I know it's not available now, but is there any chance the watches will ever be available by themselves again? I'd rather not have to eBay-snipe for one.
Alright I got all the endings finally. I cant explain how blown away I was by this game, it was just too good. Truly an epic story. I read all the posts in the thread too since no need to worry about spoilers anymore. Love all the tid bits from everyone to help fill in any and all I questions I would have had.
My interest in this game was sparked over a year ago when I saw Kinu Nishimura's art for it. Im so happy she worked on it cause had it not been for the art I am sure I would have missed out on this game. With that said, Akselziys you gotta pitch to chunsoft to consider putting out an artbook please. I could die with no regrets if an artbook was released. :lol
I'm glad to see that you guys are actively promoting the game (and that it is doing well); this game really deserves to reach as many hands as possible.
I know it's not available now, but is there any chance the watches will ever be available by themselves again? I'd rather not have to eBay-snipe for one.
Would someone kindly explain the blue and red suitcase solution to me? I solved it, but I had to use a process of elimination to get it rather than finding the other two numbers for each case.
So, for example:
I got the [63] for the blue case, but the solution is [0263]. So, where do you get the [02]? It's the same with the red case. I got [74] for the solution [7485], but I don't know where the [85] comes from. Do the numbers come from the opposite or mirrored shapes on that paper?
Would someone kindly explain the blue and red suitcase solution to me? I solved it, but I had to use a process of elimination to get it rather than finding the other two numbers for each case.
So, for example:
I got the [63] for the blue case, but the solution is [0263]. So, where do you get the [02]? It's the same with the red case. I got [74] for the solution [7485], but I don't know where the [85] comes from. Do the numbers come from the opposite or mirrored shapes on that paper?
You should have gotten two pieces of paper. One of them had the first two digits of the blue code and the last two digits of the red code, the other one was vice versa. Use the back of the ship photo to figure out the code.
There are two pieces of paper that you find. Each one has blue symbols and red symbols.
You take the first two red symbols from one paper and the last two from the other, and combine them together to get one number. Now do the same with the red
That was easy. That fucking puzzle at the very end was *impossible*.
You should have gotten two pieces of paper. One of them had the first two digits of the blue code and the last two digits of the red code, the other one was vice versa. Use the back of the ship photo to figure out the code.
Where was the other piece of paper? All I had was the photo and one piece of paper. I thought I thoroughly checked that room, but maybe not. Also, the piece of paper I had was from the bulletin board.
Where was the other piece of paper? All I had was the photo and one piece of paper. I thought I thoroughly checked that room, but maybe not. Also, the piece of paper I had was from the bulletin board.
Where was the other piece of paper? All I had was the photo and one piece of paper. I thought I thoroughly checked that room, but maybe not. Also, the piece of paper I had was from the bulletin board.
There are two pieces of paper that you find. Each one has blue symbols and red symbols.
You take the first two red symbols from one paper and the last two from the other, and combine them together to get one number. Now do the same with the red
That was easy. That fucking puzzle at the very end was *impossible*.
I will never think of games with multiple endings or narrators the same way again. In case anyone didn't understand why you had to turn the DS upside down for the puzzle at the end, it's because the top screen was Junpei and the bottom screen was Akane. The entire game it was Akane doing the puzzles and telepathically sending them to Junpei. At the end, it was young Akane that needed help, so it was up to Junpei. The top screen isn't a touch screen, so the way to circumvent this was to flip the DS upside down, hence the image of Akane crying on the non-touch screen.
what they did with the multiple endings and why they happened was really interesting. I get that.
But having you know who show at the very last moment seemed like a deliberate "let's be as crazy as we can" Shymalan style twist - a twist included for the sake being shocking rather than making sense.
Yeah, I know it was talked about al through the game, but it just seemed a bit silly to have her hitchhiking.
I guessed the part about them being in building Q when they were talking about the two experiments at the end, but I still thought it was neat. Overall, really well done.
what they did with the multiple endings and why they happened was really interesting. I get that.
But having you know who show at the very last moment seemed like a deliberate "let's be as crazy as we can" Shymalan style twist - a twist included for the sake being shocking rather than making sense.
Yeah, I know it was talked about al through the game, but it just seemed a bit silly to have her hitchhiking.
I guessed the part about them being in building Q when they were talking about the two experiments at the end, but I still thought it was neat. Overall, really well done.
I didn't see you know who as a "twist" at all. It's the equivalent of a chracter turning their face to the audience and winking. Just a light-hearted way to end the story.
Where was the other piece of paper? All I had was the photo and one piece of paper. I thought I thoroughly checked that room, but maybe not. Also, the piece of paper I had was from the bulletin board.
I didn't see you know who as a "twist" at all. It's the equivalent of a chracter turning their face to the audience and winking. Just a light-hearted way to end the story.
