Allusive's Reviews (New Review - Psy High)

A mix of both.

I’m writing my WIP currently, so I’m constantly thinking about design or writing issues in Choicescript, so I’m really diving into all the titles I own to read or re-read them. It serves as a great refresher on including practices I like in my own game, and avoiding practices I don’t like.

My current practice is writing on my game in Visual Studio Code until I get tired or need my brain to have a rest, then open up a Choicescript game and read for an hour, sometimes two, then go back to writing.

As I play these games now, I keep Notepad open and record notes, so when I come across something I want to discuss in the review, or just think about later, I can remember it.

I actually picked up about a dozen new titles during the Steam Summer Sale from HG and CoG.

@HarrisPS letting me know that Yeonsoo Julian Kim also wrote Undying Fortress means I’ll probably read and review it next. I already owned it, but had somehow missed who wrote it. I wish storefronts like Steam made the author name more prominent, or I’d have almost certainly read it by now.

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I feel the same without the writing portion :slight_smile: . I’m getting much better at figuring out why some tropes/writing/design choices “click” while others don’t.

I really need to do a better job at keeping notes! While I’m reading, I’m like, “okay, THIS is a specific citation I need,” but I get so absorbed I end up skimming it. And of course, I don’t remember the exact line I was thinking about, merely just the :sparkles: vibes :sparkles:. I don’t think I can copy and paste from Steam, but it might just be an issue on my end. Ah, well, I never claimed to be a professional!

I tried the demo of The Fog Knows Your Name, but somehow, it didn’t click with me. I honestly don’t know why, but I remember not enjoying the cast and feeling that the prose was a bit too succinct and YA-ish for me. But everyone seems to love it, so I think I’ll give it a go … when I’ve run out of titles to play.

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That’s precisely why I started keeping notes. I had the same experience of remembering I really wanted to talk about something and not remembering the specifics!

I can see that. It definitely is, despite the dark premise, at its heart a Young Adult literature type of story. The reason the kids fight to begin with at the start of the story does sound petty to adults, but it’s sort of the point.

I have a love-hate relationship with YA fiction. I like it quite a bit, but I went through a period in my late twenties, early-to-mid thirties where the characters in YA stories became sort of insufferable to me, because I’d want to yell “These are stupid things to get upset over! You’re being stupid!”

And now that I’m older I still think those things, but it’s with more compassion and understanding, like “Bless your young hearts. You just don’t know any better and this all seems so huge to you because you have no frame of reference to know the scope of your feelings and experiences.” And I like YA fiction again.

But I do have Choicescript titles myself that always show up on other people’s best-of lists that I cannot STAND. I might try and force myself to re-read one of those and review it soon, just to see how many gasps I get, or if I can make the reason for my feelings understood. But you aren’t alone in that regard!

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I really like this idea. Thoughtful reviews help both players and authors, especially for games that deserve more attention but don’t get many ratings. Looking forward to reading more of your reviews as you work through your collection.

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Thanks to @HarrisPS for alerting me to another title by Yeonsoo Julian Kim in Choicescript, leading directly to this review, since I already owned this game.

Undying Fortress

by Yeonsoo Julian Kim

Published Dec. 2025 - 500,000 words

Undying Fortress is a dark fantasy in a setting blending elements of European style fantasy with a fresher Asian (specifically Korean) inspired fantasy world. You play as a disgraced former student of the Imperial Academy, now making a living as part of a mercenary company. When the floating fortress that has hovered high in the sky for nearly a millennium comes crashing to earth, you are tapped by the Imperial Crown to lead an expedition inside to discover it’s secrets. What you find and what you do will determine your fate and future, as well the very survival of the kingdom and the people under your charge.

So…time to confess something. Fantasy is always a hard sell for me. Any story or game in the genre is going to face an uphill battle gaining my appreciation. It’s my own fault, because like a kid who eats so many chocolate chip cookies they get sick and ever afterward have a bout of nausea when they smell the aroma of more, I used to consume a lot of fantasy.

