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The Case for Playing 50 Hours of Visual Novels

Patrick emerges from two Nonary Games with a (non-spoilery) reaction to the Zero Escape series, and why your preconceptions about the genre shouldn't turn you off from giving it a chance.

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(There aren’t major spoilers for the Zero Escape series here. Think of this as a companion piece to my spoilercast for Virtue’s Last Reward. This is really meant for people who don’t know what Zero Escape is.)

It’s not easy to play new games. By that, I mean genuinely new games. We’re not talking sequels or spin-offs and iterations on what you’re deeply familiar with, the painfully similar experiences you’ve had a thousand times over. I’m going through that with Fire Emblem: Awakening right now. Several times, I’ve wanted to put it down, and turn on...well, anything else. Devil May Cry. The Cave. Whatever, it doesn’t really matter. Stuff I know I’ll like. It’s raised the same question I asked myself during late nights terrified with Amnesia: The Dark Descent: why am I doing this?

You do it because it expands your palette. You do it because change, even when bad, is good. You do it because sometimes other people are right. In the case of the Zero Escape series--999: Nine Hours, Nine Persons, Nine Doors and Virtue’s Last Reward--it turned out these people were very, very right.

I don’t even feel that bad for having put off the journey for so long, either. There were good reasons, which I’ll get to, but I’m getting ahead of myself.

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At the bare minimum, if you can appreciate a good story, you’ll enjoy the Zero Escape games. If you can exercise a serious amount of patience, you’ll be rewarded with a game that respects the player’s ability to connect the dots. At their core, both 999 and VLR are smart, fun, sprawling stories that begin by telling the player nothing, and end by telling the player everything. (Of course, in reality, it’s just enough to feel satisfied, while teasing the bigger picture.) More importantly, there’s a surprising amount of logical consistency. Unlike so many other stories rooted in mystery, Zero Escape begins with the implicit promise that, yes, it will pay off eventually. That’s less so in VLR than 999, as 999 was conceived without a sequel in mind, but in many ways it’s true for both.

What’s the Zero Escape series, anyway? A good question for the many people who weren’t the group of vocal fans who were constantly asking one of us to just play the damn games.

Both are visual novels. Visuals novels are an evolutionary split from the adventure game, an interesting hybridization of the player choice offered in text adventures like Zork and the heavily authored stories present in the “classic” adventure games from LucasArts' heyday. What this practically means is visual novels are largely about reading, making decisions, unlocking cutscenes, and watching those cutscenes play out in different ways when you load it up again. Often, this is required to understand what's really happening in the story. Some visual novels have puzzle elements, some do not. 999 and VLR have their puzzle elements baked into the fiction.

999 was released on the DS, and is easily obtained from Amazon. It's only $20, and the only way to the play the game. There is a very specific reason why it couldn't be ported to another platform, at least one that didn't have two screens. The sequel, Virtue's Last Reward, was released on both 3DS and Vita last year. The 3DS version has the advantage of a second screen for taking notes, which I found infinitely useful. Unfortunately, it's also hobbled by a crippling progress-erasing bug that occasionally crops up when saving during puzzle sections. I never ran into it, but it's worth keeping in mind. The Vita version does look better, and has trophies, if you're into that.

By the way, don’t search for the term visual novel on Google image search, or you run the risk of turning yourself off from what I’m about to advocate for in this piece. Then again, supposing you’re not at work, click here. A gallery of innocent and often sexualized depictions of women is what you'll find, and it’s what I’d surmised about the genre during my brief investigation into it. I wrote it off, truth be told, and didn’t feel bad. Who would want to play that?

(For what it’s worth, I do take issue with some of the sexualization in these games, which I’ll get to later.)

In 999, there are nine people who have been kidnapped by a man/woman/it named Zero, who has locked them on a quickly flooding boat. And it might be the...Titanic? Each person has various levels of short term amnesia, thanks to the gas used to knock them out, and very few know one another. Everyone has a device attached to their arm that’s accompanied by a number, and the devices are used to enter the nine doors around the ship. If you find the door marked “9,” you can leave--everyone can leave. Players must follow specific rules, though. Breaking the rules means a bomb in your stomach explodes. Zero, through a loudspeaker, explains this is all part of the Nonary Game.

