Tuesday, 25 August 2015

No news is most certainly good news!

Greetings friends!

So I've been very quiet recently, and you may all be wondering what I've been up to?

Well to answer that I would have to say:

Not much!

The past week or so has been a very pleasant break from all things hobby related.

I've done no rules work, no fluff, no modelling, no painting & nothing else of the sort!

Instead I have been spending time with my delightful daughter during one of the weeks she's been home from her nursery's summer break and also playing some great games on my computer.

I'm not going to go into much detail here about my home life, that's for a Geek Dad post; one I've been meaning to write for quite some time, but I can talk about some other things!

So no doubt you want to know where we are with First Law: Override?

By now I hope you have all heard the interview that me and Tom did with Gamers Lounge, if not then I suggest you go listen right away! It's about 2 hours long and we go into a lot of detail about the game, it's fluff, our design style and everything else in between.

Thanks to this interview we have seen a large amount of traffic for our website www.firstlawoverride.com and we hope in time that will result in some good amount of feedback and questions/queries.

I have also started planning a third and (currently) final force for the game. In my case it is one of my favourite in terms of theme; but then I'm pretty sure I say that about all the Forces, and in this case we are talking about the Trydan.

To date I've been looking at some multi use models and in this case it's more Infinity Nomads namely one of the starter sets:


Over the previous weekend I was able to nab this for an absolute steal off eBay; we're talking a tiny fraction of retail due to the original owner having owned these for a while but never even assembled them so just trying to get a quick sale - one I was happy to assist with! This boxed set gives me a Trydan Boss and 3 Members with Assault Rifles (plus 2 other models that while not useful in this case, are great for others).

In time I'll be looking to add to this with the following which make for wonderful Hitmen and Hacker:








However all of this comes at a price: I'm not even touching them at the moment until I have painted my Red Claw and Raiders.

What this allows me is full access to the Reavers and lots of potential with Hired Mercs. Imagine a Trydan force running Bal'Tek alongside a Hitman or two? Or a Red Claw force who's mission requires some super awesome Hacker who just isn't generally available to them? Well just hire Jinn!

Yes these Mercs are available regardless of which Reaver Force you run (Animosity allowing) but having a choice of Forces to run them with is pretty damn sweet!

************

Other than First Law: Override I have also been playing a shit-tonne of the game Heroes of the Storm.

Now until now I've never played a MOBA before. I've always been very put off by the toxic community that these go hand in hand with, however I'm a big advocate for Blizzard, and in wanting to unlock content for their other games figured i'd give it a go.

You know what? It's super fun!

We (me, the wife & mutual friend) have yet to team play against real people, instead going against the AI, but we've had an absolute blast doing it!

I've also had my computer upgraded in almost every way possible, this allows me to play a series of new/older games in ways I've never been able to before, including playing Dragon Age: Inquisition finally. Long time readers will remember that while featuring in my Notable Mentions of 2014, I was very unhappy with how buggy and unplayable it was. Once I finish it this time you can expect a second opinion post about how it is when it actually runs.

Other than that, things have been very quiet on my end. I have still yet to edit the last episode of Hobby Sofa, but right now I am lacking any actual desire to do so. I'm going to try and get that done in the next week or two, but you know what they say about when a hobby begins to feel like a chore. So I'm going to have to make some serious decisions about if I want to carry on with that project.
- I know I'll be letting the co-hosts down, but right now my priorities are else where, and the fact that this has sat unedited for over a month says a lot.

Anyway, I'll let you all get on with your day; so until next time, stay safe and be excellent to each other!

- Your friendly neighbourhood Doctor Loxley

Thursday, 13 August 2015

Overcoming Hobby Malaise

Greetings friends!

So as I write this I am hectically hitting the iPhone equivalent of F5 waiting for a special podcast episode to be published, and figured the best way of passing the time would be to share some stuff with you.

Hobby Malaise.

You know what I'm talking about, Hobby Funk. That lack of an urge to do stuff.

In my case it is painting.

I've got more projects with pins stuck in them than I want to admit, including but not limited to;

- A large pile of modular sci fi terrain for DeadZone
- A 300+ point Nomad force to use as Raiders for FLO
- A Pan-O starter set for use in FLO (unsure what as currently).
- A 300+ Morat force to use as Red Claw in FLO
- Some misc Infinity models including things like Scarface & an Aleph doc for use as Raiders.

All of these have been built and other than the last they have even been undercoated and appropriately ink-washed, but other than a very small selection, that is where it has stopped and has for the past 6-7 months.

