Fell in love with coser 2

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Description

Fell in love with coser 2 is a live-action video interactive game where players assume the role of the main character to engage in complex interactions with eight beautiful women within a contemporary setting. While categorized as a dating simulation, the game’s creators explicitly state it deliberately lacks romantic elements, a touching plot, or any form of ‘pure love,’ positioning itself with the ‘worst story’ for players seeking an experience that will ‘ruin your purity’ and caters to ‘fans of blades’.

Guides & Walkthroughs

Reviews & Reception

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mobygames.com : This game is the lowest production cost in the world’s similar games, The game with the worst story!

Fell in love with coser 2: A Historiographical Look at a Niche Interactive Experience

1. Introduction

In the ever-evolving landscape of video games, certain titles emerge not for their groundbreaking narratives or AAA production values, but for their deliberate defiance of convention and their direct, often provocative, engagement with a specific audience. Such is the case with Fell in love with coser 2, a live-action interactive video game released on October 19, 2024, for Windows. As the second entry in the rapidly expanding Fell in love with coser series and the fourth live-action interactive game from developer-publisher Thermae, this title occupies a curious and self-aware position within a burgeoning niche.

Unlike its predecessor, fell in love with coser (2024), which promised an “adult simulated love” experience, Fell in love with coser 2 makes an exceptionally bold, almost confrontational, statement: it “does not contain romantic elements and a touching plot.” This explicit disclaimer, combined with a self-deprecating marketing blurb that dubs it “the game with the worst story!” and “the lowest production cost in the world’s similar games,” immediately signals Thermae’s unique vision. My analysis will delve into how Fell in love with coser 2 navigates these self-imposed limitations, examining its place as a “dating simulation” that actively eschews traditional romance, instead promising “complex interactions” with “8 beautiful women” and appealing to “fans of blades”—a clear indication of its targeted, mature appeal. This review will argue that Fell in love with coser 2 stands as a fascinating case study in niche game development, where explicit developer intent and minimalist design converge to create a distinct, albeit polarizing, interactive experience.

2. Development History & Context

The Studio: Thermae’s Prolific Output

Fell in love with coser 2 is a product of Thermae Studio, which serves as both its developer and publisher. Thermae has established itself as a prolific creator within the live-action interactive video game genre. Notably, Fell in love with coser 2 is identified as the fourth such title shot by the studio, indicating a seasoned, if resource-conscious, approach to this specific format. Beyond the Fell in love with coser franchise, Thermae’s 2024 output also includes Fell in love with doctors and Be the Master of Yihongyuan, underscoring a consistent focus on interactive experiences featuring live-action cinematography and adult-oriented themes.

Creator’s Vision and Technological Realities

The studio’s vision for Fell in love with coser 2 is candidly articulated in its official description, a statement remarkable for its self-awareness and almost defiant honesty. The developers acknowledge that the “game theme is relatively niche, destined not to be liked by most people,” an admission that sets expectations low for broad appeal but perhaps high for its intended audience. They further concede, with striking transparency, that “the producer of the game does not understand love at all, can not do the touching love story of friends,” and that there was “no money for various scene layout.” These statements frame the game’s design not as a failure, but as a deliberate response to financial and creative constraints, leaning into a “lowest production cost” ethos.

Despite these declared limitations, the developers maintain a clear objective: “The only thing to be thankful for is that the producers still use all the steel on the blade, and if you’re a fan of blades, then I promise you’ll collect all of my games without exception!” This suggestive metaphor, while never explicitly defined, strongly implies a focus on specific, adult-oriented content, suggesting that resources were funneled into these “blade” elements rather than traditional narrative or visual spectacle. This prioritisation defines the game’s core appeal.

Gaming Landscape and Rapid Release Cycle

Released on October 19, 2024, Fell in love with coser 2 arrived amidst a remarkably rapid release schedule for the series. It was preceded by fell in love with coser in February 2024 and quickly followed by Fell in love with coser 3 in December 2024. Furthermore, Thermae has already announced and slated Fell in love with coser 4 through Fell in love with coser 8 for release in 2025. This aggressive pipeline suggests a development strategy optimized for quick iteration and delivery, likely facilitated by the inherent efficiency of live-action video production for this genre.

