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An even Sweeter Middleground! Real delight!


Ah shit, here we go again! (don't worry, Antigone is not surrounded by spectres! Read the review now!)

Welcome to another review of another episode of Sweet Middleground, the game of slice of life adventures that I play between adventures in creepy dungeons.
For those who do not know this game, it's a visual novel adventure with puzzle elements, that for the first time has completely custom graphics! (even if the flashback still uses the old graphics of the past games but in black and white).

And speaking about the graphics, you can see that these were totally "revamped": there are much more details in the no longer grey neightbourhood, there are dynamic effects like falling leaves and they look much more lively and pretty than before. Yes, because the place and the characters are always the same despite looking different due to the new, custom charsets. But I like this new version more, they are more unique and the only think that looks odd are the "generic pedestrians" new appearance that at first may surprise those new to the series (shame on you!) since they look like some strange humanoids (and not like anonymous shapes like in the two first games), making the new player (wrongly) think that this is a surreal/fantasy game!


That's the much hated cart from the puzzle of the second game! RUN!!!
Jokes aside, here's a comparison with the same location of the previous game. It was more "grey" isn't it? I also wonder what happened to the chicken...



If I like a lot the improved graphics (yes, including Antigone's new "thicc" sprite and the animations of the running characters, those were great!) and the more colorful and animated setting (even if there are no new interactions with the items of the scenarios you do not need), music also is better than before, and custom too!

If the first was an introduction to the characters and setting, and the second was a following adventure, this one has some strong ties to the previous episodes. I saw much more references (but maybe it is obvious since this is not the second, but the third episode!) to the past adventures, and if you played them you will feel right at home. If not, do that now because now I am going to give some details about the story.

Once again we play as Vincent & Antigone and the beginning task will concern transporting Antigone's clock from the first episode to the library (a place that everyone knows well for being always quite crowded). Incredibly this won't immediately lead to a disaster (see the second episode for the "sweet in the middle of the ground" heheheh!) but to an interesting investigative adventure game (even if there are still some puzzles regarding pushing people around and cooking dishes, reminiscents of the first episode). Then there will be an interesting investigation part (that is obviously related to the "missin keys" of the title), but I won't tell you more of course, what I can say is that there's a substantial "growing up" of the series as the relationship between Antigone and Vincent develops and grows too.
This game is a bit longer (took me about 1 hour and 15 minutes) than the second episode and it's a welcomed feature: this episode format is nice, but it's even better when the episodes are, like in this case, composed of more different and apparently unrelated sections (the previous episode, if you do not consider the extra Dlc, was just focused making the birthday cake of the title). Clearly there is nothing new for those who are familiar with this series, but if you downloaded this game is because you liked the precious installments.


Uuuuh what is she going to tell him?


FINAL VERDICT
Sweet Middleground 3 is the high point (so far) of the series: the environments and locations looks better, much more detailed and colorful, the animations of the busts are more and better (I found extremely pleasant and well done the movement of Antigone's hair, especially when she turns, and this was not easy!). I am just a bit confused by the use of different generic characters... I mean I get that (like in the Repent Loci series) these shapes are used to indicate "generic pngs" but if they should have no details why they are of different shapes and heights? Also why some meaningful characters like the poor shop assistant that we know from the very first episode are generic bystanders (unlike the professor that so far appeared only once!)? How unfair! (ok, it's not a complaining but the shop clerk may have been an interesting recurring character since we interact him so many times during the series, even more than the neightbour or Vicent's friends!).

The story is a bit bizarre this time (but not at the point to be surreal or weird), but I liked it. The game has the particular capacity to immerse the player in the night mystery (not that I complain for the tedious part of transporting that damn clock, I was even disappointed that I hadn't to do that for all the map!). I also liked a lot the references to the previous episodes, from the more obvious ones like the mentioning of past events (not related in any way to this scenario, so totally forgettable) to the more subtle ones (the presence of some elements belonging to a puzzle of the previous adventure).
I like also how Antigone mentions the map (that was forgotten in the second episode, even if present) that is also finally updated with the location of her apartment.