It’s impossible to explain the setup for Virtue’s Last Reward without getting into spoiler territory for 999, but you won’t be surprised to learn it also involves a bunch of people being kidnapped by a figure named Zero. Anything more would start giving away part of the fun.

That fun involves a whole helluva lot of reading, and it’s not handled well in 999. The budget for 999 wasn’t very high, so there’s no voice acting, and everything’s text. That’s good and fine, except the text moves extraordinarily slow, and it’s not until you encounter an ending for the first time that you’re given the option to make that text move any faster. The second time around, holding down on the d-pad automatically skips any text you’ve already encountered. It still means you’re sitting through a fast-forwarded version of old sequences, but it’s nonetheless an improvement.

Justifying why one would want to play 999 a second time without getting into the nature of what’s really happening is tough. Here’s how I’d explain it, and how I’d warn anyone about to embark on 999 for the first time. You’re going to spend a bunch of hours playing this game, and encounter what’s called a “Bad End.” It’s not an ending that will provide any closure--in fact, it will only confuse you more. Upon unlocking this ending, it will become clear there are multiple ways to finish 999. It’s pretty obvious how to experience the various divergences, as the game often asks the player what group he would like to be a part of. Many people warned me about this going into 999, and I can’t imagine what it would be like to play 999, run into a “Bad End,” and assume that’s how it's supposed to play out.

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There are six “real” endings in 999, and nine in VLR. In total, however, VLR has 35 endings. That’s a somewhat disingenuous representation of VLR, since a “Bad End” in VLR is not one of the “real” endings. I know, we’re getting into some seriously bizarre semantics, but stay with me.

You need to see most of the endings in both games for a few reasons.

One, it all does mean something. Truly! That sounds really vague, but it’s also really true. There is a reason for playing through 999 and VLR multiple times, and it goes much further than just seeing how a story can play out in different ways, ala your traditional choose your own adventure story. To say anything more would be skirting around what’s happening in the Zero Escape series, and the discovery of these revelations is much of the appeal. But trust me when I tell you there’s a real payoff for the investment, even if that investment means playing through some of the same sections over and over again. Just hold down on the d-pad, and you’ll make it through okay. I did!

(Thankfully, VLR meaningfully addresses and largely solves these issues by visualizing the game’s timeline and allowing the player to, at any time, jump around the multiple decision points.)

Two, it’s necessary for the payoff. Part of the hook in both 999 and VLR is encountering dead end after dead end, beginning to put the pieces together (wrongly, in almost every case), and marching towards what is called the “True Ending.” This is where all the cards are put on the table, and the story presents its true self.

Nothing about 999 makes any lick of sense for the longest time, but the oddities about your situation, and the continued acknowledgement by your character about the increasing stack of oddities, pushes you to keep going. The main character is aware things are weird, and logic has been lost. When characters don’t do that, the audiences agonizes. Sometimes, this split between what the audience wants and what the characters actually do is played up to dramatic effect, such as the lonely babysitter walking around the house alone to track down a noise in a horror film. Other times, it’s an overused narrative device mean to to kick the can down the road, like in LOST.

Yes, I just took a pot shot at LOST.

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So long as there’s a legitimate payoff, that’s all fine, and 999 pays off like a son of a bitch. Over here is the picture I took of myself after unlocking the “True Ending” in 999.

The games are hardly perfect--don’t get me started on the puzzles--and their issues go beyond repetitive text. Both games are guilty of sexualizing characters for no good reason, undermining the huge amount of time it spends fleshing each of them out. In 999, it’s Lotus. In VLR, it’s Clover and a character whose name I can’t say, since it would be a spoiler for VLR. In any case, keep in mind how these characters are dressed. You might think each of them are depicted as floosies, but that’s not the case. Each are smart, independent, and bold women with interesting back stories, characters who are cut off at the knees by what one would hardly call clothing. It plays into the worst stereotypes of Japan’s depiction of women, and an early reason why I’d dismissed both games. Maybe these characters just like to dress this way? Let's assume that's true. It hardly forgives the game's repeated indulgence of the player's character cracking cheap, juvenile sex jokes at the expense of every single one of these characters. It comfortably discredits the argument the characters were designed this way other than to be provocative. The next Zero Escape game would do well to dispense with this.