The problem seems to be destruction. I am getting distracted by other things.

I now have enough models to run a large Red Claw force as well as a large Raider force. I am thinking my next expansion will by a Trydan force, that way I have all 3 of the Reaver groups, but that doesn't help my current situation.

Anyway, I'm getting distracted while talking about distraction!

It's so easy to do. With only about 2-4 hours free a day, and my desire to spend that time with my wife playing games together from Dying Light to World of Warcraft, that time passes very quickly.

Then there is time I've put aside as 'Hobby Time' but that ends up getting swallowed up recently with rules work, book design, website work and fluff/lore writing.

I've got the next week off while I look after the little one, which should be great for a little bit of hobby time here and there, but as the week gets closer and closer I seem to be filling it up with other activities like trips into London etc.

How do you guys deal with it?

I know the golden rule is to paint what you want to paint, and all these models I want to paint, I just don't want to do any painting at the moment.

I guess one way of looking at it is that we only have so much 'hobby juice' in us, and right now that is getting used up on the FLO game itself.
- Did you know; I've had an episode of Hobby Sofa to edit and upload for over a month, but it keeps getting knocked down the priority line, and getting firstlawoverride.com sorted has just been priority for a good couple of weeks now.

Anyway I'm dragging on now; until next time, stay safe and be excellent to each other!

- Your friendly neighbourhood Doctor Loxley

Tuesday, 11 August 2015

Incentives & Plans

Greetings friends!

So maybe you saw my post yesterday about the Ghost Project?

One thing you may be wondering about is just how does this project work with the existing transparency of the design of First Law: Override?

Well first things first, I should probably address something that appears to be a bit of a misconception regarding the design process:

It was never my intent to break the mould with game design by posting left, right and centre about the game design process, it was just something that happened.

In fact when I have recently had two people who are pretty established mouthpieces in the wargaming world describe what i do with this blog as 'against the grain' or similar, I have to be honest, but I don't see it as that.

I suppose from one view point you could argue that it largely goes against Game Design 101, but unlike a lot of these people I haven't been on any game design course, I don't hold a qualification on how to write a rules pack or interpret the latest buzz words, but I also don't consider myself a games designer.

Am I designing a game? Well yes obviously. But that doesn't make me a game designer, and I would say it would be overly egotistical of me to refer to myself as such.

I guess as such I see myself as a hobbyist. Helping to write these rules and the fluff around them is a part of my hobby, much like writing this blog is. It's hard to draw the line where one starts and the other ends.

So now that is out of the way, there's the question of transparency, and I have to be honest, I haven't been as transparent as a lot of you think.

As has been mentioned before, we have a Book 2 planned and everything concept wise for that is pinned with a rough idea for a Book 3 as well. All of that is something that Tom & I have discussed in depth, but I have not blurted out on these pages as obvious 'in your face' rules. Instead hints have been dropped here and there, with nods to content in overviews and short stories.

But going forward a lot more of this is going to be pulled more and more internally.

Why? Because of the Ghost Project.

It is our opinion that the game First Law: Override is a terrific game. We have spent hours upon hours discussing fluff, rules, imagery, layouts, mechanics and everything in between. We have agonised over rule books, websites and more to try to bring this game to you in as good a format as possible while retaining some of the core aspects of the game project, namely accessibility & fun for the player, and affordability & fun for us the creators.

We wouldn't have done that if we didn't think the game had legs.

Hell; only yesterday we acquired (for a steal of a price) the domain firstlawoverride.com. In all the projects I have run before from games to blogs I have never once bought a domain name! But here we are now as owners of one!

This is why we need the help of Ghosts.

We're only two people, and despite already achieving more than I ever imagined with this game (have you seen the Rulebook? It looks beautiful!) we have our limits and can only be in one place (each) at a time.

In a matter of days our latest interview on our friend Bill's podcast GamersLounge will be posted and you get to hear more from both me and Tom and with hope you will all hear from my own voice the true enthusiasm we both have for this game.

It is our hope that at least some of the people listening to the show will download the rules, grab some miniatures and give the game a try and fall in love with it just as much as we have, as it truly is a game that has to be played to be fully appreciated for its simplicity and depth. And if these people then go and grab their game group and promote this game, then that's just grand! And maybe these people will look at the Ghost Project and go "Yeah! That's for me!"

But we want some way of rewarding these people while keeping with the core values of the game.
One of these is by giving them first dibs on new rules.