The use of Full Motion Video (FMV) as the primary art style, while a retro nod to 1990s gaming, is employed here not as a cutting-edge technological flex, but as a practical, cost-effective means of delivering interactive experiences. In the contemporary gaming landscape of 2024, where high-fidelity graphics are the norm, Thermae’s embrace of FMV, coupled with stated low production values, positions their titles as distinct alternatives, potentially appealing to players seeking direct interaction over elaborate digital environments. The studio’s reliance on community engagement, evidenced by inviting players to QQ groups for discussion and “welfare activities,” further points to a direct-to-consumer model focused on nurturing a dedicated, niche fanbase.

3. Narrative & Thematic Deep Dive

Plot and Anti-Narrative

The narrative structure of Fell in love with coser 2 is perhaps its most provocatively defined element, not by what it contains, but by what it emphatically denies. The official description states with startling clarity: “this game does not contain romantic elements and a touching plot.” This is further reinforced by the producer’s confession of an inability to craft “touching love story” and the self-anointed title of “the game with the worst story!” This explicit rejection of conventional plot development and emotional arcs directly contradicts MobyGames’ genre tag of “Romance” as a narrative attribute, highlighting a fascinating disconnect between external classification and internal design philosophy.

Instead of a traditional narrative, the game positions itself as an experience where the player “takes you into the world of the main character, where you have complex interactions with 8 beautiful women.” The emphasis is purely on “complex interactions,” suggesting a transactional or observational experience rather than one driven by character development or unfolding events. Any semblance of a coherent plot is consciously discarded, leaving players to engage directly with scenarios that, by design, lack the emotional resonance or traditional romantic progression found in most dating simulations.

Characters and Dialogue

The core cast of Fell in love with coser 2 consists of “8 beautiful women.” Beyond this physical descriptor, the source material offers no further details regarding their individual personalities, backstories, motivations, or roles within the “complex interactions.” The player assumes a “1st-person perspective,” immersing them as the main character interacting with these women.

Given the live-action interactive format, dialogue is undoubtedly a primary mode of interaction. However, the quality or nature of this dialogue remains undescribed in the source material. Without a “touching plot” or “romantic elements,” it can be inferred that the dialogue serves to facilitate these “complex interactions” in a manner consistent with the game’s stated non-romantic, adult-oriented themes. The lack of detailed character profiles reinforces the game’s focus on immediate, surface-level engagement rather than deep personal connections.

Underlying Themes and Subversion of Purity

The thematic landscape of Fell in love with coser 2 is largely defined by its subversive stance against traditional romantic ideals and “purity.” The developer’s direct warning is unequivocal: “If you are looking for pure love, please do not play this game, because this game will not only ruin your purity, but also make you lose interest in pure love!” This is not merely a genre advisory but a bold thematic statement, actively discouraging players who seek conventional romance and challenging their expectations.

The game’s true thematic core, therefore, lies in its embrace of the “blade” — a coded term that, within the context of adult interactive games, strongly suggests a focus on explicit or highly suggestive content. By prioritizing “all the steel on the blade” over narrative, romance, or production values, Thermae signals a thematic commitment to providing a raw, unfiltered, and unapologetically adult interactive experience. This thematic direction, while niche, presents a clear and deliberate counter-narrative to the prevailing themes of love, purity, and narrative depth often found in dating simulation genres, aiming instead for an experience that directly engages with mature desires without sentimental embellishment.

4. Gameplay Mechanics & Systems

Core Gameplay Loop: Interactive Video and Menu Structures

The fundamental gameplay of Fell in love with coser 2 revolves around its identity as a “live-action video interactive game.” This means players engage with pre-filmed video segments, with their choices influencing the progression of these segments. The core interaction mechanism is described as “Menu structures,” implying that players navigate choices through on-screen menus, which then branch the video playback into different “complex interactions.” This model is characteristic of the FMV genre, where player agency is expressed through decision-making points that lead to varying outcomes or scenes.

Given its “1st-person perspective,” players are immersed directly into the protagonist’s viewpoint, making the choices feel immediate and personal within the depicted scenes. The game’s genre designation as “Simulation” and “Dating simulation” (despite the explicit rejection of romantic elements) suggests a loop of meeting, interacting with, and influencing the “8 beautiful women” through these interactive video choices. The “complex interactions” likely refer to the depth or variety of these branching paths, offering different outcomes based on player decisions, although the exact nature of these “complexities” remains undefined.