Try to put that out of your mind, and you’re left with some awfully special games. They’re not for everyone. I wouldn’t blame anyone who rolled their eyes at spending 50 hours with games that spent most of their time talking to you.

If you take the same leap of faith I did, though, you’ll be happy you did.

Also, your brain will explode. Promise.

Patrick Klepek on Google+

126 Comments

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chibi_kaji

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Edited By chibi_kaji

I've been meaning to pick up 999 since it came out. But listening to Patrick talk about it has finally made me order it from Amazon. But I'll probably grab VLR for the Vita just to avoid that bug. 
 
I'm finally going to give Corpse Party a shot as well. I've heard Patrick mention wanting to try it a few times, and  Phil Kollar seems to dig the game as well.

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Psycosis

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Edited By Psycosis

Eww who the hell plays visual novels aren't they for nerds?

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krabboss

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Edited By krabboss

@onan: It affects people in different ways, horror games gets my adrenaline pumping and it's a great feeling.

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xymox

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Edited By xymox

@theuselessgod said:

@patrickklepek

Play corpse party.

Everything you want in one convenient package. Visual novel, tons of horror.

The adventure game elements are pretty much the worst, though, so be warned. But that really seems like a game that's right up your ally.

Now I need to check these two out...

Yeah, I'll second this. Corpse Party is great, especially if you need a breather from your standard adventuring games and role playing games.

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Ducksworth

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Edited By Ducksworth

I think I have VLR planned in my "gaming budget" for next month but damn, the true ending to 999 was really unsatisfying.

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Cloudenvy

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Edited By Cloudenvy

@Ducksworth said:

I think I have VLR planned in my "gaming budget" for next month but damn, the true ending to 999 was really unsatisfying.

90% of all true endings are unsatisfying, sadly. : (

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Gaston

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Edited By Gaston

Hmm, do I really have to buy a DS? :P Maybe I do..

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buft

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Edited By buft

the sad thing for me is that visual novels don't fit into my gaming habit, I either play my game in small bitesize portions when im on the bus which doesn't suit the way these stories can be enjoyed(at least for me, i can't get into a book while travelling) or i play a long stretch of a game and usually that will be something multiplayer

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Superkenon

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Edited By Superkenon

Glad that Patrick made this write-up. There's definitely a reason for why people roll their eyes at visual novels, but there are in fact lots of good games hidden away in there. Just like every other kind of medium, you just have to wade through all the crap to find 'em.

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MjHealy

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Edited By MjHealy

Patrick's really been making good points about these sort of games on the Bombcast recently. He's bringing up games that aren't usually discussed and it great to see some variety between the five guys especially at this time of the year. Patrick has even got me interested in playing the new Fire Emblem, and I don't even know how!

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civid

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Edited By civid

If Michael Ironside explodes your head through telekenises at the end of VLR, I will buy this right now!

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hollitz

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Edited By hollitz

@Dallas_Raines: Clover was pretty sexualized in the first game too. Ace and Junpei definitely have at least one pervy conversation about her. And I can't speak to the original run of the game, but in the instruction manual of the reprint, she's in a pretty provocative pose on the table of contents page with a very short skirt on.

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Daneian

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Edited By Daneian

Aren't Snatcher and the Ace Attorney games visual novels? Thought those were a pretty big deal.

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fullmetal5550

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Edited By fullmetal5550

I want to play 999 and VLR. Need to buy a 3DS first though. Visual Novels are awesome. Especially Katawa Shoujo.

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Rabbitsuit

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Edited By Rabbitsuit

Here's to the upcoming Zero Escape game. Really looking forward to it.

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Keeng

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Edited By Keeng

Thanks, Patrick. You're giving this series the proper nod and respect. They're fantastic experiences and it makes us feel great as fans to see someone helping spread the word.