Is this detracting from what is posted on the blog and when? Yes of course, but like I said, I want to reward the hardened few who desire to take the game out to the masses!

***********

Maybe I'm just barking in the moon here, but in the spirit of transparency I wanted to be upfront and honest about the whole thing.

And yes, at some point I will look into a T-Shirt for Ghosts, just need to design one for me & Tom first!

And on that note; until next time, stay safe and be excellent to each other!

- Your friendly neighbourhood Doctor Loxley

Monday, 10 August 2015

Introducing the Ghost Project

Greetings friends!

So for those who have been keeping their eyes open will have seen some small but important news tweets on the @FLOverride twitter account.






One of these things is something I would like to talk about now:

The Ghost Project.

For those who are curious the Ghost Project is our volunteer program that allows people to take part, promote the game and help with development.

*********

If you are wondering about the game and are unfamiliar with the fluff; Ghosts were the original hackers on Earth during the AI war and were responsible for allowing the Human & Hydan survivors to escape to Honos. Since arriving however they have fallen out of favour with groups like the UEF and HMC and are now proud members of Col. Russell's Raiders.

As hacking is a vital part of First Law: Override, and the Ghosts are the quintessential hackers, naming the project after then seemed like the logical option.

*********

So what can you do if you want to be a Ghost?

Well being a Ghost is all about promotion and assistance.

We need people spreading the word, from running demo games and organising campaigns, to writing articles to be hosted on the homepage firstlawoverride.com.

So what are you going to get from being a Ghost?

First and foremost you get to try out new rules in advance of the rest of the world.

As it currently stands new rules are released in batches, however before each batch is released we go through a lot of revisions. Anything major will often be featured on this blog regardless of if it makes it to final batch, but we're also talking about very small changes, like Nt cost adjustments etc.

You get to see all these internal batches!

What's more, you also get to try out Book 2 before it enters beta!

Yup we already have a slow burner going on Book 2 including mission ideas, new or adjusted mercs, new force ideas and while new play styles! As a Ghost you get access to all of this long before everyone else.

Depending on popularity you may also get some other good little bonuses to assist you with running demos and promotions.

*********

So that's where we are, is this something you are interested in?

If so grab the new rules, give it a play decide what force or two you like and send off an application form to us!

Until then; stay safe and be excellent to each other!

- Your friendly neighbourhood Doctor Loxley

Wednesday, 29 July 2015

How it feels to be totally pwnd in Override

Greetings friends!

Last night me and Tom played a game of Override over Vassal with some interesting results.

For starters after playing our game with miniatures on a real board the other week (first real in person game for months) using Vassal just isn't the same.

So much about this game is visual and about the use of height. To varying degrees this just isn't possible with the use of Vassal.

Secondly; I got totally pwnd! Not only did I make bad decisions but I was outmatched and outgunned at all occasions.

Looking back over my results I can see that part of the problem I faced was down to trying my best to allow every model compete in all situations - giving them all close combat as well as ranged weapons. Really I should be instead giving certain units certain weapons and making the most of them that way. All those ranged units with melee weapons add up to about 100Nt wasted. Same with those who are melee focussed but given shotguns.

I understand where this mentality comes from; it's left overs from games like Necromunda where you needed to have every gang member compete in both situations. This isn't the case in Override. Instead with Override, as every game is limited by the points you can bring you want to be as cost efficient as possible. If you have a melee unit, you want them to be as good at melee as possible, and you want to use all their actions to maximise this. Any actions which are not utilising them to their full potential are wasted actions that could be better spent doing something else.

This is something that forces like UEF are particularly useful for as with the right equipment they are able to divert Interact Actions from one model to another (such as allowing a single dude with a missile launcher to make 3 shots in a single turn).

So what happened?

For starters the game was rushed. We were short on time and looking to test a couple of things/changes but only had 2 hours to do so.

Now playing a game of Override in 2 hours is actually quite easy to do once you are familiar with the rules. Where other games celebrate having a low model requirement of 8-12, Override tends to have 3-6 models each side. When each unit can only do 2 actions a turn, that's only 6-12 actions per side per turn!

The problem we faced is 2-Fold:

1). As we are still testing and re-testing, we can't just 'play a game'. Instead we have to analyse what we are doing and if that is fair, balanced and fun.

