Review of 52-Hertz
Gameplay [3/5] This being a interactive fiction, obviously the standards for "gameplay" are pretty different. The repetition of each task feels intentional, and that intention keeps it from becoming too irritating. However, besides the loop, there doesn't seem to be much to keep the audience's attention.
Performance [2/5] It is pretty easy to get softlocked in this game--it happened for me on day five. Everything seems to drag just a moment too long, and the way object interactions are implemented seems unnecessary. Having a button menu only makes sense if you actually have a choice, as with the seagull. If there is only one interaction, [E] would have worked just fine.
Aesthetic [4/5] The blending of hand-drawn and computer-generated visuals is quite well done. The monochrome palette gives this old film vibe that works excellently with the setting. However it is missing a unique touch to take this to a 5. Also, on a smaller note, the lack of animations to go with the description of movements the creature is making is a bit disappointing. Just a couple extra sprites would have helped with the momentum of the scene.
Writing [2/5] Unfortunately, I found myself underwhelmed with the story and the way it is told. The diary entries are very surface-level and don't seem to really mesh with what happens in the game. The exception would be the seagull entry which is pretty empty of substance. The dialogue between the sailor and the creature is serviceable, but not much more than that. Last thing, the hallucinations and seeming drop of sanity happens way too fast considering the time scale. You're telling me five days pass on the water and this guy is drinking boat fuel?? Is he even a sailor???
Entertainment [3/5] Eh, it was okay. Did not evoke the emotions I think it was meant to, but I still got something out of it.
TOTAL SCORE: 2.8/5 [C-]