>>1144683
I don't know what this is referencing, so I will assume it's completely sincere
>your choices are largely insignificant in the long run
In the end of the day, you were always going to leave with only memories, and the choice depth on a chapter to chapter basis is actually pretty deep, given that some part 3's are influenced by part 1
>A lot of style, but not much substance
It's a visual novel at it's core, and that means that really it's just a book that you read weird. coming into it with the expectation of a more gamey system system was never going to work
>Even if you're interested in exploring all of the strange paths you can follow, the dialogue will say the same things over and over
You have an unlimited number of saves, and the format is one VN fans will be very used to.
Most of the dialogue felt natural to read and come across in my playthrough, but I can understand how a new player would find it tedious
>put together everything you've learnt along the way to achieve a satisfying conclusion to the plot
I would agree that the main routes and the final battle are fundamentally different, but it certainly does build on itself
In the routes you are trying to learn about, and act on, the princess, whether that means slaying or saving or whatever.
Your main goals are to determine what the princess is and if it is correct to slay her.
The finale is then the only natural conclusion to this, a segment where you basically learn what she is, but still need to determine the morality of slaying such a complex and all encompassing creature, while tangling with your own emotional attachments and grudges with the woman you've been romantically murdering for the last while
It builds on the central thing you've been monitoring the whole game over, your relationship with the princess, both as a woman and as an abstraction
Do you like VN's as a genre? Have any favourites?