Often it isn't clear what difference changes the story and unlocks a new alternative. Oh yes, and thoughgts for the future a suggestion which may also help would-be story tellers, crime solvers and yarn weavers. I'm delighted this ought no longer be the case. Especially because it feels like the crime solving (which wants unknowns) runs counter-intuitive to the other story-writing I did for Archie and Rachel, where unknowns were very much not wanted.Įssentially the game trained me to build theories, no matter how absurd or outlandish (or perhaps the more scandalous the better), and then the core plot punished me for doing that, and wanted me to do the opposite. If the story-making tutorial elucidates the nature of unknowns that would be great. It felt like my options were being arbitrarily restricted and I was just going in circles. It was profoundly frustrating, and I almost gave up bothering to play. On my first playthrough I couldn't save Archie because I didn't realise that I hadn't unlocked a specific line of questioning, because I'd missed a particular slot had an 'unknown' option until only 1 day before the trial, and following this up would have left me with no time to talk to Harjit or build a meaningful case. Also, in general if this is supposed to be a dating sim, I'd rather not be on the clock! It was frankly absurd that sharing a theory with Harjit cost you a whole morning. The pacing thing is like a breath of slightly damp, mushroom-tinged air. While the saving issue is somewhat frustrating, hopefully finding more spaces to autosave, or fewer elements where you go 17+ minutes without saving will rectify this.
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