Yep, and it fits in with the light hearted tone that was taken after their escape. After all that heavy subject matter, all the bad endings I got, the dark tone that dominated much of the game and honestly the liberties with science that were being taken at some points, it was kinda nice to a.) have a happy ending and b.) remind you not to take the stuff so seriously.
Kinda like when Lotus was talking about the picture experiments, acting all serious...but at the end states that she was just fucking with you. I thought the ending was another version of that.
I'm on my final play through and am about to get the true ending. Just taking a pause to say I can see just how deep this story is now, and its not deep in the sense that the text and writing is layered or meaningful, but the interaction is deep, it really is an interactive novel.
and what I mean by that is
the act of replaying the game over and over and doing the same doors repeatedly and in different combination, slowly revealing more of each characters story is like living out the morphogenetic theories. Each play has inherited knowledge from an invisible connection and more layers are peeled back each time. I find that quite profound.
I'm a little surprised this game hasn't been mentioned on more podcasts (that I listen to)
I'm on my final play through and am about to get the true ending. Just taking a pause to say I can see just how deep this story is now, and its not deep in the sense that the text and writing is layered or meaningful, but the interaction is deep, it really is an interactive novel.
and what I mean by that is
the act of replaying the game over and over and doing the same doors repeatedly and in different combination, slowly revealing more of each characters story is like living out the morphogenetic theories. Each play has inherited knowledge from an invisible connection and more layers are peeled back each time. I find that quite profound.
I'm a little surprised this game hasn't been mentioned on more podcasts (that I listen to)
Yeah, I agree with this completely. It totally caught me by surprise and quietly blew my mind.
It reminded me of Bioshock in that it's the very rare narrative trick that would only work in the video game medium, and seems to open the door to new ideas that haven't explored endlessly in films/TV/novels etc. It does deserve more discussion in the sort of endless can-video games-be-art debates that occur here and on podcasts, although tragically any discussion of it would end up ruining the game for people who haven't played it.
But you may be listening to the wrong podcasts! On Warning A Huge Podcast! we've been talking about 999 for six months. Sorry, had to get that plug in.
First room pissed me off. Fumbled pretty hard with the 'pixel hunt' as I apparently missed touching a section of the screen that did a close-up of a pillow that had an important note tucked underneath it(fucking stupid). Considering the amount of time I was fuming trying to solve the puzzle without that note, it was a really poor introduction to what everyone considers a fine game.
If the rest of the game's puzzles turn out like that...I can't say they will be a real strong point of this game.
First room pissed me off. Fumbled pretty hard with the 'pixel hunt' as I apparently missed touching a section of the screen that did a close-up of a pillow that had an important note tucked underneath it(fucking stupid). Considering the amount of time I was fuming trying to solve the puzzle without that note, it was a really poor introduction to what everyone considers a fine game.
If the rest of the game's puzzles turn out like that...I can't say they will be a real strong point of this game.
Unless I misunderstood something, no, that's not the case. That was why you had to flip the DS upside down at the end, because Junpei was the one actually solving that puzzle.
Unless I misunderstood something, no, that's not the case. That was why you had to flip the DS upside down at the end, because Junpei was the one actually solving that puzzle.
They switch positions at the end so Junpei can save young Akane, which was the whole point of the second nonary game, but throughout the rest of the game it's Akane transmitting to Junpei.
They switch positions at the end so Junpei can save young Akane, which was the whole point of the second nonary game, but throughout the rest of the game it's Akane transmitting to Junpei.
Yep, and it fits in with the light hearted tone that was taken after their escape. After all that heavy subject matter, all the bad endings I got, the dark tone that dominated much of the game and honestly the liberties with science that were being taken at some points, it was kinda nice to a.) have a happy ending and b.) remind you not to take the stuff so seriously.
Kinda like when Lotus was talking about the picture experiments, acting all serious...but at the end states that she was just fucking with you. I thought the ending was another version of that.
I guess so. Tonally it seemed a little bit off from the rest of the game, which was fairly serious. Not really anything bad, I just felt it was a bit awkward. Chalk it up to personal preference. Probably my only real quibble with the game.
I guess so. Tonally it seemed a little bit off from the rest of the game, which was fairly serious. Not really anything bad, I just felt it was a bit awkward. Chalk it up to personal preference. Probably my only real quibble with the game.
And interestingly enough, it's back to Theresia for me, too. I started, but took a break to dive into 999. I need to finish it before Ghost Trick, though.
This game was awesome but so dangerous, I more or less played it non stop trying to cut my way through the endings. Finally done and glad its over, really enjoyed the ride but anymore would've been wrong for me. Very refreshing experience and something that could only be done via games.
