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#51 by [deleted]
2014-03-17 at 14:54
The intention for this kind of pacing is to exhaust reader's trust in the reality of what is happening, build up suspense and intrigue, give reader the time to try to come up with solutions by himself and when he succeeds - introduce a new mystery/problem to him.
This would have been far more effective if it wasn't for the scenes from the perspective of other characters (the omnipotent audience) which removes the ambiguity of whether an event was just a delusion. On a side note, if you enjoy mysteries and misdirection then you should give Umineko a read sometime.

Not sure what you mean by omnipotent audience. That we get to see details about what's happening out of Takumi's perspective? Well, I don't see this as something bad, for me it made things only more intriguing. Although, I would probably left scenes with committee meetings out of the story, but then it would seem like the Big Bad appeared out of nowhere.
I have three problems with the 3rd party scenes such as the committee meeting. (1) It utterly destroys the mystery aspect of the novel if you have the villains explain exactly what they're doing and why, and it provides proof that he isn't entirely crazy (which would have been the most interesting route IMO). (2) It distances the audience from the protagonist, we can no longer share his confusion. (3) It's lazy writing. Watching the villains have a secret meeting where they unnaturally introduce who they are and what they are planning to do is something I'd expect of an old Saturday morning cartoon, where the young audience can't be expected to infer ambiguous identities and motivations so they explain it all beforehand.

it's also not really close as whole to Chaos;Head. And in Details, I think that Total Recall shares a little more common with Chaos;Head.
I'll probably reread it in some near future, or watch the movie which I haven't seen.
You're right, Total Recall is closer to C;H. I'd consider the Scanner Darkly to be more like what I wanted C;H to be, less action, fewer (real) conspiracies, and more on the protagonist's warped perspective.

As for the film, I didn't expect the nature of the Scanner Darkly to be compatible with film but I was wrong, it's pretty darn good and may be the most faithful adaptation of any of his books. It's definitely worth a watch, even if only to view the trippy rotoscoping effect they used.
#52 by guiltyweek
2015-02-21 at 09:02
I really enjoy this game cuz of its vaguely disconnected early 1900s design of the ship. there's something about everything that strangely comforts me
#53 by adormus
2016-12-13 at 11:28
I don't like it to be honest. Yeah, I've read every single route and up til the True End I was quite intrigued with a solid (psycho-)thriller. But once on that route it became just plain silly. Not so much because of the underlying metaphysics that made no fucking sense. I usually just accept those things as they come, since its a fictional story. So it might as well have fictional physics.

The problem howver is, that the games einding is unpredictable. Like "Predicting Trumps election back in 1995"-unpredictable. There's just nothing pointing towards it apart from the morphogenetic field nonsense. And even with that knowledge its a HUGE stretch.

ever17 did a way better job a this. There's hints everywhere pointing to the true end. Names, Dates, conversations. Stuff that felt off somehow or just didnt match suddenly made sense. Thinking back about the story of ever17 shortly after reading it made me realize just how obvious all of it was. Well, obvious when looked at in hindsight of course.

But 999? Nothing. It just came out of nowhere. And that's very poor writing in my book.
#54 by loctar87
2016-12-13 at 23:23
@53 There were some hints, especially in the Safe ending: The fact Santa's sister died 9 years ago, June's disappearance in the Safe ending, the fact that the previous Nonary game involved two sites with psychic communication, the fact that "Zero's" bracelet is actually a 6. I would agree it wasn't really solvable in any real sense, but it didn't completely just come out of nowhere.

(Also, why isn't Umineko on your VN list? If you like mysteries and are willing to overlook random metaphysics, then it's a natural fit for you!)
#55 by adormus
2016-12-14 at 21:25
I began reading Umineko some 10 months ago. But my HDD became an EXHDD. Didn't start it again since. But I guess I'll give it another shot soon. It's just that the "childish" art style puts me off a bit.

That's one thing I really liked about 999. The character sprites were awesome. Especially for a low pixel DS release.
#56 by adormus
2017-02-09 at 12:12
Well, now I've read all three Novels. VLR did a way better job with the pacing, hints and conclusions. It's overall a way better VN. I especially loved how Phi's first greeting already spoiled the whole story in retrospect.

ZTD had some good parts, but is imho the worst part of the series, since it becomes overly easy to predict the outcome. Everyone should know who Zero is 3-5 hours into the game, depending on your fragment selection. But what really killed it was the excessive shifts. It just killed any real anxiety in the game. Granted, that happened in VLR as well, but it wasn't this bad.

