire’s Lair
My impression of this game can be summed up in one word: Beautiful.
The design was beautiful. The art was beautiful. The music was beautiful. The characters were beautiful
ly quirky. For a “short” game, it was well-paced and the characters were surprisingly well-developed. Overall, I really loved it and I suggest that anyone who loves otome games or vampires should play it. Seriously.It’s available though a pay-what-you-want system (which I think it genius) and can be downloaded here. You don’t have to pay anything if you don’t want to, but the peeps at Cyanide Tea are behind a lot of really great, high-quality games (including Break Chance Memento, which I’ve been looking forward to forever), so support them if you can!
Warning: Possible spoilers for Luca ahead!
If there’s one thing I’ve learned from this game, it’s that if I were ever trapped in a house with sexy vampires, I would get myself killed in less than five minutes. Yeah…that’s encouraging, right?
Thankfully, though, through the heavy use of the rollback feature, I managed to get Luca’s ending. If you don’t know, Luca is this sexy mofo:
Let’s be frank: Luca is the classic cold-and-stoic-until-he-meets-the-right-girl type that I love, plus he wears a suit, which is an automatic +100 sexy points. There was very little chance that I could not like his route.
That said, here’s a little background: though he’s technically part of the Nachtigal family, Luca is more like Adrian’s
butlerservant. He’s cold at first, being quick to snap your neck at the slightest insolence (pro tip: don’t even try to talk out of turn), and in contrast to Adrian, he cares a lot about tradition and formalities.However, once you melt his icy, icy heart with your optimism and wit, you realize that he’s not as stiff and mean as he seems at first (of course). In fact, he’s actually pretty laid-back and finds it fun to tease Miranda, which is pretty cute. They have a lot of great dialogue together, and seeing them gang up on Adrian in one scene was particularly hilarious.
Another of my favorite scenes was when Luca tells Miranda that he actually prefers her in her baggy jeans and jacket as opposed to the fine Victorian dress Adrian forces her into at the beginning. Just sort of shows that he only cares about formalities where the Nachtigal family – and specifically Adrian – is involved because that’s his ‘duty’, but when it’s just him, he doesn’t really care about all that.
So yeah… I’m pretty happy with my choice and I’m more than satisfied with how it played out. And Luca’s route gave me just enough insight into Adrian that I’m interested in playing his route, too, even though he’s not my usual type.
…Now to wait for the walkthrough so I can get all the other endings, haha. <3
Feel free to comment or discuss the game with me. I would love to hear your opinions!
Originally posted November 5, 2013 on Tumblr.
“W.I.S.H” Coming Soon to Android
Play as Seiko or Ein, a wannabe inventor with the ability to see spirits and monsters from a realm beyond our own. When one such spirit appears and offers unbelievable power, it seems as if any goal is within reach. However, every wish comes at a price in this thrilling tale of horror, mystery, and romance.
Game features include the ability to play as a male or female; 8 romanceable characters, four of which can be romanced by either gender; an event-based system that shows characters’ intricate relationships with the player and one another; and the ability to rename and customize your character.
More details and screenshots will be available in the near future. Look forward to it!
Originally posted October 23, 2013 on Tumblr.
“Starlit Dreams” is now “W.I.S.H”
In my last post, I mentioned that I had been inspired to work on Starlit Dreams again. Well, one thing lead to another, and a month later, I’ve turned what was “Starlit Dreams” into a completely new game titled “W.I.S.H.” Not only that, but I’m still working on it! And not just fiddling around with the graphics or brainstorming about fun features to add, but working on the actual plot and writing.
How do I plan to continue this? Due to my issues with finishing games thus far, I decided to go back to what allowed me to finish the original “Memoirs of an Angel”: I wrote the story first, then turned it into a game. I didn’t worry about how it would look with graphics or what mini-games to add, I just worried about writing a good story. That’s what I’m doing with W.I.S.H. That’s not to say that I haven’t thought about the gameplay and graphics, but I’m focusing on getting the story completely planned out down to every last event before even touching Ren’py. I’ll make the game adjust to the story, not the other way around.
That said, I’ve made monumental progress (in my eyes, anyway). So far, I have all of the routes lined out, which means that they’ve been outlined from beginning to end in a fair amount of detail. I also have quite a few specific events outlined (not written out as far as dialogue, but described in detail). A detailed “characterization” document like I made for Memoirs is also in progress. Once I get some feedback on the route outlines, I’ll start working more on the specific plot events themselves. Then I’ll fill in romance and other events as needed.
Some of you may be wondering, why the name change?
Starlit Dreams and W.I.S.H may feature the same characters and the same basic premise (the main character lost everything in a fire and moves to a new city, but s/he’s bored with her/his job at the library and wants to be an inventor), but they are completely different.
Starlit Dreams was a “light-hearted business sim.” W.I.S.H definitely is NOT.
W.I.S.H still includes a few business sim elements (you can choose what products to make, who to sell them to, and for how much), but the focus is on the story, which is anything but “light-hearted.” Expect strong language, heavy violence, and adult themes. Murder and the nature of death, specifically, play a huge part in the game.
The new game is centered around the characters, getting to know them, seeing their relationships, and then witnessing the chain reaction that happens when something big upsets the balance of their fragile world. That said, there will be up to three “action periods” a day during which you can choose which character you want to talk to. The main stat to raise is “Attraction,” earned by witnessing events and choosing the right dialogue options, which factors in to whether a character sees you romantically or as just a friend.
Finally, events in Starlit Dreams were triggered by having enough affection points with someone. Events in W.I.S.H are based on a calendar and the same events happen whether you are there to witness them or not, forcing you to prioritize different characters’ events.
To summarize, Starlit Dreams was an excuse to play around and have fun. W.I.S.H is a serious game about the consequences of relying on “miracles” and, as mentioned above, the unexpected chain of events that can happen as a result.
Anyway, I’ll post more about W.I.S.H once I’ve gotten a significant portion of the writing done. You can also take a look at the WIP thread on LemmaSoft if you’re curious. In the meantime, enjoy this bright and vivid promo poster I made using the sprites from the game. 😀Originally posted October 4, 2012 on Anigrams’ Dev Blog.