
Julian Luxemburg has prepared a dinner for two at his place – but things go awry when the date does not show up and he is left waiting at his dinner table, the clock’s ticking growing unbearably loud. „Dinner Date” is the character portrait of Julian: by becoming his subconsciousness you gain a clear vantage point on the worries which...
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Julian Luxemburg has prepared a dinner for two at his place – but things go awry when the date does not show up and he is left waiting at his dinner table, the clock’s ticking growing unbearably loud.
„Dinner Date” is the character portrait of Julian: by becoming his subconsciousness you gain a clear vantage point on the worries which take a hold of him. As the wait for the beautiful girl grows longer it becomes evident that Julian’s real problems may not even begin originate the girl: what of his work and his boss? And what of the headhunter, his fascination with Byron and his friendship with Jerry who, all things considered, was ultimately the person who pushed Julian to go on this date?
You are not merely listening – in the unprecedented role as his subconsciousness you tap the table, look at the clock and, as Julian bares more of his mind, reluctantly start to eat, your actions resonating with Julian’s thoughts to form an absolutely singular form of intimacy.
In this manner you will experience „Dinner Date”: with some glasses of wine, some bread, some soup - and with a clock which slowly mocks the constant wait for when she comes, this elusive girl who will solve everything.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Italian
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
this game gave me brain rot
A 22 minute game about an English man feeling sorry for himself, getting drunk, and feeling more sorry for himself. Game will essentially play itself if you don't touch it. While it's a relatively early indie game and the tools weren't quite there yet at the time, there's just not anything to it, be it gameplay or story, unless you really want to get in the mind of a 27 year old white guy upset that he didn't get to have sex with a 20 year old Japanese girl.
Dinner Date is an experimental game, pushing at the edges of what a game can be. You play as Julian Luxemburg, a 27 year old British man who has been set up on a date with a 20 year old Japanese woman named Meiko. As the evening wears on, it becomes clear that Meiko will not be arriving for that date, leaving Julian alone with his thoughts. This is not a game with gameplay in the traditional sense. While the player can move Julian’s arms through a series of keyboard inputs and decide how much bread Julian eats or how much wine he drinks, none of these progress the gameplay in any way. The only progression through the game is the slow tick of the clock above the table and the meandering of Julian’s thoughts through possibilities, fears, and sorrow. It’s not a happy game in any way. It’s an experiential game, meant to convey a specific narrative and sensation of being engrossed in that narrative, and a way to experience an event in a safe and empathetic way. It’s in the assumptions this game makes about the universality of the experiences it depicts that I really struggled and why, perhaps, the game fell flat for me. Rather than empathising with Julian, I felt a softer version of what I felt when I played [url=https://steamcommunity.com/profiles/76561198031223198/recommended/520720/] Dear Esther. [/url] I felt unsafe, unclean, and grateful that Meiko never turned up to this unsettling evening. In [url=https://www.npr.org/sections/alltechconsidered/2010/10/18/130646920/dinner-date] interviews [/url] he’s given about the game, Dinner Date’s creator, Jeroen Stout, described the game as an opportunity “to sympathize with someone who is slowly consumed by a sense of inadequacy” and a space to explore “things you can’t tell your friends.” This is fundamentally a game built around empathy and around having an unsafe experience in a safe space, and thus gaining a bit of empathy and a taste of the experience for oneself. Whether the game succeeds or fails at its goal is entirely contingent on well it builds the reality of the story and allows the player to inhabit this fundamentally unpleasant place. To be clear, with what little gameplay, graphics, and general interactivity Dinner Date has, it does a good job of drawing the player into the narrative. Throughout the game’s brief runtime, there is a decided sense of claustrophobia and anxiety as it becomes clear how much the player is trapped in this evening gone wrong. The glasses of wine and cigarettes only highlight the cycle of bad decisions that led to this point, and which will probably lead to more like it. As well as the game does with crafting a setting, though, what it didn’t succeed in doing was making me feel sympathy for Julian. Julian’s monologue about his life has the dual function of both creating a sense of anxiety and self-loathing, and telling a story - however brief - of who he is and how he got here. He talks about how he got to this point, his fears and doubts, and what he wanted with the evening. In doing so, this stopped being a game I could see myself in. Instead, I saw the mind of every man who has harassed me in the street, the ones who would not stop pestering me for my number, the ones who followed me home and made me feel unsafe. In listening to Julian’s monologue, I saw a bit more of the truths of the men who believed themselves to be entitled to my company, and I did not sympathise with them. That Stout hopes Dinner Date captures some degree of universality and expects empathy worries me. It’s hard to put my finger on what exactly makes me uncomfortable about Julian Luxembourg. It may be that he is 27, waiting for a 20 year