Also, the voting in VLR had a personal component to it. You saw your fellow victims and had to argue with them afterwards, which left a greater impact if you chose betray.

Oh, there's also a part I hated about every part of the trilogy: The cast never questions Zero. I can't count how often the phrase "This can't be because Zero said xyz" came up. As if a perceived psychopathic murderer couldn't lie about rules. A lot of the friction in VLR came from the conclusion that one of them had to be a murderer. And they believed that because Zero said there were only 9 people in the complex. But why would you swallow that so easily? It makes no sense to me.
#57 by any13th
2017-03-23 at 00:15
I just beat all 3 ZE games, and it's been quite fun, even if it gradually declined from game to game.
I feel that the decline was because of an attempt of one-upping the previous game in shock-factor.
-As well, the endings got worse, with 999 being conclusive and satisfying and hence the best ending. VLR had a great twist imo, but got a little convoluted and didn't conclude in the way that 999 did, as it was setting up for ZTD. ZTD of course is the worst ending, with its epilogue being put in text and the ending left annoying up to interpretation.(Not to mention the tons of unresolved plot holes)
To add on, each game had it's own set of weak characters. 999 had Lotus and the 9th Man(I see them as filler spots). VLR had Alice and Quark.(Not as bad as the others) ZTD had Eric and Mira(My issue with them is that they were just aggressors and rather simply written characters).
I hope that Kotaro Uchikoshi's next game, which all we got is the title "Project Psync" uses ZTD's shortcomings as a model of which to make itself better.
#58 by any13th
2017-03-23 at 09:11
To add on, ZTD set up pretty well for another game where they fight the "religious fanatic", but they just decided to end it there. Additionally the fact that the epilogue was delivered in files got on my nerves. I wanted some type of bonus ending like in VLR with ?'s ending. The closest I got was the perspective ending, which doesn't even compare. If only there was another ZE game... It'll live on in spirit I guess. Perhaps Kotaro could at least make his next few games exist in the same universe as Zero Escape.Last modified on 2017-03-23 at 09:13
#59 by bunny1ov3r
2017-04-23 at 02:48
I am just wondering, for the steam nonary game version played on pc, how can I skip through the texts?

So far I know pressing on "Q", "space", or "enter" are the equivalents of going to the next line, but I haven't found the skip function yet.

Thanks in advance.

PS: currently I am just pressing on Q, space, and enter like mad with my two hands, rather tedious.Last modified on 2017-04-23 at 02:53
#60 by loctar87
2017-04-23 at 21:53
When you are on previously read text, cycling through Auto mode also includes a Skip mode. And, of course, 999 now includes a flowchart you can use to jump around so there's significantly less skipping required than in the original.

There's also an All Skip option that lets you skip through all text, including text you haven't read yet, which is enabled from the options in the main menu before entering the game. Not recommended unless you've already 100% the game in the past.Last modified on 2017-04-23 at 22:00
#61 by bunny1ov3r
2017-04-23 at 23:32
alright thanks

edit: I literally can not believe it. The same trick! Almost the same trick as ever 17! Came out of nowhere, unexpected! Wow! I'll admit it got me again.Last modified on 2017-04-24 at 08:32
#62 by eacil
2018-04-15 at 01:54
I started it and after one (bad) ending, I can say the map feature is badly made.

- It's unreadable. I used it near the end because I didn't remember all the door's location and numbers/symbols and the rhythm was starting to suddenly speed up but I couldn't trace down my path exactly. It's blurry and the big green rooms are bleeding on the corridors. Sometimes, they zoom on some zones and everything becomes clear with the door and all. Really sloppy work.
- It has no indications. You can't use it to remember the numbers/symbols. Useless.
- It's spoilerish. They spoil you the rooms from parallel routes. Thank you very much.

I had to export the map piece by piece and draw over it to be able to follow what is going on. Not really appreciated.
#63 by tyr
2018-04-15 at 09:44
Yes, the remake is terrible. Your fault for not playing the original game.
#64 by cross
2018-04-17 at 20:27
The ps4-version also has an "interesting" feature, it doesn't show you most of the text by default, you have to activate a specific reading mode for that...
#65 by eacil
2018-04-17 at 20:58
I should have started that in t8987.
You can switch between NOVEL and ADV modes. The ADV mode cuts all the narration and retains only the dialogues when NOVEL appears to be the raw output. That said, even in ADV, they force NOVEL mode when required.

How was the map in the DS release for it to be good?

