Picked this up t'other day and am half way through my second play. Got the
knife
ending which seemed to give me naff all in terms of finding out what the hell is going on, but through the application of the power of maths has made me highly suspicious of one person.
That being Ace, who could have killed Snake using the 9th man's bracelet and then was likely to want to stab Lotus at the end for 1 + 8 + 9 = escape.
The translation is a bang up job and has made me laugh a number of times. Is it the Phoenix Wright people?
Picked this up t'other day and am half way through my second play. Got the
knife
ending which seemed to give me naff all in terms of finding out what the hell is going on, but through the application of the power of maths has made me highly suspicious of one person.
That being Ace, who could have killed Snake using the 9th man's bracelet and then was likely to want to stab Lotus at the end for 1 + 8 + 9 = escape.
The translation is a bang up job and has made me laugh a number of times. Is it the Phoenix Wright people?
Phoenix Wright was translated by Capcom I believe. Aksys was behind the 999 translation.
setrajonas on
0
The AnonymousUh, uh, uhhhhhh...Uh, uh.Registered Userregular
edited February 2011
It has a few issues, but I thought the translation was pretty solid overall.
To be honest, I don't think there was any way really to handle
the kyuu/Q reveal at the end
in English. At least, not without resorting to loanwords and such.
It has a few issues, but I thought the translation was pretty solid overall.
To be honest, I don't think there was any way really to handle
the kyuu/Q reveal at the end
in English. At least, not without resorting to loanwords and such.
Given that it is the only hiccup in an otherwise spotless translation, I get the feeling they must have spent a dog's age trying to figure out how to handle it, before finally saying "screw it" and going literal. I figure they probably knew their audience and just who would be buying this game, and they're the type that would either know about kyuu/Q or look it up online.
The Wolfman on
"The sausage of Green Earth explodes with flavor like the cannon of culinary delight."
Junpei finds Lotus's corpse, and then just gets killed. No real indication of anything... it just ends.
It at least gives information
Real spoilers, yo
Namely, someone wants Lotus, and Lotus specifically, dead. Which points to Ace with the information you get from other endings (Axe Ending and Ace 'wanting to talk to' Lotus, Axe/Safe Ending and the ability to take a dead person's bracelet, etc.)
Sub ending tells you jack shit because it's a goddamn nonsensical red herring
P10 on
Shameful pursuits and utterly stupid opinions
0
cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
edited February 2011
Re: Above
Sub ending was easily the most chilling. Axe hits out of nowhere, Sub builds up to pure dread.
Sub ending was easily the most chilling. Axe hits out of nowhere, Sub builds up to pure dread.
Plus that ending adds a bit to the plot as well.
It gives the exact same info as the knife ending with the missing bracelet, and so much more. You immediately suspect certain persons of doing it if you're paying attention, and it introduces a disappearance mystery. It also builds the backstory of Seven and Lotus if you take the right way to the sub, plus it's one of the few opportunities for Junpei to show how smart and how much of a dick he can be.
It also shows
Santa desperately trying to follow. Junpei tries to be a Marxist dick and that end is deservedly dreadful for him.
and am now a tad confused but sticking with my original theory and assuming
Ace was just pretending to be dead in the stairway.
Are any of the other choices important or is the ending entirely dependent on the [numbered door] choices? Minimal info spoiler free answer appreciated.
Yeah, I just finished the game and I don't think I would have made it to class this morning if I had stayed up to do so.
Thoughts:
I'm still confused on why June had a physical presence in the Nonary Game. Presumably, the whole game and its multiple endings are past little girl June experimenting with the future to find her salvation, correct?
Then if you understand the mindscrew and just assume that she can see a future where she is alive, but working to help Junpei send her the solutions... well even then it doesn't make a whole lot of sense. They talk about telepathy in the sense that one group is able to send information, and another receives it but is not exactly sure about how they got it. June might as well be Professor X; she has conversations with somebody from an entirely different timeline, there's a back and forth there. She's sending and receiving, which doesn't make sense from how the game explained the way morphogenetic fields are supposed to work.
Also, everything with ALLICE in it should have been cut from the game. It added nothing to the story whatsoever, felt tacked on and really damn cheesy with the very final end, with her hitchhiking. How does an Egyptian mummy know how to hitchhike on the side of the road? Maybe I'm just overthinking it and it's supposed to be a joke in reference to the fact that she's a red herring, but I wish they would have kept that silliness out of the True Ending. Also, they clearly did a lot of research. They got actual historical names correct, morphogenetic fields were actually theorized about (albeit differently than presented in the game), the Gigantic has actual historical meaning (though again, differently than presented)...
