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Has A Rare Quality: It Makes You Think

  • Sated
  • 06/11/2011 11:57 AM
Griever plays The LCPANES Terminal:

The LCPANES Terminal is nothing more than a story, a story that you happen to be able to influence through a handful of important choices. Seeing as my background isn't one of great literary knowledge, and certainly not one of great literary ability, it's hard for me to write anything approaching a "proper" review for something that's essentially a book. As I already explained in a lengthy comment on this game's homepage, I'm not entirely sure if I'm going to be able to properly express what I think are The LCPANES Terminal's strong points, but since it deserves to be reviewed I'm going to give it a try anyway.

Throughout the course of this visual novel, I came to the conclusion that the most important aspect, the aspect that made me enjoy the course of the story most, wasn't the storyline itself. It's true that the story is incredibly well-written and it's definitely entertaining in its own right, but I still didn't think that it was the key factor in my enjoyment. What I thought was the key feature was the way the game makes you think carefully about each choice you have to make. Unless you were to breeze through this game mechanically, which would be the wrong thing to do since you'd miss out on a lot of the enjoyment, you'll spend a lot of your time playing this game in deep thought thanks to the complexity of the relationships between the different characters and the situation they find themselves in. The to-and-fro politics that your character is essentially dumped in the middle of are not as simple as they first appear to be, meaning that there is a lot for you to chew over, and it is in forcing the player to think about such issues that this game really shines.

Even after finishing the game, there were still a tonne of questions swirling around in my head about the choices I had made. Which ones could I have perhaps made better? How would they have affected the relationships that my character fostered throughout the course of the game? Could I really have done it any better? That I spent so much time theory-crafting after I had already finished the game is testament to the amount of thought I had to put in whilst still playing it. Hell, even if I had just mashed a bunch of random choices throughout the course of the game, I'd have probably still spent a little time afterwards trying to piece together the effect that they had. This is the real quality that this game has: it makes you think.

As for the story itself, the premise is pretty simple. A group of strangers are trapped in a series of different rooms for reasons they don't understand and they have to try and escape using a series of coded books left for them by their capture. Unfortunately for these people, they are all trapped in different rooms (and I got the impression on several occasions that these rooms are not on the same site, but this is something you can think about yourself as you play through the game) and can only communicate with each other through a series of computers. However, these computers only allow communication in a single direction, meaning that the captives need to trust each other to pass on messages in order to survive. This leads to a complex set of politics for your character to come to terms with as they try to escape, as your character is dumped into this situation after the other captives have already been trapped for a long period of time. Getting used to the "norms" they set up is a large part of the storyline.

Fortunately, the feelings of each of the captives towards each other are really well explained and it gives the player an instant feel for what each person thinks of the others. However, the clever part of this is that, because the system only allows you to talk to one of the other captives (at least at first), you only ever really get second or third-hand impressions fed to you. This gives you a lopsided and biased impression of each captive, meaning that each choice you make is being made with knowledge that you have to balance against the inherent bias that it contains. It is this element of the writing, I thought, that made the choices so interesting to consider. Were everything presented to you in a matter-of-fact manner then the game wouldn't be half as interesting, it is the bias in the language of the other captives that makes the choices so hard to make.

Interestingly, though, I actually think that The LCPANES Terminal would work as a story even if you didn't have the player making choices. Why? Because given the talent shown within the writing, I believe that psy_wombats (the developer) could have easily replaced the choices the player has to make with their own written account of the internal struggle that the main character has to go through. What I mean by this is that, if you were to verbalise my thought process whilst playing this game and replace the choices with it, you would turn this from a very good "playable" novel into a very good "traditional" novel. Does that make sense? I'm not sure. In any case, what I'm trying to say is that the writing is amazing, and I'm not really sure what more I can say in that respect. That the language is vivid and really paints a picture in your head? That the characters really leap off the page? Such clichés are things I want to avoid, even if they are true. Ah well, I never claimed to be a literary critic. I think I've explained what made the story work from my point of view, you'll just have to trust me when I say that the writing itself matches the complexity of the storyline it is trying to portray.

The LCPANES Terminal has a rare quality compared to other games; it really makes you think. If you appreciate your brain being put through the grinder every now and again then I suggest giving it a go. 10/10.

Posts

Pages: 1
Sated
puking up frothing vitriolic sarcastic spittle
6714
Disclaimer: I think this is one of the worst reviews I have written, but this game really deserved one...

EDIT: I guess it's not so much that the review is terribad, it's that the review is a bit scatter-brained. I knew what I wanted to say, but I'm not sure if it came across well. Criticism would be nice, always looking to improve my review writing...
i'll only review your review if you review my review of your review
Sated
puking up frothing vitriolic sarcastic spittle
6714
What is that? I don't even...
Felipe_9595
He with custom CSS
831
Good review (at least you wrote one, i wanted to write one but english suckz xP)

I think you pointed every especial thing of this game (and you are right, this can be an amazing novel aswell)
Ah, wow, guess you did get a review up. Thanks, this pretty encouraging. I'll definitely put some more time into my "real" visual novel project as it looks like there are those out there who appreciate it.
Max McGee
My name is Legion: for we are many.
8101
Wow, I wanted to play this game before this review and now I REALLY want to play it.
Never give a game 5 stars. Even one like this.
SorceressKyrsty
Resident Cosplayer
3060
author=Ben_Random
Never give a game 5 stars. Even one like this.

