Kate's Reviews (New: World War II Armored Recon)

A 7/10 for my weakest choicegame from an avid choicegamer and reviewer is a hell of a compliment! I don’t even think SoH 2 is technically a story, there’s no ending, it just stops. I really had to take some time off afterwards to do some hardcore studying on story structure after that (no more writing by the seat of my pants) and SoH 3 is such a course correction that I think it’ll always be the most important book in the series just for that alone.

I like to describe Samurai of Hyuga as an interactive novel, not an interactive game. You get to customize your reading experience, but it’s not very gamey, not very branchy, and it’s not something I’d expect people to play more than once or twice. Maybe that sounds strange, but 1-2 playthroughs is the norm for the majority of people who play these games (the casual audience who aren’t on these forums).

I personally don’t like choicegames (mostly because I don’t like second person perspective) and SoH was really just designed to appeal to me. It’s a miracle that its as popular as it is, really!

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[insert Ariana, what are you doing here meme]

I’m glad you agree with my critiques! I always like knowing I’m not just making up cons from thin air.

This is honestly so funny. Props to you for sticking to your guns! There’s a grey area where what the author wants to write vs. what the audience prefers. I try to see both sides. I don’t mind usually mind “interactive novels” vs “interactive games” or even more “interactive simulators,” but I always like to point things out for an audiance who might prefer one or the other. Can’t wait to see where the next book goes—I bought the rest of the books :slight_smile:

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Werewolves: Haven Rising

By Jeffrey Dean

:star::star::star::star::star::star::star:☆☆☆ (7/10)

Werewolves: Haven Rising is a solid, straightforward read. You play as one of fifteen young werewolves born in Haven, a government-run internment camp designed to control and monitor werewolves. The story follows your struggle to survive, navigate the social dynamics of the camp, and confront the moral and ethical dilemmas of being hunted simply for who you are. While it doesn’t break new ground, the narrative is surprisingly fresh with a good plot twist at the end. Your choices and stats matter quite a bit, as well. However (and this is purely a me issue), I did not vibe with the author’s prose at all. It’s technically solid and descriptive, with clear attention to character, but I struggled to feel invested in the cast. The vibes comes off as somewhat YA, and the characters lean heavily on archetypes—Hakem is the brute, Bly the hothead, Jolon the lone wolf, and Dena the sweet one. Still, I might check out the sequel if it goes on sale.

Pros:
:white_check_mark: Strong plot. Werewolves: Haven Rising isn’t your typical urban fantasy. You’re not a cool, free-roaming apex predator—you’re a kid growing up in what is essentially a steel cage. The internment camp setting adds a constant layer of tension, and the story does a good job exploring control, fear, and systemic oppression without feeling cartoonish. The story touches on colonialism too, as well as independence and democracy. I went in half-expecting a Twilight-style werewolf love triangle. That expectation was very quickly—and very pleasantly—destroyed. There’s also a surprising plot twist at the end of the game! I found it was foreshadowed well and very relevant to the game going forward. Honestly, the writing is quite solid.

:white_check_mark: Choices that matter. The beginning of the story starts off pretty normally regarding stats. You can choose a different build ranging from a pacifist, intelligent werewolf to a feral, bold killing machine. The options were clear and well-developed, so all right, let’s see how this goes. But then I started encounting more choices, choices that had clear consequences for the rest of the game. For example, I chose to study with the elder instead of training with Bly or Jolon. As a result, I developed a strong bond with him and ended up even becoming head of the pack! There’s a lot of branching, as well—who do you want to spend time with? Which path should you take? There’s also three major different endings with different motivations for going down different paths. I always felt that my choices were respected, and I never felt like I couldn’t make a choice that was not given to me.

