Junpei wakes up in the cabin of a sinking ocean liner and is forced to participate in the Nonary Game, where nine people must cooperate and solve puzzles involving the mathematical characteristics of the number nine in order to escape.
What could be a fun and challenging puzzle game is interrupted by a poorly told story, with cliche (if not annoying) characters and bland dialogue. You really have to wonder ehy they are having such lengthy and light hearted conversations while trying to escape a sinking boat...not to mention how the expositional babble ruins the pacing of the escape room puzzles.
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This game changed my perspective on what videogames could be when I first played it back in 2010 or 2011. Phenomenal. The PC version has a better replay experience.
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The first five hours present a decent but somewhat drab set of locked room mysteries, although the puzzles do remain engaging throughout. The game is generally hurt by wonky, stilted dialogue, but stick through it and you are rewarded with an engrossing story that blends traditional Western mystery novels with charming, elaborate characters and post-modern twists on perspective that tell a unique tale in a way that only this medium can provide. It's as envelope pushing now as back when it came out, which is high praise.
The HD remake loses the second screen, which undercuts the meaning of the game's ultimate message, but introduces voice acting, admittedly sub-par but still complementing the experience and providing it with a cinematic flair, and more user-friendly features that help truly bridge the gap between 999 the game and 999 the artpiece. Brilliant.
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999 is a game i have been meaning to check out for a long time, and now that i have i cant help but feel a bit disappointed with it. Its hyped up as one of the best visual novels out there, and considering the pedigree of the developer, who is also responsible for Dangaronpa, i had way too high expectations for it. What i actually got was a pseudo-science mystery, a lot of escape the room puzzles, and a diverse cast of characters that i wish i could have explored more.
The actual escape the room puzzles constitute most of the gameplay in here, and they are just ok. They are quite easy for the most part, and the few moments they are hard they are for the wrong reasons. Honestly feel that there were too many of them and they detracted from the major strenght of the game, which is the actual narrative.
The narrative of this game is one which could only be told in the video game format, and it utilizes the multiple route nature of VN as a plot device. Thats the most i can say without spoiler, but i will also add that the pseudo science they use got a bit too silly towards the end. That said, the characters are all endearing in their way, and it gives rise to some memorable interactions. To the point of me wishing that there was more interaction with them. You only get a superficial feel of what they are about, not like Danganronpa where you feel like you deeply get to know someone after the trials. There is a bit of fan service here and there, just a tiny touch that shouldnt leave many people uncomfortable.
I will say that playing that game to get to the true ending is very compelling, and that they really managed to write a script that is action focused and very hard to put down, even if it is mostly nonsense. I liked it enough to make me want to play the sequel, but not enough to put it on the same pedestal as Danganronpa.
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I just got the ending where Junpei, Seven and Clover are left trying to find out how to open the coffin. I really enjoyed what I played, but damn I don’t have any interest in skipping through all that text and redoing all those puzzles in the hope that I don’t just end up with an even worse ending.
the backtracking in this game is phenomenally good if youre playing the nonary games port (havent played the og), you only need to redo certain pieces of dialogue or try the unexplored branches on the flowchart to unlock new paths and its all very visually clear
as sudatantalus said, you don't have to replay everything (if you're playing the port). you can open the timeline and jump around to different points in the story. in some cases you can jump directly to conversation turning points. you can jump to a story element, read any new dialogue, then jump forward again (no need to play the rest of a room, conversation, etc). makes backtracking a breeze.
it might be the cornball in me, but it's genuinely one of my favorite sci-fi writing moves to endlessly exposit some bullshit pseudoscience throughout the game just to set up a climax that can be effectively summarized as "the power of love transcends time and saves the day"