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While the flakey character is a clever kinda teenage realism trick, if your willing to give the player true choice, (unlike the last one) on meaningful decisions, it can ruin the game if you pick a response that states your intentions but it subverts what it is actually saying. The thing that sucks about it is if I had unwittingly made that decision on my own, it would've been a huge impact that would hurt me and I'd be fine with that, but its the fact that the decision was made without my knowledge (until it was too late, and I didn't even know how bad that was at the time) and as a result, screwed me. There are a few points where this kinda happens, but nothing comparable to that point above.
The second one has more options, it's technically a better game, the multiple endings are nice and the story is cute too with how they try to trip up some peoples natural instincts, especially in games.
In saying all that, to me, the first game was still much better, just simply because the first games story was much more poignant. It stuck with you for longer and for me at least, is very relatable. Not necessarily in the romantic sense, just with how you can slowly drift apart from people. The second game, while cute, isn't something I'm going to remember.
I agree. The first one has a better story overall, and the fact that it doesn't have multiple endings makes it easier to be a consistent narrative. It's more memorable and to the point.
That said, I really think the second one built up something nice with the fake websites and making the player deal with two characters at the same time. I wouldn't mind seeing an iteration of that.
The second one, on the other hand, I see it like an actual new friendship or love interest than a depiction of past events. The possibility of different endings helps this kind of idea I have, because it's like you're creating new bonds irl than other, and I liked this way of storytelling.
However, I can see how and why so many people felt a much stronger connection with EiA1, for the reason i explained earlier, and I kinda agree with that. But still, I think this second chapter has done a great job of storytelling and nostalgia moments, expecially with the use of fake sites and stuff.
Spoilers for #1: You always get a "bad ending" in #1, but the game is more of a story than a game, it is meant to evoke emotions and you don't "lose" by playing any particular way, because the narrative structure won't change much regardless of the options you select.
Three things irk me with number 2 in a major way: Firstly, the game is more like a game than a novel, where your multiple choices affect the outcome of the game, so when you get a bad ending, you feel defeated as you could have gotten a better one, where as in the first you can understand that the story was meant to end that way. But this leads into the issue that the game locks you out of any possible good endings if you mess up in chapter one, and the unassuming player won't know that until a few hours and much emotional investment later. Not only are these all-important selections presented at the beginning of the game, some of them are poorly worded, and clearly don't need 3 responses. For instance, Emily & Evelyn both ask you about settling down in the future, but one asks about the general idea of it, where the other asks you for your plans straight out of college. And choosing a non-matching answer for any one of these dooms the rest of your playthrough, which leaves an extremely bitter taste in the mouth. Lastly, seeing two playthroughs play out, the dialogues for Emily & Evelyn in chapter 4 are almost the exact same at multiple points of the chapter for the "chosen" girl and the "ditched" girl respectively. This comes off as laziness, as I the immersion is ruined as I recall having the same conversation during the last play through.