Completely Honest Review
The two playable modes really matter when you start playing the game. For me, they can either make or break your love for it.
Story Mode – As stated by the team, this mode only includes the main or relevant storyline. It plays like a book; everyone’s POV is laid out, and you know everyone’s motives. This is perfect for people who just want to experience the story in full. However, if you only tried and played Story Mode, I highly recommend trying Exploration Mode as well, especially if you want to experience the game completely.
Exploration Mode – This mode feels more like solving a puzzle, where every branch is a puzzle piece that helps you understand the whole story. This is especially enjoyable if you don’t want to look at any guides and prefer to play freely. It’s perfect for players who like building theories or guessing what will happen, what already happened, or why certain things occurred. Caution: there are some endings in this mode that feel a bit short, especially if you play without paranoia. Paranoia is the spice of the game—if you want the most satisfying routes, you need more paranoia.
The game delivers exactly what you would expect: dark humor, insanity, double personalities, obsession, and possessiveness. Plot-wise, the premise is quite strong. However, I do feel that it leans heavily on miscommunication, which is understandable, as most of the characters would rather protect their ego than risk rejection. They tend to imply things instead of stating them directly. I agree with another comment that mentioned how the narrative does not change drastically based on your choices. That said, each choice still leads to new information about the characters and their relationships with one another, which is not a bad thing. Even so, the game feels somewhat lacking in terms of its overall plot. While the premise is interesting, it does not always feel fully explored or pushed far enough. The experience relies more on character dynamics and atmosphere than on a tightly developed narrative which may work for some players but feel lacking for others.
Character-wise, it really comes down to personal preference. One thing they all share is that their actions revolve around their love for the MC. For example, Character A might not do certain things if he weren’t constantly thinking about what the MC would feel or think of him. I appreciate that the game consistently places the MC’s feelings above everything else.
While it may not satisfy players looking for a deeply layered narrative, it offers an engaging experience for those who love character dynamics over plot complexity. Kudos to the team!