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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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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?

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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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KLEPEK_DefenseForce

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Sweet read, Scoops!!

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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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Psycosis

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Edited By Psycosis

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

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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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deactivated-58f9a027d9bbc

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try steins;gate

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onan

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Edited By onan

"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?"

Why wouldn't anyone want to play that? It sounds like every other game released ever, except it forces people to read more.

If we can take off our politically-correct hats for a moment, there's some good fun to be had in some of the visual novels that get easily dismissed otherwise. And it's not just a one way street, there's are entire visual novel categories geared toward women and gay men (although in Japan, women are the #1 consumers of VNs featuring male-on-male romance). Sexualized depictions can be fine in the right context. Adult games: That's the right context. As a bloody torso with a great rack that gets bundled with the Dead Island 2 Collector's Edition: Not the right context.

It's just a pretty bad double standard though when you're willing to accept the dim sexy teenager who exists solely to get naked and then get murdered in your typical slasher flick, yet cluck your tongue at similar behavior in a different (and much less mature) medium.

Personally, I can't truly understand why people would willingly subject themselves to horror games, but to each his own. Anxiety, stress, fear? No thanks.

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hurtfulmadmax

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Edited By hurtfulmadmax

@Soapy86: Hahaha yeah, seriously...

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Neferon

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Edited By Neferon

I played 999 when it was released. I wasn't entirely sure about it at first. But man, was that one strange and cool game at the same time. I guess I was pleasantly surprised by the fact that this game actually tried to be something new and quircky. It's not just the execution of the writing that is great, there's something genuinly different about it. Sequel fatigue is often discussed, but genre fatigue is where it's at! Entire genres lose my interest if they do not display some sort of innovation.

Idea: Discuss what truly differentiaties one game from another.

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SharkMan

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Edited By SharkMan

good read

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posh

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Edited By posh

I loved hotel dusk for its story alone, i just really got into that game like I have many of the zelda games or even an actual book and I'd love to see more visual novels in the future, I think that's a genre perfect for handhelds and a great argument for the handheld console existing besides puzzle games

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theuselessgod

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Edited By theuselessgod

@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...

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KneehighPark

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Edited By KneehighPark

As a writer, gamer, and fan of the Zero Escape series, and visual novels by extension, it's nice to see some coverage of a long ignored genre. Thanks Patrick!

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slax

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Edited By slax

This is reassuring. I bought 999 because it seemed really interesting and I had heard a lot of good things, but the slow text and rather slow start is kind of bothering me. I also am not the best at room escape (is that a genre?) or adventure games, so there are some early puzzles I am struggling with.

But the fact that the game speeds up on subsequent playthroughs, is really cool. I'm excited, I'll dive back in, as soon as I finish P3P. I promise. But I'll probably need to play P3P again, you know, for science. And then maybe again. Who knows!? But I will get to it.

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arx724

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Edited By arx724

I haven't played VLR (don't own a 3DS/Vita yet), but I highly recommend the Infinity series of visual novels (on PC) by the same writer as that and 999. There are a bunch of fanmade patches available for them. While the games may seem somewhat dumb at first, there is more going on in them, not unlike 999.

Oh, and for anyone interested in visual novels, vndb.org is a great database if you're looking for stuff. It has tags, translation statuses, release dates, ... You can easily exclude plotless porn-focused games and just go for games that focus on a crime story, for example. Other than that, vntls.tindabox.net is a good way to keep up with the status of ongoing translations, it gets updated pretty much every Saturday.

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Dagbiker

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Edited By Dagbiker

I liked the sexual inuendos in the two games, but I do agree with Patrick that it is inconstant of the caractures.

In 999 Clover was a depressed child, in VLR she is kinda a slut. None of this would bother me if it was just constant, I dont mind Sigmas dialoge because it is constant, for the most part, except for the room where he gets super horny.

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Azurath

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Edited By Azurath

It's weird that so many people have a problem with characters who are designed to be sexually appealing in a physical way, but are still smart characters.

People are sexually attracted to people, I would hate it if games didn't have sex jokes, because they are a part of life, everyone makes them. Games where the girls are all unattractive, the dudes aren't interested in the girls (or guys), and hormones are ignored tend to be boring. It goes the same way with dudes, if Nathan Drake was ugly, he would probably a lot less appealing, because he loses a part of his character. If he isn't a ladies man, he is just a guy looking for treasure, the romance aspect adds a lot to the character.

Do it actually hurt people's feelings when a someone makes a joke about breasts in a video game? I have never seen or heard of someone actually get offended, or even for embarrassed in these cases. I do agree that Clover could be dressed like a normal person, and still be the same character, but it makes her different, and overall more interesting.

Gamers are definitely an odd bunch.

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Shivoa

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Edited By Shivoa

I really hate to consume narratively linked content out of order and looking at the release info it looks like 999 was only put out in the US, no dice for us Europeans (or more accurately the added hassle and expense of an import for us lucky English speakers - thank the lords for region free portable gaming devices, otherwise the only way to play would be via breaking DRM and piracy). Weird that the sequel has been released over here on both platforms and doesn't seem to make any attempt to special edition it (see Xenosaga: Episode II - Jenseits von Gut und Böse for how this stuff is sometimes handled; digital distribution and global sales can't come soon enough - money left on the table in the UK where the US translation means the work has already been done).

Thanks for making the case for these games Nine Hours, Nine Persons, Nine Doors a spin when I next have some spare time for portable gaming.

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Icecreamjones

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@Animasta said:

@mangopup said:

@BlatantNinja23: They could bring Chaos;Head and Steins;Gate to the US/CA. Those games have really good stories.

