Hazarding a guess without reading the reviews/comments, solely by inferring to the title, I expected to read a grimdark realistic depiction of the pirate's life or a fantastically adventurous one, yet in no way did I expect to play the role of an incompetent lucky bas**** of a captain, blessed with a competent crew to make up for his flaws đ
Plot
As summed up above, the plot itself is about an incompetent pirate captain with a competent crew (surprisingly realistic depiction of most governments nowadays). The plot starts with an enemy ship being noticed and the choice between fight or flight is presented, which leads to some interesting and very different routes. Recklessness (stupidity) or cowardice are the sure way to your demise, one of them being a direct cause to your crew finally being fed up with you. Death by stupidity, crew mutiny and distrust or foolish "bravery": Take your pickđ
Surprisingly, there is quite a bit of lore in spite of how short the routes feel (talking about the escape route). From caves filled with traps to a dragon and from a forest to a temple, there are death traps galore. As for the "fight" route, well, you either fight like the filthy pirate captain you are and win, or encourage your crew from a safe distance and see where that will get you. But the fighting scenes are quite simplistic and entertaining.
If you are looking for the usual signs of reaching the epilogue as in, having a giant neon sign pointing out "Epilogue", then this ain't it.
Branching
Well, I did touch upon the branching a bit, but the main idea is that there is a fair amount of branching for a story of this size. The main branches (who don't intersect at any point)are linked to the very first choices, and further down, they have the next subbranches: Common sense/Coward vs Dumb/Reckless/Filthy pirate.
Characters
The captain: The protagonist. When I say he is one lucky bas****, I'm not joking. He seems to be dumber than a rock and an utterly inept captain, as narrated, but still manages to get out of sticky situation in the classic Jack Sparrow style, at least in the "win" routes.Writing
The story is narrated through a second-person POV and the writing style is characterized by its witty narration and humorous tone, effectively showing how much the writer loves to make fun of the captain. The descriptions were concise, simplistic and straightforward making it easier and more fun to read.
Unfortunately, the transition between passages didn't feel smooth and there were problems with the pacing being too fast. The story, as it is, feels way too bare-bones for it to be called complete.
This review is about the released version of the Night Market.
1.Concept (10/10)
It's a high-fantasy interactive story set in the Night Market, the nexus of all worlds, where one, usually, can't enter easily without someone having invited them there. The main character however, finds themselves in this very nexus, forcefully pulled, and to make things worse: not remembering a single damn thing about themselves. By the end of this first book, this identity amnesia is over thanks to the help of several important characters, with whom you can build meaningful relationships, be it friendships or romantic ones.
2.Structure (9/10)
Aesthetically pleasing UI, dope-looking logo, good story pacing, interestingly complex characters, plot twists galore and multiple story branches that lead to a cliffhanger ending. What could anyone want more from a game of this genre?
The final version, released just yesterday, has a far better writing flow than before, on the first draft that most fans have read about.
There is one thing to be kept in mind for those players which are used to games having a stat page (stat-heavy IF games): This game doesn't have one. At least not in the traditional sense. You don't have stat bars for the relationships, as they are being tracked as hidden variables, though you will be able to understand your standing with the characters from the way they respond to your choices. But, it's worth noting, that the character sheet does hold the general information about you (the choices the player has made through the diverse list of costumization options).
As shown on the free demo and in the final version, there is a "Notable Achievements" page and a "The Barons" page which tracks which barons of the Night Market you have met.
The worldbuilding is astounding, beautifully shown rather than told by the writer in the form of a codex, by making use of the characters to reveal details of the Night Market, and of events where MC plays a crucial role in. This is what makes the narration engaging.
My sole dislike here would be how a poly route (Milo x Malcolm) and solo route (Belladonna) are being written, with two of the characters in this relationship being for open relationships. Alas, it's my personal dislike towards such relationships, but everyone has their own taste.
It doesn't have noticeable grammar errors nor does it have problems with pacing, but for some it might be a little too fast-paced, if they are a fan of those slice-of-life moments in between the chapters.
Characters (10/10)
As stated before, all the characters are interestingly complex. Not only their personality or their backstory, but the relationships they have created with each other too. So messy! Both their friendships and previous romantic ones, with the latter having been damaged due to the poor decisions one party or the other has taken. Take Gabriel and Belladonna for example, where the desire to protect him, but the cowardice of hurting him directly, led her to doing something that made Gabriel make the decision of distancing from each other, damaging their relationship permanently... or at least until MC arrives, who has the opportunity to help them repair their relationship.