Cons:
:red_square: Writing wasn’t for me. On a technical level, the prose is clean, readable, and descriptive, and the story clearly wants you to think about moral gray areas, systemic violence, and resistance. But … “baby, we should break up. It’s not you, it’s me” basically. I can see that the author wanted to—and did!—focus on quite a bit of the cast. But to me, the characters fell flat. They felt more like stereotypes or mouth pieces for their side of the conflict (e.g. pro-violence or anti-violence). The overall tone also leaned more YA than I personally prefer, which isn’t a flaw so much as a stylistic mismatch. Emotional beats are often very direct and clearly signposted, and the characters’ personalities tend to stay within familiar archetypes rather than evolving. Characters frequently explain how they feel, why they feel that way, and what they believe is right, rather than letting those ideas emerge naturally through action or subtext. None of this makes the writing bad, either! It’s clear, earnest, and purposeful. It just didn’t fully pull me in on an emotional level, and I found myself more interested in the setting and central conflict than in the people experiencing it.

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Hi @Kate27 These are very awesome reviews! I hit a wall of writer’s block yesterday and spent a very pleasant late afternoon reading them all. Thank you for brightening my day!

I also wanted to let you know that Natalia Theodoridou uses he/him pronouns now. Here’s the typo: She lets the unspoken linger in between the lines

Also:

SO TRUE

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Two is my favorite so far though there are some good moments in 3 sadly you also feel the rails despite the game size and many choices. The author said 4 though will have a wide range of endings base of your choices though out the series

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I think Werewolves 3 is the only time I played a male character in a book just cuz I wanted to see the Winter stuff.

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Hey, glad to hear my reviews helped you pass the time! Hopefully your writer’s block passed :stuck_out_tongue:

Thanks for letting me know—will fix that in this version and the one I published on Steam.

FUCKING FINALLY SOMEONE SEES MY VISION!

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Samurai of Hyuga Book 3

By Devon Connell / @MultipleChoice

:star::star::star::star::star::star::star::star::star:☆ (9/10)

Going into Samurai of Hyuga Book 3, I was cautiously optimistic. I’ve enjoyed the series overall, but the previous entry left me with a handful of lingering frustrations: pacing hiccups, mechanical opacity, and the sense that the story hadn’t quite reached its full potential yet. Book 3 feels like the moment where everything finally clicks. Connell has a little bit of everything here: a focused narrative, steamy romance scenes, strong emotional stakes, and leans fully into the series’ darker, more introspective side, delivering what is easily the strongest and most confident installment so far. It feels far more confident in what it wants to say about violence, guilt, and whether someone like your ronin even deserves redemption. “Jesus Christ” is all I can say after finishing Samurai of Hyuga Book 3. All my problems with the previous book has been washed away (mostly!).

Pros:
:white_check_mark: Emotional rollercoaster. I thought this series was going to be a fun romp in the countryside, where I bed pretty maidens and kill bad dudes. But oops, am I the bad guy? Kind of, yes. Your ronin goes through a mini-arc, which sets them up for an ever bigger one. I have to keep it vague, but you see a different side of your ronin. You see their tenderness and care for a certain group of students, and this plotline has such great pay-off. Because who could ever believe a dirty, lowborn, murderous ronin could have love in their heart? Which of course made (MAJOR spoilers) my two students’ deaths hurt even more LMAO). RIP to my ronin, but I believe in #charactergrowth through trauma.

:white_check_mark: New detective mechanic! Not only is your ronin a shogi player of … questionable skill, now you are also a detective! Of again, questionable skill. There are two different options given to you when opening the game: an “input text” option or a “choice” option. I was surprised at how fun the “input text” option was! For example, you will be (light early spoilers) investigating a dead body. You must type in five key clues to investigate, like “body” or “blood.” This was simple enough, with a wide variety of answers being accepted. You can also ask your companion for help. I appreciated how all the information was given to you on the same page, so you could go back and reread for context clues. I had a blast with this investigative gameplay, as it’s unique and not too difficult. My only critique is that it’s a pretty sudden change for the ronin, who can’t read and is … rather stupid ngl. To some, this gameplay mechanic could come out of left field. There’s no hints of this in Book 1 or 2.