Another thing I discovered is the fact that the map is
- incomplete. No steam room or torture room for example.

What I also not like is the fact that you are _forced_ to use the flowchart when you reach an ending. It's like savestates in an emu, if you use them, you lose the general completion of the game.
That said, I guess you can resolve that by ignoring the flowchart and just keep going with your saves before using the flowchart for speed completing a save when you have done everything. I don't know if some routes are not unlocked only when you trigger some flags, though.Last modified on 2018-04-17 at 21:00
#66 by tyr
2018-04-18 at 15:07
There is no map feature in the DS release.
You never know where in the story you currently are and you also notice the pattern of the routes only when you have already finished them.
I'd argue that this is the reason why there is more tension in the original.

I think they changed that in the remake because players were too stupid to get the obvious hint in the safe ending and didn't know how to get to the true end lol.
#67 by eacil
2018-07-17 at 01:44
In my opinion, 999 suffers from a bastardization of the genres, which is, unfortunately, a pretty common criticism for hybrids.
You start right away with an Escape, bringing the gameplay to the fore, what makes you believe it is an important part if not the most important, when it is not, not at all. Before understanding that i.e. while you wait ages before they give you another Escape, you have plenty of time experiencing the excruciating padding all over the text, over explaining everything for a situation you saw like a million times, praying for them to skip the preliminaries and get to the point. But no, even later, they see another bunch of numbered doors, they won't spare you if you can open them or not. Surprise! The rules didn't suddenly changed! but here is the free locked door animation just for you. There is no rhythm, really, and it makes you feel unsatisfied on both sides.

Anyway, 999 reveals itself to be first and foremost a visual novel (well done Sherlock). Being sold on DS, the Stylus lobby forced the developers to incorporate some gadget in it, and here we have, puzzles with as much challenge as Danganronpa's trials, which means none. They are not bad, they are just cute mini-games. Only the regular established puzzles like sudoku will ask you to turn on your brain (and the pointy things puzzle I understood shit about the rules haha ha) but who came here to resolve puzzles taken from a beach book?

The irony is, nothing really justifies the use of the visual novel medium as the best vector for this story. Everything could have been done with pure gameplay and usual ADV cutscenes. If you look at the game with the full perspective, the topography (walking from place to place, opening doors) takes the biggest place, what is really gameplay-centric. After that comes the worst info dump ever... which takes place during the escapes, like... in the middle, in case you still hoped for a decent gameplay. This VN is quite dry in real novel material. There is not much character interactions and real events are scarce. Not saying it should have been a full 3D game (this sounds bad), just supporting my first statement.

Now, this VN is a survival game. I like survival games even if it's an over-represented genre filled with mediocrity. You know, the thrill of being killed at every moment? Well, you won't feel that inside this game even after the stereotypical cannon fodder death right at the beginning. First, because of the gameplay (yeah, this guy again). You don't die during Escapes. Only airlocks kill, you know, the dumb phases where you need to run like a beheaded chicken until you find the DEAD (dat naming sense) before 81 seconds? I had a drop of sweat when I thought the real gameplay was coming and it was timed, I mean, wow, 81 seconds to resolve something, looks hardcore. No, wrong, those phases are a guillotine for the writer when he needs someone to be killed when he can't use the real meat of his own game, which proved to be harmless.
A bad survival game is a game which can't abide by its own rules to move the plot. This game is text book example of this situation, Uchikoshi Koutarou set a game he spent plenty of time explaining with symbols, numbers, mathematics, etc, a game he rejected in favor of sideline plays, making it scripted from the outside. It constantly reminded me of this crappy movie called Hunger Game when the gamemasters decide the game is boring so they start cheating and make everything a boring mess so their tasteless rigged conclusion became the tasteless rigged conclusion of the movie too as the rigmaster=writer wanted. I mean, some parts of the RED are missing? There are strangers outside of the group? What the fuck with this crap, seriously? No, *who* gives a fuck about this random crap? I don't. Why should I care about unpredictable events?

