the core dice-based gameplay system feels very engaging and tense until you realize that the game has no real timers except for very obvious moments (with a lot of time to complete them, and no reason NOT to focus purely on those objectives). it makes the second half of the game feel more like mindless cleanup of quests rather than a climax, especially when there are so many story threads going on at different stages.
the dice start to feel less like a mechanic and more like an awkward means to an end, having to manage them to get to the next scene rather than for survival. by the end of the game, i just had copious amounts of money and resources and nothing to do with it, with my final quest just being me completing what i needed to do in two cycles and then sleeping in my bed for the following six waiting for a timer to tick down.
the writing is... well, it's alright! it seems pretty typical for this kind of cyberpunk setting. a lot of well-meaning and generally likable characters, but i think i'll struggle to remember any of them in a few days... they just start to boil down to the archetypes they represent (rude and sarcastic bounty hunter with a drinking problem, single dad with a perfect child who's just trying his best, etc.)
the little stories you go through feel similar, they're things i've seen before and they're done here just fine, though they all end up feeling a bit disconnected from each other (even when characters from one are referenced in another). i don't think the writing is particularly bad anywhere, but.. i just can't find any reason why i would want to learn more about this world and these characters compared to any other science fiction story.
and the small stuff? it's fine too!.. the music has its moments, sometimes it fades in right when it needs to, and sometimes it's a bit out of place. the art style wasn't quite for me but i think the characters were all designed and rendered with a lot of detail–i liked the look of the player character in particular. the ui all looks very pretty, as does the "eye" hub world you move along, though it can get pretty cumbersome when you have twenty or more little icons and most of them are just for useless small jobs to get money without progressing questlines.
everything's fine, it's just...
i dunno. as of writing, this is my GOTY mostly because i didn't play many games this year and those that i did aren't worthy of that spot either. it's really not bad, like, 6/10 is a positive score, but... god, it's just not special, you know?
anyways, i'll forget this game in a week. might forget this review too!
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Never really got the criticism of the gameplay in this one. Feels similar to a VN where the systems are light abstract expressions of the narrative. The writing shakes my heart so much.
i mean, people want more than a vn when the game opens with actual choice and consequence but slowly loses that appeal. you dont need to be in "survival mode" but could have relayed choice in other manner, whereas past the 1/3 nothing of consequence happens and its merely passing turns/clicking text.
Yeah, this was my primary issue with the game. Once you realize 2 hours in that your choices make next to no difference, the gameplay loop just feels tedious. Like, at that rate, just be a full on VN rather than towing the line between that and some sort of management sim.
It's hilarious how easy and quick it was to start a new playthrough and get the solo ticket ending, legit less than 90 minutes and I never went below 3 dice. The game has tension for like good 20-30 cycles and then it all evaporates and you can essentially do all the possible objectives/drives without failing a single one with no tension whatsoever.