For about 15 years, I read nearly nothing but fantasy at a rate of 2-3 novels a week. If you do the math, I read around 2,000 fantasy novels during that time, not even counting the short stories or other fantasy media I consumed. I read great fantasy and awful fantasy and everything in-between.

“Familiarity breeds contempt” very much applies here. I grew tired of and exasperated with all the tropes, repeating elements, endless recycling of Arthurian and Tolkien themes and concepts.

All this so you know where I’m coming from in this review and future ones - for instance, the marketing for Undying Fortress leans very heavily into the fact the player has a magical family sword with a name, handed down through generations. While that might have been a selling point for some, it’s actually the reason I put off reading this title, even though it intrigued me enough to purchase it. I’d encountered plenty of flying citadels in fantasy, of course, but the concept of the citadel crashing down and a fantasy expedition inside was enough to get me to pull the trigger on the buy, but the magical sword bit kept it low on my reading priority list.

Though you might have some inkling as to how well I took to the actual story since I’m reviewing it just two days after @HarrisPS brought the author to my attention.

PROS:

:green_book: World-building. Yeonsoo Julian Kim does my favorite thing with fantasy world-building—she lets you figure it out for yourself. You get context clues as you go along and brief natural explanations that only give you just enough to understand the current context of what’s going on. It’s up to you to piece it all together and you’re never given a giant info-dump of text about god pantheons, kingdom hierarchies and histories, or all the exact little rules of how magic works in this world. She clearly knows those things, but like good fantasy, the world-building is sub-servant to the story and gets out of the way and stays in the background.

What you can construct as the reader is a very Korean-inspired fantasy world, with sliding doors, pagodas, tiled roofs, Imperial Courts, and embroidered robes. I was visualizing something similar to the world of Avatar: The Last Airbender. On that same note, I appreciated the way Yeonsoo Julian Kim described spells and magic being used in detail, down to the material components the caster was using and the movements of their hands or body.

The fortress itself feels like a real location, loving described to such a degree that by the end of the story you really have a strong grasp of how it’s laid out and how everything fits together, as well as it’s history.

Discovering how everything fits together within the fortress, why it exists, why it was flying for all this time, and what secrets it holds, really act as a nice mystery to constantly keep driving the player forward to discover more.

:green_book: Stats. Though there are nearly as many stats in Undying Fortress (14) as there were in Yeonsoo Julian Kim’s previous Choicescript game The Fog Knows Your Name (15), here they were done much better, with much less overlap of purpose or confusion on what was being tested at any given time.

It also certainly helped they were clearly and cleanly split between “Qualities” and “Skills” and all visible at a glance on one page. To be honest, I’m not entirely certain if the seven “Quality” stats are ever tested against in choices—I’m reasonably confident they only contribute to flavor text or character interactions. Mostly they serve to show the player how their character’s personality is shaping up.

The “Skills” stats each clearly have their own lanes to occupy, and even in cases where there could be some confusion (there are three different magic or casting skills), Yeonsoo Julian Kim does a great job of telegraphing the stat being checked in the choice text, so you’re never wondering which casting ability is going to be tested.

:green_book: Characters. I started Undying Fortress being a rather stand-offish proper character who was a bit ‘sour grapes’ with everyone, but I was surprised by how much I warmed to practically the entire cast of characters by the end, even ones I didn’t care for based off initial impressions when I first met them.

Impressively, they nearly all had satisfying character arcs that ran throughout the entire story, even the antagonists. Yeonsoo Julian Kim does the rare thing in fantasy of making no character all good or all bad, but all looking out for their own self-interests and goals with a full spectrum of gray that makes deciding who to side with or against something that really demands thought from the player.

The game also makes a big deal about how you’re responsible for the safety of your expedition group and you really do feel yourself wanting to live up to that responsibility.

:green_book: Endings. Now, I can’t say for certain, since I’ve only played through once, but it seems there is an impressive amount of variety in the endings, judging from the fact even the ending I got (which I had to choose out of multiple others) came in three very distinct variations.

