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Succeeds both at what it is, and at what it shouldn't have been.

"I've been alone
All these years
So many ways to count the tears
I'll never change
I never will
I'm so afraid, the way I feel"


- Fleetwood Mac

Imaginary Friends is a deceptively simple game.

At first blush, it seems to be a none-too-original take on the generic "young girl drawn into a horrific world" game, as exemplified by games such as The Witch's House and its numerous imitators.

At a second look, it seems to be a puzzle adventure in RPG format, providing a twist on the concept of "be careful of being drawn too far into your own fantasies". Again, this is interesting, but not too original.

Once you've played a little further than this, however, you realize with a pleasant shock that neither of these categories truly describes Imaginary Friends. Instead, like Resonate ~call out my angel~, the game is truly about overcoming barriers and obstacles that exist, not in the external world, but within one's own mind. While Imaginary Friends does not carry this theme to the depths that Resonate does, it still does so successfully.

Let's look a little closer.

Gameplay: (4.5 out of 5)
Imaginary Friends seems to break no new ground as far as gameplay is concerned; it's a puzzle adventure in which figuring out how the puzzles work can sometimes be more fun than actually solving them. While some of them resolve to fairly simple fetch quests (or "fetch X and use it to help Y" quests), others - like the puzzle in the school gymnasium - are refreshingly original. However, with the addition of dialogue trees and options to treat the other characters in a particular way (one of which comes off as a genuine shock at first) - the game manages to add in some visual novel elements, and this is carried through right up to the possibility of multiple endings, all of which ring true. This is a good lesson for game developers: to make a game enjoyable, you don't have to reinvent the wheel - sometimes, all you need to do is pull off existing devices successfully.

Story and writing: (4.5 out of 5)
While there are a few grammatical and spelling errors at times, and some descriptions come off as unnecessarily terse, the writing in Imaginary Friends is generally good - there's no undue use of purple prose, l o n g - d r a w n - o u t a n d o v e r b l o w n s c e n e s, or "forcing" the player to experience feelings or events that haven't been adequately built up. The game does a good job of hurling the player through the proverbial rabbit hole with surprising quickness (much like Chrono Cross) and then gradually allowing her to find her footing. This high standard of pacing is maintained until the final part of the game, where the sheer number of puzzles in the school sequence act as a slight tempo-breaker. Still, these are only minor issues in what is generally a very well told tale indeed.

Artwork: (5+ out of 5)
Wonderful! It is clear that the developer's strength lies in this area, as she uses a variety of artistic devices - from childish drawings to hand-drawn backgrounds - to capture the game's theme of "returning to childhood" in a manner that evokes both nostalgia and a sense of impending dread. While the facesets could do with somewhat more by way of expressing emotion, this is only a trivial issue, as the game does such a wonderful job of conveying and inducing emotional responses even without them. Bravo, mannytsu, bravo!

Music: (4.5 out of 5)
Imaginary Friends features a custom soundtrack of mostly laid-back, atmospheric tunes which are a refreshing change from the usual horror or RPG motifs, but also do a great job of complementing the art style and the themes / moods being conveyed in different sequences. I'm certainly going to be listening to some of these tunes again, which is always a good sign.

Wherein Professor Q rants a little: (Spoilers ahoy, caution!)
1. At the end of the day, Imaginary Friends has a simple - but moving message: sometimes, if you are alone and isolated, it's not always someone else's fault. It takes two to make a relationship, and you also have to be willing to reach out (or at least reciprocate) and invest in one if you want it to work. In today's world - with its illusions of proximity brought about by social networking - it's easy to lose sight of this. By the time the final dedication of this game appears on the screen, if you don't feel the need to reconnect with an old friend or at the very least appreciate the ones you have, I believe you have missed the point that the author was trying to make. As I said right at the beginning, it's not as profound as ~Resonate~ - but it still is a message for our times, and one that we would do well to heed.

2. More than this, the developer is to be highly commended for taking the high road when it comes to Hailey's character arc and development. How easy - and cheap - it would have been to give her abusive parents, monstrous classmates who do nothing but bully her, and then have her hang herself at the end, because some wise-guy developer wants the player to "experience pain and sacrifice". I have nothing but contempt for the way such devices are being abused in some contemporary indie games, because not only does this trivialize and objectify the realities of living with such forms of abuse, it also denies the reality of people who are isolated for other valid reasons - such as Hailey's fear of being hurt and left alone again - and comes off as little more than creepy psychological fanservice. Note, I am not saying that such themes cannot be handled in an authentic, thought-provoking and powerful manner - look at Her Dreams of Fire, which I really must review some day, for example - but that if you are going to use them, use them the right way.


In the end, Imaginary Friends is simply a very likeable and enjoyable gaming experience, which manages to evoke a plethora of emotions and memories in the player as we navigate the landscape of Hailey's life. I rate it very highly indeed, and wish the developer all the very best with her next project.

I award this game 5 stars and a teddy bear.

Highly recommended.

Posts

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5 stars AND a teddy bear! That's the highest score I've ever gotten! I'm honored :') Thank you for your review!
Professor_Q
"Life is a riddle I wish I had the answer for..."
3237
The teddy bear was inspired by the save points and "Game Over" screen in your game; darn, that Game Over screen just made me want to give Hailey a big hug. =(

Glad you liked the review, and thank you for your wonderful game! I've put it forward as a nominee for several Misao award categories. ^_^
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