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TBH, I think setting a dating VN in the Fallen London universe is very tricky to pull off... FL writing is typically terse and mysterious, giving just enough detail to intrigue; a VN has you navigating through the minutiae of small talk--approaches that are completely at odds. Combining hot and cold gives you tepid and, unfortunately, I have to agree that what I played seemed very bland.
Remember you're under no obligation to like this game, even if you like the team! Judge it on its merits, and hold their feet to the fire if they mess it up (just my opinion, ofc).
Thank you for your very considered feedback!
It does sound a bit like this one isn't for you. The genre of the game, intimate perspective, setting just after the fall when the full weirdness of the Neath wasn't totally exposed, and cast of characters all don't seem to have grabbed you, which is a real shame!
It just isn't going to deliver on the same feeling of threat as the Sunless games do, by design, but perhaps the murder mystery investigation that happens in the later game will pique your interest.
Not to be contrary, but I wonder if you'd enjoy it more if you picked it up again and made wildly different choices. Then you'd see how wonderfully reactive all of the conversation options are, and you'd see different sides to the characters and references to bigger Fallen London things, too. Did you meet the Devils? The Landaus? Ferret? You might find them fun.
I should also mention that this is a truncated version of Act One, which will be a few days longer in the final game, and also that census-taking is only your occupation initially, so the list of census questions won't be your base means of interacting with everyone as the game progresses and you find out more about your fellow citizens.
I do hope you'll still give the finished game a go, either way; there is plenty of excitement there for you as a veteran player. :)
I also lost progress and had to start over. I was a little excited to see what playing with a different background and having a different approach would do and found myself struggling to care or get immersed which is when I started trying to dig into "why".
You put that very well, I entirely agree.
Part of why I love the team is because they respond to criticism well. I'm the nuisance that got the thread started which contributed to them overhauling the Sunless Sea combat: https://steamcommunity.com/app/304650/discussions/0/45350245278931259/
I won't be holding back this time either.
I'm telling all this basically to indicate where I'm coming from as regards the game: love stories, branches based on items worn, fun characters - all well and good, but it's the writing that is the definitive thing for me in this universe. (I also love the metaphysics of it, it has some of the strongest/most interesting metaphysics outside of the "Dark Souls" series and "Turgor", but I get that this is supposed to be a more grounded, newbie-friendly story). And I don't think this game has had anything similar at all to what I was looking for. I guess "[the hearts'] resistance to the tooth" by Mr Pages is close-ish in its evocativeness, but still no cigar, and not playing with the phonetics in that brilliant way. I get that a higher proportion of direct speech makes painting with broad strokes more difficult, but I guess I had hoped for more eloquence and philosophical musings from our interlocutors. You'd think someone like Theophilus would be a goldmine for that, but even with him you just end up having a very sober, grounded conversation, disappointingly (Also, I was a bit upset when his art didn't change to look up when the text kept saying how he was looking up). With that said, I think the story gives an appropriate justification to the decidedly un-Victorian mores the universe sometimes has had without quite justifying it as much; I loved Mr Pages (guessed him from the first census question); and I found Griz ("She wears trousers to work and comes home at all hours" is among the better bits of writing too) and the Landaus very enjoyable, so I don't think the writing is bad - it just falls far short of the ridiculously high standard
I hated Ferret though, on multiple accounts at once. The b****** also responds exactly the same to any way you ask him about his lovelife, which rather shatters my belief in the game's claims of branching storylines (and yeah, I get that you likely need a blue-collar upbringing to get him to talk, whatever). That brings me to another thing I felt was missing: if I associate that universe with something other than truly stellar writing and metaphysics, it's with stuff like: "Your "A** not kicked by the Devil"s drops by 3. New amount: 0 - "The Devil is kicking your a**!"" Even if a placebo of sort, having each character give you twenty different quality changes in a conversation would go a long way to making me believe the game actually has any branching.
Smaller nitpicks:
But still hoping we'll get a Fallen London game on Steam eventually.