Saintsridge Angels by Atreyu Celestine
Style: Choice-Select
Played: 7/15/26
Playtime: 2.5 hours, 5 (of 9 I think?) chapters complete, bailed
Horror’s most glaring Achilles Heel is often its slavish fealty to PLOT. Makes sense. Plot ends up doing a lot of work in Horror - it needs to set the stage so that all the extremes of its mechanics become viable in an otherwise recognizable world. Thanks to the Hollywood Formula, it often feels compelled to deliver shocking setpieces. twists and escalations to push us from horror to terror. Then there is the mood of the piece. The plot is responsible for perhaps half of the mood (alongside textual texture or scene staging and framing) too. If allowed to drive a work unrestrained, this is where "Ooh, I think I’m going to explore the strange noises in the dark basement in my negligee’ " comes from. Yup, in some horror tales, the first victim is CHARACTER.
For a while SA made me think this is where we were. The work opens with a seeming fourth wall-breaking sequence that telegraphs its scary intent. While the text of it seemed to be striving to set a mood, it ALSO seemed to want to keep the actual mechanics of the story in shadow, presumably to reveal at the plot-appropriate time. This is not an unheard of tactic, but it is a balancing act. Too little concrete details and it becomes too obtuse to impact. Too much and your later surprise is neutered. I found SA to lean to the former, though it did do one turns-out-crucial thing. It let us know we were in a horror story in the first place.
That became kind of easy to lose track of through the first two hours of gameplay. In that extended window, the work’s focus is on character and setup. An anemic (medically, not narratively) male protagonist is reacquainted with a childhood friend and college classmate with whom he had lost touch, who presents the opportunity to move into a woman’s “sorority” of sorts. The work spends a lot of time attempting to reassure us and the cast (and the protag!) that this is not creepy. I can’t decide if it ultimately succeeded at that, or if it only seemed to work in relation to other troublesome elements.
Before I get too far, let me sidebar into gameplay. As a choice-select work, there are really three main mechanisms in its employ: shading of protagonist responses to situations and dialogue; echoes-of-dating-sim NPC interaction prioritization; and optional thought/memory asides to add context to the situation. And of course page turning. PLOT looms large over all of this, ultimately deprioritizing ALL of those mechanics such that when they show up it feels like seasoning on an otherwise pre-planned meal. While not necessarily a bad choice, the implementation of those mechanisms kind of undermine the work’s impact.
The dating sim gameplay is the most glaring in this regard. Let me be clear I do not think the game WANTS to be a dating simulator. That impression seems roundly rejected by chapter 5. Here’s the thing. The setup plays baldly to anime ‘harem’ story beats. Guy-in-midst-of-all-girl-cast, an array of female personalities that start as tropey cutouts, varying levels of initial acceptance that turn into attraction, fanservicey/winking wardrobe and flirting. This is further underlined by the anime-styled NPC illustrations. It is further FURTHER underlined by chapter breaks where you can see the current “Bond” level you share with each of them. Suggesting how you prioritize your facetime and responses you will ‘progress’ with each female roommate. I honestly don’t know if this gameplay is intentional or not. Ok, OBVIOUSLY the mechanics were coded in by the author, that’s not an ACCIDENT. What is unclear to me is if they want all the player EXPECTATIONS this builds or not. The work doesn’t really reward this kind of gameplay, not through 5 chapters, nor does it subvert it in any narratively interesting way. It’s allowed to run unfettered, coloring our engagement with the world in a way that often runs pretty at odds with the underlying horror beats.
The protag-response choices are a more subtle complication to the work. Many of the responses seem to fall into the ‘be a dick or not’ dichotomy. I don’t play a lot of dating sims, but the ones I have played seem to lean pretty heavily on DON’T BE A DICK == WIN. The choices presented here undermine the dating-simminess, as often they result in no change in ‘BOND’ which casts doubt on that aspect. Just as often, many interactions end being between SHADES of dickishness. You-the-protag are not allowed NOT to be a dick. Most of these kinds of choices appear during conversations, where choice-select most often lets me down generally. It provisions unattractive choices and fails to provide options I would ACTUALLY want to select, ultimately PRETENDING I can tailor the protag when not really. Constrained, unattractive choices can absolutely be used effectively in IF. Understood! Our protag is a DICK! Except just as often less extreme options ARE available, making for a discordant character. The choice architecture has the effect of scrambling the protag’s demeanor and motivations so wildly as to make his character an inconsistent enigma. As a typical example, here is an interaction where one NPC is helping the protag move, and suffering under the box weight.
