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    Zero Escape: Virtue's Last Reward

    Game » consists of 12 releases. Released Feb 16, 2012

    The Nonary Game continues in this sequel to Nine Hours, Nine Persons, Nine Doors under the localized title of Zero Escape: Virtue's Last Reward.

    stordoff's Zero Escape: Virtue's Last Reward (PlayStation Vita) review

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    • stordoff has written a total of 24 reviews. The last one was for Rocket Riot
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    A poor ending ruins an otherwise fantastic game

    Virtue's Last Reward is a difficult game to review - for the first 35 hours of my playthrough, I was enraptured, with the plot providing a sustained level of intrigue that is difficult to maintain for such a long period, and the puzzles being immensely satisfying to solve. Unfortunately, the final five hours of the game left me with such a bitter taste in my mouth that I felt almost betrayed by the game. Setting up such an intricate story and leaving the player wanting answers to so many questions, only to punt the explanations to the sequel was a complete let-down.

    Since finishing the game a few days ago, I have hardly stopped thinking about it. Normally, this would be a good sign, but all I've discovered in those few days are new ways that the ending to VLR fails to satisfy. This review may seem a little vague, but my issues with the game are so tightly connected to the late-game plot that giving concrete examples is nearly impossible without spoiling the entire game.

    Players of 999: Nine Hours, Nine Persons, Nine Doors will be immediately familiar with the structure of the game. The main thrust of the story takes place in visual novel sections, with the gameplay being confined to "escape" sequences where the puzzle must solve a series of puzzles in a single room in order to move on. Your choices between the escape sequences dictate which rooms you end up in, and ultimately which ending you receive. As with 999, you need to see a number of these endings before being able to reach the True End.

    On the whole, these escape puzzles are a step-up from 999. There is a clear logic to the majority of them, and it feels genuinely satisfying to work out the solution (in 999, I felt a few times that I was randomly exploring until I stumbled on a key item or hint; that was never the case in VLR). A nice quality-of-life feature is that items are usually removed from your inventory when you have done all you need to do with them, which both prevents the inventory screen from being coming cumbersome and provides a subtle hint to try something else. A somewhat weird choice in these segments is the inclusion of hidden files - by solving a secondary puzzle in the room, the player unlocks a number of files that can be read at any point. These quite often very heavily hinted at future events, and lessened the reveal when it eventually happens.

    No Caption Provided

    Likewise, the visual novel sections are well-written, and the majority of the characters are interesting. I initially had my doubts about the 3D character models, but these were gone after the first hour or so and didn't bother me beyond that. Playing with the Japanese audio (the only option in the European releases) revealed a few interesting localisation choices (for example, Luna and Tenmyouji were referred to as simply "Luna-kun" and "Tenmyouji-san" by Zero, the primary antagonist, but this was localised as "Moony" and "Tenmyoldy") which occasionally felt odd as you were hearing one thing but reading another. Ultimately though, the localisation of the game was well done.

    Mechanically, the game is solid. Playing on the Vita, I occasionally missed the stylus from the 3DS for interacting with smaller puzzle elements, but that was a minor issue. The addition of a flowchart, showing which story branches you have explored so far, is a welcome addition, as if you wish to reveal the game's True End you will need to reach almost every other ending in the game (of which there are over 20). This may seem daunting, but from the flowchart you can jump to any point in the story you have already seen, so you never need to repeat the same section. I have read reports that a save corruption bug exists in a certain room, but I did not encounter it during my playthrough, and it is relatively easy to avoid (save only during the novel sequences, not during the escape sequences).

    Unfortunately, it is in the narrative that this game falls apart. For the first 35 or so hours, I had only minor issues with the plot (mainly related to how easy to is to confuse different story branches, though this makes sense giving the revelations later in the story) and stayed up far later than one should to continue playing. The way seemingly irrelevant facts start to connect, and how lines that seem a little odd at the time suddenly make sense later in the story, is masterfully done. It is a shame, however, that just as you can start to see an overall explanation emerging the game decides to throw all of that away. The last five hours of the game feel reminiscent of the ending of Metal Gear Solid 2 - new information is thrown at you at an alarming, unexpected rate, and the story suddenly feels very back-loaded.

    However, if you take the time to listen the MGS2 ending, it largely makes sense, and actually explains what is going on. The ending to VLR doesn't - new twists are revealed almost constantly for pretty much no reason, the game takes no time to explain the majority of the questions you will already have going into the ending, and eventually the whole thing collapses under its own weight and you realise you are never going to get a satisfying explanation of the mystery that the rest of the game has so carefully built.

