Valentine's Reviews (Last Reviewed: Creme de la Creme)

Hello, everyone!

After enjoying ChoiceScript games and demos for a while, I’d like to give back with some reviews (inspired by Kate, Allusive, and Brian Rushton doing the same; their threads are extremely fun to read).

These reviews will probably come pretty slowly because I’m fairly busy and unfortunately don’t have an infinite budget for ChoiceScript games, but I’ll try to make them detailed because I love the craft of writing and interactive fiction!

I’m also hoping to make a ChoiceScript game of my own in the future (and am partway into coding a never-to-be-published practice game) so maybe this will give me a little insight into what makes a good choice-based game.

I’m currently playing Fallen Hero: Rebirth for the first time. I say for the “first” time, but I actually started it at the beginning of this year and bounced off of the first few scenes for some reason. Now that I’m getting back into it, it’s really ramping up, and hopefully that will be the topic of my first review!

Games reviewed:

Fallen Hero: Rebirth :heart::heart::heart::heart::heart::heart::heart::heart::heart::broken_heart: (9/10)

My steam reviews can be found under the name “mothsandwinter”

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Hey! Welcome to the forums, Valentine. I’m always on the search for more long-form reviews. It’s awesome to hear you liked my review thread as well :slight_smile:

What a game to begin with! Can’t wait to hear your thoughts and hopefully see your reviews grow.

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I’m back with my first attempt at a review! I’ve decided to review in more of a paragraph style, though I may steal the other reviewers’ bullet point format if it seems better suited in the future.

My small disclaimer here is that I’m part of the group (majority?) of players who often onlyplays a game all the way through once, because my eyes tend to glaze over when reading a lot of the same text, so my reviews will usually reflect that perspective.

Fallen Hero: Rebirth

~385,000 words, by Malin Rydén

(Note: I’ll be referring to the main character with the pronoun “he” because that was the option I chose in my playthough, and “Cyrus” because that is the default name)

First Impressions: Although I avoided spoilery reviews coming into this game, I was aware that it was beloved in the CoG community. Even knowing how much people enjoyed it, I was surprised at how much fun my first playthrough actually was (I’ve found the other popular games I tried enjoyable, but not life-changing). While there was certainly a hefty dose of wish fulfillment here (Hello cool villain powers! It can be nice to be scary powerful), there were also moments where my character was forced to think and rethink whether the path they were going down was the right one. This is delightful for players like me who love to angst over a moral dilemma, and decide exactly how much of an antihero/villain they are willing to be.

The Negative:

While I loved the reflection and introspection encouraged by the game, occasionally it served to remind me that I didn’t know enough about the character’s past to introspect well. Because memories are revealed bit by bit, the player has to to react many times to situations and people that Cyrus would have crucial context about, but the player does not. This ends up being slightly immersion-breaking since it creates distance between the player and Cyrus. You find yourself thinking, “well, if the character acted this way to him in the past, I would choose x, but I’m not sure if they actually acted that way, in which case I should choose y…” All the while, you know that Cyrus would be aware of the entire backstory, and so because you are him, you should be able to make the decision with context.

It’s difficult to see what a good fix for that would be, though, especially when part of the appeal is watching the past unfold slowly. It’s extremely effective at building tension, and the little snippets you get are just enough to feel like you’re uneasily feeling your way through the past, blindfolded. It contributes to the bitter, haunted tone of the rest of the game.

That was largely the only negative, though I was baffled a few times when my Cyrus (who I was trying to play as cautious, lonely, and doing this more out of bitterness than pleasure) occasionally broke out in these inexplicable cocky grins after doing some villainous thing. I had the game on Steam so I wasn’t sure how to pop the code open to check if the smiles were a result of my choices. It was easy to brush off and continue playing, though, and it was mostly noticeable because of how well the game embodied my character the rest of the time. I probably wouldn’t have even noticed it in a more average game.

