15.2 hours played
Written 3 days ago
When I first discovered Citizen Sleeper I got attracted by the whimsical character designs of Guillaume Singelin and bought the game on a whim upon noticing the sci-fi setting.
However, while advertised as a game with the freedom and flexibility of a TTRPG I would much rather describe Citizen Sleeper as a light mix of visual novel, management-sim and dice-game. The role-playing aspects of Citizen Sleeper are in fact largely cosmetic i.e. my choice of character had no deeper bearing on game-play and the story is running mostly on rails without player agency. Dialogue choices are by and large an illusion leading to the same quest outcome. For example, quite regularly I was given the option to Stay Silent in a conversation, only for my conversation partner to go on a monologue, which mimicked responses to the dialogue choices I hadn't actually clicked on. The idea is clever, but its execution doesn't quite sustain itself throughout the 10+ hours of run-time. My only way to opt-out of a particular quest would have been to not show up. In fact, it is possible to skip entire quest-chains as quite a few of them are designed to lead to one of the game's numerous endings. Nevertheless, the game only rewards skill-points for completing drives / quest-chains, i.e. indirectly nudging us to complete as many as possible.
I do not think describing Citizen Sleeper as a light visual novel would have been to its detriment either. In fact, for me personally, the most charming aspect of Citizen Sleeper is its similarity to a visual novel, while neither showing too much nor too little of the setting. The descriptive writing of Gareth Damian Martin interspersed with the occasional character designs of Guillaume Singelin was enough to form a solid spring-board for my own imagination. In the initial hours of Citizen Sleeper I found myself to be thoroughly captivated by the highly rewarding effort of fleshing out the world with my own imagination. I walked the cable-strewn back-alleys of the Lowend, felt the warm humid breeze flowing across the overgrowth of the Greenway, I saw places bustling with people who had been stranded on the Eye for one reason or another, I even imagined my own synthetic skin having this smooth and silky touch and the oddity of sensory information not arriving as a sensation but a set of warnings and numbers. It was an infatuating experience.
The management-sim and dice-game aspect initially added a sense of urgency and acted as a welcome pacemaker to keep my imagination on the move through this world. Yet, I eventually found myself comfortably self-sufficient and never at the whim of an urgent timer or bad dice-roll. At this point in the game a lot of impetus got replaced by tedium. The patterns of unlocking new areas, earning trust and working jobs were on rinse and repeat. The story wasn't flowing, instead I felt it got held up by an increasingly incessant amount of clicking and tracking back and forth across the map with the mouse-wheel.
If it weren't for my patience waning at the half-way mark, I may not have given Citizen Sleeper's story further scrutiny, but at this point I also began to fall out of favour with the writing. Now, I am not one to oppose Martin's aspirations in telling his story, after all I came along for the ride willingly. Yet, I did not appreciate being also told what to think and what to feel repeatedly throughout the story. The story is already pretty much on rails, so I would have preferred to explore my thoughts and feelings, just like I was exploring the world of Citizen Sleeper. It feels almost cliche to be writing this, but please: show don't tell.
In my opinion the game hits a low point during the DLC, when Martin's writing has become as nuanced as a soccer-ball to the face and the game-play as tedious as a smartphone clicker-game. Curiously, this is also the part where the highest amount of literary 'touching the Sleeper's shoulder' is happening, i.e. I am interpreting this as a sign of fatigue on the side of the developers. On the upside, the final ending of the DLC's third chapter is somewhat refreshing, giving good closure and surprising with some character appearances that are partly dependent on the ending(s) you have chosen during the main-game.
In conclusion, if I could give this game something in-between recommend and do not recommend, I would. If you like visual novels and enjoy filling in the blanks with your imagination, this is in part a really fun experience. If you are looking for a choice-driven RPG, even though the very first word of this game's description reads 'role-playing', Citizen Sleeper is honestly quite far from it.
I really had a good time with this in the beginning, but I also struggled with it for about half of its run-time. A very hesitant I do not recommend.