2). Tom & I like to talk while playing our games, and before the game and even after the game. In last night's case, with 2 hours available, 30minutes of those 120 minutes had passed before we even started placing terrain! This isn't a bad thing, but being aware of the time limit I almost certainly didn't take the time I should have to ensure I was making the right moves.**

** Also I had lots of things I wanted to test out; fun new gadgets if you will, things like the Teleporter for my Hacker. As such I made the classic MMO "Watch this!" mistake (you know the one, you just learned a new ability, so want to try it out, have everyone looking at you, jump in front to the group, do your thing and then immediately faceplant).

Then there was the case of bad dice. When I tried to attack with things like my HMG equipped with a DigiScope, I rolled high, when it came to injury rolls at the end of the game, I rolled low killing off 3 of my force instantly loosing their skills and equipment. Harsh but at the same time we had previously played many games (maybe 5-8) and had only 1 death. It's not a flaw with the rules, only bad luck.
- However, considering we're looking at people who were hit dead-on by Bio-Seeking Explosive rockets, it's not particularly surprising that they were killed. It's not as if either you or I could survive that sort of hit.

But you know what? I had a blast!

I really enjoyed it, every moment of getting my Kratel ass handed to me was sheer fun! Largely because it felt right. As my Red Claw ran towards the enemy base, out stepped a dude with a missile launcher and maintained peace through superior firepower!

Now let's be honest, how many games have you played where you had your ass handed to you? Where you were out smarted & out gunned at every turn, but you still enjoyed every minute of it?

Until next time; stay safe and be excellent to each other!

- Your friendly neighbourhood Doctor Loxley

Tuesday, 28 July 2015

#OVERRIDE: Introducing Anchorage Falls

Greetings friends!

Today I would like to introduce you to a new location on Honos, the world that Override is set:

Anchorage Falls
Designation: City
Location: Northern Central Badlands

Located in the middle of the Badlands strip, nestled under a plateau of the southern Midlands region, the city of Anchorage Falls is a sight to behold for travellers the world over.

As a city itself Anchorage Falls does not provide much of note. It has a thriving industry in building the mining and research equipment utilised by the HMC but even this pales in comparison to the automated super-factories located in New Brasilia's industrial district. At night it's western sector comes alive selling all manner of goods and pleasantries to titulate a prospective buyer, but in turn this is nothing compared to even the most tame of market places held within the dust battered walls of Free Port. It's housing is mid-range in quality, however is only available to those who work within the city limits. Looking at the city from such a view it would appear at most unremarkable.

What Anchorage Falls has available to it however is it's water refineries.

From atop the Midland Plateau the Azure River descends in a waterfall rivalling Niagra in height and from which all water available within the Badlands is harvested and distributed accordingly. It is from this waterfall that the city received it's name.

As time has progressed Anchorage Fall's location has been realised as a site of great contention as every organisation and entrepreneur with the available capital has attempted to acquire the rights to the city for exclusive control of it's water and distribution to Free Port, the Block and the neighbouring towns, until recently none of these acquisitions were possible.

In the past year however the city's importance has been recognised by the Accord itself with the political powerhouse issuing a decree of ownership to ensure the fair distribution of water to all. At least within the city limits of Anchorage Falls. Once stock has left the city and reached the towers of the Block then whichever crime organisation currently controlling each sector is free to apply whatever levies they see fit.

Anchorage Falls is the only city on Honos which is under the direct control of the Accord, and as such with continuing escalation in tension between both the Accord and Reaver organisations, has become a regular site for trade negotiations and conflict resolution.

**********

So that's the fluff, but what does Anchorage Falls offer players that none of the other cities do?

In short: a near modern setting. Anchorage Falls' architecture is a lot less glass and plastic, and instead it's buildings are more concrete and metal.

This is where your 28mm modern day terrain comes in, or even your 40k if it is more industrial and less 'scifi-gothic'. The city still has height available to it much like New Brasilia or even The Block, but where as New Brasilia is white and blue plastiglass spires and The Block is rusted and polluted industrial-hive, this is concrete tower blocks.
- Think the London skyline only without the dildo-shaped gherkin.

And that is Anchorage Falls.

From here on while we work on Book 1 we are unlikely to introduce any more cities, and instead (if deemed desirable) may introduce a notable town or settlement. But this should be it in terms of cities.

Saying that, we have plans for more than just 1 book, and with every book the storyline is due to progress. So who knows what else is to come? Maybe you'll see Free Port raised by the UEF or the Block turned to rubble by HMC D-Charges?

Until then; stay safe and be excellent to each other!

- Your friendly neighbourhood Doctor Loxley

Friday, 24 July 2015

Sunrider Academy: A Second Opinion

Greetings friends!

How often have you played a game, watched a film, listened to music or read a book and felt totally emotionally involved with it?

