Okay, review time! Now... how long has it been since I made that first... Oh. Oh dear... >.< You know what? I have an excuse! I call it the three Ls! Life. Laziness. Loss-Of-Free-Time. College more or less got in the way of everything, and I hardly got the chance or desire to write this up, even weeks after I finished Four Eyes. I apologize, ma'am. You didn't deserve this long of a wait. So... to make up for it, I'm leaving a nice surprise at the bottom. Look forward to it! ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I'll mostly cover what's in the full version only, as I've already played the demo, which is essentially the first half of the game. I hope that's alright! Spoilers for anyone who hasn't played Four Eyes yet, just sayin'. - Audio - DAT SAXOPHONE Honestly, your selection of music all-around is something akin to a roller coaster. It starts off funky and fresh, drops into dangerous and mysterious, becomes calm and serene, and finishes off with... that track with the saxophone. I don't know how to describe it, but it's my favorite of the bunch. It's funky, upbeat, calming, scenic, and graceful all at the same time! That piano honestly makes everything just meld together perfectly, and it constantly gave me flashbacks of the rest of the game. It's absolutely perfect for the Jett and Irene dynamic. I've had this track on loop the entire time while typing this up, no joke. - World - Referencing my previous words here: "The environments are, for lack of a better term, incredible. No tile feels random or unused, and there's atmosphere as well as character to absolutely everything." That still holds up, and it feels like the map design only got better as the game went on. I loved the top of the cave with the waterfall especially. It gave me a feeling of exploration that I only really feel in games like Xenoblade Chronicles. The only nitpick I have is that the end of the game doesn't hold up environment-wise as well as the rest. The area is still fantastic, but some of the maps felt too symmetrical and empty at times, particularly in the room where the Talyrans show up. - Plot - The plot is kind of been-there-done-that, admittedly, but I still enjoyed it for what it was. If you replace the alien with a regular human and made the conflict about two opposing countries instead... you can see why I view it as unoriginal. xD The most interesting dynamic is obviously the bromance, and being as short as the game is, you obviously put the majority of your effort towards it. This is both a boon and a bane in my opinion. On one hand, your story is focused and centralized on the three main characters, and it allows for efficient character development. On the other, more could have been explained about the world/people around them, and the war in general isn't really explained at all. As far as I recall, the war just happened some time ago for some reason. To your credit though, you tried your best -- and somewhat succeeded -- to give the aliens and humans as much background information as possible throughout the game. I liked the way you handled alien technology. Seriously though, you rushed that bromance like there was no tomorrow. xD - Characters - I... honestly don't have much to say here regarding the characters specifically. My opinions of them still remain mostly the same. Jett - So adorkable, and still a guy I'd invite over to play Smash Bros. with. The way you went deeper into his integrity was nice, and gives some nice insight as to why his entire crew trusts him so much. Irene - She ships them. She ships them so hard she writes fanfictions about them when they aren't looking. She'd make the perfect, sassiest secretary. She also breaks the fourth wall a ton. Ireanlly like this character, what else can I say? xD Toa - Unfortunately... Toa sort of became forgettable as the story went on. Everything involving him and the plot was fairly obvious, so once you look past the alien bit, he's not too special. I will say, however, that I loved the interactions between Jett and Toa whenever you had flavor dialogue for them. I love how Toa outright falls asleep when out of Jett's sight, and if I was Jett, I would have assumed Toa betrayed me. Nope! That was definitely one of the more adorable parts of the game. "Jett... this sleeping pod..." "Toa." "It really is high-quality, you know..." "Toa." Got a nice chuckle out of that, tyvm. - Gameplay - While Four Eyes doesn't get harder or tricker as I thought it would, that's probably for the best in the end. It's primarily a story-driven game, and it never quite loses that purpose. It did throw me for a loop though when Irene suddenly became playable. "Wait, I'm playing as Irene now? I'm playing as a hologram version of Irene? How the heck am I interacting with doors?! WHAT IS GOI--" It was legitimately cool as well as a nice aesthetic I haven't seen before in a RM game. Nice job! Since my opinion on Gameplay remains virtually the same overall, I'll just be moving onto criticism now. - Criticism - Previous mentions aside, I only have two criticisms to give, and they're both regarding gameplay -- the puzzles in particular. The first one is one you're already aware about. Remember my PM to you about how I got stuck? In general, certain puzzles needed more clarity. I'll get more into that on the second criticism. The best and worst part of the game, at least for me, was when Irene became playable. Best because, well, Irene became playable. Worst? Well... in my opinion, the puzzle I'll dub as the "Chemist ID" puzzle was the one puzzle I didn't enjoy much at all. It reminded me of the puzzle in Jett's room, except not nearly as clever. Instead of clicking on random objects in a small room and cleverly using dialogue hints to figure out a code, it was a game of "Click every single little thing you can see in several medium-sized rooms to find the code." The dialogue certain objects gave was amusing, but overall it was the one part of the game that broke the immersion for me. I'm not gonna lie, it actually irked me when I finally found the code. It was hidden in a random forgettable shelf on the left wall within the same room where Irene appeared in the first place. Nggghh... Clarity issues and that one puzzle aside though, I loved everything else! - Errors - Hmm... Glances at notes Oh, right. The legs of the characters don't properly interact with the taller grass. That's about the only environmental glitch I saw, which in all honesty, is pretty dang impressive. That's literally all I have for errors. - Conclusion - Overall, this game is charming. It's very, very charming. I can see it being a movie, actually. Thank you for finishing development of Four Eyes! If I were to rate it professionally, I'd give it a 7.5/10. Ohh... right, the surprise! Here you go! I hope you get a kick out of it.