[protag] “Yeah? Cuz I’m dying over here. You sure this is no big deal?”
[NPC]"Not at all! I- gh-... -I wanted a workout anyway."
Here are your possible protag responses:
- This bitch.
- What a showoff.
- I wonder if I can make this worse for her.
This is a character with whom a lowkey flirtation has been the primary dynamic until now. If any of those are intended to be playful, neither cuing nor subsequent choice text supports that.
Plot does this too, by the way. The NPCs present wild, inconsistent swings in characterization throughout the piece. For a while all this dissonance has the effect of reminding us we are in a horror tale – its uncanny-valley weirdness providing an unsettling mood that reminds us of the intro. It just doesn’t seem very intentional in its contradictions. A big example is when some (mild) physical violence erupts between the girls. Every NPC’s response is so specific, and in some cases extreme, that not only is it unconvincing as a human interaction, it ALSO establishes character relationships to violence that are later blithely contradicted without comment or dramatic effect. I mean, just soap opera levels of slapping here.
I think given how many paragraphs I am already in, I’m just going to cut to the chase. I found there to be a lot of unconvincing moments, mostly in character but definitely in plotting as well. Partially in baffling scene setting (at one point the college setting is qualified with "It’s unheard of for a campus to be idyllic enough to find students sunbathing on the front yards, " Is it? That is one of my core memories and I didn’t even attend a CALIFORNIA SCHOOL). Partially in drastic consequences to banal choices (try NOT moving into the sorority).
But mostly in the pacing of the thing. Successful horror, most specifically horror that is content to shortchange human characterization, needs to HAUL ASS. It’s got to MOVE, keep your knuckles white and your eyes unblinking. This is… not that. There is timed text I initially enabled, but became too intrusive even for my receptive sensibilities, only to discover it was still maddeningly draggy after ‘disabling.’
There are extended scenes of a dance performance and soap opera watching that provide little plot or character utility, executed in belabored detail. There is an entire CHAPTER of playing a boardgame whose elaborate descriptions waver between board- and computer-game paradigms so wildly as to render it unconvincing, and ALSO provide little in the way of character beats we had not already seen. Nor do they seem to serve the harem-bond mechanism (though that could be an artifact of my choices.) These really extended scenes go on and on for pages of marginal interaction and have the effect of diffusing the cloud of horror while either serving no narrative purpose or piling more contradictions into the characters.
During Chapter 5, this confoundingly slow and contradictory pace suddenly explodes into bloody chaos. Yes! Comes from left field but now we’re in it! Only the massive fight scene both beggars credulity in the protag’s violent response to strangeness and also itself goes on and on. The blocking of the fight slowly loses tension in screen after screen of more and more fight, to little advantage and painfully slow knowledge increase.
This is kind of a drag to write about, I can only imagine how tiresome it is for you, the reader. “No one is MAKING you be an ass about this, reviewer..” That is true. I think I feel compelled to highlight my dissatisfactions because despite all that whining up there, there is something here. When not being contradicted there are some really nice character beats across the board, including some really sweet flirting. The central mystery of the protag and his childhood friend is intriguingly crafted. The use of color and mouse-over was very effective in managing the early NPC explosion. The post-dance setpiece is anchored by a really unsettling supernatural element, and a terrific plot twist that was effective in SPITE of weirdly paced back story. I hope we can get past the negativity and see I am trying to be exhaustive and specific in the hopes my feedback might lead to an editing cycle to sharpen the whole thing to its full potential. To my eyes if some more intentionality were applied to gameplay, consistency in character, and narrative pacing, there could be a lot to enjoy here.
Either taking us away from “Let’s hide behind these chainsaws” towards grounded atmospheric work or embracing it in service of a thrillride, this is a work primed for an Eldritch Editor to defeat the darkness!
I grabbed a few typos and awkward grammar, but was not very consistent about it. For author:
gleamed
“Remind me (to) look at that when I’m done eating.”
tanish-brown
consecutive dialogue: “Uh… couldn’t tell you.”
“So, you liking ADA so far?”