:white_check_mark: Romance. I find it interesting how Connell does romance. Usually, IF (generally) has a lot of romance, and each book balances all ROs. So, for example, if you go into town, you can choose Option A, B, or C. But Connell does the opposite. Instead, each book is dedicated to one RO, it seems like. Book 1 was set-up, Book 2 was Momoko, and Book 3 is Toshie and/or Kohaku. It’s tough for people who have their heart set on one character, but I really love this design choice. Each character gets their own screen time, and it makes the ronin seem more like a character in a novel, instead of a blank slate. It’s not for everyone, though! I, however, will happily flirt with every available woman. Oops.

:white_check_mark: Action scenes. No one does action or fighting scenes like Connell. I don’t know how to describe his prose because I honestly don’t read a lot of action books, but … look at some of Ghost of Tsushima’s gameplay. How a samuri slowly flicks his katana handle up, waits, stares, then waits some more. Then a quick slash. And the enemy falls to their knees, gargling on his own blood. Connell has that vibe, that samurai vibe. I literally felt like a samurai. Connell lingers on posture, timing, and intent, then delivers violence in clean, sudden strokes. It’s beautiful, in a super gory way.

:white_check_mark: Better story structure and pacing. THANK GOD the structure has improved from Book 2. The narrative picks up right where it left, and all my lingering questions and frustrations were answered. I’m so glad Hatch and the ronin made up, and the second demon was handled elegantly. Your ronin is back on the move, actually doing things. You have a new goal and new conflict. The ending is a light cliffhanger, more open-ended than abrupt like last book’s. There’s also more groundwork laid for the books ahead. Honestly, I wouldn’t have minded Book 2’s linearity if it was meshed together with Book 3 instead of being a separate entry.

:white_check_mark: New romance? Ayo, is there a new RO I spot in the wild? RIP to Momoko, Junko, and Toshie, now Kohaku is my new best friend.

Mixed:
:yellow_square: Amnesia plotline. I have a love/hate relationship with this trope. To give Connell credit, he pulls off the plotline pretty well. The angst is clear and impactful, as your ronin forgets their bad memories, like their sword and Jun/ko, However, it did bug me that the ronin kept asking their companions for the truth, and everyone avoids answering of :sparkles:plot and angst.:sparkles: Thankfully, the issue clears up by the end of the book, but … out of the frying pan into the fire, so to speak.

Cons:
:red_square: Opaque stats. This is probably my biggest con. The past two games had this issue as well, where your attunement is based on your choices. Problem is, it’s been three books and (1) I still don’t know what attunement is and (b) generally, what choices raise or lower attunement. To me, a lot of the choices feel like flavor text, like replying in a conversation. I was a bit surprised when I failed some dialogue checks, and that attunement was tied to them. In general, I don’t mind stat-heavy books, but there are a lot of major scenes that depend on your traits and attunement. One scene that bugged me was a duel. You have four choices: move left, right, forward, and back. All had a trait associated with them. That, to me, felt less like strategy and more like guesswork. No spoilers, but there’s 5 tests you can pass at the climax at the game. I passed one and couldn’t figure out why/how.

:red_square: Would like a glossary. Minor nitpick, but there’s a lot of Japanese words—which I appreciated, as it gives the text culture! However, there’s quite a lot of specific diction after three books regarding swordsmanship, food, regions, titles, etc. A glossary and character sheet would be nice.

:red_square: We are not the “toughest ronin around.” Respectfully, the ronin spends more time getting their ass kicked then doing the ass kicking. And I fear it’ll get worse! Obviously, a major part of the Hero’s Journey is their low point, but man. This low point is going to be a long time, I feel like.

:red_square: Where’s my shogi and haikus? :frowning:

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It’s basically a red herring that sends completionists into a frenzy but does very little other than that. In theory, it means that the player should keep hitting the same “personality type” responses throughout the books, as they’ve established through their choices in (early part of) book 1. E.g. when given choice between brute force and finesse, they’d always go for the same one of these two. This causes the attunement to remain high, while venturing into behaviors different from how the MC was originally makes it drop.