The Positive:

The negatives of the experience were miniscule compared to the positives. This game was one of, if not the best game I’ve played for character roleplay in some time. Part of this may be that the way I wanted to play Cyrus was aligned well with the options written for him (nerves fraying, anxious of other people but also terribly lonely, so repulsed by his past and himself that the only option he sees is grasping at control).

Without going into too many spoilers, the game REALLY rewarded this with some of the scenes that made the character confront who they were becoming, and who they wanted to be. It felt like the perfect blend of action and introspection.

As for the side characters and ROs, they were all memorable, sharply written, and delightful to interact with. They felt like real people, not the easy flirtation simulators than some games can feel like. I honestly ended up finding them (Ortega especially) much more intriguing as characters/friends than simply ROs, and while I never pursued the romance route with Ortega, I found myself deeply invested in scenes with them by the end. (Mortum was delightful too, and I did pursue a cautious romance with them, but I think the conflicting feelings and pushback with Ortega drew me in). It’s always a pleasure when non-romanced characters still play a major role and feel fully fleshed-out.

One of the most intriguing other “characters” was your second body, and I was delighted to find that that plot point wasn’t glossed over, but instead thrown into sharp relief as you contemplate how differently you feel about the body. Multiple times, embodying the character of Cyrus, I less switched to the other body out of necessity, and more because I was trying to distance myself from the deeds I had committed in my other skin. You could keenly feel the draw to be someone else for a little while.

Many games start fast and interesting and then slowly meander into slow mandatory interaction scenes with every NPC, or forget the fun parts of the game play (like one unfinished game that shall remain unnamed, where you start the game out with numerous monstrous abilities, but mostly have humanlike dialogue options in every scene after that, and few options that feel like you are a great monstrous entity). This game is the inverse! In each scene, you become more aware of your abilities, you get more powerful in a way that doesn’t just feel like stats going up, and you become more invested. The climax of this game made me feel like a middle-schooler reading books under the covers again, holding my breath at the big moments. At least for me, the immersion in this game just kept getting more and more vivid–at the same time that you’re feeling your powers go up, you’re also feeling Cyrus’s feelings of this is a carousel ride I can’t get off of. The push and pull make it so much more rewarding than if it was a simple fantasy.

And the descriptions! They were vivid, punchy, and didn’t overstay their welcome. The action scenes were a thrill to read, and details that you chose come back multiple times, which was lovely. Even the smaller snippets of worldbuilding were delightful (minor spoilers:) Like the famous “W”, or the fact that the rodent brains liked being thought of as a Rat King.

My prevailing feeling when I finished the game was, “When can I start the sequel? Right now?” It almost makes me scared to open the second book, because I don’t think the third one is out yet and I’m very impatient. I selfishly hope the author writes a lot more.

In summary:

It is abundantly clear to me why this is a fan favorite Hosted game. It is immersive, vivid, easy to emotionally invest in, and at least so far, pays off its promises in an incredibly satisfying way. It’s well-written, full of action and memorable characters. If you haven’t played it, I’ll add my voice to the crowd: Do it!

Rating: :heart::heart::heart::heart::heart::heart::heart::heart::heart::broken_heart: (9/10)

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Thank you! :slight_smile: I’ll be honest; your reviews are so elegant and intelligent, it’s a bit intimidating. I look forward to hopefully improving my own, and getting to know people on the forum a bit better.

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Maybe I shouldn’t add to this, but glancing back at Kate’s review reminded me of a point that I thought about when I was reading, but forgot to write here: at times it does feel a bit strange that the main character jumps so quickly to villainy, when from (my admittedly still incomplete) impressions, it feels like it was a specific party that wronged them, and not necessarily the ones they’re going after. It is mildly confusing why villainy is the answer for them, but I suppose later entries might flesh this out since there are still so many years unaccounted for.

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Woah, this popped up quicker than I expected!