The ending I got was very satisfying, since I accomplished my character’s goals, got every member of the expedition out alive, and more on top of that.

:green_book: Options. Okay, sure, maybe that’s another word for ‘choices’, but, yes, I really liked them here.

It’s not many fantasy games or stories that give the protagonist a magic sword and then let the protagonist choose to never use it, or even shrug when you lose it.

I also didn’t realize how fun it could be to play a pacifist in a dangerous fantasy adventure until Yeonsoo Julian Kim gave me the option to do so in Undying Fortress. Or to look at jewels and treasure and go full archeologist mode by yelling at everyone the fantasy-world equivalent of “It belongs in a museum!”

CONS:

I really had to struggle to come up with any, but I do have one minor one.

:closed_book: Pacing gets a little bogged down towards the end. The pacing is great throughout much of Undying Fortress, keeping the tension and drama building at a steady pace. Even the actual ending and epilogue are nicely paced.

However—there are dramatic vignettes toward the end of the story with each of the major characters, each one serving as a sort of penultimate climax to their personal story arcs with the player.

Each of these are exciting, well-written, and with interesting choices. They are also fairly long. If I had to hazard a guess, they are each probably several thousand words. So individually, I liked them all, but back-to-back for over half a dozen characters was a lot when I was geared up for a final confrontation.

This might be because I was a victim of my own success, in that I made sure absolutely no one died and had formed fairly close relationships with everyone. Perhaps this next-to-last section of the story would have gone considerably faster for players with a higher casualty count.

It’s still a nit-pick, but a minor one. I really did enjoy each of these long sequences individually.

Final Verdict:

:orange_book: :orange_book: :orange_book: :orange_book: :orange_book: :orange_book: :orange_book: :orange_book: :orange_book: :orange_book: (10/10)

Final verdict, I would recommend Undying Fortress to anyone that enjoys fantasy stories or even just Choicescript games, as it does pretty much everything right, even to a jaded fantasy reader like myself.

I don’t give full marks lightly, as I’ve read a lot of Choicescript titles over the years and there are only a handful I can think of worthy of top marks, but this has to be one of them.

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Well I know what I’m doing after I finish the book I’m currently reading

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Yeah, this is apparently one of the greats.

I’m actually excited to go back and do another play-through at some point, because from what I could see there looks like a LOT of possible branching and different outcomes and endings.

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Community College Hero: Trial by Fire

by Eric Moser

Published Dec. 2015 - 168,000 or 176,000 words (The store descriptions can’t agree!)

Community College Hero combines two of the most popular Choicescript genres—the school setting and the superhero genre. You play a young freshman college student who joins a community college’s new hero training program in Nebraska. In CCH’s world, thanks to Cold War shield technology, babies and kids got bombarded with neutron particles and developed real super powers as they got older. Except not your character! Moser has made the bold choice to make you the only ‘normal’ student in the hero program.

It almost seems cruel at first, because you get a list of powers to pick from, then get a description of how said powers failed to show up. Instead, you get to pick what type of ‘badass normal’ you want to be, as they define it in the comic genre. You can be a stealthy detective-type, an acrobat, a sharpshooter, or a soldier-type.

You even get to pick what hero archetype you want to be, whether it’s a brooder like Batman, a charmer, a jokester like Spider-Man with quips for every opportunity, or just a traditionalist who upholds the ideals of being a hero and presents themselves that way.

My character was ‘Ghost Gal’, a brooding detective type, wearing an all-black trench coat, a hood with a domino mask, and who was big on stealth and thinking (or Shh and Hmm as the game calls them). A ‘The Shadow’ or ‘Batman’ type of hero.

PROS:

:green_book: World building. Stories in the superhero genre can quickly feel silly if authors aren’t careful with the implications and ramifications. Moser neatly handles this in multiple ways—first, powers have only been around about 20-30 years, growing out of alternate history Cold War technology that went awry. So there hasn’t been time for massive divergence between our modern world and that of Community College Heroes.