I only found one typo... "mourning" instead of "morning"!

Speaking about the gameplay, I think this time there were not difficult sections (unlike the previous game where the first puzzle was hard!), but sometimes it was not totally clear what I was supposed to do (for example: the crowd part tells you to push people away, but you can actually move them in any direction. Also I did not understand how some clues for the blackouts are gathered since I used a light switch, exited the room, used another switch in the corridoor, went back and used the first switch and... I got the clue! Uhm but I already used that switch, so what?), but experimenting is a fun component of the game, and I do not mind at all (was just an observation).

So far this was my favourite episode, a great linear but funny experience. How will be the next one?

Posts

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Your ability to remember what was in the previous games is quite impressive °_°. You didn't miss a beat, there are parenthesis next to every idea.

I'll up my NPC graphics game, I promise xD. But I need to find a way to mass produce them efficiently, first. This has been a point of contention for a while, I'm just a bit slow with it. I agree with you about the clerk too, by the way. He deserves a design just as much as the librarian. And the teacher with a sprite... e_e well, I thought I'd need him later, and I never did, basically.

I'm glad you liked the visual update (especially the thicc and the hair. My life for Antigone's thicc and animations). The parallaxes and sprites alone took me more than a month, making it the game I worked on the longest when you add the portraits. I've been told it doesn't all fit well together, so I'll re-update when I get better, though.

I'll make sure there's some sokoban in every game, you can count on it xD but yes, this game was mostly an investigation, I didn't face any balancing issues. Maybe one of the reasons it's my favourite. First time I hear about the multidirectional sokoban being confusing, though. I'll just add that to the list of puzzle mysteries. As for the light switch clues... Well, I can't explain it openly, but they work like that because of how the light works, which is kind of spoiler-y.

I'll scout the typo (if it's one, and not a pun) (or maybe I'll turn it into a pun). Once again, thanks for playing, and once again, remarkable job following the story through. This is heartwarming and instructive~
Here we are, third round!

author=Zorga
Your ability to remember what was in the previous games is quite impressive °_°. You didn't miss a beat, there are parenthesis next to every idea.

I'll up my NPC graphics game, I promise xD. But I need to find a way to mass produce them efficiently, first. This has been a point of contention for a while, I'm just a bit slow with it. I agree with you about the clerk too, by the way. He deserves a design just as much as the librarian. And the teacher with a sprite... e_e well, I thought I'd need him later, and I never did, basically.


Oh no, this was not a problem, I mean the generic bystanders were ok in the beginning (even if I had problem finding the father in the very first game!) because they were all identical (or almost identical) so yeah, you can say "this was made because they are unimportant". But now here they are different, some are little (children) others are bigger, so they are less generic than before!

author=Zorga
I'm glad you liked the visual update (especially the thicc and the hair. My life for Antigone's thicc and animations). The parallaxes and sprites alone took me more than a month, making it the game I worked on the longest when you add the portraits. I've been told it doesn't all fit well together, so I'll re-update when I get better, though.

I'll make sure there's some sokoban in every game, you can count on it xD but yes, this game was mostly an investigation, I didn't face any balancing issues. Maybe one of the reasons it's my favourite. First time I hear about the multidirectional sokoban being confusing, though. I'll just add that to the list of puzzle mysteries. As for the light switch clues... Well, I can't explain it openly, but they work like that because of how the light works, which is kind of spoiler-y.


About the visuals I should have done a screenshot comparison between the same locations in different games. Good Idea, I will update that tomorrow!
Anyway the investigation was cool even if I would have not minded the return of some of the "manipulation sections" in first person from the second game. Anyway, it was a very very good episode!

author=Zorga
I'll scout the typo (if it's one, and not a pun) (or maybe I'll turn it into a pun). Once again, thanks for playing, and once again, remarkable job following the story through. This is heartwarming and instructive~


Oh yeah I forgot to metion that: this happens during the final parts when Vincent & Antigone speak with a certain character that said something like "So did you really investigate all night?" and Antigone says "And the mo(u)rning too!". So I think that it was a typo.
IF I did not miss/skipped a dialogue line. Or misread. Anyway yes, this is during the conclusion of the game!