Each and every character has been carefully crafted and written in such a way that they are fiercely independent and faithful to their desires/themselves. Unlike most choice-based games, where every single decision and reaction they make, revolves around pleasing MC, here, even if you are very close to each other, they will respond accordingly if you do or say something they don't like. For each of them, in a romantic relationship, healthy communication is key to everything.
I'd like for my dear Hazel to gain more popularity in the upcoming books though ):
Overall rating: 9.66 (5/5 in IFDB rating scale)
I'd recommend this game to anyone who is a fan of the fantasy genre (it has a free demo available if you want to give it a try) and those who have enjoyed romance games like Wayhaven Chronicles (in spite of my opinion on the third book). You can play the free demo and buy it on steam or itch.io. It's available for Windows, Mac and Android/IOS.
Introduction:
"Magium" is an ongoing fantasy RPG text adventure game series, inspired by DnD, written and developed by indie game developer, Chris Michael Wilson. In the game, the player takes the role of a self-proclaimed regular guy, named Barry, who finds himself participating in a mage tournament on the continent of Varathia, pursuing his dream on becoming a mage.
Storyline:
The premise of the game, set in a fantasy medieval seems simple enough, if you rely solely on the oversimplified summary, yet as soon as the third chapter of the first book ends, the plot thickens.
The author has decided to structure the story like this: There will be 5 books as a whole, with each book consisting of 12 chapters. The chapters are released every 4-5 months, depending on the word-count and the branching routes. Here is a quick, non-spoilery summary of each book:
Book 1: Barry's group of unusual, diverse and powerful group is formed in the most unusual circumstances possible, with the exception of Kate. The book is battle-heavy, battles which are used to introduce new characters, both friends and foes of the group. Yet in spite of all this battles, the tournament goals are not announced until the end of of chapter 12, where an Uh-oh atmosphere is set. The group has to meet the king of the city-state like kingdom they are in.
Book 2: Welp! The group has found themselves in a predicament. They have to serve their sentence in the arena, similar to the gladiator arenas of Rome. The only difference is: instead of lions, bears or rhinos, this arena uses manticores, gryphons, ogres and many more fantastic beasts. After managing to pass this hurdle, after a difficult battle and a session of intellectually making fun of one of the sages, the God of Time appears during the time of the prophecy delivery to the group! Either make Barry look like a loser or defy that no-face so-called God!
Book 3: Congrats! Barry has managed to win the approval, alliance and teaching services of a 5000 years old evil elven spirit in exchange for the group's God assassination services. They are constantly insulted, called a circus troupe and overall weaklings-in-the-same-level-to-insects, yet that's but a small price to pay, for the God assassination teaching services of the great Arraka (she has a beef with the gods (â§â˝âŚ). Oh, and remember, Barry is going to the rouge kingdom of Ollendor to wreak havoc (kill the mad king) in exchange for help in achieving the goal to pass the first round of the tournament. Towards the end, the group manages to get it, confront a plot twist and show their growth in skills against one of the increasingly beloved character, Eiden.
WARNING
Romance is not the focus of this story.
But I have to say that there are romance routes/options in this game too: the main one being Kate (endgame romance with natural progression through the books) and the others being: Rose (her natural beauty is the first thing Barry notices. Acts more mature than Barry),Leila (suffers from mutism since birth. Gets along with Barry fairly fast due to them having similar interests), Melindra (arguably the most similar in character to Barry. You can only have a friends-with-benefits relationship with her).
There's a LOT of lore and worldbuilding which the player has to read and keep in mind, not skip, if they want to solve the mystery of what the Magium is, before reaching chapter 11 of book 3.
The player engages with the story and sees the world through Barry's eyes, getting to feel everything that he feels, making use of the first-person narration. In the first two books, the pacing is just right, though in the third book, things feel a little rushed, especially in the chapters 5 to 8. There are no grammar errors to be reported.
The game's narrative is immersive and does not feel formulaic or cliche. The stakes of the game continue to rise as the story progresses, leading to a satisfying cliffhanger ending of each book, that feels both earned and surprising.