Second, the story acknowledges actual changes brought about in the world, including a big focus on the legal practicalities of superheroes running around blowing things up in fights against criminals and super villains. Even the legality of running up to a street thug while wearing a mask and hurting them by attacking them. One of your college classes is “Law and Liability” and you even have a “Insurance Claims Filed Against You” stat!

Third, there is pretty realistic corporate and political squabbling over superheroes and powers. People protesting superheroes in their town for attracting villains or just running up insurance premiums, cities competing for lucrative hero technologies, the privatization of superhero training and the competition that arises, and the pure destruction high-power level villains can inflict on cities and the trauma and statutes that result.

Moser does a great job of tying it all together into what feels like a cohesive lived-in setting.

:green_book: Characters. This is perhaps where Community College Hero shines the most. On joining the school in Nebraska, you are presented with 15-16 major characters and probably at least that many minor characters. Many at first seem one-note, but quickly start accumulating depth as you interact with them.

Just a small example of the fellow students on offer: A punk girl slacker who emits smoke from her fingertips and goes by the moniker ‘Dirty Girl’, both for her powers and because, hey, she just likes making people uncomfortable. A nerdy boy who wears a suit of armor that makes him look like a turtle but calls himself the ‘Combat Wombat’, and is entirely too confident in the abilities of his armor and overlooks the many downsides it causes in his everyday interactions. A young optimistic girl named ‘Origami’ who can turn her body into paper and fold herself into all sorts of shapes and gets way more utility out of that than you’d initially imagine. Even an ‘older college student’ archetype named ‘Crook’ who has nearly a decade on the other students and can create portals from one location to another, but he’s really fond of his knives.

There is also a lot more interaction with the teachers and administrators here than in something like the Keeper series. Each has a strong personality, agendas, teaching methods, and interactions that can totally affect your grade. There are secrets to discover with each of them and a teacher who reminded me strongly of Gilderoy Lockhart from Harry Potter except with an even darker sleazier angle since all the students are in college.

:green_book: Grades matter. A lot of games in the “school” genre have grades, but they usually don’t matter too much outside of maybe parental approval or if you want to achieve certain academic awards at the end of the game.

In Community College Hero your grade point average directly ties in with how strong your character is—do well in a class and you may increase your stats. Maintain a 3.0 GPA and you get awarded more powerful gadgets and gear that can unlock new options in situations and fights.

This creates some real drama to academics that usually isn’t present in these types of settings. In many games like this, the option to slack-off, talk during class, or skip studying is really just a personality check as to what type of character you want to be or what type of friends you want to hang out with.

Here, it’s much more ruthless and feels like a real choice. Do you flirt with that cute classmate or take notes? If you take notes, you actually get real info committed to your Academic menu in the Stats you can refer to during tests. If didn’t study the info? Well, welcome back to real world academics where you get to stare at multiple choice questions on an exam and optimistically pick the ones that sound like they could be right.

You have two rounds of testing—Mid-Terms and Finals. Each determine whether you get upgrades or not. The game even builds tension by updating where you are academically. “You got a C. It’s going to be hard to maintain a 3.0 GPA unless you get A’s in your other classes.”

Because of this, what starts as determination to just do your honest best can waver as you go on and discover your character’s personal best isn’t adequate to get the grades you want. Then you get new pressures. How badly do you want those upgrades and new gear? Will you cheat? Will you pander and suck-up to teachers? Will you sabotage fellow students for your success? Or will you do even worse things?

One of the hardest choices I had in the game was facing an exam in my last class for Mid-Terms, knowing I had no way of passing, and knowing I needed a ‘B’ or an ‘A’ to hit the 3.0 GPA required for upgrades. But I had other options. Horrible, terrible options. Ultimately, I took a deep breath and did the bad thing, got the grade I wanted, and felt awful about it afterward.

SPOILERS: One teacher gives you the option to perform sexual favors in exchange for better grades, which to the game’s credit, is presented as just as unseemly as it is. You can even report them to the dean for this behavior, or use it to get the grades you want. Or maybe you’re just genuinely attracted to the teacher.