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sravankb

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Edited By sravankb

Nope.

I have tried playing these kinds of games several times over, and over, and over again. I don't care how good the story is, but if gameplay feels compromised in the process, I'm not gonna play it. Let's look at adventure games as an example -

Besides their stupid sense of "logic", I don't understand why they never implement fast travel in these, or at least a small feature like double clicking at the edge of a screen to make it skip to the next area instead of animating a walking character each and every single time. I just cannot comprehend design decisions like these and why developers are so adamant on sticking with outdated design. If there are players out there who enjoy this, good for them. However, I've had just about enough of that nonsense.

And this is precisely why I find myself tuning out and losing interest whenever Patrick talks about games on the podcast. Before I go on, lemme just say that I don't hate Patrick; I just find him boring 90% of the time. Again - it's indifference, not hatred. He focuses so much on the non-interactive portions of the game like the story and visual presentation that I just don't see why he even plays games. He almost never goes into detailing the gameplay and design, which kinda define a game, at least in my opinion. In my experience, storytelling is almost never done well in games; literally every other form of media out there does it better. Why should we lower our standards for stories and presentation whenever we critique games?

Here's why I think this is the case - the story and gameplay of most games never feels like it belongs in the same package. They're never weaved together into one element and presented that way. Any time anyone (on the internet or IRL) tells me what makes a game's story good, they never talk about the interactive portions of the game. I've never played or heard of a game that tells its story through gameplay.

Every time I play games that are critically praised for their storytelling - I think to myself - "Can this game's story be told using a book, movie, TV show / other non-interactive media?". If yes, I don't count story as one of its strong points. It's simply a tacked-on bonus and in my opinion, is not enough for me to go out and buy the game. I can understand if people here (or anywhere else for that matter) want to play games exclusively for their story, but I've had it with games that sacrifice interactivity for the sake of storytelling.

P.S. I don't know if it came off this way, but it's not that I don't like puzzles. I like games like Braid, Portal, Winterbottom, etc. Heck I love Sudoku and other mathematical puzzles once in a while (I'm an engineer). Games I don't like, however, are ones that emphasize a one-sided experience of just expecting a player to listen, watch, or read way more than playing it.

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pmurph

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Edited By pmurph

It might be worth pointing out that a lot of the sexualisation of characters could have something to do with the translation. However as somebody who has played a few of the infinity series now as well as the sub-branching zero escape games, I'm inclined to think i may be wrong there as there are similar moments in pretty much every game. Remember11 Does a good job of NOT doing that to be honest.

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shepdelonge

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Edited By shepdelonge

Found a typo Kleptok:

"Other times, it’s an overused narrative device mean to to kick the can down the road, like in LOST."

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Krabonq

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Edited By Krabonq

Visual novels aren't games.

They're nothing more than DVD menu simulators. Hell, even The walking dead is more of a game, than these animated books !

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Lind_L_Taylor

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Edited By Lind_L_Taylor

Goddamn. I was hoping to hear of some new Zork-style games. I don't want to see any

crappy Anime photos in my story-based games. And Nintendo/Sorny? I mean, c'mon!

Not all of us live in Japan.

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hoonsama

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Edited By hoonsama

999 was a disappointing game. It had me gripped for hours as I went through rooms after rooms, endings after endings. I liked it so much, in fact, that I got every ending without consulting to a guide, which obviously added more hours of gameplay at the expense of my sanity. What ruined it for me was the True Ending. It had so much build up, so many questions that were supposed to be big revelations, but what the True Ending revealed was that the game didn't really have an answer that could match my expectation, and some answers flat out makes no sense.

With that said, I've been on the fence about getting Virtue's Last Reward. Story aside, it apparently has a game breaking bug and the change in the visual department is off-putting.

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KLEPEK_DefenseForce

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Sweet read, Scoops!!

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striderno9

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Edited By striderno9

Interesting, I tend to get on a kick where I want to play a genre of game thats very different from my usual tastes, tends to workout well.

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probablytuna

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I just picked up a copy of 999. Should I use a walkthrough to unlock all the endings or should I just play it without using guides for the first playthrough?