For the past number of years you have probably seen a meme along the lines of "The Feelz!" and in recent years I have seen this applied to countless games including the Bioware cash cows of Mass Effect and Dragon Age. Personally however, despite greatly enjoying a number of these games my emotional involvement was marginal.

Enter Sunrider Academy, a game which managed to unlock my stonewalled heart and for the first time in years feel empathy for fictional characters.




Now this game was recommended to me by a friend who after watching a stream of me playing Corpse Party and going bright red from embarrassment of having to narrate the line "butter my pooper" on air, thought having me narrate this game would be a laugh riot. After only twenty minutes of trying this game however I was sold on it!

What is it?
So Sunrider Academy (SA) is an adult visual novel or VN. What this means is that most of the events of the storyline are pre-written and require minimal input from you as an audience to read. It still requires reading however as all dialogue and narration is written but appears in easy to digest chunks displayed over the top of a static image depicting the scene going on. More often than not this is in the form of a background with a character or two imposed in front.


You may have noticed my use of the word adult and I will come to that in a bit.

What is the story behind SA?
So SA follows the story of young adult called Kayto as he starts his second year at Sunrider Academy; a school set on a fictional scifi world where as well as managing his social and scholastic lives he also has to somehow achieve the impossible in the form of a bet he made with his younger sister to get a serious girlfriend before the end of the school year.

So far so much normalcy. We've all been young once where the idea of being single, getting a girlfriend and all that jazz was the most important thing ever, so it's not as if it is hard to relate to.

What is more however is that the character and his exploits are almost a parody of real life. He isn't just a loser, but he is a mega bumbling loser. When he tries to impress a girl, he will almost always say the wrong thing, and the few times he actually does come across as suave and intelligent that is always when his younger sister arrives to put him down.

This parody carries on further, but again - more on that later.




Is there any actual 'gameplay'?
Yes. At it's core SA is a statistic management game.

Thought the events that unfold you will have a series of things you need to do, like overseeing club practice for the school Swim, Kendo & Science clubs (all of which are captained by the girls who go on to be your friends and girlfriend(s). Everything you do that furthers your statistics increases your stress levels, and you can reduce your stress by doing certain activities like playing games at the local arcade. Doing so however reduces your intelligence (another example of parody right there, losing intelligence in a game by playing another videogame) so at every stage you need to keep your beneficial stats like intelligence, charisma, fitness and luck as high as possible, while keeping your stress levels as low as possible. If you get too stressed you will get sick, and eventually die.

At times this mechanic can get repetitive and even a little boring, but that is inter spliced with story and interaction with the other characters, and it is those stories which keeps you carrying on, not the game play itself.




What's all this about 'parody'?
Ok so before I go any further, this game is actually a spinoff of another game, that game being Sunrider: Mask of Arcadius. In Sunrider you are a spaceship captain who has to save the galaxy with a crew comprised of the same girls you have as friends in SA.

The idea here is that SA is not a sequel to Sunrider, but instead a "what if?" in another universe.

Throughout the game references are made back to the original game, sometimes as knowing nods to the audience, other times as self mockery of itself. An example of this being when you confront the captain of the Kendo club about how much her club is in arrears, which she declares in an exaggeration is enough to buy a nuclear warhead. Obviously in this reality it is nothing like that, but the joke being that in the original Sunrider that was how much it cost to buy the Nuclear Warhead Upgrade.

A lot of these references past me by due to the fact that I have not played the original Sunrider, but do have it queued to play in future, however with this knowledge as an audience member you can still clearly see what is meant to be a nod or joke and I did not find that detracted any from the experience.

At the same time the game is very much self aware, often joking about the lead character (Kayto) and how his whole life previously was spent in front of his computer playing dating sims, while I as a player am sat in front of my computer playing a dating sim.

Sunrider Academy is very much aware of this, and will on regular occasions bash itself and it's own genre; like how if you impress your sister with a certain dialogue option she will make a joke about her approval rating increasing to which you will reply about it not being an EROGE (erotic or hentai game) which this game is.

These continuous tongue poking at itself leaves a strong sense of light heartedness running throughout the entire game. It never takes itself seriously and in doing so encourages you as an audience member to do the same.

What about humour other than self parody?
Sunrider Academy is a freaking hilarious game! Between the polarised initial attitudes of the characters and the eternally perky personality of your little sister, there are moments where I actually had no choice but to laugh out loud.

The writing is so fluid and organic that jokes and moments that in other situations might feel forced and put on instead feel natural and genuinely funny.