You are not the only one to feel this way. I’m one of the people who can only play a game once every three to five years :stuck_out_tongue:

Oh? Spill? :eyes:

I completely agree with this con, as you probably know, but I also like how you pointed out that this con isn’t exactly fixable. It’s a huge part of the narrative—on purpose, as Malin once said. The fix for me was to read Retribution, which really reframed Sidestep’s … whole deal. But I’ve been reading more and more, and damn, I’ve finally realized I don’t like pre-set main characters who are (understandably) depressed. I’ve had enough of that in my life, thank you!

I’m on Mac, so you’ll probably get more helpful answers from others, but right-click the name of the game → Manage → Browse Local Files → right-click the icon of the game that should pop up → Show Package Contents → Contents → Resources → deploy → scenes → find the .txt of the chapter you want to read!

What about my beloved Lady Argent :broken_heart:

This part was also excellent and is also heavily featured in Book 2!

Haha, this is very kind of you to say! I’m literally just a girl yapping and getting unreasonably passionate.

It’s not just you; I felt like this while reading Book 1, too. Anyway, terrific first review!

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Yeah, Windows requires a bit more of a hassle (including installing Node). Luckily, there’s a topic about it!

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Always glad to see more reviews! Make sure to put them on Steam for any games that are on there, the extra visibility really helps authors. And thanks for taking the time to do this! More feedback is good feedback. Well, most of the time, at any rate.

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Oh wow. Hi, everybody!

Glad to hear it’s not just me. :grinning_face_with_smiling_eyes:

I’m not sure I can pass full judgment since the ones that really didn’t stick are largely ones I didn’t complete. Also, I am aware that writers of these games frequent the forums, and I wouldn’t like to give them a bad review for a game I didn’t even finish. That being said, one pet peeve of mine that crops up in the games and demoes I’ve read is when characters fall silent or drop out of the plot to a large degree if the player character doesn’t romance them, which can be a bit immersion-breaking for me since I’m picky and don’t want to feel like the characters exist at my whims. If they aren’t crucial to the plot outside of romance, why are they here? (This doesn’t apply to romance games, of course.) One thing that Fallen Hero was lovely for! Every character had an interesting, complex, tense relationship with the main character, and even if you didn’t like them, they were certainly not leaving the plot.

A couple of games that didn’t stick for me, though not for that reason:

I remember bouncing off the beginning of Choice of Magics a few times. I think I just didn’t find myself very emotionally invested or interested in the setting. I’ll play the whole thing and review it as I’m going through my whole library, so who knows? Maybe I’ll change my mind.

I also couldn’t finish Creme de la Creme for some reason, which I know is one of the darlings of the CoG community. I’m almost inclined to take this one as a personal failing; I don’t really remember why I couldn’t finish it, just that it started to feel a little stale, without any new answers or meaningful changes in my relationship with my chosen love interest (Karson), and my play sessions got shorter before stopping. I’ll be finishing that one at some point as well, and hopefully I’ll be converted then.

Thank you! After examining the code, it looks like a lot of the smiles are basically built in no matter what route you take. Probably I was trying to play a more reluctant character than the game was built for.

I really enjoyed Lady Argent’s character. I especially liked the scene where, if you agreed to help Ortega, you get the chance to see face-to-face the impact you’ve had on her, and how you’ve hurt her. It was a really nice moment of having to confront who your character was becoming. And then to have her be so terrifying later in the game! I need to see more of her. The moment I realized she was stalking me through the sewers was the most tense in the whole story for me… I think she’s well-written, and I am excited and terrified to see her again. I don’t think (?) she’s actually romanceable until Retribution, though. Unless I just missed it.

Thank you! I’m on Mac too, but I really appreciate you helping out.

I’d almost forgotten about that! I’ll make sure to post it there :slight_smile:

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Happy to have another reviewer here to read.

That is indeed the case. Same with the other rangers outside of Ortega.

