I really tried to get into this game, I guess, it's just not for me.
Unusual viewpoint angle, simple UI, AI icons of the character's in pop-ups, buggy mini-games and Koikatsu-like models with small noses and big forehead are only minor downsides and can vary in taste from one person to another. Through I respect the work put into making the game into esthetic of MiSide.
But what I couldn't bear, what became the biggest turn off for me, is omnipresent feeling of uncanny valley during character interactions. Even if developers are trying to squeeze some soul out of 3D models, like extracting water from the stone, at the end they end up looking robot-like and soulless.
The moment you try to put your step out of the way developers intended you to play, and your immersion is ruined.
Best example is when you only arrive to aunt's house: standing before your door to your room, when you decide to postpone the scripted event and simply roam through the house. The aunt stands on her place. And then you go behind her, she goes into a default pose and starts spinning across her axis towards your direction, like a rumba
.
And this approach to game design is everywhere. It isn't captivating, it isn't arousing, it isn't engaging anymore.
My only hope these aspects could be polished in the latter stages of development, but given the whole concept and structure of the episodes it's very unlikely.
Unusual viewpoint angle, simple UI, AI icons of the character's in pop-ups, buggy mini-games and Koikatsu-like models with small noses and big forehead are only minor downsides and can vary in taste from one person to another. Through I respect the work put into making the game into esthetic of MiSide.
But what I couldn't bear, what became the biggest turn off for me, is omnipresent feeling of uncanny valley during character interactions. Even if developers are trying to squeeze some soul out of 3D models, like extracting water from the stone, at the end they end up looking robot-like and soulless.
The moment you try to put your step out of the way developers intended you to play, and your immersion is ruined.
Best example is when you only arrive to aunt's house: standing before your door to your room, when you decide to postpone the scripted event and simply roam through the house. The aunt stands on her place. And then you go behind her, she goes into a default pose and starts spinning across her axis towards your direction, like a rumba
And this approach to game design is everywhere. It isn't captivating, it isn't arousing, it isn't engaging anymore.
My only hope these aspects could be polished in the latter stages of development, but given the whole concept and structure of the episodes it's very unlikely.