Gameplay:
1.The game is downloadable for free on google play store. If you want to unlock book 2 and 3 for free, you can try to complete a number of achievements required, or buy the whole book for less than 2$. There is a dedicated section in the main menu the player can access to check their progress and hints provided from the writer. Credits to him for the hilarious names of those achievements.
2.You will need to make some calculations for the stat points that are granted throughout the books to pass or fail stat checks in different scenes. A failed stat check doesn't always lead to Barry's death. Don't worry! They lead to a major character's death instead :). The stats are part of a stat device Barry owns which enhances his physical, then his aura skills in Book 3, and makes use of the mages' magical energy. The stat device gets a "hard reset" in Book 3, either due to Barry's unrivaled stupidity at that moment, or by Leila's father, who makes the aura stats available. By the end, the stat device is used as a tool for Barry to cast spells like a true mage, albeit in a limited capacity.
3. Several save slots are available for the player to save the game whenever he wishes to, similar to the ones used in dashingdon.
4. You don't want to restart the whole game? There's no problem. There is an option for you to restart from Book 1, 2 or Book 3 specifically.
Replay Value:
Extremely high replay value due to the vast branching routes. You'll have to replay all three books at least 20 times in order to find every single dialogue, text flavor, combat scene available in it, by combining it with the different stat combinations and complete each achievement.
Final thoughts:
I had a blast playing this game! I recommend this game to fantasy and adventure genre fans who like a good challenge and achievement hunting.
Rating: 5/5 in IFDB rating scale
Sabres of Infinity is the first book of the popular Infinity series, written by Paul Wang and published through Hosted Games. As a reader and a player, you will directly follow and experience the protagonists' first stage of military life, the enlistment and quick adjustment to it (maybe even earning yourself a promotion), right in the middle of an upcoming brutal war of conquest.
Storywise (5/5)
The author is a huge history nerd, for that nobody can have any doubt. He has managed to incorporate all of his knowledge of military history in this series and continues to do so even in his most recent release of the series: Lords of Infinity.
You follow the life of an enlisted soldier who chose to go to the military not for the glory of war, but for a more simple reason: to pay the debts of his baron family. It's interesting reading through it, especially if you choose that he was enlisted at the age of 14, since you can clearly see the metamorphosis of their character when thrust in this brutal war. They can be promoted to a higher rank than Coronet either by buying the title (be careful with the money calculations!) or by merit. You'll be rewarded war medals if you are successful in certain battles.
There are real social issues addressed in the books, but in this one, two stand out: blood purity obsession of the aristocratic families (Banebloods) and the discrimination of the Deathborne. The player can choose how they treat Caius, the Deathborne: to act like all the others or to choose to have a friendly relationship with him. They can also choose the route they want their soldier protagonist to go down to: honorable and merciful or brutal and a vile war criminal (for more information on the lore and characters you can take a look at the dedicated wiki page for the infinity series)
Gameplay (5/5)
You can choose the age of the protagonist at the moment of enlistment (from 14 to late 20s) which will change in some ways how the character interacts with the story in the long run. While you start out less skilled at 14, when the character ages, the one at the late 20's in the Lords of Infinity has reached the age of 40-50, and is feeling the hardships that come with age.
You can also choose where your protagonist comes from which will play a role in the skill stats and later in Lords of Infinity, when the character goes back to their lands.
Pay attention to the stats because they, along with the tactic you choose are what decides the tide of battle and survival of your teammates/squadron! The training scenes are there for a reason: to raise your skill stat/s so take them seriously without skipping them.
Even if you don't understand much of the world, there is a codex and glossary to explain them, don't worry. Along with some sort of history archive where you follow how the war is going.
Lastly, since there IS a currency system in the game, you'll have to be careful with how you spend your money because the main reason the protagonist even accepted to be enlisted, was to help their family with the generational debts. Higher rank means higher salary, yes, yet the title costs a bit too much and they will be on half-pay as long as they aren't fighting.
Choices (5/5)
Every choice matters here. Be mindful of the choices you make or you'll suffer the consequences.
2. Which sort of players would you recommend it to?
I'd recommend this game to history nerds, especially to ones who are military history enthusiasts as the firearms/tactics used are based on real life battles/wars.
Overall Rating: 8/10
A Mage Reborn Book 1 is written by Adam Alamsyah and published by Hosted Games, one of the platforms where you can find some of the best choice-based games in the community. As for book 2, it's still in the process of rewriting. With that out of the way, let's continue with the review.
