As I feared, it looks like ZTD's story presentation is going to be a hot mess. As shown in how you select story parts to follow.http://cdn.akamai.steamstatic.com/steam/apps/311240/ss_2f5d3c94cb3af14a0599d47a86c78a95f15650c8.jpg?t=1464851692
They don't even look remotely sorted in anything orderly. So not only is the story
chronologically bouncing all over the place, but the selection system itself gives you no clue as
to what piece is where in the timeline without having to consult the Global Chart
... Uggggggh. >.<; I know 999/VLR hasn't been exactly straightforward up til now...but I shouldn't need a freaking triple-sided roadmap to enjoy a timeline-driven plot.
That has been known for a while.
The characters in the game are being constantly given amnesia juice every 90 min. As a result they have no idea of what has happened to them in the previous rounds, and there is no context clues (unless someone is dead). So you select memory fragments as you essentially randomly jump around, and when you complete a memory fragment it gets thrown into the appropriate place in the timeline, and then you slowly get an understanding of the how things connect as you see where everything fits into the timelines. It is the gimmick for this game,