Join me as I read and review IF titles from Choice of Games, Hosted Games, Heart's Choice, and sometimes elsewhere. For any given game I want to know: What works? What doesn't? Who would be the right audience? I aim to be helpful to both readers and writers of IF.
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My star rating system:
â An incomplete, morally reprehensible, or otherwise painful-to-play game with no redeeming qualities. I probably won't be playing any of these in the first place.
ââ A game with some good qualities overshadowed by key issues. Would not replay.
âââ A pretty decent game that might even be great for some audiences despite noticeable flaws. Might replay.
ââââ A very good game even if some elements arenât quite working. Would happily replay.
âââââ An amazing game with no major flaws. Would definitely replay.
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Velocity: The Race Begins - a fun and frustrating ride (IF review)
Conquer the streets as the newest teen street racing prodigy! Or die trying (again and again and again)
The latest Hosted Games title by Matt Ryland is now out and on sale until July 9. Velocity: The Race Begins is an action-packed, high-stakes story where you play as a somewhat regular teenager suddenly thrown into the world of gang wars, vicious criminals, and street racing right after transferring to a new school in the 1980s. When a new acquaintance of yours finds his life at risk from the mafia after a meet gone south, you find yourself with the opportunity to join the street racing scene, rise to the top, make a ton of cash, save your friend or just spend it all on Rolex and Gucci - all the while getting closer to the truth of what happened to your older brother that vanished some years back.
This game surprised me. Iâm not a car person, never liked (or finished) the Fast and Furious franchise, and dislike most racing games. If I wasnât trying to review most new releases, I probably never would have made it past the demo. But I actually had quite a bit of fun with this one. Something about the text-based, narrative-first format sucked me in in a way other racing games donât, and I found myself really getting into the story and the various mysteries to unravel along the way. Unfortunately, in its current state it suffers from some serious issues on the technical side, so I donât yet feel good widely recommending it. Bugs, typos, and certain stylistic choices lend the story an unpolished feel, and the current game mechanics are far too punishing and extremely frustrating, with many possible instant game overs throughout. The author is working on some of these concerns already, as well as a sequel, so I could see this story really shaping up in the future, but as is my recommendation comes with some caveats.
First, some notes
This is a game about teenagers wrapped up in a life of crime and gang warsâŚexpect crude language, sexual content, gruesome violence, drugs, booze, horrible human beings, and the like
This is the first in a series and as such is not totally completeâŚthere will be major mysteries and family issues left unresolved by the end.
Now for the good
+ High-stakes tension: there were quite a few âedge of my seatâ moments which was great funâŚitâs been a while since I felt genuinely scared while reading but I felt a little of that in this game. Part of this tension is because stakes are real. In my playthrough, multiple characters died, including my MC (weâll get to that later), so thereâs a bit of a thrill making certain choices, deciding just how far to live on the edge to achieve your goals. I also enjoyed how totally chaotic the plot got towards the endâŚI love stories that just get wilder and wilder as they progress.
+ Family themes: the MC comes from a broken family; your father cheats on your mother, the divorce leads her to alcoholism, and your older brother runs away and becomes a wanted street racer. I liked that we get to choose how the MC responds to all this: do we try to forgive everyone and move on, or become bitter and resentful? Do you encourage your mother to find a new romance or try to thwart her how you can? While you donât get to see your father and brother all too much in this game, it sounds like you will in the sequel, and I look forward to seeing how these themes pan out.
+ Gender choice seems to matter a little: this is a bit of a personal preference, I know there are a lot of different takes on how to do gender for IFs, but I found it refreshing to play a game that came with subtle changes depending on what gender I chose for my MC. Itâs a small thing but it suited the 1980s high school setting to have characters, for example, flirt a bit differently with a male vs female MC, and it made the world feel a bit more real.
+ The author is openly addressing feedback already: Iâm about to get into the things that arenât working so well for the game, but what I appreciate is that the author is already working on the biggest issues. My hope is that with a bit more fine tuning, this game will end up reaching a much wider audience. Itâs also a good reminder to report your bugs!!! Thereâs no way for the author to catch all of them on his ownâŚif you want these stories to be great, they rely on players like you catching what was missed in the beta phase.
The less good
- The instant deaths: right now there are SO MANY ways your game can just end out of the blue, sometimes by pure chance. People are even reporting this with cheat mode turned on and stats maxed out. I get what the author is trying to do and I already mentioned this does increase stakes and tension and adds an element of realism, but as is I donât think I would have made it through the game without using the Firefox ChoiceScript extension that comes with a back button. Otherwise I would have had to replay the game like ten times just to make it to the end. The author is currently working on a checkpoint system though so I think this will get way, way better in the near future, so donât let it scare you too much.