1. How would I rate this game storywise, gamewise and it's choice-based system?
Storywise (5/5)
Differently from what you'd encounter from other HG games, this one starts it's story by making the fate of the mage known from the very beginning. It makes use of the flashbacks the mage is recalling during their stasis state, in order to show to the player how things ended up this way. The romance and friendship moments are very satisfying.
Gamewise (5/5)
From the first flashback, the player is presented with the customary aesthetic customization options along with the magic area proficiency choices in the form of the gift they are given by the good old woman of the inn they are staying in.
While the relationship stats do exist, they don't play as much of a role in the way the other characters interact with the mage, as much as the choices you decide to make during the dialogues between them.
On the other hand, the "Other abilities" and "Magical Abilities" stats, do play a role on the combat scenes and "help scenes" where if you don't meet a certain threshold, some options will not be available for the player to choose. "Other Abilities" stats play a major role on the flashbacks where the mage is in the Parami court, deciding on how the mage is perceived by the other nobles.
Due to the nature of stories of the fantasy genres which include magic, each with their own take on it, there's a "Magical Codex" section which explains, in detail, the magic types/abilities along with the "World History" explaining the lore and worldbuilding.
Choices (4/5)
While there are choices which will increase or decrease the stats, there is a lot of "fake choices" too, of which I'm not fond of.
2. Which sort of players would you recommend it to? Those that have read my reviews, will have an idea of who I'm going to recommend this game to: fantasy genre lovers! I'd also recommend this game to those who seek good romance routes with an angsty ending (you will be reunited in book 2 don't worry).
A must-play game for history genre (nerds) players.
Introduction:
"Hastings, 1066: Aftermath" is a text-based interactive fiction game that belongs to the historical genre. Written by "TheWriterInTheDark", the story depicts the famous battle of Hastings and what happens afterwards, though it does take liberties in making use of real historical/legendary characters.
Story and Narrative:
One of the most remarkable aspects of the game, is how vivid and alive the battle and it's consequences feel, in spite of the writer using the "2nd person POV". I'm a sucker for the fantasy and historical genre, so it was the perfect choice for me to try next, right after playing "Rouges".
The story makes you play as Aethelwulf (some of the Vikings show fans should recognize his name), one of the nobles fighting for king Harold Godwinson and a good friend of his too. As is historically known, the English side is defeated by king William, Harold dies, and you, Aethelwulf are imprisoned along with your soldiers. When brought in the audience of king William, you have three choices: swear fealty and be humiliated, try to kill the king and die with him or show yourself as the true wolf of England and free the country from the conqueror's chains. If you are not dead, you can enjoy some slice-of-life moments with Aethelwulf's family, exploring Aethelwulf's own personality too.
It's pacing is great, though there are some grammatical errors here and there in the story, I'll have to admit. As for the endings, there are more than 52 endings. So it has a high replay value.
Gameplay Mechanics: Well, it is a branching story, which can be followed clicking the choice/links you want to, but beware of some of them: You can die sometimes. There is a go-back option for you to undo the wrong choice you clicked.
Rating: 9/10
Only recently, a few weeks ago did I discover this magnificent piece of interactive fiction, through a recommendation of a friend on discord. It's difficult to find a similar game to Eternal among the COG/HG or the Twine games, I'm usually used to playing. Having 13 vastly different epilogues and massive story branching, it's the only game that truly satisfied that itch for "meaningful choices deciding and changing the course of the story". With that out of the way, let's continue with the review.
Narrative Depth and World-Building:
"Eternal" unfurls its narrative tapestry in a world where the tendrils of magic intertwine with political intrigue, forming a richly textured tableau. Within this expanse, cultures thrive, politics simmer, and characters navigate a maze of motives and desires. The narrative, a product of the author's narrative acumen, captures the essence of immersive storytelling. This world breathes, the characters, multifaceted and layered, pulse with life. As players traverse through its labyrinthine paths, the tale adapts, branches, and sprouts like an ancient oak, offering a multitude of possible endings, each a testament to the player's choices.
Gameplay Mechanics and Choices:
Navigating "Eternal" is an exercise in thoughtful engagement. The role bestowed upon the player isn't a mere observer but a puppeteer pulling the strings of a protagonist's destiny. Choices, numerous and consequential, serve as the bricks that pave the player's journey. These decisions hold power, forging alliances or breeding enmity, shaping the fate of both the player character and the realm itself. "Eternal" revels in ethical ambiguity, inviting players to grapple with dilemmas that resonate long after reaching one of the many epilogues.