It wasn’t the last time the game asked me to make a hard choice to get the grades I wanted, but I had the backbone to do the right thing the next time, even if the game basically smiled in response and said, “Okay. No prize for you.”

More Choicescript games set in a school setting should make grades matter as much as they do in CCH.

:green_book: You feel like a rookie hero. The game neatly manages to balance giving the player the feeling your actions matter and also continuously reminding you that you are indeed, a (beginning) badass normal in a world of people who are immensely more powerful than you are.

You can and do regularly get the stuffing beat out of you, making each victory feel all the better.

When you finally go against a real villain the tension is off the charts, because you are ultimately a really talented normal teenager (basically a Robin) standing against someone who fights people x10 stronger than you and the game will punish you if you dare ignore the fact.

CONS:

:closed_book: Limited gadget use. You have quite a few options when it comes to the gadgets your character can have or acquire, and while each has it’s uses, these are limited to one or two uses in the entire game. They DO make a big difference in the scenes where they can be used, so you never regret getting them, but when you get to the end of the game and you’ve only used your specialized gear (basically, your powers) a small number of times it does feel like a missed opportunity.

However, I’m sympathetic to Moser here. This is the same issue every author who writes a Choicescript game that gives a player a selection of powers or abilities runs into—the sheer number of branching or parallel scenes you have to write can quickly become exponential in scope while trying to accommodate all the variety on offer.

Still, this is an instance where limiting the scope of options and giving more frequent use of those available might have been a better way to go.

:closed_book: Relationship stats are ambiguous. The relationships for the various characters are represented with just single digit numbers. There is no indication of what the scale or scope of the measurement is either. So you end up with some characters a 4 or a 5, maybe someone you really like a 14, maybe a friend at an 8, and just no idea whether some one might like you or be ambivalent from the stats themselves.

Thankfully, the writing and story does a great job of conveying character relationships to you as the reader, but the relationship stat screen is basically useless as it is.

Final Verdict:

:orange_book: :orange_book: :orange_book: :orange_book: :orange_book: :orange_book: :orange_book: :orange_book: :open_book: :open_book: (8/10)

Final verdict, I would recommend Community College Hero: Trial by Fire. It’s a superhero Choicescript game, so it’s got that going for it, but more importantly it does the school setting really well by actually making grades matter.

I immediately started reading the sequel right after, so expect that next!

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I’ve been steering clear of this since I iirc its part of a series that wasn’t getting finished, but ngl this sounds really interesting from your review. How is the first game from a completeness point of view? Is it satisfying to playthrough as a standalone?

Also, want to say, massive thanks for doing these reviews, you’ve got me to check out (and really enjoy) a couple of games that hadn’t been on my radar at all beforehand

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Each game in the series is only covering 1 semester at the community college, but each feels pretty complete and satisfying to me so far.

I don’t have the review up yet, but I’ve finished the second game too. Each one feels very much like a well put together TV show season, in that there is still more story to tell, but each “season” or “game” is telling a complete story with satisfying character and friendship arcs and settles whatever the over-all story is for that game, even if larger questions and longer term goals remain.

But each game gives you a villain, a problem at the school, and interpersonal conflicts, and all of those are wrapped up at the end of each game.

Thanks! That’s the idea! @Kate27 's reviews did the same thing for me, and it’s what I hope to do with this, get more people reading more titles.

I’ve tried to branch out on my purchases, picking up titles I might not otherwise have and giving them a shot. I’ve got a couple of reviews in the works where that didn’t work out though! But you guy’s will see when those drop.

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Really great review as usual, Allusive! I’ve had this one on my wishlist, but ya know, it’s at 50+ titles. I imagine the tone/genre is a bit YA? Might make it a hard sell for me, but your review made it rise on my wishlist!

:sparkling_heart: Same for me, too!

