Regarding Jim Sterling, I like his stuff but I do feel he tends to focus more on the negatives; his whole "Greenlight trailers" is basically making fun of them (I don't think I've ever seen a positive one).
I do agree that his Greenlight Trailers seem to focus specifically on the negative. As to his First Impressions, I'm not sure to what degree the preponderance of negative reviews reflects his choices, as opposed to the spread of quality on Steam, from what I've gathered of that service. (I'll confess that I have that impression of Steam second-hand--I don't buy there myself, preferring to stick to GOG.com.) That said, I wouldn't be surprised if he did make a point of highlighting poor games (and especially "asset flips") as a means of warning consumers about them, and of producing entertaining content, of course. (I think that I recall him stating that he picks games that catch his interest in one way or another.)
Nevertheless, as I pointed out above, he does seem to give praise to games that turn out to be enjoyable.
Both smile.png I already described the narrative aspect, but on top of that there are a number of tools you can find ingame that give you new abilities like picking locks or tinkering with machinery. You don't get them all so which tools you choose and in what order will allow you to "customize" your build, so to say.
Interesting! I'm a big fan of having multiple solutions and approaches in adventure games, although I do recognise that it can call for quite a bit of additional work. I'm impressed! ^_^
Yea I've been struggling to classify the game as its a bit of a mix but leaning towards dropping RPG moniker. The term brings an image of stats and levling to mind which is misleading. It's more of a literal interpretation - how you play your role by interacting with others or completing quests affects the narrative, rather than dice rolls.
I'm inclined to the belief that the genre-name "RPG" is somewhat of an artefact title in video games, and now has a slightly different meaning than it does in other media. While video game RPGs did descend from the tabletop form, the lack of a human GM resulted, I believe, in a shift in the core focus of the genre. Specifically, it moved away from the communal storytelling/play that is the core of tabletop games, I gather, and instead focussed on the mechanical elements: on character progression through character abilities and statistics. (Note: I'm not saying that the latter isn't present in the tabletop form, nor that one can't play a mechanically-focussed tabletop game; I'm talking more about the identifying characteristics in general.)
Funnily enough, something similar happened with "adventure" games, I believe: The name comes, as I have it, from comparison with Colossal Cave Adventure--often simply called "Adventure": such games were "Adventure-like" games, just as we now have "roguelike" games, and once had "Doom-clones". But we would hardly look at Colossal Cave Adventure to determine the properties of a modern adventure game, as the genre has branched out quite a bit since then; the name tells us where the genre came from, rather than what it is now--and I feel that something similar is true of RPGs.