22 people found this review helpful
10 people found this review funny
Not Recommended
0.0 hrs last two weeks / 2.9 hrs on record
Posted: Jan 17, 2016 @ 3:34pm
Updated: Jan 28, 2016 @ 6:47am
Product received for free

EDIT: I felt the need to edit my review for the revised Ch 1 as Klace has formaly appologized for his actions.

When I went into M/M, I thought it was overblown by poor decisions from the creator and the incomplete product itself. (Releasing one chapter per month--unclear about how much each addition will really add to the game--while not being put through Early Access.

After trying out the demo myself, as well as looking into the alternative "choices", I can say that this demo isn't representive of the game's trailer.

You can argue it's a demo. However, none of the mechanics shown in the trailer are relevant. Though the writing has slightly improved, there are some aspects that seem contrived or go toward jumping the shark at worst.

I urge anyone who plans on buying this visual novel to play the demo.

Why Are There Anthropomorphic Creatures on Earth?

This is a serious question because I still cannot help but think there's a core problem of inconsistency when it comfes to the game's visuals.

For example, it hadn't occured to me until an hour and a half into the demo that everyone was an anthropomorphic creature.I know that sounds weird coming from another Furry, but I think this is a problem of not having some internal logic about the characters from Terra and Earth.

On Earth you have a couple anthro characters with natural colors (Eclair, Max and Rook, if he has highlights) as well as characters with unnatural colors/species (Kila, Snide and Jade.)

Compare those anthros to the inhabitants of Terra: Caylen the pink-hair fox of the lower class with his blue otter friend, Konrad the multi-color husky, the tiger politician, etc.

If it wasn't for the clothing to separate the two worlds/universes from each other, I would have no idea who belongs to what world, especially when they communicate in the same manner. I still firmly believe the root cause of this problem is basing characters on OC by other people as there is no consistency in species or colors.

All of this begs the question, "Why not have normal Earth to contrast with the anthros of Terra?"

I'm aware this game was made on a budget, so it's not like you can remake character designs. Your best solution would be to make differences in their communication.

Improvements from the Revision

The same problems I had about the basic plot as well as characters' backstories/exposition still applies to the new Ch 1 script. Characters' relationships or plot-points can be at the detriment of being too contrived.

Sometimes these expository dumps come out of nowhere after meeting a new character in less than two minutes (Eclair and Jade.) I am not sure why so many character stories are given in the first chapter of the game. The result is that these characters feel rushed.

(Maybe it'll make more sense once the game is complete.)

There are also still moments where some characters will go too far towards the "Do you know about Japan!?" nonsense. I will commend the change that the narrator will sometimes explain what certain Japan terms mean (Maid Cafes) as I'm sure I'm not the only one unfamiliar with them. The worst part is still the forced metaphor about Japan's origins in relation to the story.

The best change is that Ch 1's events are sequenced in a more logical manner. The Terra conflict/introduction isn't a giant expository dump squeezed at the end; instead, the events are spaced in-between sections on Earth. Now there is some foreshadowing of the events that will take place later and give some time-line of when the events take place on both Earth and Terra.

Lastly, there is one detail about the story that I can't belived I missed, the meeting with Jade. Because I did not go down the route to see Jade in the former version, I am left wondering whether her explanation for how she ties quantum mechanics into the murders has become more sensible than before.

I'm not going to be a stickler about how the game states quantum mechanics isn't a testable theory--I don't expect everyone to know about the double slit experiment, black-body radiation, or how the study improved electronics like MRIs --but I think you need to provide a better explanation than QM provides weird results. QM does not make everything possible.

You can either add some credibility to Jade's character by looking into the science more or you can make the narrator skeptical of her bold claims. The comment about universes made/hidden in every action is not the problem (see Schrodinger's Cat for a similar thought experiment and multiverse theories). It's extrapolating the causality of our choices to the Midnight Murders.

At the moment, her claim that the murders are actually people dying when they are sent across to another world/universe is absurd.

All I know about Jade is she's a secretary, limo driver who studies quantum mechanics on the side and also compiles evidence from news reports to piece together her conclusion. Even Sherlock Holmes wouldn't think that is elementary.

No Gameplay Additions (Still)

There is only one small deviation from the storyline from meeting with Eclair to learn about Rook to hanging out with Rook and Jade to get to know them better. That is entirely based on a single choice of whether or not you like Maid Cafes.

The rest of the choices that are sparsed in-between minutes of dialogue that cannot be skipped to the next one offer flavor text but little else to gain from multiple playthroughs of the demo.

I would include the phone-numbers as a choice, but there is no mechanic in the game to use the phone or to hang-out with the characters as the result of your actions.

Again, where are the text-messages/social-bonding/whatever that was described in the game? Where are the hidden dates/hang-outs? Where can I find characters I wouldn't have come across on my first run?

I think if you're going to sell a game with those features then the demo has to be representitve of the full game's mechanics, not selling us the promise of things that have yet to be seen/played.

