I agree with the porter that this version with explicit choices is less janky than the original, although it does lose some of it's magical qualities too.
The early bits where decisions concerned the fates of individual people and the mood on the ship were much more interesting than deciding whether or not to attack other ships -- mostly because I felt more in control at those points. I had a specific plan in mind for how to approach ship-on-ship interactions but the choices were too coarse grained to allow anything close to those plans.
Many decisions felt meaningless, or unrealistically consequential. Information pertinent for decisions was sometimes revealed only after the decision was made.
I was not impressed by the writing, but I'm unsure if that was because the writing was not engaging, or because I just didn't like the style personally.
Maybe it was because of the choices I made, but the game was very short. I'll play it again, making different choices, but either way I feel like branch in the narrative ought to be of similar length, so there is something for every play style.
Update a few minutes later: having tried other choices, it was indeed very short whatever I did.
Previous | << 1 >> | Next