Above all else, there’s an adorable theme of friendship and runs through the spine of the narrative. It doesn’t mean much in the grand scheme of things but collecting a posse does make dialogue appear more lively and jovial. Success at these secondary objectives can lead to other characters joining your party. I enjoyed digging into them and none of them felt long enough to dilute the urgency of the main plot. It does a good job of developing members of the cast although none of them truly seem to get wild with gameplay or setting. These stories tend to involve a supporting character trying to resolve a key issue. Sidequests do allow you to diverge a little. It is certainly not aiming for any branching narrative with the main thread resolving fairly unchanged.Īs such, the game can be powered through in quick order. Some felt more like adding colour to your response. Dialogue trees are present although the majority of them felt fairly binary. A lot of this is for colour and an excuse to get melon or hamster-based puns out of the system but this does help flesh out the quirky animal world. Gameplay is basic with Honeydew able to wander into environments and examine points of interest. They don’t feel static either, advancing as the main plot does to help convey the passage of time. For a relatively quick tale, it’s packed with moments that make most of the town’s inhabitants feel more than one-dimensional. There’s a lot of charm to the dialogue and the side-quests really help build camaraderie between the diverse cast. It’s encompassed by decent pacing with the acts not feeling bloated with extra activities. The mayoral election, protests against the town’s monarch and even petty criminals all have time to feature. In fact, these subplots keep the world feeling fairly dynamic and interesting. The legality of melons plays into the story fairly well and doesn’t feel like a shoehorned gimmick. There’s a few moving parts but there’s ample time to build characters and relationships which is arguably the strongest aspect of the narrative. Once I learned to accept it, the story did a decent job of plotting out a simple crime story. It’s laid on thick and I initially considered it a turn-off. The writing keeps things largely jolly with a heavy emphasis on puns. A mystery quickly ensues as you discover where they’ve been, what they’ve been doing and where they plan to go next. Her friend Cantaloupe also works there but they quickly go missing. It’s seen as an elicit substance but the company is pressing on regardless. It’s melon-based but the nearby town of Ham Town has outlawed the fruit. This soft-drink manufacturer has a new product in the works. Honeydew works in marketing for Eglantine Industries. Melon Journey: Bittersweet Memories‘ story begins quietly enough. Should I treat this closer to other mediums like film and literature? Does that give the game an impossible standard to meet? Whatever the case, titles like this obviously dig their trench somewhere between and, whilst I don’t always like them, they can be interesting to mull over. With the gameplay reduced, I often wonder what terms to meet the game on. Melon Journey: Bittersweet Memories by Froach Club is another one of these games. There are entirely story-driven games where the focus shifts from gameplay which ultimately diminishes the interactive element of the medium. I often wonder with gaming narratives how to truly judge them. Apin PS5 / Reviews tagged animal town / corporate espionage / crime story / froach club / gameboy aesthetic / melon journey bittersweet memories / narratively-driven / puns by Mike
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |