by Agrippa » Thu, 11Dec08 13:59
Hello Tlaero and Phreaky,
I am usually a lurker in here (hey, first post, that's quite a clue), but after reading the past few posts and playing this extraordinary game, I felt... Well, a couple of things, which is why I am posting.
The amount of work you both have poured into this piece is staggering. I usually copywrite for Leonizer (that development hell Graen commented? Yep, all my fault) and know how difficult it can be to bring to life a character, to make them have a unique personality that shows through their actions, their words, their personal quirks... and that's on games where there usually are two main characters and a bunch of faceless extras. But that's a challenge for any kind of writer, what really stands out about this work is that, far from falling into the metaphorical rut that anyone writing erotica can face (how many different ways can you write *grunt* and *pant* before you are sickened by looking at the screen? and, by the way, the rut Keeley faced in her marriage is an exceptionally good metaphor for this syndrome) you strived to make each interaction unique, to make any scene add something to the characterization instead of having said characterization be a means to and end. Regarding that, the way Phreaky handled facial expressions was so good that I didn't even notice it: in other words, I did not feel I was looking at a 3d model and took the time to see how it was done, instead, I was looking at a character, and, of course, said character was expressive and conveyed emotions through body language. Outstanding.
I know none of you want pandering, but, as creators (and unpaid ones, at that), it's obvious that you'd want feedback. A download count can be a huge ego boost, just as a good numerical score here and there or a couple "I laughed at that line", but feedback, real feedback, it's what allows one to grow in their craft, so I will try to provide it, not because you asked for it (which, in fact, you didn't) but because you deserve it. So, let me catch my breath, stop rambling and start analyzing.
- Technical issues: As Tlaero pointed out, the technical side of the game is amazing. There were no bugs at all in a game far bigger than most posted nowadays (taking aside visual novels and other professional products with a full time paid staff). Although there wasn't any gameplay innovations in the genre, the addition of a saving mechanic was incredibly useful and added a lot to the experience (or, better said, saved me a lot of hair pulling and teeth grinding). The only complain I have in this matter is the "hunt the pixel" part of the game, which was especially frustrating when there only was one option in the screen, yet it was hidden (although, of course, that was necessary foreshadowing to look for secret options), but that's also a matter of personal taste and I am sure I would have been more frustrated incessantly clicking through screen after screen.
- Graphics: As I already said, they are top notch. The animations are an incredible bonus more so because they feel natural, with a realistic motion, and match both the scene and the characters. I was the little touches here and there that did it for me, like the image of Keeley and James laughing on the floor after their failed attempt at porn acrobatics, which was heartwarming and perfectly conveyed what had just happened, yet it was only one of many such instances.
- Characters: I really liked the way little tidbits about the characters’ lives appeared here and there. I must say I was not a fan of Christine (the game was great, it was the main couple and their borderline abusive relationship that bothered me), but after the further insight offered into their characters in this game, I really warmed up to them. The way the characters spoke, and even the way they moved, was perfectly consistent through the piece and efforts were made to make some of them behave distinctly different form others (the love shop vendor comes to mind), and my only complaint would come from the nearly Gary Stu characteristics of James (his only faults are his obliviousness to Keeley’s plight and watching porn from time to time, asides from that, he was the perfect husband- which makes him a little bland). Lastly, no one ever sacrificed their character for the sake of the plot (or the sex) which is more than I can say for many things I have written. Bravo.
- Plot: The plot may have been the weak point of the story… But wasn’t. Let me explain: although there was not much of a conflict (Keeley versus sexual routine was the underlying theme, but there wasn’t much tension in the way it was portrayed) the game was… Well, it was nice. There was no need for drama, no need for a griping story that captured the hearts of the audience. The tale was a heartwarming and simple one, that of a woman looking for new ways to express her love for her husband. That was it, and the game is all the better for it (in this case, obviously).
- Scenes: If the overall plot is a bit of a non-issue, the individual scenes that it strings together are an entirely different matter. Each one of them was lovingly crafted, every single one added something new (especially loved how some of them were referenced in the final act), and even though there was plenty of sexiness to throw around, I especially liked the different aftermaths, when Keeley commented what happened with her friends and advisors.
- Eroticism: This. Was. Hot. Most games don’t explore a loving relationship or one based on trust, and, when they do, they just show it from the starting “everything is wonderful when you are around” position. Showing an established couple having sex, knowing each other’s kinks and quirks, experimenting and building over a solid foundation… In all fairness, this shouldn’t have been as hot as it was
- POV: Alright, I never expected to like the sex scenes because of the pov character, as I usually dislike female points of view in sex, but found that the way you switched it around managed to convey every single bit of eroticism for both genders, and that’s quite an achievement. It needed to be said.
- Writing: It’s difficult to write dialogue. It’s very difficult to write a dialogue that matches an image without detracting from it, contradicting it or being redundant AND having and adecuate length. And it is HARD as a hell-forged diamond to make the dialogue of people who are having sex realistic, interesting and exciting. The touches of humor here and there really added up to the heartwarming nature of the game, while showing a playful and witty side of the characters and easing me into the experience. Even things a bit tongue in cheek (the lampshade about the mall not being very well designed) made me smile and took me out of my point-hunting frame of mind.
Overall, an incredible effort and a memorable experience. Thank you.