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(1 edit)

one year later, im checking back! Trying to  not re-read my old comment considering I've most definitely forgot alot and want to be able to re-experience the story as a result(dont think I remember clearly enough to just pick up where I left off, and heck, maybe I'll make different choices this time haha!)


comment to be edited...

And here I am! First things first, I have to say that I expected just a little more to have been updated considering it's been a year. But then again, I have never coded a game and am possibly VERY in the dark about how much more than just, well, writing this includes. If anything, my dissapointment just goes to tell on how much this game is just as good as I had remembered! 

Truly, it still holds up in many of the regards I have likely already touched on in my initial reading a year ago. The sheer quality of plot, characters, world-building and just overall writing quality is to an astonishingly professional standard. Really, I'd love to see this more publically recognised as an actually published book, there's just so much potential here. A series adaptation would be dope as well. Well I guess we can only hope!

Aside from this, reading my initial rating, I find that I really haven't sung my praises enough the first time. I guess I've only learned to be more elaborate with more and more games I've chosen to review since, considering this was one of my first. My sole critique of too many characters still stands, though, the story gets just a little bit too convoluted at times to follow. I have my reservations on certain characters that could've been cut out for simplification, but I do not want to make any presumptious judgements on characters that may come to have a bigger role later in the story. 

Speaking of me becoming alot more elaborate in rating games, I've come to keep a notes document open while I play such that I don't forget to touch on certain parts, so here goes:

Speaking of series adaptation worthiness, after having seen the recent Netflix "Wednesday" series I have come to be reminded of it in a super good way while re-reading this. I know that comparing one's work to a more public IP  can come off in a not so good way, but I mean this in the best possible way. In a way, I believe doing THIS instead of re-purposing the Addam's family IP would've been so much more of a treat to watch. What I'm trying to say is, you've surpassed that. You did what they tried to do, but better. 

I have some more specific things to say about customisation, too. Dialogue options are ALWAYS expansive enough to cover whatever response a reader would feel is right. Never have I been put in the otherwise all too common situation of having to pick "the closest thing". This helps immersion greatly. Furthermore, a little silly thing in my experience that I found fun right from the get-go, was being able to come up with names and nicknames for both myself and my sister. I had quite the bit of fun playing around with coming up with names that both matches the last name I came up with "Phoenix" and that felt fitting for twins, eventually coming to Asher(Nix) for myself and Amber(Em, like for Ember) for my sister. Suffice to say, just getting to name characters like this already personalised the story so much for me and made me attached to them. Skipping forward a little for the sake of keeping all customisation related points together, character customisation is so well embedded throughout the story in a way that feels natural and doesnt break immersion. One great example is upon getting home after our first adventure, where it not only is emdedded very well to help us flesh out the details of MC but doubles to really convey how worn out MC is after the events that transpired. 

Speaking of! I'm no professional in the psychological department but, I truly appreciate the care and balance with which you tackle the effects of both present and prevailing patterns of events on MC and other characters. Too many works of fiction decide to skim over these moments of weakness, of fatigue, of struggle in processing for the purposes of proceeding onwards with the plot. While not dwelling on all of this so long that it would start to feel "edgy", this exploration of vulnerability in characters, particularly the MC is such, SUCH good and realistic character writing. This makes them feel real, and so much more immersive to play as, exploring every nook and cranny of their experince so that we, as the player may truly be able to understand and BE them in the story. One bit of story that struck me as particularly this, was 

"There's blood on your hands. 

 It fills in the lines on your palm and pools under your fingernails, dried to the color of rust against your tanned skin. You rub your thumb over it, watching it flake away and fall to the carpet. 

 The last of your energy seems to go with it. 

 There's a strange numbness that comes after the events of a vision are done. Like you've been hollowed out to make room for the next one." 

It is so metaphorical and poetic in the writing sense, further going to show my previous points on the sheer QUALITY of writing. 

Perfectly detailed, tactile description that effectively links to the plot and character-building. Not a psychologist, but speaking from personal experience the dissociation+depersonalisation described post-Rory attack is really well portrayed.  The interaction with Amber and extra character building of mentioning that the “numbness” has happened before makes this even greater. Not only does this flesh out and make real the MC, but it also helps give actual weight and acknowledgement to the events that transpired. 

Other particular moments of characterisation of the MC that I noticed and greatly appreciated included: 

"You nod, only to realize belatedly that she can't see it, so you say, "Okay. Thanks.""

“You have become an expert at bottling up the trauma and locking it away so that it can't bother you."

"Is it a healthy approach? No, absolutely not. But it works for you.” 

Aside from these, another thing I felt helped immersion was the use of a change in perspective from second to first person during vision/nightmare sequences. It is deliberate and creative and just cool 

Oh yeah, the animals were not spared from PEAK writing and characterisation either XD

“Raven trots alongside her happily, keeping his nose to the floor in search of dropped crumbs.”, just , yes, that’s exactly what a dog would do 

The cat mrrps in response.-real