Having Platinumed Akiba’s Trip — and a lot of fun it was, too, thanks very much — I started on my next non-Final Fantasy XIV game, Criminal Girls.
Criminal Girls drew some attention when it was first announced due to some seriously lewd scenes in which the player character “motivates” the titular girls through some touchscreen-based S&M play. It then drew some further attention when it was revealed that the localisation would seemingly obscure these scenes with pink fog and cut out the somewhat… suggestive voice acting. (As it happens, the voice acting is indeed gone, but as you progress the pink fog does fade away, revealing what’s underneath.)
As so often tends to be the case with games that draw attention for their pervier elements, however, Criminal Girls has plenty of interesting stuff going on that doesn’t involve spanking. It’s a 2D, retro-style RPG of the 16/32-bit mould, and thus far — I’m only an hour or two in so far — it seems to be most intriguing.
At the game’s outset, you, as the participant narrator-protagonist, find yourself newly employed by the forces of Hell and presented with a selection of young female “delinquents” who have the opportunity to be redeemed and resurrected if they can successfully pass the “four trials” and climb the tower in which they’re incarcerated. It’s your job to escort them on this journey and see where things go from there. Along the way, you’ll fight monsters, solve puzzles and, as previously mentioned, indulge in a bit of naughtiness in the name of “motivation”.
So far so Japanese. Thus far it’s an intriguing setup, with the four initial girls not immediately revealing why they have been incarcerated or what their “delinquency” involved. There’s also a suggestion early on that things are not quite going as expected in Hell, with the “convict” monsters showing up in places where they’re not supposed to. Doubtless all will be revealed — in narrative terms, pervert — as the story progresses, and I’m interested to see how it goes.
What’s probably the most interesting thing about Criminal Girls is its combat system. While nothing particularly fancy presentation-wise — in fact, it’s one of the most visually bland combat systems I’ve seen, although the chibi representations of the girls are cute — the execution is the intriguing thing here. Unlike most RPGs, where you have the opportunity to micromanage what every party member is doing, in Criminal Girls you only have four options each turn, and that determines what the whole party will be doing. The available options are determined by which abilities the girls have learned through “motivation” sessions, and simply what they feel like doing on any given turn. Initially, the girls will simply refuse to do anything, but as they’re motivated they’ll unlock more and more abilities, and each turn it’s simply a case of deciding which of the four suggestions the girls offer you is the most appropriate: do you go for an all-out attack with multiple members, or do you allow an individual to do something a little more special? So far it’s simple, but I anticipate it becoming a very interesting system as the game progresses and more abilities open up.
I can’t say a lot more about it yet as I’ve only played the opening section. I’m looking forward to discovering more about it, though; perviness aside (which I have absolutely no problem with, as you know) it’s shaping up to be one of the more unconventional takes on the RPG genre I’ve played for quite some time.
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