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About the Story
No one mentioned saving the world at freshman orientation, but you still can’t decide if the worst part of college is the essays or the demons.
Number of Reviews: 1
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Keeper of the Sun and Moon (or KotSaM) is a comforting game for me. This is in spite of the fact that it contains quite a deal of violence and dangerous situations; I think it's just because of a sense of familiarity, both from playing it a lot and from its use of familiar tropes. It is a very tropey game, taking place in a modern fantasy-kitchen-sink setting, with a hidden society of magical/supernatural beings. You play as a newcomer from a seemingly normal human background, who is discovered to have latent magical ability and is enrolled in a magical college. There, adventures start that involve life-threatening school exams, conspiracies involving the magical government, and potentially romance. The game follows the typical choicescript formula by offering a lot of character customization and numerical growth, a branch-and-bottleneck structure, and a lot of romance/relationship options.
From the description above, the premise resembles a number of quite popular YA literary franchises. But I feel like KotSaM implements the tropes well, and does enough to distinguish itself within its genre. As this is a college setting, the characters are all adults, and the courses and residential system are based on American universities. One of the fun parts of the game is deciding which species of supernatural creature you are; there are tons of possibilities from the gamut of mythological fantasy. Also, this is a setting that mixes modern technology with magic; mathematics and biology come into play a few times.
In general, KotSaM is one of the easier choicescript games, as it's hard to die and I don't think there are "bad endings" (or are there?). The stat checks are usually well telegraphed, but sometimes it's hard to tell how difficult a check would be. Failing stat checks might lead to lower grades or getting injured, but it's not that hard to stumble into a path to moderate success without really designing a specific route (kind of like college I guess). For min-maxers and guide-makers, there are secrets and achievements and hidden romance routes.
The writing is functional for the most part; some of the characters came off as a bit hard to distinguish from each other, and some of the scenes felt a bit vague. Still, the story was easy enough to read, and I generally enjoyed the character interactions. The resolution of the mystery and the reveal of the villain felt a bit anticlimactic. But it sets up for the sequel, which I'm rather looking forward to.