The epitome of this bad design is the fact that the game is a fake! You learn that at the end of the safe ending, when Zero says he lost. That was my second ending after the submarine one (whose only purpose is to "remind" you the game is real when it's another poor manipulation). So, he is the "good" guy and it's a revenge on Ichimiya but for some reason you are stuck in the middle. The whole survival game completely collapsed on its own weight, removing all possible tension from it, and I still had four freaking endings to unlock. So, maybe it wanted to play the mystery game? However, for the exact same reason, you can find the fact that Ichimiya is the bad guy pretty fast, which suddenly makes all the other routes useless (and like I said I got the safe ending in second, you know what I want to say). The first part is a whodunit so what's the point in keeping playing a game you already resolved? In the end, when you reach the true ending, there is not much left to discover. Only the story about Kanny... I mean only the story about Akane-chan is left, really slim content and not that interesting. When I closed the game, I felt it was too short, when it wasn't (took me 23 hours to complete), but because it lacked a strong conclusion and everything left an aftertaste of disappointment. You learn big conclusions too soon and the real goal is far from being outstanding.

Honestly, I have no idea how they built a sequel on this one. I guess I will have to discover it like I got the bundle.

One technical thing about the structure: ironically, if the puzzles are a joke, the real challenge is finding the endings. I read multiple times readers praising the existence of a flowchart in the windows port, allowing us to skip parts. I agree with them, I don't want to think how painful it should have been to complete the DS version, having to redo every freaking Escape all over again. I am not really happy though considering they spoil the whole structure when they could have revealed the chart little by little based on your progression. It weakens the foundations of your suspense/mystery/survival game which relies on the unknown. By looking at the chart you already have a conceptual control on the game... it's like, just an hypothetic example, you have a map, and they reveal rooms you never stepped in... That would be really idiotic, right? Well, the game didn't impress me so I wasn't really angry at that, just found that dumb (or ironic) to make such a big mistake.
You can't even not look at the flowchart by only using you previous saves considering there is no global variable which record your achievements. It's save based so your previous saves are useless.

Also, endings are unlocked not based on paths but info dump you got. This choice is hardly understandable. After two endings, you see that choosing a door has no consequence whatsoever. Why when most of the game is, like I said, about exploration, why do we always ends up in the hospital room with the exact same keys, even sending a new team check the last path? I see no use in playing those other paths, everything looks like a massive detour just to get the same result: keys for the doors at the beginning. Only the last part of those routes feel new because you finally reach real divergences, not artificial ones padded with Escapes. That's why a big part of this game feels empty. Honestly, I am glad they give you hints on the flowchart for the endings because that too looked like a pain in the ass.

Two times now I mentioned the (worst) info dump (ever) (worse than Heavy Object).
Given that keeping this part free of spoiler is too difficult, I prefer to put here a

So, the info dump which is here to try to manipulate us with fake science in believing that telepathy is a thing... I don't remember how many times I rolled my eyes when one of those awkward sequences started. Kudos to the, hey, let's discuss about ice nine when we are frozing to death in a fridge. Almost beaten by the prosopagnosia talk.

I know what you will say: the plot _may_ justify all of that. Well, the official stance is that only Santa is a stooge of Akane. I was sure that Yashiro and Seven were too but after looking at the answers, it's quite clear Uchikochi didn't think of them as accomplices. He even gives a vague permission to think Seven and Nils were if that fit the plot better (supposedly because he couldn't write what he wanted about Seven). You don't do that if you think you masterfully shortchanged your readers.
Anyway, I prefer to think at least Yashiro is, just for the sake of Uchikoshi, because there is 0.000000% chance for Yashiro to bring something as plot convenient as prosopagnosia in any conversation evar, certainly not how she did it. It would be way too far-fetched.

That's where I bring Ever 17, considering it's the same thing, though not in the same way that I have read in this very thread (I don't remember much of the story and have no idea how 999 is a copy pasta of Ever 17 haha, to tell you how much Ever 17 left its mark on me). I could resume Ever 17 to: a borefest with a satisfying ending. (Please don't cry.) The ending ties up everything and it's enjoyable but I will never forget everything before was tedious and long to say the least. Here, it's the same: if we assume the info dump doesn't suck ass by being a clear as day manipulation of the writer, yes, the laughable fridge conversation is justified, but the problem is: as a reader, we are subject to the story in a certain order and I have never been one of those guys kind enough to forgive a seemed-to-be-crappy movie because the final twist is brilliant and retroactively put everything onto perspective. I mean, I can recognize a smart story but I can also recognize when the smart story act against its own camp as being an inefficient process. I am talking about the info dump but also, again, about the fact that this whole game is fake, what is pretty much playing against its own camp too.

Being the second game of Uchikoshi Koutarou I read with the same flaw, I feel like this guy is good as a designer but totally sucks as a scriptwriter. I was not surprised to read he proceeded by finding the twist first then the plot fitting said twist. This creation process is prone to such beginner mistake. Works backward, not forward.

