The AnonymousUh, uh, uhhhhhh...Uh, uh.Registered Userregular
edited January 2011
I'm actually considering an LP of this game, but I'd be leaning towards picking the routes myself (since doing the bad ends first makes more sense plot-wise) as opposed to letting the viewers decide (and potentially having to do the bad ends last, which doesn't make a whole lot of sense). Maybe I'll compromise and strike a balance between the two (e.g. I'm doing bad ends first, but I'll let you decide which order I do them in).
Uh, I actually picked up the game around a month ago when I found a place selling that entire series bundled. I played one scenario from start to end, but thought it was pretty boring. The focused seemed to be way more on having fake relationships than on actually solving the mystery.
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The AnonymousUh, uh, uhhhhhh...Uh, uh.Registered Userregular
edited January 2011
All I know about Ever17 is that
there's a lethal virus going around, one of the characters is immortal because of a disease, and at some point a different character drowns, saves everyone while drowned, and then dies. Also, time paradox.
Not clicking on the spoiler, but fake science, fantasy elements and inconsistent rules only make VNs worse. It's because we discover piece by piece how and why a seemingly impossible incident took place that this genre is interesting. The game isn't in the reading, it's trying to crack the puzzle on your own before the solution is revealed to you.
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RentI'm always rightFuckin' deal with itRegistered Userregular
edited January 2011
this game is un-LPable
do not lp this game
the only way possible to do it would be via SS and even then it'd be horrible
we're talking updates of just screenshots of pure text, with absolutely no room for commentary because you'd be adding text to an already insane amount of reading having to be done by the audience
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cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
edited January 2011
This is just one of those games meant to be experienced on one's own. An LP couldn't possibly replicate it.
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cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
edited January 2011
Well, that's an obscure visual novel. Still, it's best played yourself if at all possible.
Yeah, this wouldn't have had anywhere near the impact it did if I just read somebody else playing it. Despite the game being pretty much just reading... Funny how that works.
I'm spoilering the next bit because honestly, I think it's spoiler worthy because once I figured out what was going on, I would have been bummed if I knew beforehand. Nothing plot wise, just mechanics.
This game uses the whole New game+/replay mechanic absolutely brilliantly, and I love it for it. It's not simply a story you're reading on a DS. It knows what system it has under its belt, and it fuckin' uses it. I don't think I'll ever play another game that so masterfully used a mechanic like that.
My only real wish is that (plot spoilers incoming now):
They took more endings into account in the narrative. Forcing you only through the safe ending meant that was the only one they could really reference at all.
Oh, and the ending puzzle and what they make you physically do? Awesome.
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"The sausage of Green Earth explodes with flavor like the cannon of culinary delight."
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RentI'm always rightFuckin' deal with itRegistered Userregular
So, first time through and I got an ending that was barely an ending at all and just said "To be continued". So, uhm. Is that how they all are except the true ending?
So, first time through and I got an ending that was barely an ending at all and just said "To be continued". So, uhm. Is that how they all are except the true ending?
Nope. However, you may want to remember the route you just took for a future playthrough.
So, first time through and I got an ending that was barely an ending at all and just said "To be continued". So, uhm. Is that how they all are except the true ending?
Nope. However, you may want to remember the route you just took for a future playthrough.
Also, might want to check out the new option you have on the main menu screen.
I was too blown away by the whole situation surrounding it to care. That was an awesome thing they pulled.
yeah this ending is fantastic
i mean seriously goddamn
shoulda picked a different type of puzzle though
It was the perfect puzzle though.
Uses 9 numbers, and a little girl from 9 years ago would not know how the fuck to solve it.
It was the most dramatic sudoku I ever completed.