Fortunately, outside of maybe first book there’s no actual consequences to getting that number low, other than some players malding because the number on the Stats screen shows 98% instead of 100%.

IIRC, most if not all checks are passed based on whether you option you pick matches with MC having the associated trait (i.e. the relevant personality type stat pair is at under/above 50%)

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Ya as much as I love these games, the Attunement system was kinda infuriating tbh. It was often arbitrary, but also didn’t really let you experiment with your character at all. You had to be one thing all the time if you wanted to succeed. This more of a critique of stat-heavy games in general, I suppose, but it is really noticable in this series.

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I feel this tbh. One on hand, this design choice does help the ronin have an actual sense of personality, and I like the idea of a domineering trait buuuuut sometimes it’s hard to see what each choice tests what trait. I was literally at 50% for Charming/Stoic somehow! And I like responding in a variety of ways too. Charming people can become stoic at times of trauma or vice versa.

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A Study in Steampunk: Choice by Gaslight

By Heather Albano

:star::star::star::star::star::star::star::star::star:☆ (9/10)

There’s no reason for A Study in Steampunk: Choice by Gaslight to be this good. No reason at all. It’s a Victorian steampunk setting—with magic. And not your usual “waving wand” magic, but an actual unique magic system that involves “the sun-touched” and “life-eaters” (more on that later). These two aspects should contradict each other, but it somehow is married so beautifully. Additionally, the plot literally grabbed me by my hair and shook me back and forth. I thought this was a simple mystery game. Oh, no. My poor main character went through an amazing story arc: war veteran with PTSD to secret agent to community doctor to secret agent to priest then to depressed. I can’t say more, but I have never been so emotionally affected by a CoG title before. I mean, I had fun, I guess? But I was distraught and horrified and almost brought to tears—by my own choices. I honestly felt depressed after finishing the game. There are no happy endings. I will NOT be replaying this game, so props to Heather Albano because my heart just hurts. I only have a couple quibbles regarding the romance, but that’s such a small con.

Pros:
:white_check_mark: Atmosphere. The game gets Victorian steampunk. Smog-choked streets, class tension, secret societies, and that ever-present sense that something powerful is humming just beneath the surface. The tone is dark without being edgy. The tone is dark and grim without being over-the-top edgy. Magic doesn’t make things cooler or safer—it’s another tool to hurt others. The game really leans into the idea that advancement comes at a human cost. People are tired. Systems are broken. Resistance exists, but it’s messy and compromised, and even doing the “right” thing often feels like damage control rather than a win.

:white_check_mark: Magic system. The writing is just brilliant, as there are so many different morally grey areas. A central focus on the game’s lore revolves around a group of people known as “the sun-touched” who possess the ability to drain or give life force to other people. Through this ability, the sun-touched and the vampiric “light-eaters” have created a feudal society at the expense of treating commoners as nothing more than cattle and serfs. On the other hand, your country, Mercia, has entered an “Enlightened Age.” Your country believes in modern medicine and technology, ushering in great inventions at the cost of constant pleas for labor reform and unions. The problem is you are secretly sun-touched. What will you do with your gift—or curse?

:right_arrow: The magic system works so well because it’s unique and logical. Life energy isn’t created out of thin air; it’s transferred, stolen, or preserved. That single rule explains everything: why society turns feudal, why the sun-touched sit at the top, and why exploitation becomes tradition rather than villainy. Magic actively influences politics or class. What makes it especially compelling is how cleanly this mirrors Mercia’s industrial revolution: different tools, same inequality, just dressed up as progress.