Maybe it is because I am male myself, and so the constant pathetic nature of Kayto is less observed and more felt, but on more than one occasion his situations were ones that I too had gotten myself into at school, or if given the same circumstances could see myself getting into.

Despite being a fictional setting in the far future this game is still relatable and that is where it's humour stands strong as it mixes the ignorance and naivety of youth with the pressures of growing up.

What about other emotional involvements?
Ok so I said earlier that I have not been this emotionally involved in a game in a long time, and that is not just from the humour.

As the storyline progresses you learn so much about the other characters as they organically shift from the extremely polarised personalities into rich in depth characters, and on more than one occasion I caught myself getting swept up in the emotional turmoil of teenage romance and even shed a tear or two as the storylines progressed and characters grew closer or were torn apart.

But of course each story is different.

You see there are 4 girls in the game you can attempt to romance;
Asaga - The hyper ball of energy leaving a whirlwind of destruction in her wake.
Chigara - The shy intelligent girl who was forced to run the science club but wishes she could spend her time baking pastries.
Sola - The quiet mysterious girl who works in the local shrine and appears lost in her own thoughts 99% of the time.
Ava - The stern strict friend you've had since childhood. She looks down on you for being a bit of an idiot but clearly has more going on in her life than she is letting on.

You can only romance one of them, and each story will provide you with a different experience. Some are truly sad and emotional, others are funny and uplifting while others are just total headfucks!

To get all of these reactions out of a single game not only requires replay but means that for at least the first 4 attempts, your story will play out differently.




What about the adult content?
Ok so as I mentioned before; Sunrider Academy is an Adult Visual Novel. There's no getting around this, there is plenty of T&A and other adult content, to the extent almost as soon as you start the game you are presented with a hyper-happy opening sequence with an over-the-top-upbeat Japanese song and suspect imagery meaning that you are under no illusions of just what you should expect from this game.



Just how adult the game is, is up to you the player.

As the game is available on Steam, and as Steam has a rule about not selling any sex games, all the scenes in SA have been stripped out and replaced by either censored content or removed altogether. It is my understanding that while the game is still playable in this form that certain scenes do not make so much sense without the adult version to make sense of it all.

That however is not something I can personally vouch for. As I hold two copies of the game on my computer, one uncensored and one censored, this way when I build up the courage to actually stream this, with hope what I will be streaming will not be XXX rated, but to date I have yet to play the uncensored version.

But like I said, as a user you can control the adult content by visiting the website for the developer (Love in Space) you can easily download a patch to put the missing content which also adds additional game modes and further options.
- In short the uncensored version is how the game is meant to be played.

So it is a sex game?
I am shitting you not when I say that simply labelling the game as a 'sex game' is putting it down too much. Yes there is (graphic) sex content within, but what makes the game strong is the depth of character and storyline and I honestly believe that if the game was built to not have any of that content that it would still be a strong game.

Saying that, I must also admit that as someone unfamiliar with the whole 'Waifu' scene, I do not know other people's expectations or standards. Perhaps there are reasons that these scenes were included that I as a stranger to them is unaware of, or maybe it is simply as the creator put it on his Ask.fm:



Does this mean you are now a fan of VNs or EROGEs?
To me that question is like asking if liking one book or film makes you a fan of a whole genre, or books!

No I am in no way sold on the idea of dating sims or visual novels, enjoying one does not mean I am a fan of the genre, and I mean this simply due to a lack of understanding and exposure.

What I am sold on however is the writing talent of this particular writer/author and as such as mentioned before I have already downloaded the original Sunrider game (which as it turns out is free on Steam) and depending on my experiences with that may be looking forward to the sequel Liberation Day.

Would you recommend this game?
As always this is a difficult question for me.
I found this game really emotionally involving and as I opened with; for the first time in a game I felt "the feelz". But as with everything, not every game is for everyone.

If you have never tried a VN and we're interested in giving them a go then I probably would say that for me this was a good introduction, largely due to the combination of storyline and stat management so you feel like you are doing more than just letting a story play out on your screen. I think that without this extra mechanic the game would have still been enjoyable, but perhaps I would have taken more for granted and not appreciated the story based breaks as much as I did.

If however you are familiar with VNs then of course I have no idea if I should recommend it as I do not know how this compares to what else is on the market. Instead I would welcome you to reach out to me and let me know what you think is the best you've played and why.

On that note, as always; stay safe and be excellent to each other!

- Your friendly neighbourhood Doctor Loxley