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RentI'm always rightFuckin' deal with itRegistered Userregular
edited January 2011
I really wish the Alice plotline was just removed wholesale from the story
it doesn't add anything and has a really pointless, pretty dumb payoff
regardless though this game's story was fucking fantastic
not as good as Nier though, not a good enough ending as Nier's. Besides the Alice thing the whole
time travelling past-future Akane
thing felt a bit ass-pully to me
I mean it works, but just barely, and doesn't feel as intuitive and interesting as any of Nier's endings, especially the twist of ending A
Plus ending 5 and 6 are pointless, contrived, don't explain any deeper part of the story, and don't work into the canon so are functionally useless (in addition to having waaaay too many scripted ways to get them)
Basically this game is pretty baller, but not as good as Nier's story, with a lot of really dumb technical oversights (the fact that there isn't a fucking "skip to next choice" button is infuriating, getting extra endings without a guide is frustrating trial and error, replaying puzzles gets old super fast, the minimum five times you have to replay the beginning puzzle (in order to experience every ending once) is stupid and nonsensical) that weaken the appeal of the game
Plus ending 5 and 6 are pointless, contrived, don't explain any deeper part of the story, and don't work into the canon so are functionally useless (in addition to having waaaay too many scripted ways to get them)
Each of the different paths adds to the info you learn about the other characters.
It basically builds more depth to them, like learning how Lotus was a mother in the path to ending 6. Also, it foreshadows who the most villianous person is. Ending 5 via who would have the most utility with Lotus' bracelet 8 (8+1 = 9), and in ending 6 via the hidden bracelet and the lack of pulse check on Ace.
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RentI'm always rightFuckin' deal with itRegistered Userregular
Plus ending 5 and 6 are pointless, contrived, don't explain any deeper part of the story, and don't work into the canon so are functionally useless (in addition to having waaaay too many scripted ways to get them)
Each of the different paths adds to the info you learn about the other characters.
It basically builds more depth to them, like learning how Lotus was a mother in the path to ending 6. Also, it foreshadows who the most villianous person is. Ending 5 via who would have the most utility with Lotus' bracelet 8 (8+1 = 9), and in ending 6 via the hidden bracelet and the lack of pulse check on Ace.
except they kept on harping on "three people need to pass through a door", so it was a red herring implying either santa/seven or clover/june were the "REAL" killers, esp since snake was "dead"
knife ending has too many routes to it, it should've been locked to one door (like 6 was (and wasn't since you can get 6 other ways but you get my point) for door 3). either that or make a neat flowchart that gradually fills in as you uncover more of the story so you can pick and choose where to diverge so as to not waste time doing the same things in different ways
think about it, there are dozens of different routes you can take throughout the game (seriously i just tried to flowchart it and it's insanely overwheleming), and to get the true ending there's exactly one. same with ending 4. that's really, really, really dumb game design to have your players trudge through an hour to an hour and a half of the exact same content, just in a different direction, in the hopes that they'll luck out and choose the correct path out of the dozens possible and possibly hit the exact same ending as before
Plus ending 5 and 6 are pointless, contrived, don't explain any deeper part of the story, and don't work into the canon so are functionally useless (in addition to having waaaay too many scripted ways to get them)
Each of the different paths adds to the info you learn about the other characters.
It basically builds more depth to them, like learning how Lotus was a mother in the path to ending 6. Also, it foreshadows who the most villianous person is. Ending 5 via who would have the most utility with Lotus' bracelet 8 (8+1 = 9), and in ending 6 via the hidden bracelet and the lack of pulse check on Ace.
except they kept on harping on "three people need to pass through a door", so it was a red herring implying either santa/seven or clover/june were the "REAL" killers, esp since snake was "dead"
knife ending has too many routes to it, it should've been locked to one door (like 6 was (and wasn't since you can get 6 other ways but you get my point) for door 3). either that or make a neat flowchart that gradually fills in as you uncover more of the story so you can pick and choose where to diverge so as to not waste time doing the same things in different ways
think about it, there are dozens of different routes you can take throughout the game (seriously i just tried to flowchart it and it's insanely overwheleming), and to get the true ending there's exactly one. same with ending 4. that's really, really, really dumb game design to have your players trudge through an hour to an hour and a half of the exact same content, just in a different direction, in the hopes that they'll luck out and choose the correct path out of the dozens possible and possibly hit the exact same ending as before
I agree that there are some questionable design choices made to keep the integrity of the game (Akane IS going through each path over and over after all). There needed to be more hints, like for the Safe ending I was hinted here to pick the path where you adventure with everyone at least once, and the only path that does that was the Safe path. If the hint was in the game it'd be easier, rather than relying on folks to hit the coffin end before getting a video hint.