And then they add a debunked urban legend sticking her thumb out on the side of the road in the Nevada desert. Yeah, just way too silly at the end of a mindscrew mystery/horror game.
joshofalltrades on
0
RentI'm always rightFuckin' deal with itRegistered Userregular
edited February 2011
josh you and me have the exact same opinions on the end to 999
it's a great experience but ultimately the conclusion of the game is just sort of shallow and ass-pully
i mean
it has a good storyline
but not a great one
it just gets too pseudosciency and deus ex machina for my tastes
i dunno. i've never seen a game implement NG+ into the story as well as 999 did tho
and am now a tad confused but sticking with my original theory and assuming
Ace was just pretending to be dead in the stairway.
Are any of the other choices important or is the ending entirely dependent on the [numbered door] choices? Minimal info spoiler free answer appreciated.
Some choices are very important, yes. Two, at least. One is fairly obvious, the other not so much. Although only if you've made the correct numbered door choices in the first (second, or third) place -- otherwise it's Bad End a-go-go no matter what you choose elsewhere.
on my first try. That's this game's biggest failing, for me, is that it should have some sort of ending navigation map in it. When you get an ending, the path shows up on the map, along with certain checkpoints along the way. At the main menu, you can begin the game from any checkpoint you've already been to.
I spent probably at least an hour or two just fast-forwarding through crap I'd already seen before, and then going to a spoiler-free walkthrough to solve the puzzles I'd already done as fast as possible. Once solved, you should never be forced to do the same room again. If there is new dialog in the room, it should show up after I click the little button they put there to skip the puzzle, and then YOU FOUND IT.
So when I finally got all the other endings, some of which were fairly rewarding in their creepiness and the fact that I got to do entirely new rooms to get to them (with the exception of the prologue, over and over and over again), I then had to go back and do exactly what I did the first time through the game. No, sorry, that's bullshit. When you get the coffin ending, and then the ending you need to make it not the coffin ending, you should be able to skip right back to where you were when it left off.
For all my griping these past few posts, I really enjoyed the game. I mean, I wouldn't have stayed up so late last night playing it if I did not. It's just that it was so close to perfection. I loved how the puzzles were intuitive and didn't involve crazy things you would never think of doing. I never once looked at a walkthrough to help me solve a room my first time.
Yeah, I just finished the game and I don't think I would have made it to class this morning if I had stayed up to do so.
Thoughts:
I'm still confused on why June had a physical presence in the Nonary Game. Presumably, the whole game and its multiple endings are past little girl June experimenting with the future to find her salvation, correct?
Then if you understand the mindscrew and just assume that she can see a future where she is alive, but working to help Junpei send her the solutions... well even then it doesn't make a whole lot of sense. They talk about telepathy in the sense that one group is able to send information, and another receives it but is not exactly sure about how they got it. June might as well be Professor X; she has conversations with somebody from an entirely different timeline, there's a back and forth there. She's sending and receiving, which doesn't make sense from how the game explained the way morphogenetic fields are supposed to work.
Also, everything with ALLICE in it should have been cut from the game. It added nothing to the story whatsoever, felt tacked on and really damn cheesy with the very final end, with her hitchhiking. How does an Egyptian mummy know how to hitchhike on the side of the road? Maybe I'm just overthinking it and it's supposed to be a joke in reference to the fact that she's a red herring, but I wish they would have kept that silliness out of the True Ending. Also, they clearly did a lot of research. They got actual historical names correct, morphogenetic fields were actually theorized about (albeit differently than presented in the game), the Gigantic has actual historical meaning (though again, differently than presented)...
And then they add a debunked urban legend sticking her thumb out on the side of the road in the Nevada desert. Yeah, just way too silly at the end of a mindscrew mystery/horror game.
The developers have been surprisingly open with their responses toward fans, attempting to explain nearly every question and doing a decent job of it too. But I've got my own interpretation of several things.
Don't think of June like her future is in a state of flux, whether she's present or not. The way I think of it is that the bad endings didn't really take place. Years ago, June lived because she connected with the field and was able to solve the puzzle in time. Because she was essentially in communication with the future, it was a guaranteed thing that the game would play out the way it did in the good ending. They still needed to set it up and make sure everything proceeded according to plan, but it was fate, more or less - June survived, therefore Junpei was going to succeed.
Hitch hiking is a bit silly I guess, but the devs said that she'd been out in the real world since prior to the first Nonary game. She's had a long time to learn the ways of the present.
Read this page for lots of answers straight from the devs:
Don't think of June like her future is in a state of flux, whether she's present or not. The way I think of it is that the bad endings didn't really take place. Years ago, June lived because she connected with the field and was able to solve the puzzle in time. Because she was essentially in communication with the future, it was a guaranteed thing that the game would play out the way it did in the good ending. They still needed to set it up and make sure everything proceeded according to plan, but it was fate, more or less - June survived, therefore Junpei was going to succeed.
