fun fact about me, i have over 300 hours on this game on steam. this is my ultimate comfort game, as in i play it whenever i'm sad, whenever i'm angry, just to chill out and take a few deep breaths. cove for sure helps with that, i've never played a visual novel with such a caring and sweet love interest. not to mention the oodles of customization and callbacks to previous ingame moments! also the lgbt and neruodivergent rep is literally amazing augh okay i'm done now i swear o(╥﹏╥)o this vn means a lot to me okay.........
i tried this after a friend who i didnt take for liking these types of games sung its praises, and man just from the first time period its writing is honestly....really really good. understands the internal state of elementary kids really well, of a time when any dumb argument could feel like a massive rift, when nothing gestures could be imbued with love that you couldnt really understand yourself at the time, the sensations of having a childhood crush and navigating the personalities of other children. it allows you to re-enter that space through how you interpret your dialogue choices and its so effective. theres a part where you go to a bbq and it actually overwhelmed me, reminding of an instance of where i wanted to feel safe with one of my parents out of some sense of sensory overload that i dont recall the cause of. could be something like that for you in this.
its fluff yeah but incredibly nostalgic and emotionally acute fluff. im not done with this, im waiting until its all out before i keep going, but its been impressive so far and im hoping it keeps up for the rest of it.
its fluff yeah but incredibly nostalgic and emotionally acute fluff. im not done with this, im waiting until its all out before i keep going, but its been impressive so far and im hoping it keeps up for the rest of it.
an entrancing moonlight dance between post-modern naturalism and mushy sentimental romanticism, this is unexpectedly great! for a free-to-play game with very modestly priced DLC that more than doubles the game's length, the depth and quality of writing and interaction here is seriously impressive; on multiple occasions i was genuinely struck by the little things the game picked up on and developed in interesting ways for both the player character and cove. when a character in step 3 commented on how i normally behaved one way but shifted that behavior in certain contexts, or how i would have the pc express outward disinterest in formal engagements but would have them throw themselves into them when they were presented, i was surprised and suddenly introspective in a way that felt extremely complicatedly real in a way i've scarcely seen from a game like this.
it's also a bit more thorny and dramatic than initial impressions might seem: while the game maintains a positive tone (in particular the adults around you are always supportive of whatever developing gender or sexual identity your character might have in a way that is nice but also feels like the part of the game most in tune with the wholesomecore aesthetic it sometimes toys with) and it's never going to spring something truly shocking or upsetting on this pleasant boat ride, you can choose to steer various scenes into rougher waters, if you so desire. some of my favorite scenes were a result of me choosing to do this, playing into the image i had built up of the player character being insecure and socially awkward in often kind of mean and selfish ways.
it's for this willingness to get real and dive into the friction it's scenarios present that the childhood segment ended up as the highlight: overall Our Life is a game about maturity and how people change, and starting off with a bunch of kids who are in turns deeply immature in very real ways and honestly bratty unpleasant is maybe the most unique and singularly well-realized part of the game. the rest of it is good too, with the teenager segment sagging a little bit maybe compared to the others, but for reasons i've talked about elsewhere I think it's the best part of the game and is instrumental to what makes it work. later scenes and conversations only work as well as they do because of the important groundwork laid down earlier, building to quiet, naturalistic crescendos of personal reflection and emotional development. the developing physical intimacy between the player character and cove on the romance route is something i found particularly powerful, as it's one of the few areas where the game puts it's foot down and had my character be realistically too emotionally immature to really get it, and when the two do eventually find a place that works for them, it really got me! our life understands i think that total comfort is ultimately suffocating: to truly appreciate how warm it is under the covers, you have to spend time away from them.
it's not going to be for everyone: i find myself wishing it asserted itself to the player a little more than it did: being able to manually customize cove's personality and appearance somewhat between steps feels like a step too far in player agency, and i'm glad that you can just choose to ignore that because it doesn't feel like the right way to engage with the game. in general, the game isn't particularly interested in challenging the player, which is fine, but it does mean that i can see it totally washing over some.
for me though, it was a surprising delight. there's a sequel in the works that seems to be aiming for less of a specifically romantic frame with more than one central character of interaction, and that has me seriously excited. cove is a really well-rounded character but i was surprisingly enamored by the entire cast, and a game that felt more able to explore that wider cast might have landed even better. very excited to see what comes next from this team!
it's also a bit more thorny and dramatic than initial impressions might seem: while the game maintains a positive tone (in particular the adults around you are always supportive of whatever developing gender or sexual identity your character might have in a way that is nice but also feels like the part of the game most in tune with the wholesomecore aesthetic it sometimes toys with) and it's never going to spring something truly shocking or upsetting on this pleasant boat ride, you can choose to steer various scenes into rougher waters, if you so desire. some of my favorite scenes were a result of me choosing to do this, playing into the image i had built up of the player character being insecure and socially awkward in often kind of mean and selfish ways.
it's for this willingness to get real and dive into the friction it's scenarios present that the childhood segment ended up as the highlight: overall Our Life is a game about maturity and how people change, and starting off with a bunch of kids who are in turns deeply immature in very real ways and honestly bratty unpleasant is maybe the most unique and singularly well-realized part of the game. the rest of it is good too, with the teenager segment sagging a little bit maybe compared to the others, but for reasons i've talked about elsewhere I think it's the best part of the game and is instrumental to what makes it work. later scenes and conversations only work as well as they do because of the important groundwork laid down earlier, building to quiet, naturalistic crescendos of personal reflection and emotional development. the developing physical intimacy between the player character and cove on the romance route is something i found particularly powerful, as it's one of the few areas where the game puts it's foot down and had my character be realistically too emotionally immature to really get it, and when the two do eventually find a place that works for them, it really got me! our life understands i think that total comfort is ultimately suffocating: to truly appreciate how warm it is under the covers, you have to spend time away from them.
it's not going to be for everyone: i find myself wishing it asserted itself to the player a little more than it did: being able to manually customize cove's personality and appearance somewhat between steps feels like a step too far in player agency, and i'm glad that you can just choose to ignore that because it doesn't feel like the right way to engage with the game. in general, the game isn't particularly interested in challenging the player, which is fine, but it does mean that i can see it totally washing over some.
for me though, it was a surprising delight. there's a sequel in the works that seems to be aiming for less of a specifically romantic frame with more than one central character of interaction, and that has me seriously excited. cove is a really well-rounded character but i was surprisingly enamored by the entire cast, and a game that felt more able to explore that wider cast might have landed even better. very excited to see what comes next from this team!