- Unbalanced stats: Iâm not sure where to begin with how stats are handled. The game breaks almost every CoG standard for handling stats, and not in the fun way. The end result was extremely frustrating. I found myself frequently unclear which stats would be tested or gained given a choice, which stats I should strive for, and ended up being gated out of a lot of choices and successes as a result (even with frequent code diving). I felt a few of the stats could be removed, the rest clarified and rebalanced, and I would have had a much better time. As one example: some dude came up to me saying that I should really have a gun if I was going to be a street racer, so I started upping my arms stat, only to find that I had no way to get a gun because I didnât ask for a fake ID earlier on in the game (I only realised this by code diving too). Now I have this useless stat (along with my useless grades stat) while the rest of my stats are now too low to pass the very high success thresholds late game.
- Unappealing and difficult romance: I thought I heard somewhere there are 6 ROs but Iâm seeing mixed information on just who those are and how to romance them. I do know they are all straight in the current game. My female MC was able to flirt with Jason, Matthias, and Lakeem, though none of these paths appealed to me. Jason is such a sleazy womanizer and I just didnât find Matthias or Lakeem to be developed well enough to interest me. Flirting felt really forward too, like Iâm not sure if you could romance anyone while playing a shier type MC (one scene I found, youâre just full on making out with Lakeem in a public setting as your first kiss). As for female ROsâŚAmaya seems like sheâd be really fun to romance, but Britney is a jerk and also hard to land scenes with and while I assume Angela is also an option she was really hard to befriend. That leaves one RO that I think might be decent if youâre playing a male MC. Perhaps people can comment on their experiences though.
- Distracting slang: the story employs heavy use of slang to reflect different subcultures and dialects. I can appreciate what the author is trying to do here, especially since dialects can be really hard to do well, but sometimes itâs distracting, hard to understand, and can come across as exaggerated or unrealistic. There have even been accusations of racist stereotyping with the slang, though the author has responded to this, noting that he himself is a black male. The author also talked about drawing from personal experience engaging with a wide range of people so it might be more realistic than I know and just not something Iâve come across where I live.
- Long childhood prologue: I like the MCâs backstory and itâs important for the main narrative, but I think there could have been a better, more efficient way of delivering the backstory without starting the narrative at conception and keeping players in childhood for most of the demo. The first possible race only happens after the demo, and you could easily go five chapters (half the game) without racing at all. This means that the demo doesnât really give a good sense of the game, and that players are expected to stick around for almost half the game before really getting a feel for what the game is all about.
- Unpolished prose and other minor issues: thereâs just a lot of little things throughout that are mostly forgivable on their own, especially since this game wouldnât have gone through copy editing as itâs not a Steam release (so far as I understand), but it does all add up to an unpolished feel. Things like typos throughout,using hyphens instead of em dashes, incorrect ellipses (. . . instead of âŚ), and multiple exclamation marks (which worked well here and there, but I found was overdone and cheapened the prose). There are also plenty of bugs still but this is a new release and the author is already working on correcting them.
- Unbelievable narrative elements: to a degree itâs forgivable, desirable even, to have an over the top element in this genre, but sometimes I felt things were just a bit too unbelievable. My #1 beef is that my MC, so far as I understood, hadnât driven a car in her life and yet was able to basically beat the #3 champion in the area her first time behind the wheel. I donât care how many family members are pro drivers, you canât just do that without experience. In general, things felt a bit too convenient at times and stretched the olâ suspended disbelief.
Conclusion
Velocity isnât without its flaws. Major ones at that. Itâs not an artistic masterpiece, but despite all that itâs still a fun ride (hehe), which end of the day is the main thing. If the premise seems at all interesting to you and you can get past the issues, or donât mind waiting a bit for the author to iron out some of the kinks, I think it might be worth a try. I for one will be keeping my eye out for the sequel and am interested in seeing how the author grows after this first release.
Let's talk Arcadie: Cold Lands, the long-awaited sequel to Arcadie: Second-Born, which is on an introductory sale until July 2. Warning: this review is for pre-existing fans of the series and contains spoilers for the first game.
While Arcadie: Second-Born focused on your unexpected rise to power, Arcadie: Cold Lands follows an MC who is now monarch of the Kingdom of Arcadie and forced to start making decisions that will affect not just the citizens of Arcadie but all the surrounding kingdoms, all while continuing a romance from the previous game (or starting a new one). Thousands of lives are at stake: will you pursue war or peace?