I didn't find any big plot holes while I didn't really search for them nor have the will for it (root numbers pretty much fucked my brain with all their possibilities). I only question the original experience and whole base of the story as being totally bogus, though. They do parascience so I guess they are doomed to create preposterous scientific protocols? I mean, the guy has to step in his own experience *to make it right* (if you don't understand what I mean: nothing in the experience is designed to prove the existence of the morphogenic fields, partly because of the symmetry. The challenges are doable and if they are not, they are not for both sides because of the useless symmetry, nor the experience even stimulates the use of the morphogenic fields until the director retake Akane to put her in an impossible situation that wouldn't have happened if he didn't). Anyway, why should I care? I have long last hope for Japanese to write real science fiction stories and that's why I fucking hate with my guts every mention of "science series" as a reference to this popular mumbo jumbo this fraud of Hayashi Naotaka writes. In anime, for one Dennou Coil or Noein, you have thousands of prods using SF as cosmetics. Here, you have lousy urban legends used as a base for another umpteenth story about the many-worlds interpretation (coincidence, two months later, I was gonna read another VN from 2003 with the exact trick). No Schrödinger's cat mention, I am impressed. Well, one way to not hate this one of too many lolscience #### is to consider all the info dump as bullshit feeding from the crew so they can manipulate Jumpy... sorry, Junpei-kun, into believing something they don't have evidence to show in the first place, and put him in the right direction so the magic happens. Edit: see my second edit.

Anyway, I kinda trust Uchikoshi for writing something coherent with himself but not for setting it up.
Edit: then I read the Answers (yeah, I had to rewrite this comment because I really thought everybody was a stooge -_-) and I saw plot holes do exist and are answered with convenient excuses such as "memory implantation", 3=E=Empty=0=LOL, there is a gun because it's what happened WORST EXCUSE EVER. I am not surprised to read such answers considering how the bad guys die, like, you got me, Ichimiya, I will die but I will certainly don't blow your cover by giving your name as my murderer to them all? And lol to the death of the second bad guy.
Well, I don't hold it to him, that's pretty difficult to tie up everything and it's nice to make up such online database for the fans.

Hmmm... I see this comment is not really positive. Well, there is Akane-chan I guess? Even when I was running after Yotsuba trying to unlock her route (...), I confess it was impossible to resist adorable lovestruck Akane, her blushing animation and her voice (compared to Junpei you wish could shut his trap when he starts yelling like a jerk). It's rare to literally be able to see hearts in the eyes of a girl. (Edit: seems like Akane-chan is in fact a big psychopath who spared Ichimiya to make him suffer more... okay... makes sense... (`_´)ゞ)
The others, hmm... If they are not stereotypical I don't know if it's better to piece together weird parts (the cop-yakuza-fisherman, the hacker-mom-belly-dancer [> poor smoke screen for the mummy?], the blind-prosthetic-prince). I didn't dislike them, I feel pretty much as indifferent to them as I felt indifferent to three-quarters of this game.

999 is on the 26th best VN according to trustable vndb top? Hmmm... mkay.
#68 by kominarachromer
2018-07-17 at 02:11
#67 Both Koutarou and Takumi have an obsession with weird pseudo-scientific occult shit, a problem which would be much more notable if it wasn't a trait shared by VN writers in general. Go look at the top ten science fiction visual novels on this site. All of them require some suspension of disbelief, and most of their infodumps aren't any less nonsensical than the morphogenetic field crap in 999. It's not a good thing, certainly, but complaining about visual novels not having 100% real science is like complaining that a taco doesn't come with potatoes in it. If you want hard science fiction, read a book. I guess we have to say that Star Trek and Neon Genesis Evangelion are shit now too?

The branching system doesn't make much sense, but branching systems in anything except for pure moege rarely make any sense. You're telling me that just because I made choices that slightly lean towards being favorable to Toosaka Rin, the entire story is going to change? I guess Japanese writers just assume if you just hang out with someone long enough, they fall in love with you.

The funny thing is that I do think 999 is a bit overrated. I know I gave it an 8.9, but that's purely for the Safe and True End sequences, and I can see it being unappealing if you don't like the Infinity series to begin with. It's not the best visual novel ever, and honestly Koutarou loses a lot when he's not working with Takumi. Hell, I'd say Takumi works better on his own; at least he doesn't shove his ultra cool bro metafictional plot twists down you throat at every turn and he didn't call DDLC a kamige. At least Baldr isn't particularly pretentious about its science fiction themes, and Narahara Ittetsu has the pure talent to make anything interesting.

