Citizen Makane is an adult deckbuilding RPG, based on mythos of The Incredible Erotic Adventures of Stiffy Makane*, in a game-within-a-game type. The goal of the game is to help around the town, by completing different tasks and helping the scientific research, to escape the the "game". There are 3 endings,, the usual RPG good/meh/bad (I did not reach the end yet). The game includes a walkthrough, which I used once or twice.
*this is a pornographic parser, notorious for its misogyny and bugs, which became an inside-joke.
The game starts strong with its prologue/tutorial, made to spoof and critique the infamous original Makane game, before turning into some sort of sci-fi Venus utopia, where you are essentially the last man on Earth, following the Gender Wars. As the focus of research, to see whether the re-introduction of man would be positive enough, you need to increase the good-will of the town by completing tasks. Certain puzzles requiring a certain level, you have to bump ugly with women on the street to gain exp, formatted as a card combat system.
The writing is incredibly witty, and over-the-top horny, so much so it becomes absurdly funny. Every detail of the game is thought out. From the BDE-wink to the absurd book titles, the writing doesn't shy away to make jokes when it can. But it doesn't just play on the joke, but thrusts into it as far as it can.
Though the game is essentially horny central*, the worldbuilding behind it is surprisingly thought out. Just attending a lecture about the History of the past 300, which as a player you missed, and learning about the Gender Wars and its consequences (essentially: pretty good for women, not so for men); or listening-in on a conversation at a café about the fears of the "Stiffy's study"; or learning about the went-back-to-trading economy, but also maybe not really? It is honestly more layered than it first appears to be.
*gonna fuck them all! (sorry...)
It is also quite interesting to see how NPCs look at the player. The player is shamed when he cannot live to expectations, or pitied - never quite enough in this women-only society, which has achieved incredible technological advancement. There is a hint of tragedy, where the lone man is essentially used by the women around, either for research purpose, prestige, or novelty. Few try to connect with him on a personal level (aside from that AI/robot, which hints at an emotional climax, but I didn't get to that yet). At the same time, it is quite a funny commentary on other pornographic game (like the one based on this), where the women are essentially just used for the pleasure of men and discarded often without a second thought.
The game is quite deep. hehe
CODENAME OBSCURA is a relatively simple parser with a retro-vibe, reminiscing of 90s spy movies (à-la James Bond), where you must rescue your partner in a small village in Italy, finish his mission... and save the world! The game includes in-game hints and an external walkthrough. I used the walkthrough a handful of times to solve some puzzles.
From the premise, the game screams trope spy movie, almost to a silly degree*. You must catch the big baddy that took down your partner, or at least foil his plan to maybe save the world(?). Getting to him is not an easy feat! You must clear(-ish) your name of a murder you didn't commit, run around town buying/trading/gamble things for something else, pick up anything you can on your way, not get scared of the crows**, maybe pet a cat (or not), spy-ily find a way into the baddy's villa to find some secrets, and "break" some things to stop him. Oh, and there's the fighting sequence!
(Spoiler - click to show)*a boomerang?!?!?
**are they following you???
The visuals of the game feel very retro, with 8-bit pixelated illustrations* and little colour**. The illustrations have different sizes or placement, adding a bit of depth into the mapping of the game. It was pretty neat and added to the funky vibe.
*there was the hangar one that didn't change even after the plane was gone :/
**a bit of contrast with the different text elements would have been neat.
Most of the game is relatively smooth, though I did find some friction with certain commands: insert instead of use, or having to use adjectives instead of the noun*, or not having synonyms for certain verbs (pet/pat/stroke or climb/climb over...). There were moments where the game reloaded the page, removing important information a bit too quickly (for passwords), while it wouldn't automatically for actions like opening/unlocking a door or digging. It would also have been nice to have the translation of Italian phrases in-game/passage (please keep them, they added a lot of charm), to avoid missing information (Adventuron doesn't allow copy-paste...).
This is not the game's fault but just me being an idiot, but I keep examining items before picking it up... and there were a lot in this game xD
The puzzles were a-plenty and quite diverse, but I still struggled a tiny bit with some, especially the box in the bedroom, the safe password, and the computer one. The rest involved quite a bit of running around*... I think I liked best the changing your costume ones the most (reminded me a bit of Agent 47).
*this was a bit annoying, but by the time you enter the villa, no more frustration
Xanthippe's Last Night with Socrates is the imagined final night between Xanthippe, Socrates's second wife, and the philosopher - the night before his execution. Though your goal is to sleep with the man, your conversation may take a different turn... or ten.
Do check the content warning in-game page before starting the game.
As we know little about Socrates (and what we do is only through posthumous accounts), and even less so about Xanthippe (who is often represented in a negative light), one has quite a bit of leeway when interpreting those figures into a piece of fiction*. What comes out of this entry is a very nuanced and multi-faceted characters with fears and hopes, convictions and grudges, and a deep sense of love for the other.
*did they really spend that last night together?
The writing of the game is delightful, with a modern tone that one might not expect with the setting. Take aside, the piece seems to be walking the tightrope of implausibility, especially during discussions of consent and marital commitment, or the role-play between the two lovers turning into a philosophy lesson with the roles reversed. For most of the game, the modern tone is not quite noticeable, but overly crude tone at times breaks the illusion.
What worked for me the most was the real and vulnerable moments between husband and wife: the want to spend those last moments together, the hurtful words and maybe petty way to get an apology, the truthful confession of one's feelings and hidden acts... The way the game turned a known and revered historical figure as just a man - with strong principles, so strong he'd choose death, but just a man still - and an unknown variable as more than a passing disregarded line into a fleshed out person.
The start made me hungry, which turned into pain and wish for Xanthippe to take some sort of revenge, to a soothing and warming discussion about love and respect... I could have taken or left the more spicy elements*.
*actually I would have welcomed an extra option at the end where you maybe just... cuddle?