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The Left Eye Review — A Jazz-Soaked Queer Crime Triumph

  • Writer: Niels Gys
    Niels Gys
  • Nov 23
  • 3 min read

TL;DR

It’s a visual novel that seduces you, robs you, and leaves you smiling like an idiot.


A brilliant, stylish, gloriously queer crime caper that lies with the confidence of a man who absolutely cannot read his own arrest warrant.


A vertical black-and-white illustrated poster featuring three 1920s-style characters in separate framed panels. On the left stands a long-haired man with an open shirt exposing his chest, looking tired or wary. In the center is a plump, well-dressed man in a tuxedo with a bow tie, smiling softly with one hand on his chest. On the right is an older man in a suit and bowler hat, giving a subtle, knowing smile. Clean line art, high contrast shading, and a noir atmosphere give the poster a vintage crime-drama feel.

Freedom of Crime

If you’re expecting an open-world crime sandbox where you can ram a trolley into a bishop, calm down.


The Left Eye is a high-end narrative con scam, the sort of crime that involves silk gloves and whispered lies, not Molotov cocktails and bad tattoos.


You’re not “free”, you’re on a track, but it’s the Orient Express of Queer Wrongdoing. Champagne. Secrets. Lies dressed better than you.


And honestly? I’d take that over another “fetch this for Crime Uncle Steve” mission any day.



Criminal Fantasy Fulfillment

This isn’t about shooting your way through a police station.This is about lying so elegantly that people thank you for doing it.


Emile is what happens when a twink discovers identity fraud and realises it’s easier than getting a real job. He‘s illiterate, charming, possibly French, possibly not, but absolutely committed to living his life like a man who looks in the mirror and thinks, yes, this is someone who deserves more money.


And the game lets you revel in that. Not with guns. With weaponized cheekbones and pathological confidence.


It’s the most fun you can have committing crime without ending up in court.



Mission Design

Visual novel “missions” are essentially conversations, but these? These feel like pulp noir heists performed entirely with eyebrows and double-entendres.


Every scene is built around:

  • seducing someone you shouldn’t

  • lying to someone you shouldn’t

  • stealing from someone you probably still shouldn’t

  • and doing it all in a tuxedo that costs more than your yearly rent


It’s slick. It’s fast. And not once does anyone ask you to collect 12 rat pelts.



Money & Progression

No grinding. No XP bars. No “skill tree” where you unlock Slightly Better Lying or Advanced Gay Finger Guns.


You progress by doing what terrible people do best: making choices and dealing with the fallout later, preferably while drunk.


CGs unlock. Codex entries unlock. Narrative branches appear. And you never once have to open a spreadsheet.


Finally, a game where being hot and irresponsible IS the skill tree.



World & Sandbox

1926 New York is drawn like a lost gangster cartoon: smoky, seductive, morally grey, and absolutely certain it can drink you under the table.


It’s gorgeous. It’s moody. It’s stylish in that “this place definitely smells like expensive perfume covering up a felony” way.


You don’t explore the world, the world slides up beside you, orders a martini, and asks what you’re hiding.



Crew & NPCs

This is where the game flexes harder than a gym bro on creatine.


  • Emile — a disaster in human form, but beautiful enough that you forgive him immediately.

  • Jackie — the best friend who always looks like she’s two seconds away from calling you an idiot and always right.

  • Alex — the mobster’s son who radiates “I’ve never jaywalked but I will absolutely die for love.”


Nobody here is boring. Nobody here is flat. They’re all carrying at least three secrets, two traumas, and one questionable life choice.



Police & Law Response

The cops barely matter, perfect. When they do appear, they’re about as effective as wet cardboard in a hurricane.


This is a criminal story where the law exists mainly to be avoided, mocked, and occasionally outperformed by a drunk with mascara running down their face.



Style & Atmosphere

The monochrome art? Stunning. The jazz? Delicious. The vibe? Like Gatsby but with actual consequences and significantly more bisexuality.


This is a game dripping in flair. You can practically taste the bootleg gin and regret.



Replayability

Right now, it’s a bit like watching your favourite chaotic friend make the same terrible decision twice: still entertaining, but you already know the explosion radius.


BUT.


More branches are coming. More episodes are coming. More emotional destruction is coming.

Give it time and it’ll be the choose-your-disaster queer crime labyrinth you’ll replay out of pure spite.



FAQ

Is The Left Eye worth it? If you like crime, queers, jazz, drama, and liars with good hair: yes.
Do I need to like visual novels? Not really. This one behaves more like a drunken theatre performance that stole your wallet.
Is Early Access stable? Episodes 1–2 are polished enough to eat sushi off. You’ll be fine.
Is it spicy? Not yet, but the devs are clearly warming up the oven.
Will I relate to the characters? If you’ve ever lied for fun or fallen in love with someone you absolutely shouldn’t: tragically, yes.


 
 
 

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About Me

WhatsApp Image 2025-08-19 at 04.27.47.jpeg

I’m Niels Gys — writer, gamer, and unapologetic criminal sympathizer (on screen, not in real life… mostly).

 

I founded CRIMENET GAZETTE to give crime, horror, and post-apocalyptic games the reviews they actually deserve: sharp, funny, and brutally honest.

Where others see heroes, I see villains worth rooting for. Where critics hand out polite scores, I hand out verbal beatdowns, sarcastic praise, and the occasional Criminal Mastermind rating.

When I’m not tearing apart the latest “scariest game ever,” you’ll find me digging through the digital underworld for stories about heists, monsters, and everything gloriously dark in gaming culture.

Think of me as your guide to the shadows of gaming — equal parts critic, storyteller, and getaway driver.

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