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I’d want to argue that since interactive fiction is supposed to be interactive, it should be perfectly plausible that whether or not a character is crucial to the plot might depend on player choices (like, say, if you have a choice of recruiting your rival or not, them appearing more if you recruit them makes sense to me; and a branch about investigating a kidnapping may not have the same important characters than a branch about negotiating a trade deal). But I agree that romance shouldn’t be the only deciding factor, outside of romance games that is.

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That’s a good point! While I do prefer every character to be important, especially in a smaller cast, I think mostly it just bugs me when the cast seems large and interesting, like you should be able to build cool, non-romantic relationships with them all, but the game mostly only lets you build detailed relationships with the person that you’re romancing. I don’t think it’s the majority of CoG games by any means, but it’s a personal pet peeve.

Edit: And on second thought, I think you’re probably more objectively correct here; if the experience is interactive, of course some readers will want to have characters drop out of the plot and have that accommodated. I just personally like a cast where all of the characters are tied to the plot tightly, so it would be strange if they dropped out, especially for the reason that you didn’t romance them.

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I would thinkthat too, and also always asked the same question, but some things might change the way you see it. Like a reddit post I saw on a similar topic, made me get that sometimes it all depends on the angle you view from. Some characters, like Lucifer, in some fictional continuities, from the way he sees things, he’s actually in the right, and everyone against him is wrong, now when you feel you are doing what is right it will take a LOT of councelling to convince you otherwise.

Though, I haven’t gone all that far and excect to get answers to questions I have about my character’s past the more I go, I do really find your reviews super helpful, and I hope the explanation helps too.

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I had a day off and finished Creme de la Creme (nobody get used to it; this will still be a thread of slow reviews :sweat_smile: ) but I’m too sleepy to edit my review and post it. Suffice it to say, I have revised my earlier impression and thoroughly enjoyed this playthrough. (Maybe it was just the Karson romance that wasn’t really clicking with me last time.)

Review coming tomorrow!

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So glad to hear it! CdlC is one of my favorites and one of the first I’ve ever played. I romanced the Headmistress’s daughter. Augustine, I think? Can’t wait to read your review!

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Oh hey, a new reviewer! Thanks for sharing!

I agree with pretty much everything you say re: FH, I’m always so pleased when somebody else finds Ortega more interesting as a close friend than as a RO (I tried the RO version last time, via poly with Argent, and was immediately like ‘oh no I gotta go back to Argent solo!’). Great character either way, though.

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I’d like to preface this one by saying that everyone is very kind to say that they’re enjoying my review so far! The reception has been very nice but also intimidating since my reviewing skills are still developing (read: the first review was also my first time reviewing any piece of media online ever) so I’m still figuring out how to make my reviews more technical/substantive and less “this made me smile and this made me frown.” If anyone has any tips for this, do share!

That aside, please enjoy:

Creme de la Creme

440,000 words, by Harris Powell-Smith

I’m fairly certain that if you’re already here, you know about Creme de la Creme, but for the uninitiated, it’s a (mostly) light-hearted adventure at an upper-class boarding school. You play as a young person in their final year, whose parents have just thrown the family into disrepute in some way or another, and so your reputation starts off poor.

The genre is not my personal favorite since it’s fairly low-stakes most of the time, but it’s undeniably well-written, and it’s easy to see why it’s a fan-favorite for people who do like its genre.

Positives:

Setting & Characters: The setting is charming and idyllic, with a variety of dynamic characters. Your relationships with your classmates are filled with friction as you choose how to help (or to sabotage) them, whose clubs to help or harm, or whose side to take in disagreements. The characters all come across as quite endearing, and it’s nice to see bits of their relationships with each other, as well as with you. You don’t have the chance to get to know every character well by the end of one playthrough, but they each shine through in their own way, which is probably one of the reasons so many people enjoy this game. Many characters are given a chance to shine, with options to pursue further scenes with them as friends or more, and there is plenty of time to essentially spend time with your classmates, getting into boarding-school shenanigans.