    To cap it all of off, the final ending that unlocks is merely a giant sequel hook, and just leaves you feeling "You want any of that explained? Maybe you should play Zero Escape 3....". In this segment, you actually end up playing as a character referred to as '?', and other characters straight up say that they cannot explain the questions you have to you, which I think symbolises the last five hours of the game pretty well). After the extremely tight and well-crafted ending of 999 (which I played immediately prior to this), VLR was a major let down (999 has its dumb cliffhanger, but that was a throwaway moment after the main plot was resolved).

    I would strongly recommended that you play 999 before (or perhaps instead of...) playing VLR. Despite having flaws of its own, it has a much more satisfying story, and many of the bigger reveals in VLR will fall somewhat flat due to the narrative connections between the two games.

    3 Comments

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    generic_username

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    I've been playing VLR and found that I disliked it very quickly. This is partially due to having a whole lot of baggage in regards to many of the plot devices here; I have played several previous games written by the writer of this game, and I found many of the plot devices here to feel kind of like a mash-up of stuff from the Infinity series, and it didn't feel as though it was being handled quite as well.

    Spoilers ahead. Having played through a lot of time-travel related games in recent years (Steins; Gate being one of the best ones) I found that I immediately rolled my eyes on seeing the word "timeline" for the first time in the game. I suppose had I played 999, I would have known that time travel would be a concept explored in VLR, but after the game hinting at about a thousand really terrible sci-fi tropes that can be used as crutches and escapes instead of good storytelling (the game had hinted at/overtly had androids that were indistinguishable from people, clones, and amnesia by that point) I had for some reason not expected yet another big, twist-driven plot device to be in there.

    I haven't finished it yet, as progress is slow thanks to my distaste for it, and I actually have a gut feeling that I have a grasp on where the story is going, and I worry that it's going to follow some very cliched time-travel threads. My current belief is that Zero is actually the main character from the future, and that all of his evil stuff is secretly "for the greater good" and will be forgiven, which is a frustratingly simple and easy story to write, I think. I hope I'm wrong, but from what you've said here, it's going to be awful whether or not it goes that direction.

    I wish the plot of VLR was more focused, I guess. And I personally dislike the puzzle segments quite a bit, though I imagine if I were comparing them to worse ones, that might not be the case. I just think most of the puzzles revolve around doing exactly the same thing: find something that helps decipher a code, find that code, then find out how to input the answer. Pick up objects and combine them along the way.

    I'm looking forward to finishing it mostly so I can feel like it's done and over with, at this point.

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    stordoff

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    I have played several previous games written by the writer of this game, and I found many of the plot devices here to feel kind of like a mash-up of stuff from the Infinity series, and it didn't feel as though it was being handled quite as well.

    I've actually put the Infinity series on my to play list since finishing VLR. A lot of the elements in VLR have merit, and certainly could be interesting, but it never really comes together. I'd certainly interested to see if they are handled better in the Infinity VNs.

    I suppose had I played 999, I would have known that time travel would be a concept explored in VLR, but after the game hinting at about a thousand really terrible sci-fi tropes that can be used as crutches and escapes instead of good storytelling [...]

    I wish the plot of VLR was more focused, I guess.

    999 spoilers (same as @generic_username already mentioned): Time travel / manipulation is essentially the main reveal in 999 (and handled rather well IMO), so it wasn't a surprise to see it elaborated on in VLR. That said, I think you're dead on with what you say there - VLR just throws out a ton of familiar plot devices, and doesn't particularly do anything new or interesting with them. A more focused story would have been much better.

    My current belief is that Zero is actually the main character from the future, and that all of his evil stuff is secretly "for the greater good" and will be forgiven, which is a frustratingly simple and easy story to write, I think.

    I won't spoil it here, but the reveal of "Who is Zero?" (particularly HOW it is revealed/handled, not necessarily WHO) is pretty much the defining point for when the game drops the ball for me, and it never recovers from there. It's a shame really, because the game could have done some interesting things with the plot thread it has established up to that point (though I suspect had I played the Infinite series first they wouldn't resonate as strongly with me).

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    generic_username

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    @stordoff: I do wonder if the Infinity series holds up. Ever 17 was one of the first Visual Novels I ever played, so my enjoyment of it is colored by that. Also, if you do try the series out, either skip Remember 11 or know going in that it's a poor experience and play it for the sake of discussing it. It very much soured me on the twist-driven plot structure as a whole, which probably contributes to my general dislike of VLR.

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