Did you get ending 3 yet? It's quite anime
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RentI'm always rightFuckin' deal with itRegistered Userregular
edited January 2011
I liked ending 3
it was what every ending should've been- fucking explained some shit while still being 'bad' and making sense within the context of the 'true ending'
there's a lethal virus going around, one of the characters is immortal because of a disease, and at some point a different character drowns, saves everyone while drowned, and then dies. Also, time paradox.
Compared to that, 999 is completely believable.
That's pretty much not it at all.
999 is a poor man's Ever17. It's good, but it reuses a whole lot of the same concepts and plot twists that Ever17 had already done better.
Plus ending 5 and 6 are pointless, contrived, don't explain any deeper part of the story, and don't work into the canon so are functionally useless (in addition to having waaaay too many scripted ways to get them)
Each of the different paths adds to the info you learn about the other characters.
It basically builds more depth to them, like learning how Lotus was a mother in the path to ending 6. Also, it foreshadows who the most villianous person is. Ending 5 via who would have the most utility with Lotus' bracelet 8 (8+1 = 9), and in ending 6 via the hidden bracelet and the lack of pulse check on Ace.
except they kept on harping on "three people need to pass through a door", so it was a red herring implying either santa/seven or clover/june were the "REAL" killers, esp since snake was "dead"
knife ending has too many routes to it, it should've been locked to one door (like 6 was (and wasn't since you can get 6 other ways but you get my point) for door 3). either that or make a neat flowchart that gradually fills in as you uncover more of the story so you can pick and choose where to diverge so as to not waste time doing the same things in different ways
think about it, there are dozens of different routes you can take throughout the game (seriously i just tried to flowchart it and it's insanely overwheleming), and to get the true ending there's exactly one. same with ending 4. that's really, really, really dumb game design to have your players trudge through an hour to an hour and a half of the exact same content, just in a different direction, in the hopes that they'll luck out and choose the correct path out of the dozens possible and possibly hit the exact same ending as before
Actually there's only one way to get ending 6.
Go through Door 2.
The fact that you can both choose to do this on your own or be railroaded into it by making another specific choice isn't that relevant to me.
Since Nier has come up a few times in this thread I wanted to ask, which version is everyone talking about? Because when one of them came out I don't remember hearing good things about it.
InitialDK on
"I'd happily trade your life for knowledge of my powers."
-Louis C.K.
Since Nier has come up a few times in this thread I wanted to ask, which version is everyone talking about? Because when one of them came out I don't remember hearing good things about it.
I played Replicant and thought it was pretty good. It's low budget though, and I think the atmosphere is more of the selling point than the story.
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RentI'm always rightFuckin' deal with itRegistered Userregular
Since Nier has come up a few times in this thread I wanted to ask, which version is everyone talking about? Because when one of them came out I don't remember hearing good things about it.
I just wrapped up the true ending a half hour or so ago. It just couldn't put the DS down and stayed up way too late to finish it. Thoughts on all the endings and spoiler and everything now.
I thought I had the game mostly figured out with endings 3, 5 and 6. Then 4 throws more plot twists...and then 1 was just twist after twist. Even though I was confused, I'm starting to realize just how perfectly it all fits together now. I'm really glad some of the things that happened weren't as random as they seemed at first, like June getting sick for no reason (when the timeline is messing up) or ending 6 or 4, when she randomly disappears and left me sitting here so very confused.
On the final puzzle, I looked at the screen all confused, before flipping it. And immediately needed a tissue when I got a good look at the screen. *sniffle*
I also have never played Sudoku and was left fumbling around for what seemed like a half hour trying to figure out what to do. Without the numbers that pop up when you complete a block, I probably would have had to come research what to do. Good save, at least.