Charming Romance: While romance isn’t my primary consideration in the game, I have to admit that the romance in the game is quite warm and fluffy, and while I’d initially been planning to wait till the end of the game to romance a certain character (those of you who have played it might know who) but I was given dance lessons with Max and I was taken with them that very scene. Romance readers, or even just readers who want friendships, will definitely enjoy this entry.

Character: When I opened up the code to see why a certain thing happened (which I mentioned near the end of the review.) I was pleasantly surprised by how complex the factors for everything were, but especially for character reactions. It reminded me of Scarlet Hollow in that it took into account how the character had acted in the past to decide how their current dialogue option would come across–like if they had acted spirited in the past, and chose an excited option, characters would like that, but if they hadn’t, it would come across as disingenuous. It’s very elegant coding! In my second playthrough, I could clearly see how, with different characters, choosing the same dialogue option would have very different results, with the checks being virtually unnoticeable if you didn’t replay the game or open the code. It felt very seamless, the way your character interacted with others and the world, which is definitely one of the strengths of this game!

The player character choices definitely felt like they were rewarded well by the text, even before I went digging in the code! I chose the religious school background and tried to play my character as stubbornly moral and stoic, which was acknowledged many times by the setting and characters, and it felt like all of my successes and failures flowed very naturally from that. Another win for good planning around the player character!

Neutral:

The main cast is populated largely with all the tropes one would expect from a boarding school story, with some little variations and surprises in their backstories. They’re well-written enough that it ends up working, but within seconds of meeting each character you can tell which trope they are.

Negatives:

Character Depth: There’s a lot of summarizing scenes, at least on the route I took. Often, you’ll choose a conversation to speak more with a character, or to hear more about what they’re saying, but instead of them actually saying anything, there’ll be a brief paragraph summarizing the fact that they talked to you.

Usually, this was easy to brush off, but it gets a bit frustrating when you’re trying to get to know your love interest. For my first playthrough, I took every opportunity from beginning to end to spend time with my chosen love interest, but by the end, I felt like I scarcely knew more about them than I did from the very first impression. At least a couple of times, I picked options to converse with them, but was faced with a brief summary paragraph stating that we had talked, and the general topic of our discussion. I would have liked to pick dialogue options, but barring that, it would even have been nice to read some parts of the discussion written-out, instead of just a summary. It would have been an opportunity to get to know the character a bit better, instead of just having their core trait(s) reiterated, since I was actively pursuing every opportunity to talk to them and learn more.

This is probably one of the downsides of the game having so many love interest and friend options; it doesn’t have the space to flesh them all out fully, so some of the arcs feel a little underbaked at times.

Out-Of Character Moment That Only Happened One Time But Really Bugged Me: There were also a couple of times where it’s unclear (at least to me) what things were being tested and what the consequences were, which can be both a bug and a feature, but it threw me off guard (SPOILER) when the option said something like “You’re interested in Auguste; subtly discourage Hartmann from pursuing him.” So I expected something, well, subtle, like “it didn’t seem like Auguste was looking for anyone right now,” maybe. Instead, my character immediately started being classist to Hartmann even though their Progressive stat was very high. I guess it was an Intrigue check or something that I didn’t anticipate, but it made me equal parts disgusted and confused :downcast_face_with_sweat:

Summary: Creme de la Creme is a fun romance boarding school game that will appeal to any who enjoy the genre. It’s responsive to player choice, filled with lovable characters, and ultimately a fun, lighthearted way to spend a handful of hours.

Rating: :heart::heart::heart::heart::heart::heart::heart::heart::broken_heart::broken_heart: (8/10)

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Post-review notes:

Creme de la Creme isn’t really my chosen genre, which probably contributed to me stopping the first time. I generally prefer high stakes and tension, and some sort of fantastical or supernatural world, but I could still definitely see the appeal, and I was having fun the entire time I played it, despite the minor negatives I listed above.

