Get in the Car, Loser! Image
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  • Summary: A lesbian road trip RPG by the co-creator of Ladykiller in a Bind about fighting for love and justice in the face of indifference, inspired by choice-driven visual novels, and a battle system influenced by classic and modern JRPGs. WILL YOU STAND AND FIGHT IN THE FACE OF EVIL?
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  1. Nov 9, 2021
    80
    If there is one thing I missed these last two summers, it is going on road trips with my friends. However, Get in the Car, Loser! gave me the full experience of driving down a demon-infested highway and spouting utter hilarity and nonsense with a new group of friends. The immersion of this feeling throughout the game is what entirely sells the experience, and the characters and their conflicts are both charming and relatable. While it is not a perfect experience, it’s certainly a memorable one in both narrative and presentation. With the base game being entirely free, there is no reason not to give the game a shot. Get in the Car, Loser! is the big queer road trip story you didn’t know you needed, with all the messy drama that entails.
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  1. Feb 5, 2022
    7
    This is a tough one for me to rate - I absolutely recommend it, but there are some gaps. Get in the Car, Loser, is a free game (!) with paidThis is a tough one for me to rate - I absolutely recommend it, but there are some gaps. Get in the Car, Loser, is a free game (!) with paid DLC that pads it out. The game is an action RPG, but rather than wandering a world map, you linearly move forwards on a road reading dialogue between your characters, choosing whether to engage in or avoid battles as you come across them. Your characters are on a journey to save the (fantasy) world, and the dialogue ranges between silly youth chatter to world-building to deep discussions of gender identity and relationships. The dialogue is well-done and I felt like I had a great sense of the characters by the end. The game has strong queer themes, and I felt the game did a great job of sharing the perspectives and experiences of LGBTQ folk.

    I absolutely loved everything about the first 90 minutes of the game. The learning curve on the gameplay was just right for me, and it's very unique and layered without being overly complex. The sunny aesthetic in the first act was exactly what I needed in the grim dead of winter. Unfortunately, the aesthetic changes pretty significantly in each of the 4 parts of the game, and I wasn't as jazzed about any of the other acts' overall feel. And that's where I made my big mistake - doing the DLC too early in order to get back to the beachy vibe. The DLC is advertised as playable at any time, as the enemies' difficulty scales to your level. That's true, but a lot of new types of power and skills open up later on in the game that let you form more complex strategies (i.e. the difficult doesn't really scale linearly with the characters' stats). So going in too early means you pretty much only have "punch" when you could have come in later with "fire/ice/thunder" - it doesn't mean you're too weak stats-wise, but you're too weak strategy-wise. The DLC was incredibly painful to play through at the beginning of the game. I got stuck in a 30 minute battle that I died in many, many times. And then when I came out of the DLC, I came out with a massively OP party because of the items I got there (which, to be fair, the DLC warned me about). That meant I was completely burnt out on the gameplay mid-way through Act 2, but I didn't want to switch to visual novel mode as I found the battles did augment my appreciation for the story. I just wished I hadn't burnt out on the gameplay. I would say that even without the DLC, I'd have burned out on the gameplay pretty early and found the last act or two a slog. But it was worth staying around for the dialogue!

    So in sum: The writing is excellent and pairs well with the battle system, it just goes on a little too long - and do the DLC at the end!
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