All you can do is hang out with different NPCs this time, maybe getting closer to the truth at the end of another four hours. Rather than play on what you’ve learned to subtly alter scenes and dialogue options, it’s a crude reset that asks you to relive every ponderous step. Where Hatoful Boyfriend used multiple brief cycles to morph into something horrifyingly different, this feels more like the twist ending of Super Ghouls ‘n Ghosts – a sadistic trial. With much still unresolved, the game loops back to the start, asking you to try again. If that’s enough to pull you through to the conclusion, the conclusion itself might make you regret it. There’s intrigue in the plot too, boosted by some fun meta moments, from parallels with The Truman Show and Bandersnatch to characters commenting on the size of their 1990s JRPG-style heads. The script is slightly messy, but has personality, with a blunt British turn of phrase that induces a few chuckles. Still, the individual tales do have some of that Persona pull, and you soon find yourself prioritising favourites to see how they pan out, especially since time is limited. Sometimes, the nightmarish visions are welcome to stop you from drifting off. In chat, you make dialogue choices, but few seem significant. Emcy ambles between scenes over lilting, looping music, perhaps sifting through some lore-laden documents in the local library, before heading to another meeting, another conversation. It’s not much, and not exactly charged with momentum. Looking and sounding a bit like a PS1 Final Fantasy game, and sort of borrowing the confidant system from Persona, Woodsalt initially tricks the mind into JRPG mode, but it’s strictly a visual novel.Ī daily schedule oscillates between fixed story segments and ‘free roam’, where you traipse through half-a-dozen locations dotted with static townsfolk and select two key characters whose personal stories you’d like to unravel. Like Emcy, you may also take a while to adjust.
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