I know that, somehow, we will return back to Earth and perhaps chapter 1&2 are a prologue to give us the basic plot before the rest of the game's story branches out via player choices. That would be wishful thinking at best, a sign of promising so much and delivering less at worst.

Wait and See (for Now)

Although I commend the developer for owning up to his actions as well as for updating the demo with the new revision, I think there is simply too little to invest into M/M right now even if you are interested. Too many promises for something that hasn't shown its full potential as of yet.
Was this review helpful? Yes No Funny Award
9 Comments
Brian (The Schmaltzy Cynic) Jan 28, 2016 @ 10:32am 
Fair enough.

As long as these things are addressed in the future, then I'm fine with the story presented so far. It sounds like most of these problems/questions I have with the game have been considered and will have answers.
Klace  [developer] Jan 28, 2016 @ 10:24am 
You know, Dazz probably deserves to know what she's going to be doing since she'll be the new headliner. The explanation serves a dual purpose, the second of which will not be explained until later.

And I am fully aware that the first chapter moves quite fast. Which is why Chapter Two moves much slower in pace, and it is that flow which the rest of the chapters will follow. Of course I have to find a middle ground that pleases everybody.
Klace  [developer] Jan 28, 2016 @ 10:24am 
I have to ensure that the narrator remains as ambiguous in their opinion as possible at least up until Chapter 2 where you're able to customize their personality a little bit. Perhaps further skepticism of Jade can be represented if you indicate that you are a skeptic person. But even after being thrown headfirst into an alternate world conflict, showing sketpicism at this possibility would also appear out of character.

As for the Japan story, I'm agreeing to disagree, it's very important to not only that moment but to the plot of the entire game. After Rocker's explanation is complete, it should be apparent why the story was told especially in relation to the world tour.
Brian (The Schmaltzy Cynic) Jan 28, 2016 @ 10:10am 
5.) The aspects I've pointed out about the game's writing is not how the characters speak. They can speak however they want however ungramatical it is.

What I was criticizing was the misuse of punctuation marks. Characters don't say them aloud. (Ex. of a sentence I distinctly remember is Rook started a sentence saying, "Nevertheless ; ")

And because these errors were repeated, I thought the revision was rushed.

6.) Lastly, I would appreciate if you didn't imply that I said the plot is slow. I like to immerse myself with stopping to smell the roses when it comes to storytelling. (The 100 pages of the Shire was my favorite part of the LotR books.)

If I was going to say something about the game's pace, I was hoping for a slower experience. I wanted to deviate off the path of the plot to learn more about the characters.

Something I was led to believe from the social interactions promised.
Brian (The Schmaltzy Cynic) Jan 28, 2016 @ 10:09am 
3.)My problem with the metaphor is not its meaning. It's how it's brought up in a conversation--it feels like an abrupt change to make a pretentious explaination to make it feel more natural.

Two fo Klace's band members are discussing their plans after Klace's sudden murder , then one of them asks, "Do you know about the story of Japan?"

4.) The problem with jade's theory is that the narrator believes in it without any skepticism. And because the narrator--or Jade--doesn't show any sign of opposition I'm left to think it's just to be accepted.

Or is this conversation influenced by the choices at the arcade?
Brian (The Schmaltzy Cynic) Jan 28, 2016 @ 10:05am 
I appreciate you writing a response to the review, Klace. (I'm not familiar with Pastebin, so I assume this is addressed to me specifically.)

I think some of my points got misterpreted after altering my previous review.

1.) I pointed out that characters' actions could be later explained, "(Maybe it'll be explained once the full game is complete.)"

2.)I asked the question of "Why are there no humans?" because it was a suggestion of how to make the worlds of M/M distinct from one another. The visuals were a problem about how easy it is to get the characters confused from one place to the other.

Also, it pointed out a lack of understanding to the reader of what kind of world is Earth. (My first thought was that there were humans--as the narrator--and anthros.)
Klace  [developer] Jan 28, 2016 @ 9:23am 
Brian (The Schmaltzy Cynic) Jan 27, 2016 @ 4:30pm 
Ex of how to use semicolons effectively:

She fired the gun; he grabbed his chest. (Another way to say, "The gun was fired from her and struck him" with an active voice--no BE verbs--and with an emphasis on the subjects of the verbs.)
Brian (The Schmaltzy Cynic) Jan 27, 2016 @ 3:30pm 
Klace, I'm going to assume that you possibly rushed out the revision. If you need help with grammar, I would recommend "The Only Grammar Book You'll Ever Need" by Susan Thurman.

You won't read all hundred pages. The book is more of a quick reminder if you forget the rules.

Best of all, you can look up specific terms with a 2-3 sentence explaination for the definitions of words, the parts of speech or the sentence structure.

A common mistake is your misuse of semicolons; you do not have two independent clauses/sentences. Instead, you have lead-ins sentences that cannot stand alone.

As a general rule, the only time you want to use semicolons is if you want to make an explict connectionr--an em dash (--) is to end a point with emphasis.

I'm not trying to be a stickler about your grammar because, at the very least, you are consistent in your errors; however, I think these errors also impact how people view the quality of your work.