Emotional Impact and Character Development:
The emotional depth within "Eternal" is borne from the author's masterful character crafting. Heroes and villains alike step onto the stage, each woven with motivations, flaws, and internal battles. These characters, intricately designed, evoke empathy, disdain, and everything in between. Emotion intertwines with the choices made, creating a tapestry of interlinked stories where the heartstrings of players are deftly pulled. The emotional engagement breathes life into the choices, imbuing them with significance that resonates profoundly.
Narrative Complexity and Replayability: "Eternal" thrives within its intricacy, offering a myriad of paths that branch and diverge. The narrative, a labyrinth of threads, weaves a complex tapestry of intertwined destinies. The promise of alternate outcomes beckons, rendering each playthrough a voyage of discovery. The allure lies not only in the destination but in the multitude of journeys that lead there. The expansive network of storylines ensures that each iteration is a new adventure, and the labyrinthine narrative beckons explorers with the allure of hidden gems.
Writing Quality and Descriptive Power:
The author's prose is a symphony of words, a brush that paints vivid landscapes within the theater of the mind. The textual descriptions are not mere vessels of information but conjurations that evoke sights, sounds, and sensations. The written words are a portal to worlds imagined, a testament to the transformative power of storytelling. The descriptive prowess adds depth to the experience, elevating it beyond mere reading to immersive participation.
Conclusion:
"Eternal" by Endmaster stands tall as an interactive fiction magnum opus, bridging the gap between player and protagonist, crafting connections through moral quandaries, and etching narratives that resonate. Its narrative symphony, character symposium, and the intricate dance of choices combine to forge an experience of enduring impact. The myriad of endings and labyrinthine paths invite players to explore with each replay, and the lingering emotional resonance testifies to its prowess as an interactive narrative.
Pros: + Complex and immersive narrative
+ Profound character development
+ Morally challenging choices
+ Exquisite writing and descriptive artistry
+ Expansive branching paths
Cons:
None worth noting; the game excels across all dimensions
Introduction:
"Adventure" is a timeless text-based interactive fiction game that stands as a cornerstone in the genre. Developed by William Crowther and Donald Woods, the game's legacy is as enduring as the immersive experience it offers. As an enthusiast of interactive fiction, I couldn't resist the allure of visiting this iconic title. In this review, I will delve into the game's foundational features, narrative and gameplay mechanics.
Story and Narrative:
One of the most remarkable aspects of "Adventure" is its foundational narrative. The game's story transports players into a captivating world of exploration, mystery, and puzzles. As a daring adventurer, players navigate intricate cave systems and uncover hidden treasures, all while piecing together a tale that gradually unfolds through the environment and sparse but evocative descriptions. Despite its simplicity, the narrative's sense of discovery and the player's personal involvement remain its enduring strengths.
Gameplay Mechanics:
"Adventure" excels in its innovative gameplay mechanics that laid the groundwork for future interactive fiction titles. The game presents players with a series of text commands, allowing them to interact with the environment and solve puzzles. The ingenious use of concise descriptions and responsive commands creates a sense of agency, immersing players in the illusion of exploration and interaction. Though rudimentary by today's standards, these mechanics are a testament to the ingenuity of its creators.
Pros:
+Foundational narrative and gameplay +Ingenious use of text-based commands
+Immersive world-building
+Historical significance and influence on the genre
Cons:
-None
Rating: 8/10
1.Concept (9/10)
Itâs a late-night, modern-time story in chat-format between the protagonist and another character about a screwed up solar panel and a non-kept promise. You can feel the righteous fury of Earwyn through the game.
2.Structure (10/10)
You can follow the story by clicking on the choice-like links. Daeyang, the spectator of gladiator games, being you, the actual protagonist, has two choice to make between the options presented. Either add fuel to the fire for your amusement or stay indifferent to the whole situation. Take your pick.
The pacing is great and there are no grammar errors as far as I read.