I didn’t end up completing my second playthrough since I decided to try romancing Auguste, seeing them praised so highly here. However, after Hartmann saw us in public together and I gently let them down, their reaction made me feel so bad that I stopped playing on the spot. Alas! My Auguste romance route won’t be completed, at least for now

Also, extra off-topic, but I am currently incapable of editing the thread title or the first post, presumably because I haven’t been here long enough for that trust level :sweat_smile: so it will stay incorrect for a while

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Part of this is almost certainly replay value. If some characters seem to largely drop out of the plot because you’re not focusing on them, then focusing on them in future playthroughs will probably give you a lot of new content.

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I wouldn’t be able to tell if you hadn’t said anything :slight_smile:. But yes, I understand the Strange Feeling of Being Percieved™

All my knowledge is stolen from previous professors and classes I took, so forgive me if you’ve heard this before, but there is always one important question to ask: why? You have an excellent first start—“this made me smile and this made me frown”—but why did you smile, and why did you frown?

I think that’s the easiest way to turn a purely subjective reaction into something more substantive. If a character made you smile, what specifically did the writing do to produce that reaction? Was the dialogue witty? Was the joke unexpected? Did it reveal something about the character? Did it work because of the timing, or because it subverted something the game had established earlier?

And if something made you frown, what specifically wasn’t working? Was the pacing slow, was the mechanic repetitive, did the narrative fail to establish the stakes, or did the game simply fail to give you enough information to understand what it was asking you to care about? Basically, I try to move from “I liked this” → “I liked this because…” → “this is how the game achieved that effect.” You don’t necessarily have to eliminate the “this made me smile/frown” part, either. I actually think that’s useful! The personal reaction is the starting point; the analysis is figuring out what caused it.

Let me give you an example from @Gower 's Jolly Good: Cakes and Ale:

“You are reminded of that bit in Ecclesiastes about there being a time to be born and a time to die, a time to plant and a time to cast away stones and a time to gather stones together and so forth. The verses in question do not address punch bowls specifically, but there is a time to sit on punch bowls and a time not to sit on punch bowls, and this is definitely a time to sit on punch bowls.”

That’s funny on the surface, but there’s actually a lot going on in the construction of the joke. So, why do I like it? To begin with, it has a Biblical allusion to the book of Ecclesiastes. This is impressive to me because it shows the author is well-read. If an author is well-read, then I can hazard a guess and say their prose will be intelligent. To continue, the allusion to Ecclesiastes works so well because its content is quite familiar and used in popular culture, even if people don’t know where the verse originally comes from. However, it’s funny because there’s a deliberately ridiculous misapplication of it. The joke depends on the formal, biblical cadence being maintained while the subject matter becomes increasingly stupid. The contrast between the grandiose language and the completely mundane situation is what makes it work.

And Jolly Good does this repeatedly, which makes the situation funnier each time:

“You have to cast the first stone before the other person can. Vengeance is mine, as the fellow says.

‘Not theirs, but mine.’”

Or:

“I am more sinned against than sinning, as the fellow said.”

That’s Shakespeare, now, being dragged into the narrator’s increasingly desperate attempts to keep yapping. So instead of writing “the biblical jokes made me laugh,” I can say something like: Jolly Good has a particular comedic voice built around literary and cultural allusion, especially the deliberate misquotation of familiar texts. The humor often comes from taking grand, recognizable language and applying it to profoundly stupid circumstances. The narrator’s confidence is crucial: he never seems to realize that he is mangling Ecclesiastes, Shakespeare, or the Bible, which creates this wonderful gap between the elevated language he’s using and the ridiculous situation he’s actually describing.

You don’t have to become a literary critic every time you write a review, but analyzing what produced your reaction gives the reader something they can actually engage with. And sometimes you discover that the reason you love something is considerably more interesting than “I thought it was funny.” (Disclaimer, I was an English major in undergrad and take writing classes now, so this analysis is fun to me LOL.)

Anyway, enough yapping from me. I think you’ve done an excellent job with your CdlC review, and I have greatly enjoyed reading it!

And this part made me laugh. Me when I try to flirt with every character, then get called out for it: :open_mouth:

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