I wish they could have explained June apparently fading out in the last room and then somehow fading back in outside the room. Doesn't quite work. Also, seriously, the very end was fucking ridiculous. I don't mind a goofy ending, but they should have made Alice show up for a separate ending, like in Silent Hill.
Also...right after that, didn't it sound like one of the Numbered Doors slamming shut? I would love to see a sequel where it winds up going another level deeper. Maybe it pulls back to a person locked in a room playing this game on a DS or simulator? Or maybe they broke the whole space/time continuum, and wind up stuck in the game again with everything going nuts, like in Cube 2 or Silent Hill? When I heard the door slam, it gave me a feeling that everything, all the careful planning had been futile, and they were going to have to do it all over again to prevent Alice from coming back to life, but...
...the future refused to change.
I'd give this game a 9/9.
Also, I need eight or so more people that bought the watch to come to a con and cosplay with me.
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GreenStick around.I'm full of bad ideas.Registered Userregular
edited January 2011
Hotlinking images from StarKeith.net is not allowed.
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TrippyJingMoses supposes his toeses are roses.But Moses supposes erroneously.Registered Userregular
I wish they could have explained June apparently fading out in the last room and then somehow fading back in outside the room. Doesn't quite work.
Are you talking about
in the True Ending path, when everyone's in the incinerator? There's no fancy explanation for that one - Word of God is that she just plain walked out when nobody was looking.
More thoughts about the game and final ending, after I had some sleep.
When I got to the chapel, and saw the 9 door...and then the OTHER 9 door, I nearly lost it. Whole game has been building up to this moment...and then he turns around and sees another one. I remember just dropping my DS and staring at the screen and talking to myself about how unfair this was. Total mindscrew right there, at least for me.
Also, to the person or people who didn't understand why Lotus was there : since she'd been trying to figure out why the game was played the first time, she'd done all that research. Things she had to explain to you in ending 4 so you could confront Ace, and then remember it in ending 1. Nobody else had any interest in those things, so she had to be there to tell you them.
I also realize that June keeps bringing up things like curses and people's actions in the future/present affecting people in the past for a good reason. And she gets so angry or sad when you don't believe her. I didn't know why someone that acted fairly normal suddenly got so weird, but it all makes sense now.
Is nobody else concerned about the door-slamming noise at the end? Or am I just overthinking it?
Posts
Compared to that, 999 is completely believable.
do not lp this game
the only way possible to do it would be via SS and even then it'd be horrible
we're talking updates of just screenshots of pure text, with absolutely no room for commentary because you'd be adding text to an already insane amount of reading having to be done by the audience
I'm spoilering the next bit because honestly, I think it's spoiler worthy because once I figured out what was going on, I would have been bummed if I knew beforehand. Nothing plot wise, just mechanics.
My only real wish is that (plot spoilers incoming now):
Oh, and the ending puzzle and what they make you physically do? Awesome.
well
well
Nope. However, you may want to remember the route you just took for a future playthrough.
3DS FC: 0817-3759-2788
Also, might want to check out the new option you have on the main menu screen.
are you being goddamn serious that fucking
is the final, climactic, ending puzzle
really
the fuck?
I was too blown away by the whole situation surrounding it to care. That was an awesome thing they pulled.
i mean seriously goddamn
shoulda picked a different type of puzzle though
It was the most dramatic sudoku I ever completed.