Character Progression and Other Systems

Information regarding character progression or detailed gameplay systems beyond interactive video and menu choices is absent. It is highly probable, given the stated low production cost and the emphasis on direct “interactions,” that there are no elaborate RPG-like progression systems, skill trees, or resource management mechanics. The focus is singularly on the interactive experience itself. Similarly, there is no mention of combat or any other action-oriented gameplay, which aligns with the dating simulation genre, albeit one stripped of its romantic facade. The interface, consisting of “Menu structures,” suggests a straightforward, accessible system designed to facilitate quick decision-making within the video sequences.

Innovation and Intentional Flaws

From a traditional game design perspective, Fell in love with coser 2 does not appear to introduce innovative gameplay mechanics. Its reliance on FMV and menu-driven choices is well-established within the interactive fiction genre. However, its intentional rejection of narrative depth, romantic elements, and high production values represents a philosophical innovation. By declaring itself the “game with the worst story!” and having the “lowest production cost,” Thermae adopts a meta-commentary on its own design. This self-aware approach might be seen as a form of innovation—a transparent, almost cynical, embrace of its own limitations to highlight its niche appeal (the “blades” content). The “flaws” are not accidental shortcomings but integrated elements of its identity, distinguishing it from competitors that strive for narrative grandeur or visual fidelity. This deliberate design choice challenges conventional notions of what constitutes a “good” game in the eyes of its target audience.

5. World-Building, Art & Sound

Setting and Atmosphere

The game’s setting is simply described as “Contemporary.” No specific locations, cultural nuances, or detailed environments are elaborated upon in the source material. Given the implied “coser” theme of the series, one might infer settings related to cosplay events, conventions, or intimate personal spaces, but this remains an inference. The world-building, like the narrative, appears to be minimalist, serving merely as a backdrop for the character interactions rather than an immersive environment in its own right.

The atmosphere, however, is heavily influenced by the developer’s candid self-description. The explicit warnings against seeking “pure love” and the promise to “ruin your purity” and “make you lose interest in pure love” create an atmosphere of mature, perhaps cynical, realism, or even overt suggestiveness. This atmosphere is less about creating a fantastical or romanticized world, and more about establishing a direct, unvarnished context for the “complex interactions” and “blade” content. The implied “niche” appeal further reinforces an atmosphere that caters to specific tastes, unafraid to shed the pretense of broader accessibility.

Visual Direction: Full Motion Video and Live Action

The primary artistic medium of Fell in love with coser 2 is “Full Motion Video (FMV)” delivered through “Live action” footage. This choice dictates the entire visual direction. Unlike games that rely on rendered graphics, Fell in love with coser 2 presents unadulterated video clips, directly showcasing the actors and their environments.

The explicit statement of “no money for various scene layout” and “lowest production cost in the world’s similar games” suggests that the visual quality, while live-action, may be modest. Players should not expect elaborate sets, intricate cinematography, or high-budget special effects. Instead, the visual direction is likely utilitarian and direct, focusing on presenting the “8 beautiful women” and their interactions without much embellishment. The unfiltered nature of live action, especially under budget constraints, means the visuals are less about stylized aesthetics and more about raw presentation, which for its target audience may be precisely the point.

Sound Design

The provided source material offers no information whatsoever regarding the sound design of Fell in love with coser 2. This absence means we cannot comment on its music, voice acting quality, or ambient sound effects. In an FMV game, sound—particularly voice acting—is often paramount to conveying character and mood. The lack of detail here could indicate either a minimalist approach or simply that such details were not deemed essential for the game’s marketing or MobyGames entry. Given the stated low production values, a sophisticated or extensive soundscape is unlikely.

Contribution to Overall Experience

The game’s setting, visual direction, and (implied) atmosphere collectively contribute to an experience that is intentionally stripped down. The contemporary setting keeps the focus grounded, while the live-action FMV directly delivers the “complex interactions.” The self-aware, low-budget atmosphere fosters a unique relationship with the player, almost daring them to engage with an experience that explicitly foregoes traditional virtues. For the “fans of blades” the developers hope to attract, these elements likely coalesce to create an experience that is direct, immediate, and focused on the core “complex interactions” that are the game’s stated purpose, rather than an immersive, intricately crafted world.

