>>62993That sounds like it's got mostly the opposite of the problems I had with Saeko: Giantess Dating Sim. So maybe I should give Alan Wake a shot.
Horror videogames are rarely really scary if you strip out moments of shock. At that point they often become dark walking simulators with neat consistent gory aesthetics. Jumpscares still manage to cause a response, and serve a purpose beside the obvious. Jumpscares deflate tension and that allows tension to be built up again. Saeko's one of the horror games that never does anything remotely like a jumpscare. And the closest thing it gets to an audio jumpscare is when the BGM stops playing. Some people might appreciate the artistic integrity of focusing on constant unalleviated dread with no catharsis, but it also feels like the game lacks punctuation.
A horror game is expected to deliver all of its fundamental emotional experience on a first full playthrough and for replay value to yield interesting but unnecessary lore items. That sounds like what Alan Wake does, that's the way it worked all the way back in Alone in the Dark, it's fine. Saeko doesn't tell you nor show you everything you need to know. Lots of lines of dialog look like they might be unnecessary. They aren't. Saeko's insecurities in the damn earring shop explain why she chooses death, but only in a way that makes sense if you read through the ending where she kills everyone else instead of herself. This is a flaw and demonstrates that there SHOULD be fluff, unnecessary dialog, red herrings and skippable parts in a game like this. Even if only because that's what's expected.
Additional Saeko complaints only from this point in the post onwards, if you don't care about that then congrats you're done reading.
The conversations in Saeko are tense only on the first playthrough, but if you scored a mechanically correct bad end then you get way more context on those conversations the second time through, and following up on that context shows the ways the game rewards mechanically incorrect behavior. This is normal for dating sims with veteran teams who want to produce serious tragic romances with replay value, but seems less normal for "looks like a dating sim but is actually just horror" games. Most of those, the writing is complicated rather than complex, and the additional information is just lore and ba
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