Ok. See you next episode, then!
It's not a problem? There's improvement, but it's still not very... I'm not sure, actually. It looks empty, but at the same time it makes important characters stand out. I would like to keep that aspect, while still adressing the fact that they're plain eerie. I'll find a compromise eventually °_°.
Also, I didn't realize you could edit your reviews, but it only makes sense.

So, about the lack of manipulation minigames: with Sweet Mid, the general idea is that I try to have a "gameplay" flavor for each game. They're all the same genre, but each has its experiments y'know. Once again, tribute to the fact I'm learning RM. So I can't tell you if they'll be back or not, and in what manner. Just maybe, depends on my upcoming ideas.

Spoiler dodging xD nah, I'm pretty sure the "mourning" part during the conclusion was on purpose. Vincent dit mourn the events. It's a sweet series, but I need to wrestle with the characters to make them grow, after all =D well, you'll get more of that in the next game actually. So, indeed, see you there.
author=Zorga
It's not a problem? There's improvement, but it's still not very... I'm not sure, actually. It looks empty, but at the same time it makes important characters stand out. I would like to keep that aspect, while still adressing the fact that they're plain eerie. I'll find a compromise eventually °_°.
Also, I didn't realize you could edit your reviews, but it only makes sense.


Not a problem, more a stylistic choice, so it's ok makes sense. I mean I had absolutely no problem with this in the other series, Repent Loci, that uses this same feature... dunno maybe in that game it was more appropriate due to the dark/surreal setting. But I don't mind, I mean I speak from an outsider point of view, imagining other players perception, but I may be wrong of course!

Oh yeah I sometimes edited when there were changes or more often to correct typos!

author=Zorga
So, about the lack of manipulation minigames: with Sweet Mid, the general idea is that I try to have a "gameplay" flavor for each game. They're all the same genre, but each has its experiments y'know. Once again, tribute to the fact I'm learning RM. So I can't tell you if they'll be back or not, and in what manner. Just maybe, depends on my upcoming ideas.


I dunno, the fact that here we return to cooking dishes is something that happened several time during the series, exactly like the pushing/pulling people around, so I expected a return of those activities too (seeing also the mentioning to the gate removal part of the 2nd episode)! But yeah I got the investigation that was something new so it was even better!

author=Zorga
Spoiler dodging xD nah, I'm pretty sure the "mourning" part during the conclusion was on purpose. Vincent dit mourn the events. It's a sweet series, but I need to wrestle with the characters to make them grow, after all =D well, you'll get more of that in the next game actually. So, indeed, see you there.


Uhm maybe, english is NOT my native language and yeah I may have also misread that. Nice, now I am looking forward the next one!
Nah, I get it. I've had some conflicting feedback on the matter: for some, the empty shapes fit Sweet Mid better because they look funny, and for others, they fit Repent Loci better because they look unreal. I'm still sorting it out.

The return of sokobans is a meme that I embraced, cooking is one of the story themes, and fetch quests are kind of unavoidable; so it's a bit different. The minigames are in the ballpark of the clues interface for example, they're a test feature that's optional. The 4th games will have new stuff as well, you'll see. I'll keep it fresh as much as I can, I know slice of life gets stale when not treated right =P
author=Zorga
The return of sokobans is a meme that I embraced, cooking is one of the story themes, and fetch quests are kind of unavoidable; so it's a bit different. The minigames are in the ballpark of the clues interface for example, they're a test feature that's optional. The 4th games will have new stuff as well, you'll see. I'll keep it fresh as much as I can, I know slice of life gets stale when not treated right =P


Well I like these activities, in this an other games so it's a part that I like as it is, but I do not mind the introduction of new aspects like the investigation, in this case. We will see also how the story develops in next chapter. Oh I added the pic for comparison, as I wrote before! :D
Everyone will agree that the best improvement between the two pictures is the departure of the rooster.
author=Zorga
Everyone will agree that the best improvement between the two pictures is the departure of the rooster.


Considering how much I hated that little devilish creature, I'd agree!
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