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The Sad Story of Emmeline Burns

PC (Microsoft Windows), Mac, Linux • 2016

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Quick resume

A short lesbian / yuri visual novel set in England. Our heroine, Toma Andrews, meets a ghost girl wearing an old-fashioned nightgown in a graveyard who calls herself Emmeline. Just who is she, and how did she die?

Global score

90/100

Genres

Adventure, Casual, Indie, Visual Novel

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    Pros

    • Beautiful and unique art style
    • Emotional and well-written story
    • Soothing piano soundtrack
    • Free to play
    • Easy achievements

    Cons

    • Very short length
    • No gameplay or interactivity
    • Linear with no choices
    • Some players find story predictable
    • Sound effects occasionally jarring

    Motivations

    • Autonomy

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      "The game is a kinetic visual novel with no player choices or branching paths, so players follow a fixed narrative without control over actions."

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    • Competence

      Game with the same Competence vibe

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      "There are no skill challenges or gameplay mechanics; the experience is purely reading a linear story."

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    • Competition

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      "The game is single-player with no competitive elements or comparison to others."

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    • Continuation

      Game with the same Continuation vibe

      1

      "Some players report emotional attachment and replay value, but overall the game is short and linear, limiting habitual or long sessions."

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    • Cooperation

      Game with the same Cooperation vibe

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      "The experience is solitary, focused on individual reading and decision-making without multiplayer or cooperative gameplay."

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      "The experience is solitary reading with no multiplayer or cooperative features."

    • Creativity

      Game with the same Creativity vibe

      1

      "Players engage with a fixed story and art, but the narrative and themes are creative and original."

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      "While the story is fixed, the game features unique art style and narrative, but players do not create or modify content."

    • Domination

      Game with the same Domination vibe

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      "No social dominance or power dynamics; interactions are narrative only."

      Capsule for The Miskatonic The Miskatonic

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    • Escapism

      Game with the same Escapism vibe

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      "Players use the game to immerse in a touching, emotional story that provides distraction and emotional release."

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      "Players use the game to immerse in an emotional, fictional story that provides distraction and emotional experience."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest in story and themes, not due to obligation."

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      "Players engage voluntarily for personal interest in story and themes, not out of obligation."

    • Experimenting

      Game with the same Experimenting vibe

      -5

      "No exploration of mechanics or novel strategies; fixed linear story with no player experimentation."

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      "The game offers no mechanics for experimentation; the story is fixed and linear."

    • Exploration

      Game with the same Exploration vibe

      -5

      "No exploration of new areas or secrets; the narrative is straightforward and confined."

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      "No exploration of new areas or secrets; the narrative is straightforward and linear."

    • Expression

      Game with the same Expression vibe

      -5

      "No character customization or visual expression options."

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      "No character customization or personal expression options are available."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Story includes occult and supernatural themes blended with realistic settings, allowing imaginative fiction experience."

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      "The story includes supernatural elements (ghosts) and Victorian-era romantic fiction, providing imaginative experience."

    • Fellowship

      Game with the same Fellowship vibe

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      "The game is a solo experience with minimal social interaction or community involvement."

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    • Growth

      Game with the same Growth vibe

      3

      "Players experience emotional growth and personal reflection through story themes of relationships and independence."

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    • Health

      Game with the same Health vibe

      -5

      "The game involves sedentary play with no physical activity."

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      "The game involves sedentary reading with no physical activity."

    • Idle

      Game with the same Idle vibe

      3

      "The game can be played in short sessions and allows for relaxed, casual reading."

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      "The game can be played in short sessions and is suitable for casual reading."

    • Intimacy

      Game with the same Intimacy vibe

      4

      "The story centers on deep emotional bonds and intimate relationships between characters."

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      "The story focuses on close emotional relationships and romantic intimacy between characters."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements present."

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      "No leadership or group management elements are present."

    • Progression

      Game with the same Progression vibe

      2

      "Players unlock achievements and story endings, showing some progression."

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      "Players unlock achievements and extra scenes as they progress through the story."

    • Relaxation

      Game with the same Relaxation vibe

      4

      "The game provides a calming, heartwarming experience with soothing music and art."

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      "The game provides a calming, melancholic atmosphere with soothing music and art."

    • Sensation

      Game with the same Sensation vibe

      3

      "Visuals and music provide sensory enjoyment, though not intense or highly stimulating."

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      "Visuals and music provide emotional and sensory stimulation, though not intense or thrilling."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems involved."

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      "No social recognition or status systems are involved."

    • Story

      Game with the same Story vibe

      5

      "The game is entirely focused on narrative immersion with a strong, emotional storyline."

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      "The game is entirely focused on narrative immersion with a strong, emotional story."

    • Strategy

      Game with the same Strategy vibe

      -5

      "No strategic or problem-solving gameplay elements."

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    • Thrill

      Game with the same Thrill vibe

      -3

      "Story is melancholic and reflective rather than suspenseful or thrilling."

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    • Value

      Game with the same Value vibe

      5

      "Free game with high-quality art, music, and story provides excellent value for time invested."

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      "The game is free with high-quality art, music, and story, providing excellent value for time invested."

    • Violence

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    • Survival

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      "No survival or threat avoidance mechanics present."

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    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Autonomy, Strategy, Experimenting, Competence. Here, the score leans higher than usual among comparable games on Intimacy. It leans lower than usual among comparable games on Exploration, Thrill.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026