Hitch hiking is a bit silly I guess, but the devs said that she'd been out in the real world since prior to the first Nonary game. She's had a long time to learn the ways of the present.
Read this page for lots of answers straight from the devs:
Thanks for the link, I was scouring the thread for that.
Clarification question for your ending spoiler:
Okay, but the problem is if you operate on the assumption that June survived the first game and that it's a given because she is alive in the present time, then why does Seven have a clear memory of her dying?
Don't think of June like her future is in a state of flux, whether she's present or not. The way I think of it is that the bad endings didn't really take place. Years ago, June lived because she connected with the field and was able to solve the puzzle in time. Because she was essentially in communication with the future, it was a guaranteed thing that the game would play out the way it did in the good ending. They still needed to set it up and make sure everything proceeded according to plan, but it was fate, more or less - June survived, therefore Junpei was going to succeed.
Hitch hiking is a bit silly I guess, but the devs said that she'd been out in the real world since prior to the first Nonary game. She's had a long time to learn the ways of the present.
Read this page for lots of answers straight from the devs:
Thanks for the link, I was scouring the thread for that.
Clarification question for your ending spoiler:
Okay, but the problem is if you operate on the assumption that June survived the first game and that it's a given because she is alive in the present time, then why does Seven have a clear memory of her dying?
I asked the devs about that (partly), my question's on the page. Their answer is that
his memory was screwed around with/implanted. They were going to make mention of it in-game but they thought everyone would cry BS so they sidestepped the issue and made it seem like perhaps he was pretending that he saw her killed.
Okay, but the problem is if you operate on the assumption that June survived the first game and that it's a given because she is alive in the present time, then why does Seven have a clear memory of her dying?
Remember Seven's headache? He's had his memory fucked with.
PMAvers on
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Yeah, I just finished the game and I don't think I would have made it to class this morning if I had stayed up to do so.
Thoughts:
I'm still confused on why June had a physical presence in the Nonary Game. Presumably, the whole game and its multiple endings are past little girl June experimenting with the future to find her salvation, correct?
Then if you understand the mindscrew and just assume that she can see a future where she is alive, but working to help Junpei send her the solutions... well even then it doesn't make a whole lot of sense. They talk about telepathy in the sense that one group is able to send information, and another receives it but is not exactly sure about how they got it. June might as well be Professor X; she has conversations with somebody from an entirely different timeline, there's a back and forth there. She's sending and receiving, which doesn't make sense from how the game explained the way morphogenetic fields are supposed to work.
Also, everything with ALLICE in it should have been cut from the game. It added nothing to the story whatsoever, felt tacked on and really damn cheesy with the very final end, with her hitchhiking. How does an Egyptian mummy know how to hitchhike on the side of the road? Maybe I'm just overthinking it and it's supposed to be a joke in reference to the fact that she's a red herring, but I wish they would have kept that silliness out of the True Ending. Also, they clearly did a lot of research. They got actual historical names correct, morphogenetic fields were actually theorized about (albeit differently than presented in the game), the Gigantic has actual historical meaning (though again, differently than presented)...
And then they add a debunked urban legend sticking her thumb out on the side of the road in the Nevada desert. Yeah, just way too silly at the end of a mindscrew mystery/horror game.
Thorts:
June was there because she saw herself there. Plus it added to the desperation of the situation for Junpei, reawakening those feelings he had for her and using it to put him in the right mindset for morphogenetic resonance.
As for sending and receiving, that does get explained. They're not mutually exclusive, some people are just better at one or the other, and June happens to be good at both.
ALLICE is a psuedo-red herring to explain ICE-9 and how it applies to the idea of a morphogenetic field. The actual ALLICE escaped 9 years ago, and presumably she's been helping June, Santa and Seven tackle the enemy group behind the original experiment. That's how Seven received his scars (that was my question!). The ending is a possible set-up for a sequel where ALLICE fills the group in on the details.
All of these answers are pretty decent, except for:
You are right. It is the power of love.
Am I?
There's also an implication that June became a stone cold-hearted manipulator because of what happened to her, and she was just using Junpei to further her goals for revenge, hence her ditching his ass at the end.
Posts
The translation is a bang up job and has made me laugh a number of times. Is it the Phoenix Wright people?
Phoenix Wright was translated by Capcom I believe. Aksys was behind the 999 translation.
To be honest, I don't think there was any way really to handle
Not counting Coffin, Knife is the most boring one.
(I appreciate all feedback, so take a few minutes to check it out)
Pokemon White: 5371-9705-4895
3DS Friend Code: 2105-8646-1262
XBL: GamingFreak5514
PSN: GamingFreak1234
Sub ending tells you jack shit because it's a goddamn nonsensical red herring
Sub's 'emotional' moment is cliche, it has no plot development, it isn't internally consistent, it's just a complete red herring. So crap.