6. Reception & Legacy

Critical and Commercial Reception at Launch

As of the provided source material’s last modification in December 2024, Fell in love with coser 2 has garnered virtually no public or critical reception. MobyGames reports an “n/a” Moby Score and states that the game has been “Collected By: 1 players.” Similarly, Metacritic shows “Critic reviews are not available yet” and “There are no user reviews yet,” with both scores listed as “tbd” (to be determined). HowLongToBeat indicates “0 Playing,” “0 Backlogs,” “0 Replays,” and “1 Beat,” with an “Epic Players Rating” of “0.0” on egdata.app.

This profound absence of data is largely attributable to the game’s extremely recent release date of October 19, 2024. Within two months of its launch, it is common for niche titles, especially those from smaller studios, to not yet register significant critical or user feedback on aggregate sites. This suggests that the game is still too fresh for its reception to have taken shape within the broader gaming discourse. The call for players to “Be the first to add a critic review” or “Be the first to review this game!” across various platforms underscores its nascent status in the public eye.

Evolution of Reputation and Influence

Given the complete lack of initial reception, it is impossible to discuss how Fell in love with coser 2‘s reputation has evolved, or its influence on subsequent games or the industry as a whole, beyond its immediate franchise. However, its existence and the unique marketing approach by Thermae do offer insights into its potential legacy within its specific niche.

Fell in love with coser 2 is part of a rapidly expanding series, with Fell in love with coser 3 already released and five more titles (4 through 8) planned for 2025. This aggressive schedule indicates that Thermae Studio has found a sustainable model for producing and iterating on these live-action interactive experiences. The game’s influence will primarily be seen within this burgeoning franchise and Thermae’s broader portfolio of similar titles (Fell in love with doctors, Be the Master of Yihongyuan). It contributes to a growing trend of direct-to-consumer, niche adult-oriented interactive content, particularly in the PC market.

Its most notable contribution to the industry discourse, even in the absence of reviews, is its strikingly transparent and self-deprecating marketing. By explicitly disavowing “romantic elements” and a “touching plot,” and celebrating its “lowest production cost” and “worst story,” Thermae engages in a form of anti-marketing that paradoxically defines its identity. This approach might inspire or inform other niche developers seeking to carve out a distinct identity by directly addressing and managing player expectations, particularly for games that prioritize specific content (“blades”) over conventional narrative and production values. Its legacy, therefore, will likely be tied to its candid self-definition and its role as a key installment in a prolific, niche FMV series.

7. Conclusion

Fell in love with coser 2 stands as a remarkably transparent, almost confrontational, entry in the live-action interactive video game genre. Released on October 19, 2024, by Thermae Studio, this second installment in the Fell in love with coser series (and Thermae’s fourth FMV title) distinguishes itself not by what it achieves, but by what it explicitly rejects. The developers boldly declare its lack of “romantic elements and a touching plot,” openly admitting to having “the worst story!” and the “lowest production cost in the world’s similar games.” This self-aware positioning is central to its identity, effectively setting expectations and signaling its appeal directly to a “niche” audience—the “fans of blades.”

The game immerses players from a “1st-person perspective” into “complex interactions with 8 beautiful women” through “Menu structures” in a contemporary setting. However, it deliberately eschews traditional narrative arcs, deep character development, or elaborate world-building in favor of direct, unembellished, live-action video content. Its core thematic statement is a defiant warning against seeking “pure love,” promising instead to “ruin your purity” and “make you lose interest in pure love,” thereby championing a very specific, mature interactive experience.

As of late 2024, Fell in love with coser 2 remains largely unreviewed by critics and players alike, a common fate for niche titles so soon after release. Its historical significance, therefore, lies not in its immediate critical acclaim or widespread influence, but in its role as a key iteration within Thermae’s prolific output of similar live-action titles. The studio’s commitment to the series, with numerous sequels already slated for 2025, underscores a viable, if specialized, market for this brand of interactive entertainment.

In sum, Fell in love with coser 2 is a game that knows precisely what it is and whom it serves. It offers a fascinating case study in direct developer communication, minimalist design, and the cultivation of a dedicated, niche audience. Its place in video game history, for now, is cemented as a bold, self-deprecating, and unapologetically adult interactive experience that challenges conventional notions of storytelling and production, prioritizing specific “complex interactions” over all else. It is a game designed not to be loved by all, but to be precisely what a very particular segment of the gaming community desires, unburdened by the expectations of mainstream romantic narratives.

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