Beat itSPOILERS AHOOOOOOOY
They're not very thorough spoilers, so I don't think I need to really tag anything (let me know otherwise :X ).
> Gab is still the best character. And most resilient! Even old and hungry, you delivered letters like a champ, bro.
> I think part of the experience was ruined for me since it's...I guess kinda easy to get the 'true end'. So basically there was a lot of gap filling. But the ending was a small let down, inconclusive, and sort of leaves on an ellipses than a period.
> That said, my favourite post
ending? Mira, Eric, and Q. They're totally
going to kill each other. Or kill others trying not
to kill each other, intent aside. I'm all for a fourth game starring them and ruining everything. Forget Free the Soul, it'll be them. ...and like, how the fuck do they explain to other families at the playground "Our 'son' is fine without a head" "Like really, he doesn't mind it". Or just keep the helmet on because he's "special". Or ...I dunno, THIS is the WORST DANGLING THREAD IN THIS GAME AAAUUUUGGGH!!!!
> I liked Junpei. :X
I thought both he and Sigma worked really well as leads in their respective games, but in the end they felt kinda similar; a sort of obvious mouthpiece beyond the occasional one-liner. I kinda like this idea about him that he gets a bit sour and a bit dark after his stint in a sinking ship while Akane fucks his life around for a bit. I think it's kind of annoying that Carlos is kinda shoe-horned as this big hero. Dude honourably tried to sexually assault a girl[??]. I liked him, but I just find his 'wedge' into the story convenient and easy compared to other "big players".
> Which reminds me, I don't think any conversation on American soil has seriously talked about being "A hero of justice" or having "A sister complex" unless Japanese people were directly involved in instigating it.Me
> Jeez, Aoi got plot-demoted real fucking fast.
Seven I'm glad is doing alright!
>...Aww, I thought it was sweet that Junpei and Akane were, sometimes literally, crazy for each other.
> Which reminds me, I do like the tension put of team leaders since the people they're matched with people who know each other better.
> Old Akane (in VLR) wore that ring Junpei gave her... :(
> Hey did you know Carlos was a firefighter?
> I liked the Fragment style after I got used to it. Very clever given how confusing it could be to craft a story around its "injected-amnesia" mechanic.
> I do like the game 'updating' itself either based on new information or just in other small details. The "dead/alive" status changing to the doll pictures found in the Study are absolutely brilliant. It's perhaps a little too on-the-nose about the cast being "unwilling playthings", but still a really cool visual since they're all different from each other --- Diana being a sweet and innocent porcelain doll and Carlos being a Ken doll is perfect (then there's Q...).
Fucking lord I love them the more I look at them, Junpei's especially because wtf is it besides being just totally terrifying.
> Being honest, I thought the 'big reveals' of "who" is playing pretty dumb in all games except 999 where it was at least /kinda/ clever. But VLR having you as an old man with cyborg limbs and ZTD with [another] old man asks a LOT of the cast to disregard what's around them (the hints are there, but way too subtle to often register, not enough to 'weird you out'). 999's "eyes" were mostly invisible to everyone and it worked best IMO.
> I love at one point Carlos gets a pretty bad case of the Phantom Limb. He puts "both hands" on his hips and it's kinda funny looking.
> I should say, the graphics as 'meh' as they were, I really loved the detail on character's hair. They pull some wicked expressions though...
> Case in point: MRW a drunk says they want to bang me:
> Hey did you know Carlos was a firefighter?
> Is it bad the 'Stranded Pair' made me just ask "they should just do each other to pass the time" right from the beginning?
> I really liked the puzzle rooms. I LOVED
that there's so screens to shift around, it's just clean 360's and no need to jump from one pre-rendered room to another. WONDERFUL. I think it actually cuts down a lot of time. I also noticed the puzzles were just the "right amount
" of difficult. Besides the Transporter Room, I don't think I ever really sat in any puzzle room to the point that I got frustrated (say, in comparison to Layton games where there's like that ONE SINGLE puzzle that'll piss you off for like a 30min+ of your life).
> Something weird happens when the cool dark environments totally jive with the sick beats in some of the escape rooms.
> Hey did you know Carlos has a sick sister? AND that he fights fire!??!!?!? WITH FIRE. THE FIRE IN HIS HEART.
> Delta.... Oh Delta
. Good and bad. Loved the idea here, I love that he, like Akane, need the game they create to ensure their own survival (chicken? egg?). And I like how Mira is the sort of starting thread in a lot of this; as much as her character is "just crazy" it's a kind of cool way to start the chain of events (or, yeah, that snail). But wow the cult, Brother, millions of deaths, radical-6 plots really get swept under a rug in order to emphasize one part of the story --- the characters. Which I guess isn't a bad thing. Anyways, I thought he had a cool design about him. Mind hacking was stupid though. Fuck, whatever, give him some magical power too why not.
That said, I find him kinda just "going with the flow", despite his machinations in each timeline, very surprising and a lot of fun to think about. He literally gets away with murders in other dimensions, he's completely fucking evil, but since you all got out okay [in one timeline], so too does he walk away from having commit *any* crimes, hell he even died in timelines and had videos set up for their eventuality... but to him, since he can't SHIFT, it's happening to him "once" and only once. Wooooooah.
> lol I like when characters identify the logical conundrum they're "fighting with"; it's almost like the "required reading" before you go into this psychological-puzzle-death-drama. Oh no! Monty's Hall! Hey, this is like Locke's Socks! Prisoner Dilemma! Remember that movie we can't say the title of?
Still, it's fun how it's worked into these contexts. Indeed, they're cool hypotheticals to think about, made a little sweeter because of sci-fi "what if" plots.
> Ultimately, I think this game was hurt by the lack of visual novel --- it was a full cinematic spectacle. It's admirable as hell that they really did so much of the game like this. But the budget made really half-assed looking action and way too many awkward moments. It turned events that totally suit the Zero Escape world look a lot more rushed (because you don't wanna do THAT much dialogue if you have to animate/voice it all). The game does better when it can describe its scenes, and work with its characters. This game really rushed the exposition really dispels a lot of the suspense.
> Honestly, the game gets knocked a grade for its truly fucking random dialogue skipper. I hate waiting a long time to have a character say something I can read in two seconds because they're saying it slowly. Then I check the chat log and noticed I missed like 2 or 5 lines from other characters.
...So who the fuck was Brother anywa--- ah fuck it. Whatever. The game is a [too-generous] 7
. But I still had fun with it, and I'm glad I played it. Superficially it was great, thinking harder about it not as much.
woof!I'm done now. Thanks for making it this far.