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Number of Ratings: 32
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- William Chet (Michigan), September 13, 2020
- Edo, June 10, 2020
- ArchDelacy, November 6, 2017
- Cory Roush (Ohio), July 3, 2017
- Mr. Patient (Saint Paul, Minn.), September 10, 2016
- E. W. B., February 23, 2016
2 people found the following review helpful:
A conversation game romance, February 14, 2016
This game by the great author C.E.J. Pacian follows two airplane pilots in an alternate world who have been shot down and must spend time together before rescue.
You play Lucas Thane, who is the main opponent of the beautiful Scarlet Baroness.
This game has 8 decision points, according to its author, and many topics. It can be quite difficult at times to know what to do, a situation that is very common with conversation games.
Overall, the writing was good, and the game was emotionally satisfying, but the pacing was a bit off.
Still, I recommend it for fans of conversation or romance games.
- zylla, June 8, 2015
- Floating Info, April 23, 2015
3 people found the following review helpful:
Nice little romance game., January 4, 2015
I enjoyed this! Very pleasant!
It was fun talking to her and wooing her. Although all you do is talk, I found the dialogue engaging and had a nice fireside chat.
If you're not a fan of puzzle-less games, don't play this. I can see some people not liking it for lack of action, but it's a rewarding game in its own right.
There are multiple endings, but I didn't bother because I got what I felt was the best ending my first playthrough.
- Sobol (Russia), September 12, 2014
6 people found the following review helpful:
Waaaaay too talky, September 5, 2014
by Daemon Pyrate ( Optional. For example, "San Diego, California," "Barcelona, Spain")
I was about to give up before I just typed TALK and there was the way to the end. The three end scenes one right after the other were irksome. I would have liked more than just one room but other than that it was funny so I enjoyed it.
- Indigo9182, August 11, 2014
- E.K., January 17, 2014
- Sdn (UK), July 23, 2013
- Edward Lacey (Oxford, England), May 30, 2013
- DJ (Olalla, Washington), May 10, 2013
7 people found the following review helpful:
Love In The Time of Hypothermia, August 31, 2012
One of a small but important subgenre, the single-NPC conversation game. Games of this form inevitably have a romantic subtext: you are, after all, focusing intently on a single person for quite a while. ("I think I can fall in love with anyone," a friend once said, "if I spend enough time looking into their eyes. Hairdressers are a problem.") In Snowblind Aces, the subtext stops being subtext and dances around in the foreground.
During a war roughly analagous to WWI (but with more steampunk-fantasy elements), two fighter aces on opposite sides collide, crash in a snowbound waste, and must work together to survive; this is the climax of a long flirtation based on being honourable to one another in dogfights. The attraction is obvious: the question is what you do about it.
Pacian is consistently good at creating characters who are, if not particularly deep or complex, at least memorable and attractive. If IF fanfic were a thing, Pacian would be the genre's biggest ship-baiter. I've always felt that this character-design approach feels much more like a visual medium, and that of comics in particular: and the first impression that I got on examining Imelda was "man, this feels like a Phil Foglio character."
So the game succeeds at the first hurdle of romance-oriented plots: the audience should like the leads and want to see them get together. At the second requirement (there should be serious obstacles to the relationship) it's a little more shaky. As in Walker & Silhouette, the leads begin the conversation totally eager to jump into one anothers' pants, and largely remain thus throughout. This, combined with the highlighted-keyword conversation system, makes the flirtation feel like an effortless glide rather than a dogfight or a fraught landing. You have opportunities to disrupt it if you want, true, but doing so by mistake is unlikely. And because the game is so centrally focused on the romance, you're not really given any motives to do so, except to be perverse: I never felt as though Lucas' love of flying, or for his homeland, were evoked strongly enough to make for character conflict. You do not feel as though you're sacrificing a great deal by spending the rest of the war in prison. And of course, that frission is the obvious point of the game's premise -- so if it comes across weakly, that's a big problem.
Though generally strong and efficient, the writing is conspicuously less smooth than in Pacian's later works. There were a number of moments in the dialogue that broke the tone for me. The cutting banter is good at times, but less convincing at others; and the tone doesn't shift enough in response to key events in the conversation.
The game states that there are a good number of endings, but I didn't find myself wanting to seek out more than a couple. I can't help but compare the play experience to that of Galatea. There, conversation was much more of a struggle: finding enough topics to discuss in order to reach an ending can take a while. But because you have to search for them, there's a stronger feeling of things to find. After one playthrough of Snowblind Aces, however, there's a pretty strong sense that you've exhausted the great majority of topics.
But there's much to like about Snowblind Aces: a satisfying epilogue section, mostly fluid play, a distinctive and engaging premise. Like Pacian's output in general, it's overtly pulpy, but it's tasty pulp. (For me, this was one of those games that you save up for when you want to play something that you can be sure is going to be pretty good.)
- MKrone (Harsleben), February 19, 2012
- baywoof, April 25, 2011
- Clemency Jones (England), August 26, 2010
- Sorrel, July 4, 2010
- yandexx (Saint-Petersburg, Russia), June 24, 2010
- Rose (New Zealand), September 10, 2009
- GDL (Philadelphia, Pennsylvania), March 9, 2009
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