:white_check_mark: Layered story with political intrigue, magic, spies, murder mysteries, and rebels! You are not just a simple secret agent, like I thought. You’re a doctor and a fighter. You’re a spy and a magic user. You can even be a killer. You treat the powerful and the powerless, rub shoulders with the royal family, then turn around and patch up the poor, all while navigating conspiracies that feel much bigger than you. Depending on your actions, your friends will support or abandon you. You might gain new allies or enemies. I genuinely couldn’t tell where the plot was heading because I could not stop reading!

:white_check_mark: Choices that matter. For an early CoG title, the story will veer sharply off the rails if you like. You can get your grubby hands everywhere. I went in expecting something fairly shallow, but I came away so emotionally affected by the events that happened to my character. Most games only emphasize the divergent paths at the climax, but in this game, Albano manages to weave three or four different factions to side with. And the choices are not easy, either. Does the needs of the many outweigh the needs of the few? Would you kill to protect someone you love? What is the main goal of a doctor? I also appreciated how the author gave a wide variety of responses, so you don’t feel forced into extremes like many other titles.

:white_check_mark: Emotional. I swear I’m not affected by sad events in games that much—but this one got me. Not in a big, dramatic way, but in that quiet, lingering way where you keep thinking about your choices after you’ve put the game down. Because A Study in Steampunk: Choice by Gaslight gives you so much agency, the consequences feel personal. When things go wrong, it doesn’t feel like “the plot being tragic”; it feels like you messed up, or at least accepted a cost you knew was coming. It made me sit there for a bit and just process what I’d done, which is not something I can say about most games in this genre.

:white_check_mark: Checkpoint system. A genuine QOL blessing! Being able to roll back without replaying half the game makes experimenting with choices feel encouraged rather than punished. More IF games should take notes here.

Mixed:
:yellow_square: Male-only protagonist. This didn’t completely ruin the experience for me, but it’s noticeable. The story is written with a male protagonist, and it does affect your relationship with others and your class status. While the characterization is strong enough that I could roll with it, the lack of gender choice might feel limiting to other players. It’s understandable for an older CoG title, but it’s something to be aware of going in.

Cons:
:red_square: Limited ROs. As far as I could tell, you must side with the corresponding faction to romance two out of three ROs. It makes sense narratively, but I was interested in Alexandra and did not have any content with her.

:red_square: Grace treatment. This is my biggest con. First, Grace is an absolutely wonderful RO, a strong woman with a brilliant mind and caring side. The romance was a bit fast—you skip to courting, then proposing, then living together. No big deal, I can live with that because the narrative is so strong. MAJOR SPOILERS, but I was honestly outraged by Grace’s role after the halfway mark. So Grace gets ill with cholera. F*ck me, I guess. I use my life-eating magic to, ya know. Eat some bum’s life to heal her. She survives, yay! But because I killed someone, she divorces me by letter and ups and leaves???. I don’t mind that my actions have consequences at all, but that choice feels so rushed and abrupt. There’s no real confrontation, no space for argument or grief—just a sudden exit that flattens what had been a nuanced, meaningful relationship into a shock beat. It made me feel like the other ROs were the more “canon” choice. I would have loved an actual scene trying to explain, or a later scene where you win her back.

:red_square: Older game design. Because the game was published in 2015, it doesn’t have the usual bells and whistles I’m used to. The stats page only has personality traits, and there are no relationship bars or banners.

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Most people play Steampunk for Finch (the Holmes to your Watson).

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I don’t know much about Sherlock Holmes, but I did notice that! Tbh, I was super tempted to go for Finch for the ~yearning~, but I really did like Grace :stuck_out_tongue:

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I rolled a 1 for perception and intelligence both, because I only found out it was supposed to be homage to Sherlock Holmes when I read it on forums, even though I am a big fan of books and one of preset character names is Watson. :flushed_face: I agree about Grace, but it kind of mirrors Mary Morstan aka Watson’s wife, who was great in The Sign Of Four, but then married Watson and just disappeared in compliance of one of fiction’s most prevalent rules – “marriage ends stories”.