3.Characters (10/10):
A great job was done in conveying the charactersâ emotions and personalities, and Iâm not speaking of the dialogue lines only. Searching the meanings of the charactersâ showed some interesting results, one of them being their relation to water. Earwynâs name means âfriend of the seaâ which explains the lighthouse mentioned while Daeyang means âdeep oceanâ which is fitting considering how his personality can kind of be defined by the choices the player makes.
Conclusion
The chat was provided a fun gameplay experience. Definitely recommended for people who like short and fun stories.
Overall rating: 9.66 (5/5 in IFDB rating scale)
Introduction:
The Thick Table Tavern (TTTT) is a text-based interactive fiction game that immerses players into a rich fantasy world of strange and eccentric characters. As a fan of interactive storytelling, I was eager to delve into this game and discover its unique narrative and gameplay mechanics, as an entry to the IFComp 2022. In this review, I will expand upon the various aspects of the game, from the writing quality to the gameplay mechanics, to provide an overview of the overall gaming experience.
1. Storyline and Writing (7/10):
The heart of any interactive fiction game lies in its storytelling and TTTT does not disappoint. The writing is engaging, descriptive, and often enthralling, drawing the players into the world and allowing them to connect emotionally with the events and characters.
Starting strong with a prologue designed to pull the player in, it continues by following the days of an overworked bartender in a small-town tavern, serving whimsical and abnormal costumers appearing in random order, surrounded by funny yet annoying colleagues. Even so, the interactions between the bartender and the costumers felt more like a one-sided storytelling (aside from some of them) rather than a dialogue. A different thing could be said about the bantering between them and their colleagues which showed why it is one of the authorâs strong points.
However, in some instances, the pacing could have been improved to prevent lulls in the storyline. After a few days, it feels as if the story is dragging needlessly long. There is also the problem, as pointed out on other reviews, of grammar errors present in the story.
I am kind of disappointed on the missed opportunity with the character appearing on the prologue and one of the days in the story. It gives the impression of something fishy happening behind the scenes, yet the small plot goes nowhere. Why does the bartender end up on that condition when meeting them for the second time? What do they need from them? Are they their guardian or enemy? Why the bartender? These and more questions were left unanswered for me.
2. Gameplay and Choice (8/10):
TTTT offers unique gameplay mechanics, standing out among other entries in the IFComp 2022. There are two modes and a simple currency system directly linked with the storyâs outcome.
a)Story Mode is the mode the player has to choose if they want to proceed with the story. Each day, the player has to choose whether they go against the bosses wishes. If they feel testing their luck over and over again, the outcome will be the same: Your pay is gonna be reduced. The most fitting quote for them: âInsanity is doing the same thing over and over again and expecting different results.â Oh, and the player can test their bartending skills through the rush hours, following the recipes provided. Based on how good they do, they get a certain amount of tips to help with their end goal. The customers appear in random order thanks to the random function implemented on the game.
b)Arcade Mode is the mode the player has to choose if they donât want to bother reading the story, being (lazy) only interested on trying out the bartender life while practicing their drink-making skills. To get the hang of things, the player can try the tutorial (leading to âthere is still a bugâ page after finishing with it). If they want to test out their skills and be punished at their first mistake, they can choose perfection mode, but if they desire to be punished for not finishing their work on time, they can choose the timed mode. For those players who arenât gluttons for punishment, they can choose the endless mode.
Regarding choices, I should make one thing clear. The only choices which matter in Story Mode will be the goal you have and how well the bartender can do in saving enough money to reach that goal. All the other choices only affect the flavor text the player gets to read.
3. User Interface and Accessibility (10/10):
The user interface is clean and intuitive, allowing players to focus on the story without unnecessary distractions, though the player should expect a cup of beer and a tavern sign welcoming them in the tavern. The accessibility features are all there for the player to choose, along with the difficulty adjustment for bartending skills test. The aesthetic choices made by the author and game designer are impeccable as usual.
4. Replay Value (8/10):
TTTT boasts commendable replayability, thanks to the multiple branching paths, outcomes and the random function implemented on the game. You never know when or if a character is going to appear. Each playthrough offers a fresh experience and encourages players to explore different decisions to uncover new aspects of the story. However, additional content or achievements could have added more incentive for repeated playthroughs.
Conclusion
TTTT, in spite of its flaws, has provided me with an enjoyable gameplay experience though it needs improvements to be made to it. I would recommend giving it a try, in spite of my review for you to make your own judgement on it.
Overall rating: 8.25 (4/5 in IFDB rating scale)