it doesn't add anything and has a really pointless, pretty dumb payoff
regardless though this game's story was fucking fantastic
not as good as Nier though, not a good enough ending as Nier's. Besides the Alice thing the whole
thing felt a bit ass-pully to me
I mean it works, but just barely, and doesn't feel as intuitive and interesting as any of Nier's endings, especially the twist of ending A
Plus ending 5 and 6 are pointless, contrived, don't explain any deeper part of the story, and don't work into the canon so are functionally useless (in addition to having waaaay too many scripted ways to get them)
Basically this game is pretty baller, but not as good as Nier's story, with a lot of really dumb technical oversights (the fact that there isn't a fucking "skip to next choice" button is infuriating, getting extra endings without a guide is frustrating trial and error, replaying puzzles gets old super fast, the minimum five times you have to replay the beginning puzzle (in order to experience every ending once) is stupid and nonsensical) that weaken the appeal of the game
knife ending has too many routes to it, it should've been locked to one door (like 6 was (and wasn't since you can get 6 other ways but you get my point) for door 3). either that or make a neat flowchart that gradually fills in as you uncover more of the story so you can pick and choose where to diverge so as to not waste time doing the same things in different ways
think about it, there are dozens of different routes you can take throughout the game (seriously i just tried to flowchart it and it's insanely overwheleming), and to get the true ending there's exactly one. same with ending 4. that's really, really, really dumb game design to have your players trudge through an hour to an hour and a half of the exact same content, just in a different direction, in the hopes that they'll luck out and choose the correct path out of the dozens possible and possibly hit the exact same ending as before
Did you get ending 3 yet? It's quite anime
it was what every ending should've been- fucking explained some shit while still being 'bad' and making sense within the context of the 'true ending'
That's pretty much not it at all.
999 is a poor man's Ever17. It's good, but it reuses a whole lot of the same concepts and plot twists that Ever17 had already done better.
Actually there's only one way to get ending 6.
The fact that you can both choose to do this on your own or be railroaded into it by making another specific choice isn't that relevant to me.
So agreein' wit dis.
-Louis C.K.
I played Replicant and thought it was pretty good. It's low budget though, and I think the atmosphere is more of the selling point than the story.
the game is excellent
also only one version came out in the US
On the final puzzle, I looked at the screen all confused, before flipping it. And immediately needed a tissue when I got a good look at the screen. *sniffle*
I also have never played Sudoku and was left fumbling around for what seemed like a half hour trying to figure out what to do. Without the numbers that pop up when you complete a block, I probably would have had to come research what to do. Good save, at least.
I wish they could have explained June apparently fading out in the last room and then somehow fading back in outside the room. Doesn't quite work. Also, seriously, the very end was fucking ridiculous. I don't mind a goofy ending, but they should have made Alice show up for a separate ending, like in Silent Hill.
Also...right after that, didn't it sound like one of the Numbered Doors slamming shut? I would love to see a sequel where it winds up going another level deeper. Maybe it pulls back to a person locked in a room playing this game on a DS or simulator? Or maybe they broke the whole space/time continuum, and wind up stuck in the game again with everything going nuts, like in Cube 2 or Silent Hill? When I heard the door slam, it gave me a feeling that everything, all the careful planning had been futile, and they were going to have to do it all over again to prevent Alice from coming back to life, but...
I'd give this game a 9/9.
Also, I need eight or so more people that bought the watch to come to a con and cosplay with me.
Past Akane died in an incenerator unless you get the good ending.
I thought this was mentioned explicitly somewhere in the True ending.
What will be harder to find is the watch that came as a preorder bonus and as an Aksys store exclusive.
http://www.aksysgames.com/store/#nineninenine
Currently? SOLD OUT (including the reprint)
Plus I doubt it would fit my giganto-wrist
Apparently it is possible that one of my local GameStops might have a copy of this, and if so, I will be picking it up before I miss my chance.
Also, to the person or people who didn't understand why Lotus was there : since she'd been trying to figure out why the game was played the first time, she'd done all that research. Things she had to explain to you in ending 4 so you could confront Ace, and then remember it in ending 1. Nobody else had any interest in those things, so she had to be there to tell you them.
I also realize that June keeps bringing up things like curses and people's actions in the future/present affecting people in the past for a good reason. And she gets so angry or sad when you don't believe her. I didn't know why someone that acted fairly normal suddenly got so weird, but it all makes sense now.
Is nobody else concerned about the door-slamming noise at the end? Or am I just overthinking it?