I do love this IF. One of favourites. :slight_smile:

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I agree. I was loving the game until I got to the same part you put in spoilers. I even made the same choice you did. Like you, I was OUTRAGED. I had avoided all life-eating or sun powers up to that point. Actively. Never used them. But I thought the same as you - if it will save the love of my life, it’s worth doing the thing I hate, right? Well, the game just condemns the ever-loving crap out of you immediately, takes her away anyway, and ended the game for me in a just a few more pages. I also don’t mind consequences, but this felt so rushed and out of character with the rest of the game. I would expect something like that to add tension, sure. Maybe a secret to later cause drama in the relationship. And maybe the other consequences haunting the player, ready to pop up in the future.

But again, it was abrupt and jarring, it honestly felt like if I were reading a wonderful book and someone just came up and tore it out of my hands and threw it in a puddle. I’m sure the other paths are great (maybe) but I’ve never gone back to re-read A Study in Steampunk because it destroyed my trust in it with the response to that choice I made and I’ve never been able to go back and do another run, because I don’t know how I could trust it again not to pull the same thing in another route.

I genuinely enjoyed the story up to that point and was fully engaged and it just slapped me and denied me a resolution. I was put in prison after the choice I made and died there as a sun-eater, despite having a great relationship with all the other characters. None of them made any attempt to save me or trust me, even though I had been AVIDLY against the sun-eaters up to that point in every choice. Game just ended with no resolution for me.

Maybe its a consequence of the older “game-style” design, but I’ve been spoiled by all the “literaray-style” designed Choicescript games, and I don’t expect choices to just give me a “bad ending” in the middle of a story, I expect them to add complications to the narrative.

It’s been a few years since I read A Study in Steampunk and your negative about Grace brought the anger vividly to the top of my mind again! :grimacing:

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Minor quibble, but the lack of gender choice has nothing to do with this being “older.” CoG has required gender choice from the beginning, which is why Albano (co-author of Affairs of the Court and Choice of Zombies) had to publish this one under the Hosted Games label. From what I understand, she wanted to write a Holmes/Watson homage, and felt that keeping the canon genders was a meaningful part of that.

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Grace is just Mary Morstan and her entire role in the Holmes stories is to marry Watson, sit in the background for a few stories, and then die so Watson can go back to living on Baker St with Holmes.

That aside, I’m pretty sure her opinions about life stealers were stated well in advance of that, so that being a hard line for her is to be expected.

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Real.

REAL.

First, apologies for bringing up bad memories. Second, however, I’m so glad you think the same! Maybe it’s a Sherlock trope I’m not aware of, but I honestly wouldn’t have mind if she left the MC. She’s made her distaste clear; she doesn’t want to be healed. Problem is, one of THE most important parts in anyone’s life happens off-screen with no resolution or explanation? And the MC barely reacts to that either. We don’t even know the exact contexts of the letter; was she angry or sad or horrified or still in love? Oml I don’t know how the author fumbled this part so bad because the writing and characters and morality is so beautiful.

Regarding your second spoiler, I also got that same ending. To me, I literally felt numb after Grace, so I just RP-ed it. I was in the same boat as my character. Fuck it, my wife left me? I’ll go mad and die alone. It’s def not a happy ending by any means.

I think so. I haven’t read many recent IFs with so clearly a “game over.” But maybe I’m picky or forgotten. All I know is that I really love how the Infinity and Tally Ho series does it: failure gives more content! Even when you fail a stat check, you still get something fun to nibble on.

Huh, poor woman smh.

I think her having that hard line could have been an awesome subplot. An argument over it, trying to win her back, perhaps choosing a different path like helping the government … instead of Grace just fading away from the narrative. It feels narratively weak and disappointing imo. Especially when the other two stick around to the ending (though I could be wrong in this)!

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Study in Steampunk is one of my fond favourites. I loved how replaying illuminated different aspects of the world and what was going on - there were some real “ohhh that was what was happening!” moments. (And a couple of happy, if complicated, endings as far as I remember!)

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