old woman to come into his apartment so he can have sex with her. It may be how he softly rages when she doesn’t appear, mentally accusing her of sleeping around. It may be the way he repeats that he “deserves” this over the course of the evening, though whether that “this” is the date or the sex is unclear. It may be the way he continues to sit at the table for hours, staring at the door after it’s long become apparent she’s not coming. It may be that he doesn’t call her and instead prefers to linger in the fantasies of what-ifs rather than engaging with her as a person. It’s this long medley of thoughts and actions that sent my hackles up and made me feel uncomfortable to be in this man’s skin. If there is a universality to his thoughts about being stood up, it’s not one I identify with. It’s entirely possible that universality is a male one, but even then, I would hate to believe that the universal male experience is to mentally slut shame a significantly younger woman for not coming to a late evening at an older man’s apartment. If the idea of the game is to make me feel empathy as a man spirals into self-loathing, it fails. I see the self-loathing, but the way it manifests is toxic. Self-loathing has a tendency towards toxicity, sure, but that toxicity isn’t inherently misogynistic. There are ways to tell this story that make it actually universal and actually generate some degree of empathy. The story told here is an explanation rather than an event. I think, too, this game hits a bit differently, given that I played it the day before getting stood up on a date of my own. It’s in the comparison of my experience and thoughts and Julian’s that the ideas and goals of this game ring truly hollow. My potential date was meant to meet me for coffee. It was supposed to be the first date I’d been on in years. I went across the city to meet her, fiddling with my nails, my hair, my clothes, my phone on the metro the whole way. She e-mailed me as I was arriving at the coffee shop, telling me she wasn’t going to be able to make it, and I was left there, standing outside the coffee shop, unsure of what to do with my now empty afternoon. I got a cup of tea, sat down, and finished the book I’d been trying and failing to read on the metro. As I sat and read and drank my tea, I thought through the things that had brought me to that point. I thought about my nervousness about the date, and about the woman I was planning to meet. My mind ran back through all the things I’d planned to talk about, all the jokes I’d tell, and all the things I’d imagined she’d say that I would laugh at and sympathise with in turn. I played through the scenarios I’d imagined, then set them all aside. I did not know why she’d cancelled on me. I wasn’t going to ask because her business was her own. All that mattered was that there was no date, and it was up to me to decide how to move on from that. I could linger, and in so doing, accomplish nothing but misery for everyone, or I could go on with my life, and she hers. I drank my tea. I went home. I moved on. This story of my own date is not necessarily a better version of the story Stout chose to tell. However, that it’s a different story speaks volumes about the story he is telling, and about the ideas he believes are inherent. I recognise that my experience as a woman may colour my views on dating and male toxicity. That this is a game meant for men and the male dating experience, and I will therefore never actually be able to find myself in it is an entirely valid possibility. If that is the case, it works, and I humbly accept that, as a non-male, I do not have a clear window on the male experience. However, if this is a game offering universality and a generally understandable portrait of empathy, it’s worth considering why it doesn’t work from my female perspective. In being locked in Julian’s narrative, I think of my own narrative and though processes. I compare our paths, and to compensate for my own failings, I critique his. I find him wanting, perhaps as a solace to myself, and perhaps as a subjective truth, but I find his is not a head I feel safe in. We can be sad. We can feel pain. It doesn’t have to be at the expense of others.
⠀
Completei esse jogo e não recomendo nem a compra - e se você conseguiu o jogo indiretamente por algum bundle - nem a experiencia de "jogar" ele. O jogo todo dura 20 minutos de um homem reclamando da sua vida e principalmente que uma moça não apareceu pro encontro, passado alguns minutos ele se mostra um cara prepotente e racista, reclamando que não consegue transar com ninguém e por ai só ladeira abaixo, a unica interação sua com o jogo é olhar pros lados apertando algumas teclas, comendo pão/sopa e bebendo vinho (esse ultimo é meio obrigatório pra avançar no "jogo"). Resumindo, essa é a experiencia de passar 20 minutos em um mesa com alguém desprezível reclamando, já vi muito jogos conceituais com ideia estranhas mas um pouco interessantes, essa aqui é só estranha mesmo. ------------------------ I completed this game and I don't recommend either the purchase - and if you got the game indirectly through a bundle - or the experience of "playing" it. The whole game lasts 20 minutes with a man complaining about his life and mainly that a girl didn't show up for the date, after a few minutes he shows himself to be a arrogant and racist guy, complaining that he can't have sex with anyone and it's just downhill from there, Your only interaction with the game is looking around, pressing some keys, eating bread/soup and drinking wine (the latter is kind of mandatory to advance in the "game"). In short, this is the experience of spending 20 minutes at a table with someone despicable complaining, I've seen a lot of conceptual games with strange but somewhat interesting ideas, this one is just really strange.