Btw: can I copy this part of your reviews? It’s an excellent feature:

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Seeing your review Make me remember this amazing game and one of my first game of this genre. Really unfortunate how this game series fall and discontinued. Stay healthy

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It is, but not egregiously.

Of course you can! I took plenty of stuff from your review layouts for my own!

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Community College Hero: Knowledge is Power

by Eric Moser

Published May 2018 - 200,000 words

Community College Hero: Knowledge is Power is the second game in the CCH series, and covers winter break and the spring semester at the Speck Community College in Nebraska where you are attending the hero training course.

This time around, you can explore three different storylines for expanding your abilities or powers, face off against a new villain, and prepare for the return of a villain who’s promised to kill all of you.

The game allows you to import your save from CCH 1 to keep upgrades and powers, or create a new, slightly weaker character.

I returned with Ghost Gal, the brooding detective-style hero with her black trench coat hood and domino mask, who after the events of the first game was in a dark place.

PROS:

:green_book: World building. I’m a bit in danger of repeating myself with this review, but Moser has really done a great job with the world building of CCH. There are real consequences to the actions of the heroes, the events of the previous game, and the response of the public and authorities to threats made by villains.

In addition, new information about the Cold War technology that created powers in certain individuals takes on a darker, more conspiratorial twist that actually helps ground it even better in the setting.

:green_book: Characters. This remained my favorite part of the sequel. Since we got to know all the characters in the first game, here we have the time to dive deeper into their personalities, back-stories, and interactions.

I had Ghost Gal dating Dirty Girl and there were some really sweet interactions, scenes, and events between the two, with lots of call-backs. I appreciated how the game allowed me to call her out on certain behaviors while still continuing to date.

Moser also does a lot of what I’ll call ‘Chekov’s Characters’, where if he mentions a character earlier in the story, you can be sure you’ll have enough interaction with them later to justify learning about them. The larger number of character also don’t feel unwieldy, because he takes the time to describe them a little bit in context whenever they appear, and, of course, when you have character ‘names’ like ‘Captain California’, ‘Stunner’, and ‘Stoic’ it certainly makes it easier to assign them each a memory cubby in your mind without them having to share storage space with ‘Johns’ and ‘Emilys’.

There is also a fun through-line of a story with the other superhero students at the school and their reaction to the events of the previous semester and your character’s role in those events. It felt realistic for the setting, because there is some admiration, but also resentment to work through in your interactions with everyone.

:green_book: Improved stats. The issue with relationship stats in the previous game has been fixed, with each character getting a percentage bar that easily tells you where you stand with them.

There is also a fun new stat called ‘Ouch’ that measures how injured and beat-up you are. What I particularly liked about it is how much of a creeping timer it is. You don’t realize it at first, but since you are a normal human with no powers, you aren’t as resilient as your classmates.

The story only takes place over a few months, so even though there are ways to reduce the ‘Ouch’ meter, it’s difficult and nothing will bring it all the way back to zero. Every fall, hit to the head, impact taken, and push of your body beyond it’s limits WILL cost you. Sometimes this will mean you are too sore to participate in certain activities, get comments on your injuries, or just eyebrows raised when you volunteer to put yourself in harm’s way.

It’s a 100 point scale, and even going to the doctor, taking a rest and recovery day, or chugging painkillers will only reduce it by 5-12 points. You’re a normal person. You aren’t walking off cracked bones, concussions, or deep bruises.

This forces you to be strategic with how much danger you put yourself in during fights. Is it worth the injury, or should you go easy, even if it means you might lose? Maybe you want to avoid a fight, because you know you’re unlikely to come out on top with your current limitations.

During important and climactic fights it even serves as a great tension meter. Each wrong move, each time you’re punched in the face, thrown through a wall, or pummeled in the ribs is another injury that might doom you or prevent victory.

:green_book: Rising stakes. The ‘Ouch’ meter is part of a whole system in CCH 2 that contributes to the feeling of rising stakes and pressures in the storyline.