That's ridiculous. If F-G really loved the game that much, he can rightfully rate the game 5 stars. This sort of attitude is why we can't have nice things ._\\
Felipe_9595
He with custom CSS
831
author=Ben_Random
Never give a game 5 stars. Even one like this.


Why not??? this games totally deserves 5 stars
author=Ben_Random
Never give a game 5 stars. Even one like this.


Ignore this person; 5 stars isn't some mythical 'thing' with a Jesus like perfection; it's a score that's very realistic if the person playing the game felt that it deserved it.
Sated
puking up frothing vitriolic sarcastic spittle
6714
author=Ben_Random
Never give a game 5 stars. Even one like this.

I rarely give a game 5 stars. I am perfectly aware of the weight such a rating gives, I don't give it out lightly.
Max McGee
My name is Legion: for we are many.
8101
Years later he will be browbeaten into editing it to 4.5 stars. : P
Solitayre
Circumstance penalty for being the bard.
10695
More specifically, if people think this is not a five star game they should write their own review instead of complaining about F-G's.
Okay, so I registered just to post this actually! First of all, I really loved this game. I wish I could find such talented writing in non-commercial games. I've played lots of escape-based games, but this was really just an amazing experience. What is really probably 15 minutes of game-play probably took me near an hour as I was neurotically analyzing everything. And the endings were really satisfying; they rewarded/punished you very accurately depending on the logic that would've led you up to that point.

So here's some comments and (on the rare chance that someone else who's completed the game is reading) questions regarding the endings. Obviously, they are spoilers.

Okay, so I initially got the good ending, better than any other I could find (#5), but even after replaying it a few times some things don't make total sense to me.

And that's this: so, if Seth is a plant and Cecilla is the architect and the third guy is a real person who's been kept there for a while, then really all attempts at escape, aside from when me and the third person BOTH directly contact each other and choose to use the escape codes on each other, should fail. I mean, any other method can be blocked by the plant or the architect, and so I found some of the other endings a bit arbitrary. Let's give an example:

The best ending that I could find works this way: I directly contact the human (forget his console name) and he advises me that we free each other. If I knew everything, that would've been the wisest...but I succeeded anyway in ignorant luck. Since he threw the choice my way which seemed suspicious (if he was smart he should have made it for me), I chose to put my faith in freaking Cecilla, who I had never contacted but by process of elimination found the least suspicious. Obviously I was dead wrong, but both humans were freed anyway, even though the architect could have killed all of us. In other endings where you start out with less smart decisions, the architect is less generous. So...why the difference? Should one just assume that in some cases the architect sees that you were thinking, and granted you freedom, and in others punishes your short-sightedness? Because that is the only reason I can think of.

That's the major question I'm left with, though there are some smaller details which I'm still left to tie together.


EDIT: And yeah I know this is sort of a review itself, but it's far too short to warrant its own page.
In response to Ignosi:

Seth wasn't a plant; ending 9 pretty much confirms this, as LICOZY apparently finds hard evidence that he's genuine. Cecilia tells you all kinds of nonsense in ending 8, such as that LICOZY wants to remain trapped forever, which is obviously untrue. It doesn't make sense to assume Seth is a plant based on that when all the other evidence says otherwise; indeed, even in ending 2, where you're dying and Cecilia reveals everything, she still says Seth died rather than that he never existed. I'd say that's a much more trustworthy statement than anything she said in ending 8.

As for ending 5, I'm not really sure what's going on there. LICOZY simply says 'goodbye'...I don't know if that's enough evidence to confirm that he definitely escaped, because as you say, that seems illogical, but I can't really think of any other explanation. As you said, I would expect Cecilia to refuse to free LICOZY - in fact, that's exactly what she does if you ask her to free him on either of the other two routes. So that ending is quite odd, really.
To the previous 2 posts:

Somehow I'm not completely convinced that Cecilia is necessarily the same person as the "Architect", although her normal behavior is strange enough.

Remember how when you run the final program, it also tells you who has used it before you? Correct me if I'm wrong, but as far as I can remember, in the cases where the Architect reveals himself, the KUHOOK terminal is listed as having already run the final program first. I'm not sure exactly what to make of it, but maybe the architect only takes the KUHOOK terminal after Cecilia has run the final program? Not sure why he would do that, but I feel like the message telling you who ran the program before you is there for a reason.
Drifloon:

Regarding Seth, oops. I didn't play through every ending, and I guess I felt extra willing to believe that Seth was a plant by the time I had been told so in ending 9. Though I did get ending 2 I believe, and it seemed at the time just as likely that Cecilia was rubbing salt in the wound. I think it was Seth's general distrust for LICOZY, as well as somewhat simplistic/stiff language, that made me think he was a plant.

Welp, now I want to play it again!


Dyluck:

I suppose it is possible. A plant working in league with the Architect, and the Architect him/herself, could appear to be completely indistinguishable in conduct. But I don't think it's a regular person, unless we simply conclude that Cecilia is insane, sadistic and has no intention of ever escaping.
My theory:
The KUHOOK terminal IS the architect. Poor Cecilia just went mad.
Felipe_9595
He with custom CSS
831
LoL Nice try kafka
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