On the surface, the series has made some improvements since Second-Born. The author moved to a more visual novel style format, with light background music and images, and the MC is far more powerful in this game with far more agency. But with no stats, lower stakes, and no clear overarching plotline, itâs just not as strong a game as the first. A lot of fans are still really enjoying it but I get that some players are pretty frustrated with some of the changes. Iâd give it a picky 3 out of 5 stars.
So letâs break it down point by point. Whatâs better, whatâs worse since Second-Born?
Upgrades
+ Added audiovisual elements: the author moved from Twine to RenâPy for this one giving it a more visual novel sort of feel. While by no means essential, the background images were a nice touch, and though I personally turned off the music I can see it adding a bit of ambience for other players. ROs now have character portraits, though youâll have to navigate to the codex to find them. All of this is just a little bonus though and I think most players would be happy without.
+ The codex: it was nice having a handy reference for key characters, nations, and other plot elements. Entries were short but informative, though the game couldâve used some more.
+ Additional lore: the world really expands in Cold Lands, where you encounter more of the surrounding nations and learn more about your ancient enemies and ancestors.
+ One new romance option: remember that guy who slaughtered your entire family in the first game, tried to kill his own adopted brother/best friend, and then tried to assassinate you as well even if you were playing a character who openly sympathised with his cause? Yeah, that guy, Stanislas. Well you can romance him in Cold Lands. I normally love enemies to lovers but I have to admit, this one feels a little bit of a stretch for me (especially since my MC loved the family that he murdered), but if youâre into bittersweet angst, word is the new romance route is actually not too bad. Maybe someone can comment. Either way, itâs 100% avoidable, in fact you can leave Stan dead for the whole playthrough if you want, so Iâm counting it as an âupgrade.â
+ More player agency, far less railroading: one of my biggest frustrations with the first game was how it kept offering me choices and then not letting my character actually follow through with her decisions. But in Cold Lands you actually make a fair number of pretty big political decisions that seem to genuinely affect your kingdom. Some of the stunts you can pull are kinda hilarious too, or shockingly aggressive. My playthrough was pretty tame but I appreciated having some of these options anyway to give my decisions a bit more weight.
+ Super powerful MC: your magic abilities get a huge boost in this game, especially if you make certain controversial choices. People fear you, and they should. Some of the stunts you can pull are really quite satisfying, and I imagine moreso if you play a particularly violent MC (I did not, maybe someone can comment).
+ Writing style: I thought the prose in the first game was decent to begin with, and I think the author continued to grow as a writer for the second. The story is pretty visual with just the words alone, even before adding the images.
Downgrades
- No stats: if I understand right, the lack of stats is meant to empower the player to focus solely on role playing and decision making, without getting gated out of certain choices because they didnât up their sword stat enough or what have you. I can respect this, and I did find it nice being able to play someone who is both politically savvy and fearsome on the battlefield. But it felt off having no indicator (beyond some scattered achievements) of just how my game was progressing, or how people saw my MC. I missed having some kind of personality element at least (which in the first game didnât gate you out of choices to begin with, it was jut a nice flavor). Iâm not sure if stats are harder in RenâPy than Twine (almost for sure harder than in ChoiceScript anyway) but I think a lot of players, myself included, would trade the images for a nice stat system in a heartbeat.
- Weaker, rushed plotline: thereâs no clear overarching plot for the second game from what Iâve seen. It felt more like a series of somewhat disconnected political events that you have to resolve one by one. I was expecting, based on the title, to focus mostly on dealing with the enemies to the north, only to find that a very small part of the game, with my MC hopping around from location to location dealing with other disconnected happenings. I actually kind of liked these individual plot points and found the politics somewhat interesting, but I wouldâve preferred a bit more focus, or a sense of connection between all these events. The ending too is quite abrupt. Itâs definitely meant to be continued and I can only hope a Game 3 comes out down the road (I know the author wants to keep going, but it depends on how well Game 2 does).
- Weaker romance: a lot of people really like the romance in Cold Lands so maybe I had a uniquely bad experience here. I did choose what seems to be the least popular RO (Will) and did so with a fairly incompatible, peace-loving MC, so I wouldnât be surprised if others have a better experience. I really enjoyed romancing Will in the first game and thought the romance was the strongest quality of the game, so I was disappointed to find that I just didnât much care for the Will scenes in Cold Lands. A lot of them seemed to revolve around him being mad at everyone and me being like, âOkay Will but Iâm still trying to not cause more wars here.â It was fun breaking down Willâs hard exterior in the first game, but once that was broken down, I just didnât find much about him compelling. Iâm sympathetic here because romance is often more fun in the early stages, and itâs to be expected that a lot of the romantic tension will decrease as the relationship deepens and stabilizes, but I still was hoping for a bit more nuance to him. Maybe a character arc or something. Maybe some angst because of our opposing political views. But nope, by the end of the game I kind of regretted choosing him. Maybe someone can comment on the other romance paths because I feel I missed out a lot.
