Sigma Klim notices a masked figure behind him while trying to start up his car and is subsequently knocked unconscious by a mysterious gas. He then wakes up trapped in an elevator with a white-haired girl named Phi, and after making their way out they encounter seven other people and became participants in another Nonary Game. While he initially only thought of escaping, Sigma eventually discovers that his consciousness can be shifted through multiple realities depending on his actions.
This game and 999 I think perfectly balance out each other's flaws.
999 has the starker intentional atmosphere, but this one feels noticeably more uncanny.
This game has 999 beat on puzzle complexity but feels like you're trudging through it far slower.
The individual characters are stronger here but 999's cast is better as an ensemble.
The alternate endings aren't as scary but are far wilder and contribute better to expanding out the plot.
Everything in VLR is much better signposted when trying to get the true end but it blue balls you way more in the process of trying to wrap your head around it.
The dub here is better fit with the dialogue as it was planned further from the start rather than being inserted after two other games. The castings stand out a lot starker for their characters
To sum up, The Nonary Collection is a cool compilation and both games are worth playing. Just not one after another, you'll get fatigued for sure.
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Some of the puzzles are much harder, but the interface for doing them overall is more enjoyable. I felt the story dragged a little too much in the middle; you do want to explore all the choices and options you're able to perform, but it seems even more tedious to skip through the dialogue in this game compared to the first.
It's also kind-of a bummer that Zero Time Dilemma was intended to directly follow the events of this game, yet wasn't made directly after this game....and on a significantly worse engine to boot.
Despite its flaws this is a must-play if you are interested in video-game story-telling done right.
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Virtue’s Last Reward (VLW) takes place some time after the previous Zero Escape game, Nine Hours, Nine Persons, Nine Doors (999) ends. While I think it is possible to follow the plot without having played the first game, you shouldn’t. Characters return, concepts are revisited, and the story is geared for a third and final installment, so if you have any interest in the series, don’t start it here. 999 was one of my favorite visual novels, so I knew going in that I was going to love this game. I did. Heck, my wife even got in to the parts of the story she watched and expressed some interest in the genre. If a visual novel can pull off hooking in a non-gamer, it has to be doing something right.
VLW tells the story of Sigma, a young student who gets kidnapped by a mysterious figure in a gas mask and wakes up in a strange warehouse. After waking up, he and eight other individuals participate in “The Nonary Game, Ambidex Edition.” They must achieve a score of 9 on their wristbands and then escape through the Number 9 Door, but since everybody has their own wristband, there’s a chance not everyone will make it. To gain points, they can either ally with one another or betray each other to escape faster. If you played 999, you will notice this premise sounds remarkably similar. While they are both based around the Nonary Game, rest assured VLW is its own entity. Established early on, the story’s principle drama comes from the prisoner’s dilemma (a popular psychological/sociological concept). Who will betray who, and why? Will everyone play nice together, or should you not trust anyone?
Fairly significant mid-game spoilers ahead that you should only read if still on the fence: VLW demands a little more thinking than the average video game if you want to solve mysteries ahead of time, but if any of this confuses you, the game explains it in very digestible terms, so don’t worry about it. Not too far in to the game, you will inevitably get a Game Over or be unable to progress. After that, the game takes you to a flow chart, and this is where the brilliance of VLW comes in. Jumping around and trying different choices during the game is actually canon. The main character will realize that he is witnessing alternate realities, and needless to say your head will probably explode piecing together all the clues the game throws at you. Saying much else about this would ruin the game, but I will say this: you must traverse the entire flow chart to finish the game for various reasons. This allows you to learn all about the characters and see all different sides about them until the narrative finally comes together in the end. 999 did some similar things, but VLW feels much more streamlined.
The game’s puzzles will also destroy your brain. I was stuck on this one about putting together a parallelogram for about an hour, and it wasn’t even the toughest puzzle. In fact, I would almost complain that the game is too challenging and could scare casual gamers off. Then again, we live in an age when anyone could just look up the answers, so perhaps the higher difficulty is for the best. Aside from that, my only real structural problem with the game was this awful slow animation that takes place every time you travel from one room in the facility to another. Apparently the game designer intends to improve this in Zero Escape 3, so that’s a relief at least.
Overall, I highly recommend Virtue’s Last Reward to anybody on the fence after playing 999. The game has pleasing visuals and an appropriate soundtrack that sets the mood quite well. Likewise, the English voice acting is of very good quality (and only in the Vita version! I lucked out), and I have few complaints about the story other than it maybe getting too complicated toward the end. I felt that 999 was the more focused game and had a more entertaining cast, but in all honesty the two are both strong and I can accept someone thinking VLW has the better story. The Flow Chart feature does speed up the required replaying, so for some that could be the deciding factor between the two. Good luck, and watch out for strangers wearing gas masks.
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i think the most annoying thing in this game is how much time you spend just watching yourself move in the map every time you make a choice. it's so slow and some of them take sooooo long
@unj That makes no sense. First off, why would it take any time to load still background pictures (in 2012 no less)? Second, the map moves at the exact same pace regardless of the distance to the visit location, so it takes longer for this "loading screen" to get to longer locations of the exact same type of still images.
The reason it exists is obviously because the developers were really proud of their map design and wanted to showboat.
I heard they had to make it in 3D as sort of a last-minute deal as it was required for 3D stuff on the 3DS.
That said, on an actual 3DS screen I find the graphics less jarring cause the screen is smaller. I imagine playing it on a TV or a Computer monitor shows off some more weirdness in the 3D models.
The sigma twist is one of the stupidest, plot hole creating twists of all time. completely ruined the game for me. and leaning fully into the pseudoscientific nonsense the first game only mildly had was very annoying. characters were mostly worse too. probably won't bother with 3.
3 is funny-bad, like if you play it its definitely a game to stream in discord to people who know nothing about the series so you can hear them say "what the fuck is even going on". i honestly might like ztd more than this one because a lot of points in this are kinda just boring
The reason it exists is obviously because the developers were really proud of their map design and wanted to showboat.
That said, on an actual 3DS screen I find the graphics less jarring cause the screen is smaller. I imagine playing it on a TV or a Computer monitor shows off some more weirdness in the 3D models.