So I played a few more demos. Some long-winded stream of consciousness thoughts:
Venba - fuck me, this might be the first video game that features people actually from my home state, and one of the first words in it is 'aiyo'. Very cute. It's about a South Indian housewife and her husband as immigrants trying to make a life in Canada in the 80s. It seems a fairly straightforward mini-game and conversation-'em up, sort of in the vein of Night in the Woods or prior indie games whose names escape me. The art is nice-ish, immediately dousing every scene with pleasant warmth and life. I was tickled by the Tamil songs on the radio, but even more tickled by doing something in the game I've done as a matter of course in my life - making motherfucking idlis. Had to chuckle at that.
However, the demo is very slight, and I'm concerned about whether there's enough depth in the structure to carry an entire slice-of-life game within it; the story will have to do some very heavy lifting here. I hope they lean more on how difficult it is to adapt one's culture, language, and mannerisms to a new place, too - especially for as deeply traditional a community as Tamilians can be.
Eternights - the most anime thing I've played in a minute. It's a dating sim/action game, and if you think that's a weird combination, you probably haven't played Boyfriend Dungeon. Okay, so it's an unwieldy combination, but this game just makes it embarrassingly terrible. There's this calendar animation that plays every time you move to the next day or the current scene shifts to nighttime, and it's like a fade to a 3-second long screen and fade out every time. The structure of the game makes it cut between conversations and gameplay, and every time it switches, there's loading and saving, each of which takes a couple of seconds. When an interaction takes about 5 seconds to show someone's reaction face, and then you move back to loading/saving, it gets annoying fast. Also, most of the budget seems to have gone to the (admittedly nice enough) anime sequences, because the demo's environments are mostly poorly lit corridors with barely any detail to them. And the action is so nondescript, it resists my attempts at describing it.
As for the story... well. You're this dude whose friend's trying to set you up on a dating app. He's got dreams of a pop idol one day swiping right on him. You meanwhile are seemingly a hopeless smartass no matter what dialogue option you choose. Meanwhile, there's this new drug coming out called Eternight that stops aging (great name, A+ marketing), and after some banter you go to sleep, whereupon you have a weird dream in which your arm's cut off and you fight some monsters (yes, that's right, and no, I'm not explaining that). Then you wake up and go outside, at which point the world's Eternight facilities explode, a gigantic wall shows up across the country, and people turn into gasp monsters. So you run to a shelter and coincidentally run into the pop idol (literally), and then your dream comes true. It's... uh, something. Whatever that something is, it's ungood.
(Props to stealing the sudden wall thing from Darker than Black, I thought I was the only person in the world who'd seen that anime.)
Broken Roads - the demo was available before the Next Fest, so maybe it'll be around after it's over. So: an isometric RPG set in the strayan outback post-apocalypsism, which, uh, doesn't look all that different from it does now (sozzles, Ozzles). Seems Disco Elysium-influenced, but really it's more in the vein of Obsidian RPGs.
Anyway, nice art, acknowledges indigenous peoples in the splash screens, etc. The big marquee gimmick is that it features a very literal moral compass, with four quadrants: Nihilism (nothing matters, so be a selfish bastard), Machiavellian (my group uber alles, so all everyone else is a means to an end), Utilitarian (treat overall happiness for everyone as an optimisation problem), and Humanitarian (everyone's dignity is important). Immediately, you can see that those descriptions don't necessarily match up to the labels as we'd traditionally define them, and there's the thorny question of 'what if I'm in between any of those?). Well, the game's answer is magnitude - making decisions that are wildly different from your current alignment have a larger impact on your current moral disposition, and also open up more options in dialogue. Decisions that are within your current quadrant make you more 'narrow-minded', conversely, and make some choices unavailable, but offer you higher-level options in conversations.
So how's that work for the game? Well, it's a fun idea, but the execution is as dry as sun-bleached bones. The writing is fine to pretty nice, but the reactions to your moral choices aren't particularly interesting. There's also the issue that neatly delineating conversation options and labelling their moral stance gives you a sense of being constrained by the system - though I see why they went with it, because not labelling the options means players might get upset at choosing a response and their compass shifting to something they didn't expect. The demo does the expected thing of judging your actions at the end through a fairly didactic conversation with an NPC I barely knew, where I felt like I was being lectured about choosing my own path by the game first, then the character. About as subtle as a sledgehammer, and I couldn't see the point of it - it failed to encourage me to question my decisions, like Kreia did in KoTOR 2. In summary, a lot of telling, and not enough showing... but in a game that's literally telling you who you are every step of the way, I suppose it would be silly to expect anything else.
I got into some combat at one point, and the mechanics need some work. It's not easy to see how many AP/MP you have, the NPCs had pathing issues with one dude just moving back and forth because he couldn't melee attack my party, and I couldn't intuitively tell what parts of a battlefield gave me cover without hovering my mouse around the area first. There's also QoL issues in that you can't highlight interactables, NPCs are named but you can't see their names if you hover the mouse over them, there's no run/walk toggle, buying stuff at shops doesn't let you split a stack by entering the number of X item you want (you have to right click and drop one of whatever repeatedly until you're happy with the number you're buying), and a lot of other things.
In short, needs work, and the core conceit seems to project the appearance of depth, but the execution does not. The voice acting is fine, and while the characters are all very mildly written, the prose is decent, and we need more games where you can hear Australianisms peppered throughout a conversation.
Edit: yes, I should have mentioned, it's essentially trying to be Australian Fallout. Which is cute, given Fallout was itself inspired by Mad Max.