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TopicSo, I finally got Virtue's Last Reward! [playthrough] [rabbits]
Giggsalot
03/13/17 7:01:34 PM
#28:


Zyxyz0 posted...
Giggsalot posted...

what is virtue's last reward anyway? death?


Yeah, the JP subtitle for this game is literally "Good People Die"

ha, that's great. the japanese are so eloquent sometimes.


Have a nice tragedy!

Zero continues to be really clever by openly revealing yet another fact that 999 veterans already know - that dead people's bracelets continue to operate, and can be used to continue playing the game after their owner's demise.

the game surprises me yet again by completely flipping our pairs - I really expected me to be with Phi the whole time, but this way makes more sense in that Phi and I would have absolutely no reason not to BETRAY in the next Ambidex round. I'm also beginning to understand the Phi/Alice perspective on the game a lot more - it's kind of hard to imagine why anyone would choose ALLY late on in the game, when suspicions are high. but if that happens, no one gets anywhere.

this shit is devious.

Sigma wisely spends a bit of time giving me some backstory, which is largely fairly generic and Jumpei-esque, but builds his character endearingly nonetheless. I then finally get my ass up and start exploring for a bit before the chromatic doors close.

I meet up with Phi, Luna and Clover in the Lounge, and we discuss our similar ailments and vague out-of-body feeling. Moving to the infirmary brings me to Alice, Tenmyouji and Dio. Alice continues to tease, revealing that her father was murdered and she met Clover in "the middle of a desert." we learn a little about the other characters here, but most fail to emerge from their archetype shells. the game makes a point of telling me that Phi is SUPER MYSTERIOUS and suspicious. this gives her almost the exact opposite characterization of her 999 counterpart June, who turned out to be Zero. I feel like this game is too clever to do the same thing twice, but it's done such a good job of confounding my expectations that I can't rule out a double bluff here. yay spectulation!

passing by the Crew Quarters leads us to likely wunderkind Quark and Kafka fan / steel samurai K, who give us some cool mythology stuff about lunar eclipses and fictional pandemics. Clover interrupts us all to reveal the bomb from Sigma's vision, staring at us on a crew quarter bed. in the ensuing panic, Clover nearly mentions something about her "training," which causes noted-suspicious-individual Alice to quickly quiet her. we calmly discuss the fact that there's a goddamn antimatter bomb five metres away, and in the process we discover that at least three of our team are hard science / mathematics geniuses. that's a pretty low ratio for a zero escape game actually, even 999's LVP Lotus was essentially a genius in a bikini.

the game does another really clever thing in presenting Sigma as suspicious in the planting of the bomb, something else that 999 never did. the idea of Sigma being Zero seems a bit crazy at first, but there's only so many Zero Escape scenarios one can devise before one comes to the idea of making the player character an amnesiac or unreliable Zero, right?

in yet another intriguing narrative choice, I'm not even given a choice at the next set of doors, and follow Luna and Alice into the Blue Door. and that's where I'll stop for today!
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