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YMMV / In Dark Alleys

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  • Broken Base: The game is designed with minimal physical threats, the setting primarily is given through implications, and most adventure locations are empty spaces explored to find scraps of knowledge. This is either a highly innovative approach to horror gaming, or an insufferably pretentious book of rambling nonsense with no actual plot hooks.
  • Fair for Its Day: The Androgynes are, well, there's no real way to describe it beyond "people so non-binary their genitals become magical", which isn't a concept endearing to modern-day queer cultures. Still, having neo-pronouns casually used for multiple characters and explicit conformation that the gender binary is an artificial construct still makes this pretty revolutionary by the standards of 2007.
  • Narm: The incredibly bizarre intro to the GM's section, which is an out-of-nowhere full-page rant about an evil dwarf kicking you off your stilts into an imaginary field of knives. It's meant to demonstrate the dangerous knowledge you'll soon learn, but it comes off as completely laughable
  • They Copied It, So It Sucks!: The game's distinct similarities to KULT have not been lost on reviewers. Some have excused this as being drawn from the same gnostic ideas. Others have written it off as a simple knock-off, or if not, just a less interesting depiction of the concept then KULT.
  • Values Dissonance: The Animists don't come off as a particularly respectful depiction of non-western culture in hindsight, combining basically every non-white culture into one homogeneous mass of "spirit worshipers", giving them a mandatory disadvantage of knowing nothing about the western world and specifying their powers only work due to their profound misunderstanding of the real world.

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