JAST licensed Steins;Gate but they haven't brought it over yet afaik

I saw the anime (of Steins) and thought it was pretty interesting, I've had my eyes open for the english release of Steins. Didn't really care for Chaos;Head

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Hailinel

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Edited By Hailinel

For a different perspective on the romance visual novels, I'd honestly recommend you hunt down a copy of Hakuoki: Demon of the Fleeting Blossom for the PSP. It's an otome game (a game targeted at women) and has no puzzle interaction elements, but it's not "just a porn game." I actually think the localization that Aksys did on it is quite good and despite my gender, I was pretty hooked on it.

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Pudge

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Edited By Pudge

I assume without reading the article (because, HAHAHAHAHAHA, no) that the case for playing 50 hours of visual novels is intense boredom? Insomnia? Brain Contusions? Or is it all just anime fanservice?

This post has been brought to you by The Anti-Patrick Brigade, The Katawa Shojo Hate Squadron, and the continual essay machine fueled by Fanboys Like You.

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redcream

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Edited By redcream

Loved 999! It's the gripping suspense and the fantastic soundtrack that keeps you going.

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Alorithin

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So what you are saying it that you should glance over the filthy filthy porn ones?

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happymeowmeow

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Edited By happymeowmeow

There are definitely game genres that I stay away from, mostly military shooters and sports. Makes me wonder if I've missed out on something. But , on the other hand, there are so many good looking games out there I haven't tried yet that aren't in those two categories. You only have so much time to dedicate to this stuff.

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davedave24

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@Alkaiser said:

I enjoyed 999 a bunch, but man does that dude need an editor. There's so many redundant descriptions that it starts to numb your brain a bit unless you start skipping text.

For real. I tried to get into 999, but the slow pace and not-great writing were too much for me to get past. It seemed like there might be a cool story underneath it, but it wasn't enough to make me want to put the time in.

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Alkaiser

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Edited By Alkaiser

I enjoyed 999 a bunch, but man does that dude need an editor. There's so many redundant descriptions that it starts to numb your brain a bit unless you start skipping text.

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Yorkin

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Edited By Yorkin

@the_korben said:

If you want to do something good about the world, how about you start changing your fellow citizen's mind about climate change and cutthroat capitalism. Once those problems have been solved, we can start worrying about the culturally influenced depiction of fictional characters in a foreign video game.

you simply can't claim to have the absolute moral or cultural baseline

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DevourerOfTime

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Edited By DevourerOfTime

I just played 999 over the break and finished VLR about... 3 hours ago. Perfect timing on my part aside, these are fantastic games. Utterly fantastic and I recommend to anyone who is willing to go through a story focused games outside of the genre. You will not regret.

Oh, and yes, being only 3 hours out from finishing VLR, I am still picking up pieces of my brain that are scattered throughout the room.

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TechnoSyndrome

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@Anjon said:

@Taku128 said:

@Anjon said:

@Taku128 said:

@Anjon said:

Events shift in 999 when they really shouldn't. For example, there's a character who can die if you choose a certain course of action, but that action has nothing to do with them nor how they die. It's just an arbitrary change much like Heavy Rain's arbitrary changes.

I got every ending in 999 and have no idea what you're talking about. Your path opens up situations for certain things to happen that wouldn't in other storylines, but there's never an instance where something happens in one playthrough that should've happened in the others but didn't, at least not that I can remember.

I distinctly remember a situation where a certain character that originally died had escaped death for seemingly no reason when I got different endings. It's been a while since I've played it, but that stuck out to me as being a real "What are you trying to pull, game!?" moment. Though I haven't played VLR, so maybe they explain it in some crazy pseudo-science-y way later on in the timeline. Maybe Mantorok had something to do with it. Apologies for incredibly obscure references.

Could you spoiler tag what you're talking about? The only situation I could think of would be

*MAJOR 999 SPOILERS INSIDE TAG*

When Snake is "killed" by being pushed through the Number 3 Door, but in the true ending you find out it was actually Nagisa Nijisaki, one of the Cradle Pharmaceutical executives, who got pushed through the door. Santa dressed him as Snake to trick Ace into killing him since his prosopagnosia would prevent him from realizing it wasn't Snake. This is consistent across all "timelines".
Wow, that's actually what I was talking about, but I was remembering it very differently, probably since I basically ran through all of the endings in that game in about a day, all while screaming "WTF" every few minutes. The game doesn't really take care in explaining its crazy twists, so there's so much stuff that got bogged down that I still don't understand. A lot of it is probably weird "anime" stuff like (not really a spoiler since it starts right at the beginning), why does Junpei actually care about Akane to the point of doing the things he does in the different ending paths when he literally forgot she existed until she literally tackled him to the ground and rubbed her face all over him? Is that just an anime thing or did they explain that in a twist? I remember a twist involving them that kiiiiiind of seemed like it was implying something about that but the game is just full of twists literally every 5 minutes or so and it all starts to feel very silly... but that's just my opinion. In any case, that dead character thing isn't as despicable as I thought it was. I thought it was some straight up David Cage-ian mess.

I thought they explained all of the twists in the ending pretty thoroughly (999 is wordy as fuck), but it's been awhile since I played it so I could be wrong. As for Junpei caring about Akane/June so much, the only explanation they ever give is about how they were best friends during childhood, and they expand upon that with Junpei remembering specific moments they spent together as kids throughout the game. I guess that's not enough motivation for some people but it worked for me.

But yeah, there's no bullshit Heavy Rain style differences where character motivations or events arbitrarily change just to have different paths be different. There are always reasons for events to change based on the choices you made.