- March 1, 2011
- Stout Games
- 1h median play time
Dinner Date
Platforms
About
"Dinner Date" is a unique interactive story game where you play as Julian, a man waiting for his date to arrive. The game consists of you listening to Julian's thoughts and inner monologues as you interact with various objects in his apartment. The outcome of the game depends on your actions and how you choose to respond to Julian's emotions throughout the evening. Will the date be a success or a disaster? It's up to you to find out.








- Dinner Date offers a unique narrative experience that explores the inner thoughts of a man waiting for a date, providing insight into feelings of inadequacy and loneliness.
- The voice acting and atmosphere are well-executed, creating an immersive environment that resonates with players who appreciate character-driven stories.
- As an experimental piece, it challenges traditional gameplay mechanics and encourages players to reflect on their own experiences with relationships and social anxiety.
- The game is extremely short, lasting only about 20-30 minutes, and lacks meaningful interactivity, making it feel more like a passive experience than a game.
- Players often find the protagonist unlikable and the dialogue tedious, leading to a lack of empathy for his situation and diminishing the overall impact of the story.
- Many reviewers criticize the game for being pretentious and failing to deliver a compelling narrative, with some feeling that it does not justify its price point.
story
262 mentions Positive Neutral NegativeThe story of "Dinner Date" revolves around Julian, a man waiting for a date who ultimately gets stood up, leading to a monologue filled with self-loathing and existential musings. While some players found the narrative relatable and thought-provoking, many criticized it for being linear, lacking interactivity, and failing to engage them emotionally, resulting in a brief experience that felt more like a passive story than a game. Overall, the storytelling approach is seen as an interesting experiment, but it often falls short of delivering a compelling or immersive experience.
“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.”
“There are ways to tell this story that make it actually universal and generate some degree of empathy.”
“It is a story, told well, and relatable, that requires only the player's input to progress.”
“Unfortunately, the story is just not interesting at all and Julian becomes more and more unlikeable as it progresses.”
“The plot of the game is simple: you play a guy who set up a dinner date with some Japanese girl. Just by listening to the guy's dialogue, apparently the main character cares more about getting laid than anything else. But then he learns he got stood up on his date, eats alone, gets pissed off, complains a lot, then leaves his apartment drunk. There is no objective!”
“The 'story' advances relentlessly and unchanged regardless of what you do, so to call this a 'game' is really not fair.”