This review contains spoilers

What do you do with a work like this? I found it genuinely boring for hours, with little emotional highlights here and there—I'm a huge mark for any character trapped in a pattern of self-denial, so La's perspective in particular hit me like a truck—that couldn't save the overwhelming just-okayness of it all.

And then the twist comes, and I feel like that tricked me into thinking the VN's way better than it is.

But at least the twist is better than I thought it was. My first impression was that it was a cheat, abandoning everything we knew about the characters—and it's not NOT a cheat, since multiple chapters of the game are from La's perspective and she conveniently leaves details out—but mostly the revelations recontextualize, rather than alter, the characters and their relationships. There's still a continuity between who they are and who it turns out they were.

(And hey, it's a story about memory erasure, I can forgive a slightly cheap twist about memory erasure.)

Interesting choice to lead La's backstory with Blackiris' half-joking worry that Analye is a pedophile, because it really colors how the Omega storyline ends up coming across. Stating the subtext out loud, but it works somehow.

One of the best indie IFs ever written. It's amazing how consistently funny Ryan Veeder's parser is, and that comedy is a pivotal part of the game's nuanced overarching small-scale tragedies tone.

I thought highly of this game in high school and have about zero interest in replaying now to see how I actually feel about it, but what I do remember tarnishes it (and would tarnish it more or less depending on how intentional the discomfort is, but again, I'm not replaying the game, so).

I absolutely adore the like 15 minutes of this game I've ever managed to get through before quitting in frustration at the completely unsignposted puzzles

I have absolutely zero opinion about the design of this version but it's solid Sound Voltex. Heavenly Haven is still the best design, though.

There's a lot of potential here, but a lot more squandered, to the point that I still have yet to play the rest of the series. It's not bad, it's just not great.

I have replayed this game for probably upwards of 200 hours and still have not beaten no-death mode.

My parents didn't allow me to play much more than educational games growing up, and Portal was one of the first games I played when they relaxed that restriction some.

Unsurprisingly, starting with Portal gave me unrealistically high standards for quality in video game narratives.

What really sticks with me about this (tremendous swiss watch of a) game is the subtle stuff, like how the representation of early computer graphics dovetails with the look of older art styles and printing techniques.

this game kinda sucks and completely misunderstands max as a character and Max Payne as a series

but damn, that airport level

I can't get over how clever a decision it is to use the utilitarian setting of a computer desktop, seemingly built for staid realism, as instead a vehicle for expressionism.

It's by no means a perfect game, but no matter what problems it has it's still a noir adventure game starring a rabbi, which is terrific.

1999

This is an entire game built around a gimmick, but the gimmick is a good one and the setting and premise only enhance it.

Great, evocative puzzles and prose, but at the end it just feels like there's something lacking.