I'm not sure if I'm ready to recommend it to friends as it feels like a very hardcore experience, its probably as hardcore as it gets. You have to put up with anime art style, verbose text that goes on and on and rather convoluted puzzles and play mechanics but above all, the replay thing is essential yet goes against what people are usually willing to do.
I'm not sure most people would sit through this kind of game, nevermind sit through it enough times to get the full experience, but I'm glad I've done it and glad to have found a collection of like minded people to talk about it with!
That ending - wow, unexpected. If you have like 4 or 5 of the possible endings, I still dont think you're prepared for the final true ending. Definitely play through them all first. Use a guide to figure out how to structure your play after your first/second time.
New shipment coming soon apparently for people like Adam Prime. This is not a game that's going to be discounted on Amazon. Word is spreading and people are buying them up to try and hock them on EBay. I'd grab one as soon as it's available.
shichishito said:
I totally understand where you're coming from.
And interestingly enough, it's back to Theresia for me, too. I started, but took a break to dive into 999. I need to finish it before Ghost Trick, though.
I have a soft spot for Jake Hunter/Saburo Jinguji, however, if you're expecting puzzles, it's mainly just a visual novel. Theresia has gameplay if you're looking for that.
I can't speak for Theresia as I've yet to try it, but Jake Hunter is quite enjoyable. The tone for Jake Hunter is quite different though, it's deeply rooted in a noir detective style. And it's a much more "pure" text adventure/visual novel, there are very few puzzles beyond presenting the correct item to the correct person.
If you do give Jake Hunter a go, make sure it's the Memories of the Past version. The first Jake Hunter game released in the US (Detective Chronicles) is the same game as Memories of the Past, but it has over half of the content removed.
Other DS adventure game suggestions I would make are the Hotel Dusk series and the Ace Attorney series. Both are truly excellent and are must plays for any adventure game fans IMO.
The Touch Detective series is also really fun, but it's a bit obtuse. You have to be in the mood for a wacky game with unconventional solutions.
Akselziys said:
Both !
I have a soft spot for Jake Hunter/Saburo Jinguji, however, if you're expecting puzzles, it's mainly just a visual novel. Theresia has gameplay if you're looking for that.
Played them and loved them. I also spread the joy of Pheonix Wright whenever I can
Akselziys said:
Both !
I have a soft spot for Jake Hunter/Saburo Jinguji, however, if you're expecting puzzles, it's mainly just a visual novel. Theresia has gameplay if you're looking for that.
What type of gameplay? Is it more like Hotel Dusk, 999 or something completely different?
Gunloc said:
I can't speak for Theresia as I've yet to try it, but Jake Hunter is quite enjoyable. The tone for Jake Hunter is quite different though, it's deeply rooted in a noir detective style. And it's a much more "pure" text adventure/visual novel, there are very few puzzles beyond presenting the correct item to the correct person.
If you do give Jake Hunter a go, make sure it's the Memories of the Past version. The first Jake Hunter game released in the US (Detective Chronicles) is the same game as Memories of the Past, but it has over half of the content removed.
Other DS adventure game suggestions I would make are the Hotel Dusk series and the Ace Attorney series. Both are truly excellent and are must plays for any adventure game fans IMO.
I love hardboiled/noir detective books and games (Hotel Dusk and Last Window are two of my favourite games ever). I'll definitely give that a try. Thanks for the tip about Memories of the Past.
I love hardboiled/noir detective books and games (Hotel Dusk and Last Window are two of my favourite games ever). I'll definitely give that a try. Thanks for the tip about Memories of the Past.
NP. Have you played Trace Memory and Another Code R? I personally consider them part of the same series as Hotel Dusk/Last Window since they take place in the same continuity. I loves me some CiNG.
NP. Have you played Trace Memory and Another Code R? I personally consider them part of the same series as Hotel Dusk/Last Window since they take place in the same continuity. I loves me some CiNG.
Nope. I'm sure that I'm missing out on some great games, but something about Trace memory rubs me the wrong way based on the videos I've watched. It doesn't help that I'll probably never get to play the sequel.
I found that puzzle pretty easy, but I just assumed something would be on the beds and kept checking til I found something. I really wouldn't call this puzzle a pixel hunt.
Nope. I'm sure that I'm missing out on some great games, but something about Trace memory rubs me the wrong way based on the videos I've watched. It doesn't help that I'll probably never get to play the sequel.
Though, if you are a huge Hotel Dusk fan, I'd suggest giving Trace Memory a chance. It has some of the coolest puzzles I've ever come across in a DS game, and the story is actually quite interesting. It's very atmospheric too, something I really appreciated about Hotel Dusk.
It's also super short, so it's not a huge time investment if you're still unsure. I liked it so much, it prompted me to import Another Code R despite not having a PAL Wii. (I plan to purchase one someday soon.)