Billed as a spiritual successor to the Clock Tower series from its creator Hifumi Kono, NightCry attempts to tell a spooky tale of a strange, supernatural force that has taken hold of a cruise ship and neighboring island. I simply called it quits right then and there.īefore I give examples as to why I didn’t finish the game, let me describe what it’s about. And if I wanted to receive the actual good ending, I’d have to find an item in Chapter 1 that went missed and replay the game from that point. To change this, I would have had to replay the game from Chapter 2 onward. I couldn’t continue because I had reached one of the actual “endings”. But I technically did finish NightCry when I found out that I could not make progress near the end of Chapter 3, because I did not complete a secret task in Chapter 2. I didn’t aim for NightCry’s good or bad ending, just whatever was dealt to me based on my natural decisions. I always set out to reach the end of a game, where credits appear before I write a review. To be candid, no, I did not finish NightCry by my definition. In the case of Nude Maker’s NightCry, the spiritual successor to the Clock Tower series, a disregard for play testing leaves you with a nonsensical mess of a game that’s simply too frustrating to finish. What’s created doesn’t consider how others think, play, and consume what’s being shown to them. Forego this crucial step, and the biases and logic of its creators permeate the product. Playtesting is important it’s a form of quality assurance that’s invaluable when creating a product meant to appeal to others.
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