- The best romance endings seem hard to get: judging by what other players are reporting, it seems a bit too hard to get the achievements for the âgoodâ romance endings for each of the ROs (though I think I saw the author mention she might make it easier). I was a very successful ruler and tried my hardest to be nice to Will while also sticking true to my values as a peace-loving monarch, but I think just the fact that I disagreed with him at all, or showed anyone any mercy, was enough to prevent me from getting the achievement. I still had a nice ending with him, itâs not like he hated me, but itâs hard for me to role play the way I want knowing that Iâm barring myself from the âgoodâ ending. I tend to be an achievement hound so I probably had a more negative experience than some though.
- Everything else is kinda easy: combined with an easy back button (which I loved, donât get me wrong) the lack of stats made everything feel a little too easy for my liking, especially without a strong overarching plot. I just didnât feel the stakes in this game, especially compared to the first where everyoneâs dying around you. I rarely felt like I was asked to make a hard trade off which hurt the emotional impact of the game.
- No Nathaniel: Nathaniel was perhaps the most intriguing character to me from Second-Born, and I found the decision to give him my blood one of the most interesting decisions in the game. I was really looking forward to seeing some consequences for that. But there was basically no mention of this at all, apart from a moment where you decide whether or not you made that deal with him. I get it: this is just supposed to be Game 2, Iâm sure heâs supposed to show up in Game 3, but I wish we at least got some kind of hint that something weird was going on with him, something to make us anticipate his coming again in the future, or a consequence or two for having given him my blood in Book 1.
- Enemies still make no sense: without giving away spoilers, some of the stunts your enemies pull are justâŚreally weird. Their actions and motivations sometimes felt a bit contrived to suit the plot. I personally didnât mind too much if a plot point didnât make sense as long as it was interesting, but I can see this frustrating other players.
- Continuity issues: you canât truly import your Second-Born playthrough to Cold Lands. My guess is this would have been hard to do with the move from Twine to RenâPy. Instead, you choose how you reacted to some very key moments. For my playthrough, this wasnât too bothersome, I think I probably had a fairly expected Game 1 playthrough, but I have read others complain of more jarring experiences. For example, in Cold Lands, both Will and Cyril are totally devoted to you, but I guess that might not have been the case for some players at the end of Game 1.
- Locked choices: instead of just greying out choices that you canât select, this game just leaves a little [Locked choice] note: no indication of what said choice might be or how to unlock it. This frustrated me instead of intriguing me. If I had more of a hint of how to unlock these choices, Iâm more likely to replay the game to see if I can.
- No mobile version (yet): though it sounds like an Android version is coming in a few months.
Neutral-grades
Changed from second to first person tense: I personally didnât find the switch affected my experience much, but I mention it here in case someone else minds.
Conclusion
The author clearly put a lot of heart and work into this story and with the added lore bits and character details it made me appreciate the world of Arcadie more than before. It may not be as strong as the first game, and in ways that will be deal breakers for some fans, but itâs not a bad game. Itâs worth remembering that the second story in a trilogy is often the least interesting, lacking both the exciting newness of Game 1 and the satisfying conclusions of Game 3. I for one am still holding out hope for a satisfying Game 3 down the road and want Game 2 to do well enough for that to happen.
In the latest CoG title, play as a newly-graduated superhero sent on a series of missions to stop bad guys and save the world. In many ways itâs much like any other superhero story but with a lot more chaos (and not just the fun kind).
This game certainly has a vibe. Itâs lightly humorous throughout and has quite a bit of personality and some interesting woldbuilding potential. Itâs creative, spunky, and in some places, quite funny. Unfortunately, its lack of focus make it hard to really settle into the world or enjoy the characters or plot. The game is just too short for the amount of infodumping, the number of characters, and the variety of different missions youâre given. It feels frenzied and a bit all over the place.
You can tell Dawn of Heroes was written by someone who really loves superheroes, enjoys the medium, and isnât afraid to try new things. Thereâs a vibrancy to the story and characters that sets it apart from many other titles. Unfortunately the game also lacks technical polish. Pacing issues, plot inconsistencies, unclear game mechanics, and pervasive typos hinder the game from reaching its full potential. I donât feel good giving the game more than two stars because of these issues, but I do think that for the right audience it will remain a fun read. You may be the right audience if: you love superheroes, like fully customizing your character, want plenty of interesting romance options, and can have some patience with said technical issues.
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