There is a Motivation system that tracks how altruistically you behave, or whether your driving motivation is retribution and revenge. This is paired with tracking how team and loyalty oriented you are, or if you are trying to go it alone.

My poor Ghost Gal was a wreck by the end of everything, with achievements for refusing to stay down in a fight and also being beat to hell, bruised and battered. It really made the last confrontations thrilling with balancing my character on a razor’s edge of barely being on her feet and still trying to figure out a way to snatch victory from the jaws of defeat. So when I triumphed, it really did feel heroic.

:green_book: Ending. The ending of the story, the whole build-up to it and the actual climax, felt suitably dramatic and epic. Every character was well used, the options available to the player were varied and exciting and the stakes were high and just kept raising.

Moser does an excellent job of putting you in the heroes’ mindsets, with plenty of times where you as the player go ‘I have no idea how I can get out of this alive’. Not to mention the lives of your classmates being at stake too, and trying to figure out how to balance protecting them and yourself, or going on the offensive.

CONS:

:closed_book: Limited use of gadgets is still a thing. It’s a minor quibble, but like the first game, you don’t get many chances to use all your varied gadgets. They all have their moment to shine, but that’s usually what it is, one moment, or sometimes two, in the entire game.

It’s the exponential combinations issue again with IF, except now Moser has two games worth of gadgets to try and work in. Sometimes you can see him dealing with this by just taking them away temporarily to force you to rely on your own stats.

:closed_book: This might be it for the story. Moser has a third game in the CCH series, Fun & Games, but it’s really a collection of short stories placed in-between events of these first two games and doesn’t progress the over-arching story any further.

Moser reported being burnt out a couple of years ago and focusing on a new job and his family; putting his fiction writing on the back-burner indefinitely. So, the Community College Hero story may never be completed, or if I know creatives, he may find himself coming back to it in another decade when the itch strikes again.

I mention this because it might be a deal breaker for some people. I know it frustrates me knowing something will (may) never be completed. BUT, I’ve been trying to enjoy the journey with these sorts of things, rather than the destination, and Community College Hero is definitely a fun journey.

I would encourage anyone on the fence to go ahead and read them still. They both tell satisfying and complete stories as they are, even if the larger umbrella narrative may never get settled. In that way, they are indeed reminiscent of comic books.

Another analogy is like if you only had the first four Harry Potter books. Each one tells a satisfying and complete story, but if you don’t have the last three, you’re never sure what happens with Voldemort or the rest of time at school for Harry - but it doesn’t mean those adventures and storylines along the way weren’t exciting.

Final Verdict:

:orange_book: :orange_book: :orange_book: :orange_book: :orange_book: :orange_book: :orange_book: :orange_book: :open_book: :open_book: (8/10)

Final verdict, I would recommend Community College Hero: Knowledge is Power. It’s more of what made the first game so good, with increased stakes, better fights, and deeper characters.

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Great reviews, and I’d absolutely second the recommendations–these are two of my favorite Hosted Games. I’m not a huge fan of superhero games, but these stood out from the pack.

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I don’t know when it’s planned to be out or whether the release is set in stone, but All Things End has a Steam page:

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Hmm. Interesting.

That page was created before Eric announced his retirement from the IF fiction space, so likely in preparation for what he knew would be a 3 book series, so I wouldn’t read too much into it, except that it was last updated in December of last year.

So there may be hope after all! I had a feeling it wouldn’t be unfinished forever. Any creative that’s created a world and story and got 2/3rds of the way to the finish line was always likely to return to finish it at some point, but if two years was enough time for Moser to recover from burn out, I’m thrilled.

I’ll adopt a cautious optimism.

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Ohh, I didn’t realise the page was created as long ago as that. Fingers crossed though!

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Eric popped up a year ago to say he was having a stab at finishing it:

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Oh, that’s awesome! It lines up with the update date’s on that Steam page I saw too.

Well, I’m glad Eric is working on the third one and I hope he enjoys it! I’ll patiently wait until it’s done, but I’m glad to see he’s got the creative spark back.

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