It also shows
(I appreciate all feedback, so take a few minutes to check it out)
Pokemon White: 5371-9705-4895
3DS Friend Code: 2105-8646-1262
in the True end at around 2:30 this morning and called it quits for the evening.
Smart move. You have a lot left.
Are any of the other choices important or is the ending entirely dependent on the [numbered door] choices? Minimal info spoiler free answer appreciated.
Thoughts:
Then if you understand the mindscrew and just assume that she can see a future where she is alive, but working to help Junpei send her the solutions... well even then it doesn't make a whole lot of sense. They talk about telepathy in the sense that one group is able to send information, and another receives it but is not exactly sure about how they got it. June might as well be Professor X; she has conversations with somebody from an entirely different timeline, there's a back and forth there. She's sending and receiving, which doesn't make sense from how the game explained the way morphogenetic fields are supposed to work.
Also, everything with ALLICE in it should have been cut from the game. It added nothing to the story whatsoever, felt tacked on and really damn cheesy with the very final end, with her hitchhiking. How does an Egyptian mummy know how to hitchhike on the side of the road? Maybe I'm just overthinking it and it's supposed to be a joke in reference to the fact that she's a red herring, but I wish they would have kept that silliness out of the True Ending. Also, they clearly did a lot of research. They got actual historical names correct, morphogenetic fields were actually theorized about (albeit differently than presented in the game), the Gigantic has actual historical meaning (though again, differently than presented)...
And then they add a debunked urban legend sticking her thumb out on the side of the road in the Nevada desert. Yeah, just way too silly at the end of a mindscrew mystery/horror game.
it's a great experience but ultimately the conclusion of the game is just sort of shallow and ass-pully
i mean
it has a good storyline
but not a great one
it just gets too pseudosciency and deus ex machina for my tastes
i dunno. i've never seen a game implement NG+ into the story as well as 999 did tho
well, NieR came close
I just wish they could have taken a bit of the silliness out of the true ending and put it in some other ending, like the UFO ending in Silent Hill 2.
Some choices are very important, yes. Two, at least. One is fairly obvious, the other not so much. Although only if you've made the correct numbered door choices in the first (second, or third) place -- otherwise it's Bad End a-go-go no matter what you choose elsewhere.
AC:NH Chris from Glosta SW-5173-3598-2899 DA-4749-1014-4697
on my first try. That's this game's biggest failing, for me, is that it should have some sort of ending navigation map in it. When you get an ending, the path shows up on the map, along with certain checkpoints along the way. At the main menu, you can begin the game from any checkpoint you've already been to.
I spent probably at least an hour or two just fast-forwarding through crap I'd already seen before, and then going to a spoiler-free walkthrough to solve the puzzles I'd already done as fast as possible. Once solved, you should never be forced to do the same room again. If there is new dialog in the room, it should show up after I click the little button they put there to skip the puzzle, and then YOU FOUND IT.
So when I finally got all the other endings, some of which were fairly rewarding in their creepiness and the fact that I got to do entirely new rooms to get to them (with the exception of the prologue, over and over and over again), I then had to go back and do exactly what I did the first time through the game. No, sorry, that's bullshit. When you get the coffin ending, and then the ending you need to make it not the coffin ending, you should be able to skip right back to where you were when it left off.
For all my griping these past few posts, I really enjoyed the game. I mean, I wouldn't have stayed up so late last night playing it if I did not. It's just that it was so close to perfection. I loved how the puzzles were intuitive and didn't involve crazy things you would never think of doing. I never once looked at a walkthrough to help me solve a room my first time.
The developers have been surprisingly open with their responses toward fans, attempting to explain nearly every question and doing a decent job of it too. But I've got my own interpretation of several things.
Hitch hiking is a bit silly I guess, but the devs said that she'd been out in the real world since prior to the first Nonary game. She's had a long time to learn the ways of the present.
Read this page for lots of answers straight from the devs:
http://www.aksysgames.com/999/answers
Thanks for the link, I was scouring the thread for that.
Clarification question for your ending spoiler:
I asked the devs about that (partly), my question's on the page. Their answer is that
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
As for sending and receiving, that does get explained. They're not mutually exclusive, some people are just better at one or the other, and June happens to be good at both.
ALLICE is a psuedo-red herring to explain ICE-9 and how it applies to the idea of a morphogenetic field. The actual ALLICE escaped 9 years ago, and presumably she's been helping June, Santa and Seven tackle the enemy group behind the original experiment. That's how Seven received his scars (that was my question!). The ending is a possible set-up for a sequel where ALLICE fills the group in on the details.
I like to think he was giggling when he said that.
I like these amusingly inappropriate comedy asides.
Hands down, the best dialogue in the entire game.
AC:NH Chris from Glosta SW-5173-3598-2899 DA-4749-1014-4697