It's not a game, it's not really even an interactive experience. You sit and listen while the guy whines about his job and his date not showing up. You can make him eat bread, drink wine or whatever while he's moaning, but that's it. Nothing you do matters and the guy is insufferable.
そろそろクリスマスなのでこのディナーデートをプレイしました。 皆さんはゲームで遊ぶときにどれほどの一体感を得ているでしょうか? 昔々、私はモンスターハンターポータブル2Gで遊んでいました。 ゲームをプレイ中の私は巨大なモンスターと戦うハンターで、敵の攻撃を見切って回避した時や、強力な攻撃をシールドで防ぎ切った時、敵の強力な一撃に対して溜め攻撃を的確に当ててそれを阻止した時などに、村を救う勇者たるハンターに成り切ることが出来たのです。 しかしながら、このモンスターハンターポータブル2Gにはガノトトスという足の生えたデカい魚のモンスターが居て、このモンスターが左にタックルするとして、その時そいつの右側にいたとしても距離が近いとダメージを受けて吹き飛ばされました。 これは即ち 何もない場所にある当たり判定に引っかかった という事で、このモンスターは体以外にも当たり判定が存在しているのです。 この見えている映像だけでは認識できないゲーム上に設定された当たり判定によってダメージを受けた瞬間、この世界はゲームに過ぎないまやかしとなり、私は勇者であるハンターからプレイステーションポータブルを握りしめたオタクボーイという現実に無理やり引き戻される訳です。 文字通り体験は台無しとなり、冷や水をぶっかけられた気分になる。 このディナーデートは、27歳で恐らく童貞でまともに女性と付き合った事すら無いであろう男性が、多分相当の勇気を振り絞って女性を自宅の食事に誘って、彼女が現われるの待つ間、ただそわそわし続けるゲームです。 言うまでもなく、女性は現われません。 しかし主人公は独り言を言いながら、未練たらしく女性を待ち続け、最終的には自信を失って、ちょっとだけ得意な詩を諳んじたりして、最終的に諦めて外出する。 このゲームの行動プロセスの流れが素晴らしく、自信のない男性を殆ど完全に表現している。 約束しなかったのに来なかった女性を責めることが出来ず自分が悪いんだろうと考える所など同じ立場なら自分でもそう考えるに違いないと共感とシンクロが入り交じり、大きな一体感を得ることが出来る。 昔のゲームの説明書には主人公の説明に、あなたの分身だとか書いてあったのですが、このゲームの主人公はそんな事書くまでもなく、これは私だと思ってしまう様な繊細な心の機微を表現している。 このゲームで現わされているもどかしさは普遍的であり、恐らく10年後でも20年後でも共感を得るだろう。 現に私は2011年に発売されたゲームのレビューを2025年に書いている。 そしてこのゲームに共感出来るのは、勇気を出して女性を誘うという行動が出来た現実の勇者だけなのである。
How this even got an indie game award is beyond me... This isn't a game. It's as everyone else in the reviews say. It's a guy coping with his thoughts on his expected date, as you make him eat infinite bread and wine. That's it... This isn't a game. It's a semi-interactive reddit post. It's anything BUT a game. There's no enjoyment to be had, there's no objective, there's no challenge, there's no freedom, there isn't even a story! It's a man giving monologue. I paid a dollar to hear a man monologue about nothing. I expected nothing when I bought this on sale, and I'm still disappointed that I bought it.
近乎完美的体验。作为玩法相对缺失的游戏,完全没有让人感到任何单调和无聊,沉浸感还异乎寻常地强。感觉主要是因为 等人 这种题材选的很棒,而且各种细节也很多很到位。男主碎碎念和周围环境渗透出的不堪,和等待时那种安静的焦虑,莫名其妙让人感觉十分温暖。 非常感谢本作的另一篇中文评测让我了解到这个游戏,也十分感谢游戏的作者,似乎是好久好久好久都没有如此认真地等一个人。
Unlimited bread eating sim.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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