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An Honest Meta-Analysis

  • Kylaila
  • 03/01/2016 12:44 PM
  • 1744 views
There are many takes on how to tackle this game - Project1 is, as the description openly suggests, a personal endeavor in game creation.
One part is a highly comedic analysis and elaboration of how to make a game, incorporating the illusion of choice and clichéd stereotypes that had me laughing.
The other part, and specifically the ending, is the reflection of CashmereCat, the creator himself. Why he chose to make the characters as he did, and what part of him they represent. And also what he believes his creation should eventually incorporate.
It is a visual novel, and a proper game, although the other review might suggest otherwise. It follows a clear train of thought, a clear directive, and plays a lot with underlying concepts and ideas of RPGs. It is fairly short with playtime of about half an hour.

The ending I find the most interesting of it for a number of reasons - and I really appreciate the honesty of it. And as I have chatted with him every now and then, I would very much like to talk more about that in private as well. It has been a while since we did.
And more than that - I generally believe any form of medium, any form of artistic expression is a mirror for the self. That is, we put ourselves out there, consciously or not. Interacting with the world itself we always use our own perspectives, and this rings true for creating as well.
That said, this is only the ending portion. It is very personal, honest, and it gives the comedic journey a serious frame, a different interpretation, and I think it is done brilliantly. I am sure there are a few who appreciate it for that value, and many who do not. I am sure many can identify themselves with the conflicts and problems shown.

The main portion of the game is between a meta-analysis of game creation and tropes. It starts from scratch with what you need, and I found it downright hilarious.
The pacing shifts between showing you what needs to be done to "improve" the game, to analyze why it is still lacking.


Oh, the many screens I wanted to include..

From the void into a room - it starts simple enough explaining the game event. On to the design idea of an rpg, the meaning of interactivity of choice - and then puts you into an empty room without an exit, without anything to interact with, or anything else.
It is so simple, but so amusing, as it is on-point with the narration, but at the same time too barebones to be considered anything.

The game continues in this fashion - adding objects with horrible obvious one-line descriptions, which reminded me of the many many many instances I have seen them misused. The idea of every object being described as exactly what it is "This is a bed", was hilarious.

It makes fun of magic crystals, chests, stairs, and anything else you expect.
While the dialogue at times is a little stale, it is purposefully so - we have bickering pre-teenage heroes actually acting like pre-teens while talking.
The pacing between narration and interaction, of altering the scene before you was very well balanced and made it highly amusing to watch without either part ever getting boring.

At some point it introduces a character background explanation (because you need to have those at some point in any game, and all at once), which was both fascinating and hilarious - hilarious because more and more people kept showing up with many clichéd tropes being used. Such as the secret admirer, the orphan, and others. But also because while the basis were the usual tropes, they often had a little bit of extra evaluation of it.
For example, the secret admirer was noticed by the admired, and in their description was accused of simply "not having the balls" to come out, even though she would say yes. He chimed in to admit he didn't have the balls to ever do it.

Eventually you will reach a point where you will need to guide the characters, and here is where a bigger break is made, jarring at first, but fascinating as it went on.

It is hard to give it a proper evaluation, but it has been a great comedy game for me at its core, with more analysis and interpretation added later.
Music has been bare and is used effectively to suit the atmosphere and the lines of narration, graphics are really simple and while the room is aesthetically pleasing, the dungeon really is not, nor is it trying to.
The characters themselves, while built on stereotypes, are actually quite flawed and lifelike - while still remaining likeable with the little we have seen.

I realize the creator is harsh in analysis, and it does well to contrast what you see to what the creator sees - but story-writing is definitely something CashmereCat can expand on and use, as he does so very well.

I would have liked to compare it to the Stanley Parable, or YEA RPG as an RPG maker game, but it works slightly different as you follow the narrator along, rather than being challenged by the narrator to fall out of line. There is one choice you can make to do so, but this is not elaborated on too much (the "bad" ending was a little too obvious in its shaming), and not the core of humor. It does have a similar charm of directly playing with the fourth wall.

It is a subtle play with expectations of RPGs made in RPG maker, of general tropes, and of design in general. I recommend giving it a play!

Posts

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CashmereCat
Self-proclaimed Puzzle Snob
11638
Thanks for your well-written review of this game, Kylaila. You give me great joy in your praise of the good parts of the game, your analysis of the meta portions of it, and also your constructive criticism about the heavy-handedness of the alternate ending, which, admittedly, was rushed for the deadline. The game was initially intended to have a strand available for each of the four characters, but as is explained in game, time constraints had their way, and I was forced to take a different approach. Funnily enough, this gave the game opportunity to have a little unexpected twist, leading it down a rabbit hole that even I didn't see coming. It was an adventure to make this game, and I'm glad to hear that you enjoyed it. We should definitely have another chat soon. I work full-time now, so finding moments to catch up is difficult, but if I happen to be on Skype while you are, then I will make sure to give you a buzz.

Meanwhile, if others would like to chat, the place where I am often most frequently visiting is the RMN slack, because my Skype has been lagging a lot lately. However I will pop into my Skype account from time to time.

Thanks again for the review. It was logically laid out, engaging, and a pleasure to read. :)
My, thank you :) It is my pleasure!
Yes, working in an event frame is always tough. I really cannot say how you would have made it play out though with what was given. It was a rough transition in style, but it works well enough as it picks you up afterwards.
And while I did not mention it. There is one other of instance of being challenged as you are told not to leave the room... of course I had to do that, you know we all do.

I will look forward to hearing from you then! Take it easy and we'll just use the opportunities we have.
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