Sometimes Always Monsters (PC) Review

By Athanasios 01.05.2020

Review for Sometimes Always Monsters  on PC

This critic feels nostalgic. Always Sometimes Monsters was the first review he wrote for Cubed3. A good start too, as this ultra-low-budget indie was a great RPG; an engrossing journey to crash the wedding of your ex, with many crossroads along the way, each choice affecting the outcome, and each step challenging your sense of morals. Simple in terms of gameplay and audio-visuals, but with awesome writing, a focus in an unrelenting realism, and an incredible replay value, this managed to create a tiny, yet very passionate fanbase. Now, many years after its creation, and after Vagabond Dog entered development hell, the sequel has finally arrived. Is Sometimes Always Monsters an improvement, more of the same, or something else entirely?

In Always Sometimes Monsters your mission was be to win back the love of your ex, with the journey towards him or her being a series of obstacles, and a day limit putting pressure on you to… bend your sense of morals, and make choices you otherwise wouldn't, just to make it on time. The sequel has a somewhat less impressive premise, as you are now on a bus tour to promote your book, with your company being a bunch of other writers. That's not exactly a problem though, as it's all in the execution. Sadly, this is all over the place, and in more ways than one.

One of the strengths of the original, was how it had a simple hook; a single motivation; one, and only one driving force behind your journey. This, on the other hand, doesn't communicate what the goal is that well. So you are on a bus tour - what next? Should you exit the bus and pay a visit to the town you're currently on, or should you spend one third of the day (or more) finishing your novel? Is there a point in doing do? Moreover, should you wash your teeth? Clean your clothes? Exercise? Generally, this isn't an adventure like before, but a life simulator crafted on RPG Maker, where you just… do stuff.

Screenshot for Sometimes Always Monsters  on PC

A lack of handholding is great, but while a purpose should never feel forced, it should definitely be there. Yes, one can cook and eat, play a video game, watch a movie, clean the place, let a couple of ones rip (actual in-game mechanic), and many, many more. Players are free to explore, interact with almost every single background detail, and do things their way. This helps taking role-playing to another level, but the end result is… well, lifeless. Most of all, it feels as if the developer tried to bite more than it could chew, but choke on it. The scope is impressive, but it hasn't been handled that well.

The first instalment was a series of steps that revolved around choice and consequence. It presented a set of problems, which would really test your way of thinking, as you had to choose between two evils, or between helping others and ruining your chances of succeeding. This is less about choice and consequence though. Its main shtick is that now you control the narrative, and can "craft" your own story, without really ever being anxious of what your decisions will bring forth as you play. It's a shame, really, as the writing is almost of the same quality as before - when you get to witness it, that is.

Screenshot for Sometimes Always Monsters  on PC

It was mentioned earlier that a lack of handholding is great… but it's also great when an "invisible" hand pushes you to the right direction. Take a look at the following example: you decide that you'll stick to finishing your book, never hang out with the other guys and gals, and follow a strict diet of beer (the Stephen King way). Great, you've just missed like… all the content on offer! Ok. Plan B. You now don't give a darn about your work, just pick someone, and hit the streets. Well, good luck finding something enjoyable to do, or finding the exact spot that will "trigger" a character interaction.

An even bigger shame is that you essentially play as the antagonist from Always Sometimes Monsters, yet the potential of such a concept has been fed to the sharks, mainly because 'Sam,' as he or she is called, is a complete… nothing of a character; one that you'll feel no connection to. Partly that's due to how you no longer get to see him/her speak, and just pick a generic 'Yes/No' response. In the right hands the silent protagonist "trick" can be quite immersive, but here it just doesn't. In fact, watching the rest of the authors interact with each other, turns out to be far more interesting.

Screenshot for Sometimes Always Monsters  on PC

It's important to note that you don't need to have played the original to enjoy this. This is a self-contained tale. Having said that, though, it's possible to import your save from the first game, and in essence continue the story with the same bunch of characters, with the plot supposedly affected by their choices. The word 'supposedly' is used due to the fact that this feature can lead to an astounding number of problems, which broke the will of this reviewer, as he soon stopped testing this mechanic, and just started a fresh, "clean" play-through. Generally, this is a bit of a mess.

The troubled, long development is evident in the myriad of bugs, lack of UI elements, and quality-of-life features. The team behind it, obviously just a tiny indie studio, has been working 24/7 to fix most issues. A whole month has passed, however, and patches keep coming every single day, which is a reflection of the unfinished state this was released. Unfortunately, even without the technical flaws, this critic, who is still in love with the original, cannot recommend this. It's not just how it's an entirely different beast from Always Sometimes Monsters. It's simply… boring.

Screenshot for Sometimes Always Monsters  on PC

Cubed3 Rating

4/10
Rated 4 out of 10

Subpar

Disappointing is too weak a word to describe Sometimes Always Monsters. What was once an immersive role-playing game/adventure, which made you care about your character, and really think about your choices, has turned into a lifeless life-sim, where players can do hundreds of things, but with none of them being any fun. It is a clear labour of love from a small studio that dreamt really big, but that doesn't mean that it managed to turn these dreams into an entertaining video game.

Developer

Vagabond Dog

Publisher

Vagabond Dog

Genre

Adventure

Players

1

C3 Score

Rated $score out of 10  4/10

Reader Score

Rated $score out of 10  0 (0 Votes)

European release date Out now   North America release date Out now   Japan release date Out now   Australian release date Out now   

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