Anyway, the point I'm trying to make here is that you should read Remember11 and I/O. Now those are top 25 material.Last modified on 2018-07-17 at 02:13
#69 by kilicool64
2018-07-17 at 12:47
Honestly, I have no idea how they built a sequel on this one.
Badly. Really damn badly. VLR doesn't really have a whole lot to do with 999, safe for a few parts. For the most part, it's just an extremely overextended prologue to a story that never happened. Because the version of ZTD that actually got made actively contradicts most of VLR's buildup to it.

VLR also marks a drastic shift in tone, pretty much abandoning any pretense of suspense and instead turning into a pure infodump with the worst pacing imaginable. ZTD tries to revert that, but overdoes it and turns into a bad Saw rip-off instead where people just get tortured and killed left and right with no actual thought put into any of it.

Incidentally, did you read the VN in Japanese or is there some other reason you refer to everyone using their Japanese names?
#70 by eacil
2018-07-24 at 10:25
(Sorry for the late reply but digressing on science-fiction was not planned at all after writing all of that and it made me lazy.)

@Kominarachromer: Why do you think I said that I have long last hope? I saw too many episodes by Sunrise where people walk under zero G.
However, good SF is not about asking for 100% science nor 100% science means Hard SF. Hard SF emphasizes science in their story with an obsession for accuracy. I would say not frontally contradicting science is enough. You don't have to tell me how your time machine work to have one. You can use "magic" for that purpose. You can even use faster-than-light travels because science is based on a process of refutation and the theory saying you can't beat light speed could pretty much be invalidated next year. What I mean about contradicting science is creating fake facts like in 999 or bullshiting us with ineptness like in C;H with utmost seriousness. I hate with my guts the mention of Science Adventure" or "99% science and 1% fantasy" because it exploits the word science for marketing purpose and help debasing it by saying that science is equivalent to chuuni bullshit. Science Adventure is way too generic as a name to not look like it's trying to copyright the word science, at least in our minds.
This has in fact nothing with science fiction, it's base writing theory: credibility, consistency, suspension of disbelief's boundaries. Summary: don't take your audience for fools. Don't think your audience is uneducated and will think you are a genius because you used the word quantic.

Also, I like occultism. I don't put limits to what a writer can do. Just don't make it looks like we can't make the difference between science and occultism because most of us think astrology is a joke.

My ranting originated more from how SF is not used as it could. In most Japanese SF (in anime, VN, etc.), it is just a setting put at the exact same level as fantasy. It never tries to prospect or make us think. Coincidentally, I just started Star Trek two weeks ago so I can talk about it. There is not much techno babble atm but for sure this series is SF not because of the coating but because each episode is a thought experiment. What happens if your good side is dissociated from your bad side? What happens if tremendous intelligence is bestowed upon a man? What happens to the mind if you transfer it into a machine? All the solutions offered by Star Trek (atm) are pretty much xenophobic, though, but they offer you new perspectives to think after the episode is over. I prefer ignorant techno babble not to be taken seriously (but as "magic") with mind blowing perspective than an accurate lecture on the many-worlds interpretation with cookie-cutter scenario.

In 999, Uchikoshi has actually a great field to explore. We don't know where the consciousness is located so it could be outside of us for what we know. Unfortunately, after bullshiting us with telepathy, he uses it only for the sake of his twist. Like for the time machine, it rarely goes beyond the status of plot device. You can't never go exploring 1000 years into the future or Ancient Egypt, it's always about saving your ass from some bad situation. Nothing wrong with that but it's tiring to see that's the only use they can do with science: cosmetics and plot device. That's fucking sad.

The funny thing is that I do think 999 is a bit overrated. I know I gave it an 8.9, but that's purely for the Safe and True End sequences
Voting only on the good parts is such a terrible idea. If you know you are contradicting yourself, why don't you fix it?

Remember11 doesn't give me any vibes but I/O will definitely be read in due course. I want to see what Regista is capable of before reading Root Double. I just need to find a hole in my fap schedule for all that all-age stuff.

Incidentally, did you read the VN in Japanese or is there some other reason you refer to everyone using their Japanese names?
Uh, no, just doing my weeaboo. Maybe you noticed in my comment that Kanny and Jumpy made me cringe. Same, I don't like reading and hearing two different things even if I understand the localization need to keep the numbers right. I started substituting the names in my head with what I was hearing (possible reason: Murasaki is more beautiful than June).Last modified on 2018-07-24 at 10:27


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