Heartstop
Heartstop is an emotional, story-driven game, taking place in a world where every living being has suddenly stopped moving.
Play as Cora, who finds herself completely isolated by a mysterious event and is set on finding a way to bring back her friends and family. But as months pass, hope begins slipping away from her and being stuck in one’s mind for so long, can be a scary thing.
While new hope is suddenly sparked when Cora meets a stranger who, as her, seems to have been unaffected by the event, new questions start arising about this girl who is not only moving but also has a completely different outlook on this life.
An uncertain relationship between these two girls begins to form as they seek to unravel the mystery of this petrifying event.
Key Features:
- IMPACTFUL CHOICES
Each of the many choices in the game, will have an important effect on how the story plays out and how the relationship between the two girls will dynamically grow.
- MULTIPLE ENDINGS
Step into a multitude of branching paths that will eventually lead you into one of the many different endings.
- AN ATMOSPHERIC WORLD
Walk around and interact with the many soothing, yet unsettling locations you will discover throughout your journey.
Steam User 0
This game's writing impressed me. I wasn't sure what to expect given the low number of reviews, but the concept intrigued me. While the script could certainly be tidied up (there are some spelling errors and occasionally the dialogue is a little stiff), there is a lot of great emotional writing. I teared up at a couple endings, and had chills go down my back during a couple as well. I was also curious to unravel the mystery the whole time, and I actually am satisfied with the answers the game provides.
My play time is significant for a game this length, one playthrough will last you about a few hours if you read at a decent pace, but I just had to see all the game had to offer.
There's a very intriguing subtext to the game that you can really only piece together after getting multiple endings as well; Various little details, dialogue or visuals that only make sense in hindsight, etc. It's really engaging, and was enough to get me to play 3 times just to see all the little clues and changes I could find. The way the game lets you know exactly what influences changes in the story when it happens is a nice touch too. There's a multitude of choices to influence the story in small ways.
The only complaints I have towards the game is that I wish it had visual novel style convenience features to better facilitate multiple playthroughs. Things like scene skipping, telling you if you've read a line before, a flowchart for scenes, etc. You can hold down a button to forward the dialogue, but it is a bit slow, and certain scripted sections can't be sped up at all. I'm also missing just 1 achievement, and I have no idea how to get it...
Steam User 0
Without having seen all the endings (but at least the major ones that involve sacrificing yourself or Mollie and either sticking with it or backing out), I really enjoyed this. I'm not sure I want to see any other endings, though, even for completion, as the former two were difficult enough, to say nothing of the latter (unthinkable!). So, it's probably going to make you cry if you're given to that, as it's majorly bittersweet in most aspects, made more so in how relatable I think most people will find the characters. However, unlike many narrative-heavy games, it earns those moments of joy or sadness by not having any deus ex machinas or last-minute revelations to set things right or wrong — just flawed people trying to make the best of a terrible situation that they aren't responsible for creating. You're given a pretty wide range of decisions — possibly a little too wide at times, as I think the number of choices could be cut down slightly — in guiding Cora through her various challenges.
But, due to the variety of choices you're given, it has high replayability. And the choices you make almost entirely feel that they lead up to a given outcome, making them feel more "real" (i.e. "you got this outcome because that's exactly what you chose"), which fortunately skirts what can often feel like nonsense logic in many VNs (i.e. "you got outcome Z because you chose A! isn't that a great twist?").
The downside to placing such a narrative-heavy game in an RPG engine, instead of a more conventional VN engine like RenPy is that text doesn't skip nearly as quickly, and save for saves (pardon the bad pun), if you wish to see multiple endings or especially to get all achievements, you'll be watching unskippable cutscenes and credits many times over. Fortunately, the quality of writing and pacing makes it worth the minor effort in seeing how your choices affect the story. It never feels like it drags or speeds ahead without time to digest the events.
Speaking of effort, the one real negative I have to give it is the lack of controller support. It's simple enough to re-map controls to make it compatible, but you shouldn't have to. The controls are dead-simple: Accept/Interact, Back, Pause, and move. The B button is already recognized as Back, so I'm not sure why A isn't recognized as Accept/Interact. A relatively small downside, but it's more effort on all players to map controls than for the developer to just support controllers from the start.
On the visuals, the engine is definitely put to good use with lazily moving cloud shadows outdoors, dust motes, dynamic lighting and weather effects, blowing leaves, and foley to match. The tilesets and sprites are pretty much all recognizable at first glance, and don't detract from the gravitas of the story playing out amongst them. However, I did find it a little hard to believe that the inside of Cora's house is as big as it is given how tiny the exterior is. Perhaps it's a House of Leaves situation that is just never pointed out. I'll let it slide, as realism isn't the focus here anyway.
The voiced partial dialogue ("so...", "um...", affirmatives and negatives, etc.) is delivered well, and during a later scene at their last supper when they're crying together after a heated conversation over what to do, quite uncomfortable in the best way. It'd be amazing to play through a fully-voiced version, but also more difficult to experience, I'm sure.
I'm looking forward to playing more titles from this developer, although I think a more typical VN format would serve the story, and how it's experienced, a bit more. The times the RPG movement is utilized for gameplay are very few, although due to the aforementioned quality of visuals, there is a certain nostalgic cuteness to a lot of it. If you're a yuri fan, this is a (bittersweet) must-play, and the bitter is relatively tame compared to other titles I've played (Symbiotic Love, for instance). However, due to the aforementioned wealth of options, I'd say it's a definite ought-to-play for just about any fan of narrative-focused games with fully-realized, humanistic characters who aren't so much tripped up by external circumstances as by their reaction to them.