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Love Room 301
Created: 1687205585 (2023-06-19T20:13:05Z), 883 words, ~4 minutes
Tags: mini review, eroge, room escape, doujinshit
I'm trying a new category, "mini review", when I just want to say a few words about a game, without spending months writing a proper, full review. Don't expect me to fit within VNDB's 200 character limit for mini reviews, though.
Today's game is "Love Room 301", made by the world-famous (not) circle called "Bronze 5 Box".
The story goes somewhat like this: you and your girlfriend sexfriend goes to a love hotel that was making news lately, you somehow manage to lock yourself into the room (not out), and you have to get out.
Basically a room escape game with R18+ content.
The story doesn't make any sense, the H scenes are meh in my opinion.
You get Live2D level animations (even though I don't think this game uses Live2D underneath), no voice acting (not necessarily a bad thing), but as a bonus it has video-player like controls, so you can jump around in the scene.
Content wise, it's completely hetero vanilla.
You get some exhibitionism, a borderline threesome, but that's about it, if you don't count that none of the characters in the game have any morals, they'll fuck whoever they see.
No feelings either, just sex-crazed people.
The only thing I don't understand is what's up with those electric sparks?
Also, your girlfriend or whatever starts every sentence with "やっば!", which becomes fucking annoying very fast.
But enough of this, let's go to the part where this game actually shines: the escape game. True, I didn't have any expectations when I started the game, but playing the game I realized that the puzzles are real. They'll make you think. They're not easy, but still solvable, even if you're not used to those old point-and-click mindfuck adventure games. The game comes with a walkthrough if you get stuck, but I strongly recommend not using it. You'll spoil the only good aspect of the game. Instead close the game and go for a walk, or go back to the game next day, or something. Fortunately most of the puzzles are purely logical, so even if you're shit in Nip it's mostly manageable. I think you only need to understand the text in 2 or 3 places (conversation on the tablet, ninja minigame, and maybe the girl on the balcony).
Also, the game has 4 endings, but it's more like 2 endings + variations. All things considered, it's not a bad game to pass time.
Technical shit#
A.k.a. the part where the "mini" part of the "mini review" falls apart.
I've tried it on Linux with wine, as usual.
On my desktop with an AMD card, it immediately crashed with a BadWindow
in X_ConfigureWindow
, but worked with proton-wine
.
Interestingly, on my notebook with Intel crap, it works with plain wine too.
Anyway, it was working with proton's wine, so I stopped caring about this issue, because I had the next problem lined up: no fonts.
Tried to install every Japanese font from winetricks
, but still nothing.
WINEDEBUG
to the rescue, and I found out it tries to load a font called ????
.
Yes, four question marks.
Or maybe it's just wine's debug output is borked, but adding ????
to the font replacement list worked:
Windows Registry Editor Version 5.00
[HKEY_CURRENT_USER\Software\Wine\Fonts\Replacements]
"????"="M+ 2p"
Replace M+ 2p
with your favorite font, and make sure to save the reg file with DOS line endings.
Starting the game opens a 960x540 window. What weird resolution is that? Well, 1920x1080 with width and height halved. There is some scaling option in the game, but no 2x, only some extremely blurry fractional scaling. I've tried my Xephyr patch, but it was even worse (first, you need to set Xephyr's resolution to slightly larger than 960x540, because if it's exactly 960x540, it won't allow to select 1:1 size (?!!), nearest scaling didn't work so good, and it uses HW acceleration which translated to very high CPU usage with software rendering). Instead I accidentally realized that if you actually resize the window (ignoring the no resize flag), the game will actually resize the window. So into awesome hacking I went. First some rules:
{ rule = { class = "steam_proton", name = "Love Room 301" },
properties = { floating = true, border_width = 0, size_hints_honor = false },
callback = function(c) c:geometry{ width = 1920, height = 1080 } end,
},
But that wasn't enough, as the game likes to resize itself, so also override the request::geometry
event (this is not exactly the function I was using, my rc.lua
has some extra shit, but this should work):
local function client_geometry_requests(c, context, hints)
if context == "ewmh" and hints then
if c.name == "Love Room 301" then return end
c:geometry(hints)
end
end
if awful.ewmh.client_geometry_requests then
client.disconnect_signal("request::geometry", awful.ewmh.client_geometry_requests)
end
client.connect_signal("request::geometry", client_geometry_requests)
And you have a normal sized window! I have no idea how to reproduce it on Windows or with a worse WM. Also, it's a bit buggy, for example the game freezes if you try to return to the title screen. Or just as you finally manage to escape the room. The first is a bit annoying but can be lived with, the second... well, I had to disable this workaround and play the last part of the game in a tiny window. (The screenshots above were made without this hack.)